BsD3D11RenderAPI.cpp 37 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149
  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. ID3D11UnorderedAccessView* viewArray[1];
  260. if (texPtr != nullptr && enabled)
  261. {
  262. D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
  263. SPtr<TextureView> texView = TextureCore::requestView(texPtr, surface.mipLevel, 1,
  264. surface.arraySlice, surface.numArraySlices, GVU_RANDOMWRITE);
  265. D3D11TextureView* d3d11texView = static_cast<D3D11TextureView*>(texView.get());
  266. viewArray[0] = d3d11texView->getUAV();
  267. if (mBoundUAVs[unit].second != nullptr)
  268. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  269. mBoundUAVs[unit] = std::make_pair(texPtr, texView);
  270. }
  271. else
  272. {
  273. viewArray[0] = nullptr;
  274. if (mBoundUAVs[unit].second != nullptr)
  275. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  276. mBoundUAVs[unit] = std::pair<SPtr<TextureCore>, SPtr<TextureView>>();
  277. }
  278. if (gptype == GPT_FRAGMENT_PROGRAM)
  279. {
  280. mDevice->getImmediateContext()->OMSetRenderTargetsAndUnorderedAccessViews(
  281. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, unit, 1, viewArray, nullptr);
  282. }
  283. else if (gptype == GPT_COMPUTE_PROGRAM)
  284. {
  285. mDevice->getImmediateContext()->CSSetUnorderedAccessViews(unit, 1, viewArray, nullptr);
  286. }
  287. else
  288. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  289. BS_INC_RENDER_STAT(NumTextureBinds);
  290. }
  291. void D3D11RenderAPI::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  292. {
  293. THROW_IF_NOT_CORE_THREAD;
  294. setTexture(gptype, texUnit, false, nullptr);
  295. }
  296. void D3D11RenderAPI::beginFrame()
  297. {
  298. // Not used
  299. }
  300. void D3D11RenderAPI::endFrame()
  301. {
  302. // Not used
  303. }
  304. void D3D11RenderAPI::setViewport(const Rect2& vp)
  305. {
  306. THROW_IF_NOT_CORE_THREAD;
  307. mViewportNorm = vp;
  308. applyViewport();
  309. }
  310. void D3D11RenderAPI::applyViewport()
  311. {
  312. if (mActiveRenderTarget == nullptr)
  313. return;
  314. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  315. // Set viewport dimensions
  316. mViewport.TopLeftX = (FLOAT)(rtProps.getWidth() * mViewportNorm.x);
  317. mViewport.TopLeftY = (FLOAT)(rtProps.getHeight() * mViewportNorm.y);
  318. mViewport.Width = (FLOAT)(rtProps.getWidth() * mViewportNorm.width);
  319. mViewport.Height = (FLOAT)(rtProps.getHeight() * mViewportNorm.height);
  320. if (rtProps.requiresTextureFlipping())
  321. {
  322. // Convert "top-left" to "bottom-left"
  323. mViewport.TopLeftY = rtProps.getHeight() - mViewport.Height - mViewport.TopLeftY;
  324. }
  325. mViewport.MinDepth = 0.0f;
  326. mViewport.MaxDepth = 1.0f;
  327. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  328. }
  329. void D3D11RenderAPI::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
  330. {
  331. THROW_IF_NOT_CORE_THREAD;
  332. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  333. if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
  334. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  335. ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
  336. UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
  337. UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
  338. for(UINT32 i = 0; i < numBuffers; i++)
  339. {
  340. SPtr<D3D11VertexBufferCore> vertexBuffer = std::static_pointer_cast<D3D11VertexBufferCore>(buffers[i]);
  341. const VertexBufferProperties& vbProps = vertexBuffer->getProperties();
  342. dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
  343. strides[i] = vbProps.getVertexSize();
  344. offsets[i] = 0;
  345. }
  346. mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
  347. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  348. }
  349. void D3D11RenderAPI::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
  350. {
  351. THROW_IF_NOT_CORE_THREAD;
  352. SPtr<D3D11IndexBufferCore> indexBuffer = std::static_pointer_cast<D3D11IndexBufferCore>(buffer);
  353. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  354. if(indexBuffer->getProperties().getType() == IT_16BIT)
  355. indexFormat = DXGI_FORMAT_R16_UINT;
  356. else if (indexBuffer->getProperties().getType() == IT_32BIT)
  357. indexFormat = DXGI_FORMAT_R32_UINT;
  358. else
  359. BS_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getProperties().getType()));
