CmD3D11RenderSystem.cpp 33 KB

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  1. #include "CmD3D11RenderSystem.h"
  2. #include "CmD3D11DriverList.h"
  3. #include "CmD3D11Driver.h"
  4. #include "CmD3D11Device.h"
  5. #include "CmD3D11TextureManager.h"
  6. #include "CmD3D11Texture.h"
  7. #include "CmD3D11HardwareBufferManager.h"
  8. #include "CmD3D11RenderWindowManager.h"
  9. #include "CmD3D11HLSLProgramFactory.h"
  10. #include "CmD3D11BlendState.h"
  11. #include "CmD3D11RasterizerState.h"
  12. #include "CmD3D11DepthStencilState.h"
  13. #include "CmD3D11SamplerState.h"
  14. #include "CmD3D11GpuProgram.h"
  15. #include "CmD3D11Mappings.h"
  16. #include "CmD3D11VertexBuffer.h"
  17. #include "CmD3D11IndexBuffer.h"
  18. #include "CmD3D11RenderStateManager.h"
  19. #include "CmD3D11GpuParamBlockBuffer.h"
  20. #include "CmD3D11InputLayoutManager.h"
  21. #include "CmD3D11RenderUtility.h"
  22. #include "CmBindableGpuParams.h"
  23. #include "CmCoreThread.h"
  24. #include "CmD3D11QueryManager.h"
  25. #include "CmDebug.h"
  26. #include "CmException.h"
  27. namespace BansheeEngine
  28. {
  29. D3D11RenderSystem::D3D11RenderSystem()
  30. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  31. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_11_0)
  32. , mHLSLFactory(nullptr), mIAManager(nullptr)
  33. , mStencilRef(0), mActiveDrawOp(DOT_TRIANGLE_LIST)
  34. {
  35. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  36. }
  37. D3D11RenderSystem::~D3D11RenderSystem()
  38. {
  39. }
  40. const String& D3D11RenderSystem::getName() const
  41. {
  42. static String strName("D3D11RenderSystem");
  43. return strName;
  44. }
  45. const String& D3D11RenderSystem::getShadingLanguageName() const
  46. {
  47. static String strName("hlsl");
  48. return strName;
  49. }
  50. void D3D11RenderSystem::initialize_internal(AsyncOp& asyncOp)
  51. {
  52. THROW_IF_NOT_CORE_THREAD;
  53. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  54. if(FAILED(hr))
  55. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  56. mDriverList = cm_new<D3D11DriverList>(mDXGIFactory);
  57. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  58. mVideoModeInfo = mActiveD3DDriver->getVideoModeInfo();
  59. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  60. D3D_FEATURE_LEVEL requestedLevels[] = {
  61. D3D_FEATURE_LEVEL_11_0,
  62. D3D_FEATURE_LEVEL_10_1,
  63. D3D_FEATURE_LEVEL_10_0,
  64. D3D_FEATURE_LEVEL_9_3,
  65. D3D_FEATURE_LEVEL_9_2,
  66. D3D_FEATURE_LEVEL_9_1
  67. };
  68. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  69. UINT32 deviceFlags = 0;
  70. #if CM_DEBUG_MODE
  71. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  72. #endif
  73. ID3D11Device* device;
  74. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  75. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  76. if(FAILED(hr))
  77. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  78. mDevice = cm_new<D3D11Device>(device);
  79. LARGE_INTEGER driverVersion;
  80. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D11Device, &driverVersion)))
  81. {
  82. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  83. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  84. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  85. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  86. }
  87. // Create the texture manager for use by others
  88. TextureManager::startUp<D3D11TextureManager>();
  89. // Also create hardware buffer manager
  90. HardwareBufferManager::startUp<D3D11HardwareBufferManager>(std::ref(*mDevice));
  91. // Create render window manager
  92. RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
  93. // Create & register HLSL factory
  94. mHLSLFactory = cm_new<D3D11HLSLProgramFactory>();
  95. // Create render state manager
  96. RenderStateManager::startUp<D3D11RenderStateManager>();
  97. mCurrentCapabilities = createRenderSystemCapabilities();
  98. mCurrentCapabilities->addShaderProfile("hlsl");
  99. GpuProgramManager::instance().addFactory(mHLSLFactory);
  100. mIAManager = cm_new<D3D11InputLayoutManager>();
  101. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  102. D3D11RenderUtility::startUp(mDevice);
  103. QueryManager::startUp<D3D11QueryManager>();
  104. RenderSystem::initialize_internal(asyncOp);
  105. asyncOp._completeOperation(primaryWindow);
  106. }
  107. void D3D11RenderSystem::destroy_internal()
  108. {
  109. THROW_IF_NOT_CORE_THREAD;
  110. QueryManager::shutDown();
  111. D3D11RenderUtility::shutDown();
  112. if(mIAManager != nullptr)
  113. {
  114. cm_delete(mIAManager);
  115. mIAManager = nullptr;
  116. }
  117. if(mHLSLFactory != nullptr)
  118. {
  119. cm_delete(mHLSLFactory);
  120. mHLSLFactory = nullptr;
  121. }
  122. mActiveVertexDeclaration = nullptr;
  123. mActiveVertexShader = nullptr;
  124. RenderStateManager::shutDown();
  125. RenderWindowManager::shutDown();
  126. HardwareBufferManager::shutDown();
  127. TextureManager::shutDown();
  128. SAFE_RELEASE(mDXGIFactory);
  129. if(mDevice != nullptr)
  130. {
  131. cm_delete(mDevice);
  132. mDevice = nullptr;
  133. }
  134. if(mDriverList != nullptr)
  135. {
  136. cm_delete(mDriverList);
  137. mDriverList = nullptr;
  138. }
  139. mActiveD3DDriver = nullptr;
  140. RenderSystem::destroy_internal();
  141. }
  142. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  143. {
  144. THROW_IF_NOT_CORE_THREAD;
  145. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  146. // and then set them all up at once before rendering? Needs testing
  147. ID3D11SamplerState* samplerArray[1];
  148. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  149. samplerArray[0] = d3d11SamplerState->getInternal();
  150. switch(gptype)
  151. {
  152. case GPT_VERTEX_PROGRAM:
  153. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  154. break;
  155. case GPT_FRAGMENT_PROGRAM:
  156. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  157. break;
  158. case GPT_GEOMETRY_PROGRAM:
  159. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  160. break;
  161. case GPT_DOMAIN_PROGRAM:
  162. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  163. break;
  164. case GPT_HULL_PROGRAM:
  165. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  166. break;
  167. case GPT_COMPUTE_PROGRAM:
  168. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  169. break;
  170. default:
  171. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  172. }
  173. mRenderStats.numSamplerBinds++;
  174. }
  175. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  176. {
  177. THROW_IF_NOT_CORE_THREAD;
  178. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  179. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  180. mRenderStats.numBlendStateChanges++;
  181. }
  182. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  183. {
  184. THROW_IF_NOT_CORE_THREAD;
  185. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  186. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  187. mRenderStats.numRasterizerStateChanges++;
  188. }
  189. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  190. {
  191. THROW_IF_NOT_CORE_THREAD;
  192. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  193. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  194. mRenderStats.numDepthStencilStateChanges++;
  195. }
  196. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  197. {
  198. THROW_IF_NOT_CORE_THREAD;
  199. // TODO - Set up UAVs?