  360. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  361. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  362. }
  363. void D3D11RenderAPI::setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration)
  364. {
  365. THROW_IF_NOT_CORE_THREAD;
  366. mActiveVertexDeclaration = vertexDeclaration;
  367. }
  368. void D3D11RenderAPI::setDrawOperation(DrawOperationType op)
  369. {
  370. THROW_IF_NOT_CORE_THREAD;
  371. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  372. }
  373. void D3D11RenderAPI::bindGpuProgram(const SPtr<GpuProgramCore>& prg)
  374. {
  375. THROW_IF_NOT_CORE_THREAD;
  376. switch(prg->getProperties().getType())
  377. {
  378. case GPT_VERTEX_PROGRAM:
  379. {
  380. D3D11GpuVertexProgramCore* d3d11GpuProgram = static_cast<D3D11GpuVertexProgramCore*>(prg.get());
  381. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  382. mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgramCore>(prg);
  383. break;
  384. }
  385. case GPT_FRAGMENT_PROGRAM:
  386. {
  387. D3D11GpuFragmentProgramCore* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgramCore*>(prg.get());
  388. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  389. break;
  390. }
  391. case GPT_GEOMETRY_PROGRAM:
  392. {
  393. D3D11GpuGeometryProgramCore* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgramCore*>(prg.get());
  394. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  395. break;
  396. }
  397. case GPT_DOMAIN_PROGRAM:
  398. {
  399. D3D11GpuDomainProgramCore* d3d11GpuProgram = static_cast<D3D11GpuDomainProgramCore*>(prg.get());
  400. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  401. break;
  402. }
  403. case GPT_HULL_PROGRAM:
  404. {
  405. D3D11GpuHullProgramCore* d3d11GpuProgram = static_cast<D3D11GpuHullProgramCore*>(prg.get());
  406. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  407. break;
  408. }
  409. case GPT_COMPUTE_PROGRAM:
  410. {
  411. D3D11GpuComputeProgramCore* d3d11GpuProgram = static_cast<D3D11GpuComputeProgramCore*>(prg.get());
  412. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  413. break;
  414. }
  415. default:
  416. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getProperties().getType()));
  417. }
  418. if (mDevice->hasError())
  419. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  420. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  421. }
  422. void D3D11RenderAPI::unbindGpuProgram(GpuProgramType gptype)
  423. {
  424. THROW_IF_NOT_CORE_THREAD;
  425. switch(gptype)
  426. {
  427. case GPT_VERTEX_PROGRAM:
  428. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  429. mActiveVertexShader = nullptr;
  430. break;
  431. case GPT_FRAGMENT_PROGRAM:
  432. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  433. break;
  434. case GPT_GEOMETRY_PROGRAM:
  435. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  436. break;
  437. case GPT_DOMAIN_PROGRAM:
  438. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  439. break;
  440. case GPT_HULL_PROGRAM:
  441. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  442. break;
  443. case GPT_COMPUTE_PROGRAM:
  444. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  445. break;
  446. default:
  447. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  448. }
  449. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  450. }
  451. void D3D11RenderAPI::setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& bindableParams)
  452. {
  453. THROW_IF_NOT_CORE_THREAD;
  454. bindableParams->updateHardwareBuffers();
  455. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  456. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  457. ID3D11Buffer* bufferArray[1];
  458. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  459. {
  460. SPtr<GpuParamBlockBufferCore> currentBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
  461. if(currentBlockBuffer != nullptr)
  462. {
  463. const D3D11GpuParamBlockBufferCore* d3d11paramBlockBuffer =
  464. static_cast<const D3D11GpuParamBlockBufferCore*>(currentBlockBuffer.get());
  465. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  466. }
  467. else
  468. bufferArray[0] = nullptr;
  469. switch(gptype)
  470. {
  471. case GPT_VERTEX_PROGRAM:
  472. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  473. break;
  474. case GPT_FRAGMENT_PROGRAM:
  475. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  476. break;
  477. case GPT_GEOMETRY_PROGRAM:
  478. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  479. break;
  480. case GPT_HULL_PROGRAM:
  481. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  482. break;
  483. case GPT_DOMAIN_PROGRAM:
  484. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  485. break;
  486. case GPT_COMPUTE_PROGRAM:
  487. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  488. break;
  489. };
  490. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  491. }
  492. if (mDevice->hasError())
  493. BS_EXCEPT(RenderingAPIException, "Failed to setConstantBuffers : " + mDevice->getErrorDescription());
  494. }
  495. void D3D11RenderAPI::draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount)
  496. {
  497. THROW_IF_NOT_CORE_THREAD;
  498. applyInputLayout();
  499. if(instanceCount <= 1)
  500. mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
  501. else
  502. mDevice->getImmediateContext()->DrawInstanced(vertexCount, instanceCount, vertexOffset, 0);
  503. #if BS_DEBUG_MODE
  504. if(mDevice->hasError())
  505. LOGWRN(mDevice->getErrorDescription());
  506. #endif
  507. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  508. BS_INC_RENDER_STAT(NumDrawCalls);
  509. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  510. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  511. }
  512. void D3D11RenderAPI::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount,
  513. UINT32 instanceCount)
  514. {
  515. THROW_IF_NOT_CORE_THREAD;
  516. applyInputLayout();
  517. if (instanceCount <= 1)
  518. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
  519. else
  520. mDevice->getImmediateContext()->DrawIndexedInstanced(indexCount, instanceCount, startIndex, vertexOffset, 0);
  521. #if BS_DEBUG_MODE
  522. if(mDevice->hasError())
  523. LOGWRN(mDevice->getErrorDescription());
  524. #endif
  525. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  526. BS_INC_RENDER_STAT(NumDrawCalls);
  527. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  528. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  529. }
  530. void D3D11RenderAPI::dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY, UINT32 numGroupsZ)
  531. {
  532. mDevice->getImmediateContext()->Dispatch(numGroupsX, numGroupsY, numGroupsZ);
  533. #if BS_DEBUG_MODE
  534. if (mDevice->hasError())
  535. LOGWRN(mDevice->getErrorDescription());
  536. #endif
  537. BS_INC_RENDER_STAT(NumComputeCalls);
  538. }
  539. void D3D11RenderAPI::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  540. {
  541. THROW_IF_NOT_CORE_THREAD;
  542. mScissorRect.left = static_cast<LONG>(left);
  543. mScissorRect.top = static_cast<LONG>(top);
  544. mScissorRect.bottom = static_cast<LONG>(bottom);
  545. mScissorRect.right = static_cast<LONG>(right);
  546. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  547. }
  548. void D3D11RenderAPI::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask)
  549. {
  550. THROW_IF_NOT_CORE_THREAD;
  551. if(mActiveRenderTarget == nullptr)
  552. return;
  553. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  554. Rect2I clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  555. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  556. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == rtProps.getWidth() && clearArea.height == rtProps.getHeight());
  557. if (!clearEntireTarget)
  558. {
  559. // TODO - Ignoring targetMask here
  560. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  561. BS_INC_RENDER_STAT(NumClears);
  562. }
  563. else
  564. clearRenderTarget(buffers, color, depth, stencil, targetMask);
  565. }
  566. void D3D11RenderAPI::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask)
  567. {
  568. THROW_IF_NOT_CORE_THREAD;
  569. if(mActiveRenderTarget == nullptr)
  570. return;
  571. // Clear render surfaces
  572. if (buffers & FBT_COLOR)
  573. {
  574. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  575. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*>(maxRenderTargets);
  576. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  577. mActiveRenderTarget->getCustomAttribute("RTV", views);
  578. if (!views[0])
  579. {
  580. bs_deleteN(views, maxRenderTargets);
  581. return;
  582. }
  583. float clearColor[4];
  584. clearColor[0] = color.r;
  585. clearColor[1] = color.g;
  586. clearColor[2] = color.b;
  587. clearColor[3] = color.a;
  588. for(UINT32 i = 0; i < maxRenderTargets; i++)
  589. {