  200. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  201. // and then set them all up at once before rendering? Needs testing
  202. ID3D11ShaderResourceView* viewArray[1];
  203. if(texPtr != nullptr && enabled)
  204. {
  205. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  206. viewArray[0] = d3d11Texture->getSRV();
  207. }
  208. else
  209. viewArray[0] = nullptr;
  210. switch(gptype)
  211. {
  212. case GPT_VERTEX_PROGRAM:
  213. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  214. break;
  215. case GPT_FRAGMENT_PROGRAM:
  216. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  217. break;
  218. case GPT_GEOMETRY_PROGRAM:
  219. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  220. break;
  221. case GPT_DOMAIN_PROGRAM:
  222. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  223. break;
  224. case GPT_HULL_PROGRAM:
  225. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  226. break;
  227. case GPT_COMPUTE_PROGRAM:
  228. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  229. break;
  230. default:
  231. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  232. }
  233. mRenderStats.numTextureBinds++;
  234. }
  235. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  236. {
  237. THROW_IF_NOT_CORE_THREAD;
  238. setTexture(gptype, texUnit, false, nullptr);
  239. }
  240. void D3D11RenderSystem::beginFrame()
  241. {
  242. // Not used
  243. }
  244. void D3D11RenderSystem::endFrame()
  245. {
  246. // Not used
  247. }
  248. void D3D11RenderSystem::setViewport(const ViewportPtr& vp)
  249. {
  250. THROW_IF_NOT_CORE_THREAD;
  251. assert(vp != nullptr);
  252. // Set render target
  253. RenderTargetPtr target = vp->getTarget();
  254. setRenderTarget(target);
  255. // set viewport dimensions
  256. mViewport.TopLeftX = (FLOAT)vp->getX();
  257. mViewport.TopLeftY = (FLOAT)vp->getY();
  258. mViewport.Width = (FLOAT)vp->getWidth();
  259. mViewport.Height = (FLOAT)vp->getHeight();
  260. if (vp->getTarget()->requiresTextureFlipping())
  261. {
  262. // Convert "top-left" to "bottom-left"
  263. mViewport.TopLeftY = vp->getTarget()->getHeight() - mViewport.Height - mViewport.TopLeftY;
  264. }
  265. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  266. mViewport.MinDepth = 0.0f;
  267. mViewport.MaxDepth = 1.0f;
  268. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  269. }
  270. void D3D11RenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers)
  271. {
  272. THROW_IF_NOT_CORE_THREAD;
  273. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  274. if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
  275. CM_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  276. ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
  277. UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
  278. UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
  279. for(UINT32 i = 0; i < numBuffers; i++)
  280. {
  281. D3D11VertexBuffer* vertexBuffer = static_cast<D3D11VertexBuffer*>(buffers[i].get());
  282. dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
  283. strides[i] = buffers[i]->getVertexSize();
  284. offsets[i] = 0;
  285. }
  286. mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
  287. mRenderStats.numVertexBufferBinds++;
  288. }
  289. void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  290. {
  291. THROW_IF_NOT_CORE_THREAD;
  292. D3D11IndexBuffer* indexBuffer = static_cast<D3D11IndexBuffer*>(buffer.get());
  293. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  294. if(indexBuffer->getType() == IndexBuffer::IT_16BIT)
  295. indexFormat = DXGI_FORMAT_R16_UINT;
  296. else if(indexBuffer->getType() == IndexBuffer::IT_32BIT)
  297. indexFormat = DXGI_FORMAT_R32_UINT;
  298. else
  299. CM_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
  300. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  301. mRenderStats.numIndexBufferBinds++;
  302. }
  303. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  304. {
  305. THROW_IF_NOT_CORE_THREAD;
  306. mActiveVertexDeclaration = vertexDeclaration;
  307. }
  308. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  309. {
  310. THROW_IF_NOT_CORE_THREAD;
  311. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  312. }
  313. void D3D11RenderSystem::bindGpuProgram(HGpuProgram prg)
  314. {
  315. THROW_IF_NOT_CORE_THREAD;
  316. if(!prg.isLoaded())
  317. return;
  318. switch(prg->getType())
  319. {
  320. case GPT_VERTEX_PROGRAM:
  321. {
  322. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg.get());
  323. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  324. mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgram>(prg.getInternalPtr());
  325. break;
  326. }
  327. case GPT_FRAGMENT_PROGRAM:
  328. {
  329. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg.get());
  330. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  331. break;
  332. }
  333. case GPT_GEOMETRY_PROGRAM:
  334. {
  335. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg.get());
  336. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  337. break;
  338. }
  339. case GPT_DOMAIN_PROGRAM:
  340. {
  341. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg.get());
  342. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  343. break;
  344. }
  345. case GPT_HULL_PROGRAM:
  346. {
  347. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg.get());
  348. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  349. break;
  350. }
  351. case GPT_COMPUTE_PROGRAM:
  352. {
  353. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg.get());
  354. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  355. break;
  356. }
  357. default:
  358. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  359. }
  360. if (mDevice->hasError())
  361. CM_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  362. mRenderStats.numGpuProgramBinds++;
  363. }
  364. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  365. {
  366. THROW_IF_NOT_CORE_THREAD;
  367. switch(gptype)
  368. {
  369. case GPT_VERTEX_PROGRAM:
  370. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  371. mActiveVertexShader = nullptr;
  372. break;
  373. case GPT_FRAGMENT_PROGRAM:
  374. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  375. break;
  376. case GPT_GEOMETRY_PROGRAM:
  377. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  378. break;
  379. case GPT_DOMAIN_PROGRAM:
  380. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  381. break;
  382. case GPT_HULL_PROGRAM:
  383. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  384. break;
  385. case GPT_COMPUTE_PROGRAM:
  386. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  387. break;
  388. default:
  389. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  390. }
  391. mRenderStats.numGpuProgramBinds++;
  392. }
  393. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, BindableGpuParams& bindableParams)
  394. {
  395. THROW_IF_NOT_CORE_THREAD;
  396. bindableParams.updateHardwareBuffers();
  397. const GpuParamDesc& paramDesc = bindableParams.getParamDesc();
  398. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  399. {
  400. HSamplerState& samplerState = bindableParams.getSamplerState(iter->second.slot);
  401. if(samplerState == nullptr)
  402. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  403. else
  404. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  405. }
  406. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  407. {
  408. HTexture texture = bindableParams.getTexture(iter->second.slot);
  409. if(!texture.isLoaded())
  410. setTexture(gptype, iter->second.slot, false, nullptr);
  411. else
  412. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  413. }
  414. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  415. ID3D11Buffer* bufferArray[1];
  416. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  417. {
  418. GpuParamBlockBufferPtr currentBlockBuffer = bindableParams.getParamBlockBuffer(iter->second.slot);
  419. if(currentBlockBuffer != nullptr)
  420. {
  421. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer.get());
  422. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  423. }
  424. else
  425. bufferArray[0] = nullptr;
  426. switch(gptype)
  427. {
  428. case GPT_VERTEX_PROGRAM:
  429. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  430. break;
  431. case GPT_FRAGMENT_PROGRAM:
  432. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  433. break;
  434. case GPT_GEOMETRY_PROGRAM:
  435. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  436. break;
  437. case GPT_HULL_PROGRAM:
  438. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  439. break;
  440. case GPT_DOMAIN_PROGRAM:
  441. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  442. break;
  443. case GPT_COMPUTE_PROGRAM:
  444. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  445. break;
  446. };
  447. mRenderStats.numGpuParamBufferBinds++;
  448. }
  449. if (mDevice->hasError())
  450. CM_EXCEPT(RenderingAPIException, "Failed to bindGpuParams : " + mDevice->getErrorDescription());
  451. }
  452. void D3D11RenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  453. {
  454. THROW_IF_NOT_CORE_THREAD;
  455. applyInputLayout();
  456. mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
  457. #if CM_DEBUG_MODE
  458. if(mDevice->hasError())
  459. LOGWRN(mDevice->getErrorDescription());
  460. #endif
  461. mRenderStats.numDrawCalls++;