  590. if(views[i] != nullptr && ((1 << i) & targetMask) != 0)
  591. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  592. }
  593. bs_deleteN(views, maxRenderTargets);
  594. }
  595. // Clear depth stencil
  596. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  597. {
  598. ID3D11DepthStencilView* depthStencilView = nullptr;
  599. mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
  600. D3D11_CLEAR_FLAG clearFlag;
  601. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  602. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  603. else if((buffers & FBT_STENCIL) != 0)
  604. clearFlag = D3D11_CLEAR_STENCIL;
  605. else
  606. clearFlag = D3D11_CLEAR_DEPTH;
  607. if(depthStencilView != nullptr)
  608. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  609. }
  610. BS_INC_RENDER_STAT(NumClears);
  611. }
  612. void D3D11RenderAPI::setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil)
  613. {
  614. THROW_IF_NOT_CORE_THREAD;
  615. mActiveRenderTarget = target;
  616. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  617. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*>(maxRenderTargets);
  618. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  619. ID3D11DepthStencilView* depthStencilView = nullptr;
  620. if (target != nullptr)
  621. {
  622. target->getCustomAttribute("RTV", views);
  623. if(readOnlyDepthStencil)
  624. target->getCustomAttribute("RODSV", &depthStencilView);
  625. else
  626. target->getCustomAttribute("DSV", &depthStencilView);
  627. }
  628. // Bind render targets
  629. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  630. if (mDevice->hasError())
  631. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  632. bs_deleteN(views, maxRenderTargets);
  633. applyViewport();
  634. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  635. }
  636. void D3D11RenderAPI::setClipPlanesImpl(const PlaneList& clipPlanes)
  637. {
  638. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  639. }
  640. RenderAPICapabilities* D3D11RenderAPI::createRenderSystemCapabilities() const
  641. {
  642. THROW_IF_NOT_CORE_THREAD;
  643. RenderAPICapabilities* rsc = bs_new<RenderAPICapabilities>();
  644. rsc->setDriverVersion(mDriverVersion);
  645. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  646. rsc->setRenderAPIName(getName());
  647. rsc->setStencilBufferBitDepth(8);
  648. rsc->setCapability(RSC_ANISOTROPY);
  649. rsc->setCapability(RSC_AUTOMIPMAP);
  650. // Cube map
  651. rsc->setCapability(RSC_CUBEMAPPING);
  652. // We always support compression, D3DX will decompress if device does not support
  653. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  654. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  655. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  656. rsc->setCapability(RSC_STENCIL_WRAP);
  657. rsc->setCapability(RSC_HWOCCLUSION);
  658. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  659. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  660. rsc->setMaxBoundVertexBuffers(32);
  661. else
  662. rsc->setMaxBoundVertexBuffers(16);
  663. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  664. {
  665. rsc->addShaderProfile("ps_4_0");
  666. rsc->addShaderProfile("vs_4_0");
  667. rsc->addShaderProfile("gs_4_0");
  668. rsc->addGpuProgramProfile(GPP_FS_4_0, "ps_4_0");
  669. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  670. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  671. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  672. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  673. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  674. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  675. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  676. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  677. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  678. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  679. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  680. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
  681. }
  682. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  683. {
  684. rsc->addShaderProfile("ps_4_1");
  685. rsc->addShaderProfile("vs_4_1");
  686. rsc->addShaderProfile("gs_4_1");
  687. rsc->addGpuProgramProfile(GPP_FS_4_1, "ps_4_1");
  688. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  689. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  690. }