  462. mRenderStats.numVertices += vertexCount;
  463. mRenderStats.numPrimitives += vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  464. }
  465. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  466. {
  467. THROW_IF_NOT_CORE_THREAD;
  468. applyInputLayout();
  469. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
  470. #if CM_DEBUG_MODE
  471. if(mDevice->hasError())
  472. LOGWRN(mDevice->getErrorDescription());
  473. #endif
  474. mRenderStats.numDrawCalls++;
  475. mRenderStats.numVertices += vertexCount;
  476. mRenderStats.numPrimitives += vertexCountToPrimCount(mActiveDrawOp, indexCount);
  477. }
  478. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  479. {
  480. THROW_IF_NOT_CORE_THREAD;
  481. mScissorRect.left = static_cast<LONG>(left);
  482. mScissorRect.top = static_cast<LONG>(top);
  483. mScissorRect.bottom = static_cast<LONG>(bottom);
  484. mScissorRect.right = static_cast<LONG>(right);
  485. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  486. }
  487. void D3D11RenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  488. {
  489. THROW_IF_NOT_CORE_THREAD;
  490. if(mActiveRenderTarget == nullptr)
  491. return;
  492. RectI clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  493. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  494. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == mActiveRenderTarget->getWidth() && clearArea.height == mActiveRenderTarget->getHeight());
  495. if (!clearEntireTarget)
  496. {
  497. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  498. mRenderStats.numClears++;
  499. }
  500. else
  501. clearRenderTarget(buffers, color, depth, stencil);
  502. }
  503. void D3D11RenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  504. {
  505. THROW_IF_NOT_CORE_THREAD;
  506. if(mActiveRenderTarget == nullptr)
  507. return;
  508. // Clear render surfaces
  509. if (buffers & FBT_COLOR)
  510. {
  511. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  512. ID3D11RenderTargetView** views = cm_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  513. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  514. mActiveRenderTarget->getCustomAttribute("RTV", views);
  515. if (!views[0])
  516. {
  517. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  518. return;
  519. }
  520. float clearColor[4];
  521. clearColor[0] = color.r;
  522. clearColor[1] = color.g;
  523. clearColor[2] = color.b;
  524. clearColor[3] = color.a;
  525. for(UINT32 i = 0; i < maxRenderTargets; i++)
  526. {
  527. if(views[i] != nullptr)
  528. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  529. }
  530. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  531. }
  532. // Clear depth stencil
  533. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  534. {
  535. ID3D11DepthStencilView* depthStencilView = nullptr;
  536. mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
  537. D3D11_CLEAR_FLAG clearFlag;
  538. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  539. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  540. else if((buffers & FBT_STENCIL) != 0)
  541. clearFlag = D3D11_CLEAR_STENCIL;
  542. else
  543. clearFlag = D3D11_CLEAR_DEPTH;
  544. if(depthStencilView != nullptr)
  545. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  546. }
  547. mRenderStats.numClears++;
  548. }
  549. void D3D11RenderSystem::setRenderTarget(RenderTargetPtr target)
  550. {
  551. THROW_IF_NOT_CORE_THREAD;
  552. mActiveRenderTarget = target;
  553. // Retrieve render surfaces
  554. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  555. ID3D11RenderTargetView** views = cm_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  556. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  557. target->getCustomAttribute("RTV", views);
  558. if (!views[0])
  559. {
  560. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  561. return;
  562. }
  563. // Retrieve depth stencil
  564. ID3D11DepthStencilView* depthStencilView = nullptr;
  565. target->getCustomAttribute("DSV", &depthStencilView);
  566. // Bind render targets
  567. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  568. if (mDevice->hasError())
  569. CM_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  570. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  571. mRenderStats.numRenderTargetChanges++;
  572. }
  573. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  574. {
  575. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  576. }
  577. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  578. {
  579. THROW_IF_NOT_CORE_THREAD;
  580. RenderSystemCapabilities* rsc = cm_new<RenderSystemCapabilities>();
  581. rsc->setDriverVersion(mDriverVersion);