  691. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  692. {
  693. rsc->addShaderProfile("ps_5_0");
  694. rsc->addShaderProfile("vs_5_0");
  695. rsc->addShaderProfile("gs_5_0");
  696. rsc->addShaderProfile("cs_5_0");
  697. rsc->addShaderProfile("hs_5_0");
  698. rsc->addShaderProfile("ds_5_0");
  699. rsc->addGpuProgramProfile(GPP_FS_5_0, "ps_5_0");
  700. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  701. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  702. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  703. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  704. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  705. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  706. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  707. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  708. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  709. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  710. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  711. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  712. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  713. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  714. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  715. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  716. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
  717. + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
  718. + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
  719. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  720. }
  721. rsc->setCapability(RSC_USER_CLIP_PLANES);
  722. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  723. // Adapter details
  724. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  725. // Determine vendor
  726. switch(adapterID.VendorId)
  727. {
  728. case 0x10DE:
  729. rsc->setVendor(GPU_NVIDIA);
  730. break;
  731. case 0x1002:
  732. rsc->setVendor(GPU_AMD);
  733. break;
  734. case 0x163C:
  735. case 0x8086:
  736. rsc->setVendor(GPU_INTEL);
  737. break;
  738. default:
  739. rsc->setVendor(GPU_UNKNOWN);
  740. break;
  741. };
  742. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  743. rsc->setCapability(RSC_TEXTURE_3D);
  744. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  745. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  746. rsc->setCapability(RSC_TEXTURE_FLOAT);
  747. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  748. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  749. rsc->setCapability(RSC_POINT_SPRITES);
  750. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  751. rsc->setMaxPointSize(256);
  752. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  753. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  754. rsc->setCapability(RSC_PERSTAGECONSTANT);
  755. return rsc;
  756. }
  757. void D3D11RenderAPI::determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc)
  758. {
  759. bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
  760. enum CSAAMode { CSAA_Normal, CSAA_Quality };
  761. CSAAMode csaaMode = CSAA_Normal;
  762. bool foundValid = false;
  763. size_t origNumSamples = multisampleCount;
  764. while (!foundValid)
  765. {
  766. // Deal with special cases
  767. if (tryCSAA)
  768. {
  769. switch(multisampleCount)
  770. {
  771. case 8:
  772. if (csaaMode == CSAA_Quality)
  773. {
  774. outputSampleDesc->Count = 8;
  775. outputSampleDesc->Quality = 8;
  776. }
  777. else
  778. {
  779. outputSampleDesc->Count = 4;
  780. outputSampleDesc->Quality = 8;
  781. }
  782. break;
  783. case 16:
  784. if (csaaMode == CSAA_Quality)
  785. {
  786. outputSampleDesc->Count = 8;
  787. outputSampleDesc->Quality = 16;
  788. }
  789. else
  790. {
  791. outputSampleDesc->Count = 4;
  792. outputSampleDesc->Quality = 16;
  793. }
  794. break;
  795. }
  796. }
  797. else // !CSAA
  798. {
  799. outputSampleDesc->Count = multisampleCount == 0 ? 1 : multisampleCount;
  800. outputSampleDesc->Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
  801. }
  802. HRESULT hr;
  803. UINT outQuality;
  804. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outputSampleDesc->Count, &outQuality);
  805. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outputSampleDesc->Quality))
  806. {
  807. foundValid = true;
  808. }
  809. else
  810. {
  811. // Downgrade
  812. if (tryCSAA && multisampleCount == 8)
  813. {
  814. // For CSAA, we'll try downgrading with quality mode at all samples.