  582. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  583. rsc->setRenderSystemName(getName());
  584. rsc->setStencilBufferBitDepth(8);
  585. rsc->setCapability(RSC_ANISOTROPY);
  586. rsc->setCapability(RSC_AUTOMIPMAP);
  587. // Cube map
  588. rsc->setCapability(RSC_CUBEMAPPING);
  589. // We always support compression, D3DX will decompress if device does not support
  590. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  591. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  592. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  593. rsc->setCapability(RSC_STENCIL_WRAP);
  594. rsc->setCapability(RSC_HWOCCLUSION);
  595. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  596. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  597. rsc->setMaxBoundVertexBuffers(32);
  598. else
  599. rsc->setMaxBoundVertexBuffers(16);
  600. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  601. {
  602. rsc->addShaderProfile("ps_4_0");
  603. rsc->addShaderProfile("vs_4_0");
  604. rsc->addShaderProfile("gs_4_0");
  605. rsc->addGpuProgramProfile(GPP_PS_4_0, "ps_4_0");
  606. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  607. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  608. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  609. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  610. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  611. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  612. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  613. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  614. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  615. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  616. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  617. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
  618. }
  619. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  620. {
  621. rsc->addShaderProfile("ps_4_1");
  622. rsc->addShaderProfile("vs_4_1");
  623. rsc->addShaderProfile("gs_4_1");
  624. rsc->addGpuProgramProfile(GPP_PS_4_1, "ps_4_1");
  625. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  626. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  627. }
  628. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  629. {
  630. rsc->addShaderProfile("ps_5_0");
  631. rsc->addShaderProfile("vs_5_0");
  632. rsc->addShaderProfile("gs_5_0");
  633. rsc->addShaderProfile("cs_5_0");
  634. rsc->addShaderProfile("hs_5_0");
  635. rsc->addShaderProfile("ds_5_0");
  636. rsc->addGpuProgramProfile(GPP_PS_5_0, "ps_5_0");
  637. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  638. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  639. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  640. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  641. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  642. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  643. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  644. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  645. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  646. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  647. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  648. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  649. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  650. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  651. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  652. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  653. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
  654. + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
  655. + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
  656. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  657. }
  658. rsc->setCapability(RSC_USER_CLIP_PLANES);
  659. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  660. // Adapter details
  661. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  662. // determine vendor
  663. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  664. switch(adapterID.VendorId)
  665. {
  666. case 0x10DE:
  667. rsc->setVendor(GPU_NVIDIA);
  668. break;
  669. case 0x1002:
  670. rsc->setVendor(GPU_AMD);
  671. break;
  672. case 0x163C:
  673. case 0x8086:
  674. rsc->setVendor(GPU_INTEL);
  675. break;
  676. default:
  677. rsc->setVendor(GPU_UNKNOWN);
  678. break;
  679. };
  680. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  681. rsc->setCapability(RSC_TEXTURE_3D);
  682. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  683. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  684. rsc->setCapability(RSC_TEXTURE_FLOAT);
  685. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  686. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  687. rsc->setCapability(RSC_POINT_SPRITES);
  688. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  689. rsc->setMaxPointSize(256);
  690. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  691. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  692. rsc->setCapability(RSC_PERSTAGECONSTANT);
  693. return rsc;
  694. }
  695. void D3D11RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
  696. {
  697. // Do nothing
  698. }
  699. void D3D11RenderSystem::determineFSAASettings(UINT32 fsaa, const String& fsaaHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outFSAASettings)
  700. {
  701. bool ok = false;
  702. bool qualityHint = fsaaHint.find("Quality") != String::npos;
  703. size_t origFSAA = fsaa;
  704. bool tryCSAA = false;
  705. // NVIDIA, prefer CSAA if available for 8+
  706. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  707. // if this is the first window, caps will not be initialised yet
  708. if (mActiveD3DDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  709. fsaa >= 8)
  710. {
  711. tryCSAA = true;
  712. }
  713. while (!ok)
  714. {
  715. // Deal with special cases
  716. if (tryCSAA)
  717. {
  718. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  719. switch(fsaa)
  720. {
  721. case 8:
  722. if (qualityHint)
  723. {
  724. outFSAASettings->Count = 8;
  725. outFSAASettings->Quality = 8;
  726. }
  727. else
  728. {
  729. outFSAASettings->Count = 4;
  730. outFSAASettings->Quality = 8;
  731. }
  732. break;
  733. case 16:
  734. if (qualityHint)
  735. {
  736. outFSAASettings->Count = 8;
  737. outFSAASettings->Quality = 16;
  738. }
  739. else
  740. {
  741. outFSAASettings->Count = 4;
  742. outFSAASettings->Quality = 16;
  743. }
  744. break;
  745. }
  746. }
  747. else // !CSAA
  748. {
  749. outFSAASettings->Count = fsaa == 0 ? 1 : fsaa;
  750. outFSAASettings->Quality = 0;
  751. }
  752. HRESULT hr;
  753. UINT outQuality;
  754. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outFSAASettings->Count, &outQuality);
  755. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outFSAASettings->Quality))
  756. {
  757. ok = true;
  758. }
  759. else
  760. {
  761. // downgrade
  762. if (tryCSAA && fsaa == 8)
  763. {
  764. // for CSAA, we'll try downgrading with quality mode at all samples.
  765. // then try without quality, then drop CSAA
  766. if (qualityHint)
  767. {
  768. // drop quality first
  769. qualityHint = false;
  770. }
  771. else
  772. {
  773. // drop CSAA entirely
  774. tryCSAA = false;
  775. }
  776. // return to original requested samples
  777. fsaa = static_cast<UINT32>(origFSAA);
  778. }
  779. else
  780. {
  781. // drop samples
  782. --fsaa;
  783. if (fsaa == 1)
  784. {
  785. // ran out of options, no FSAA
  786. fsaa = 0;
  787. ok = true;
  788. }
  789. }
  790. }
  791. } // while !ok
  792. }
  793. bool D3D11RenderSystem::checkTextureFilteringSupported(TextureType ttype, PixelFormat format, int usage)
  794. {
  795. return true;
  796. }
  797. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  798. {
  799. return VET_COLOR_ABGR;
  800. }
  801. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram /*= false */)
  802. {
  803. dest = matrix;
  804. // Convert depth range from [-1,+1] to [0,1]
  805. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  806. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  807. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  808. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  809. if (!forGpuProgram)
  810. {
  811. // Convert right-handed to left-handed
  812. dest[0][2] = -dest[0][2];
  813. dest[1][2] = -dest[1][2];
  814. dest[2][2] = -dest[2][2];
  815. dest[3][2] = -dest[3][2];
  816. }
  817. }
  818. float D3D11RenderSystem::getHorizontalTexelOffset()
  819. {
  820. return 0.0f;
  821. }
  822. float D3D11RenderSystem::getVerticalTexelOffset()
  823. {
  824. return 0.0f;
  825. }
  826. float D3D11RenderSystem::getMinimumDepthInputValue()
  827. {
  828. return 0.0f;
  829. }
  830. float D3D11RenderSystem::getMaximumDepthInputValue()
  831. {
  832. return -1.0f;
  833. }
  834. /************************************************************************/
  835. /* PRIVATE */
  836. /************************************************************************/
  837. void D3D11RenderSystem::applyInputLayout()
  838. {
  839. if(mActiveVertexDeclaration == nullptr)
  840. {
  841. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  842. return;
  843. }
  844. if(mActiveVertexShader == nullptr)
  845. {
  846. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  847. return;
  848. }
  849. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  850. mDevice->getImmediateContext()->IASetInputLayout(ia);
  851. }
  852. }