  815. // then try without quality, then drop CSAA
  816. if (csaaMode == CSAA_Quality)
  817. {
  818. // Drop quality first
  819. csaaMode = CSAA_Normal;
  820. }
  821. else
  822. {
  823. // Drop CSAA entirely
  824. tryCSAA = false;
  825. }
  826. // Return to original requested samples
  827. multisampleCount = static_cast<UINT32>(origNumSamples);
  828. }
  829. else
  830. {
  831. // Drop samples
  832. multisampleCount--;
  833. if (multisampleCount == 1)
  834. {
  835. // Ran out of options, no multisampling
  836. multisampleCount = 0;
  837. foundValid = true;
  838. }
  839. }
  840. }
  841. }
  842. }
  843. void D3D11RenderAPI::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  844. {
  845. dest = matrix;
  846. // Convert depth range from [-1,+1] to [0,1]
  847. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  848. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  849. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  850. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  851. }
  852. const RenderAPIInfo& D3D11RenderAPI::getAPIInfo() const
  853. {
  854. static RenderAPIInfo info(0.0f, 0.0f, 0.0f, 1.0f, VET_COLOR_ABGR, false, true, false);
  855. return info;
  856. }
  857. GpuParamBlockDesc D3D11RenderAPI::generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params)
  858. {
  859. GpuParamBlockDesc block;
  860. block.blockSize = 0;
  861. block.isShareable = true;
  862. block.name = name;
  863. block.slot = 0;
  864. for (auto& param : params)
  865. {
  866. const GpuParamDataTypeInfo& typeInfo = GpuParams::PARAM_SIZES.lookup[param.type];
  867. UINT32 size = typeInfo.size / 4;
  868. if (param.arraySize > 1)
  869. {
  870. // Arrays perform no packing and their elements are always padded and aligned to four component vectors
  871. UINT32 alignOffset = size % typeInfo.baseTypeSize;
  872. if (alignOffset != 0)
  873. {
  874. UINT32 padding = (typeInfo.baseTypeSize - alignOffset);
  875. size += padding;
  876. }
  877. alignOffset = block.blockSize % typeInfo.baseTypeSize;
  878. if (alignOffset != 0)
  879. {
  880. UINT32 padding = (typeInfo.baseTypeSize - alignOffset);
  881. block.blockSize += padding;
  882. }
  883. param.elementSize = size;
  884. param.arrayElementStride = size;
  885. param.cpuMemOffset = block.blockSize;
  886. param.gpuMemOffset = 0;
  887. block.blockSize += size * param.arraySize;
  888. }
  889. else
  890. {
  891. // Pack everything as tightly as possible as long as the data doesn't cross 16 byte boundary
  892. UINT32 alignOffset = block.blockSize % 4;
  893. if (alignOffset != 0 && size > (4 - alignOffset))
  894. {
  895. UINT32 padding = (4 - alignOffset);
  896. block.blockSize += padding;
  897. }
  898. param.elementSize = size;
  899. param.arrayElementStride = size;
  900. param.cpuMemOffset = block.blockSize;
  901. param.gpuMemOffset = 0;
  902. block.blockSize += size;
  903. }
  904. param.paramBlockSlot = 0;
  905. }
  906. // Constant buffer size must always be a multiple of 16
  907. if (block.blockSize % 4 != 0)
  908. block.blockSize += (4 - (block.blockSize % 4));
  909. return block;
  910. }
  911. /************************************************************************/
  912. /* PRIVATE */
  913. /************************************************************************/
  914. void D3D11RenderAPI::applyInputLayout()
  915. {
  916. if(mActiveVertexDeclaration == nullptr)
  917. {
  918. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  919. return;
  920. }
  921. if(mActiveVertexShader == nullptr)
  922. {
  923. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  924. return;
  925. }
  926. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  927. mDevice->getImmediateContext()->IASetInputLayout(ia);
  928. }
  929. }