BsD3D11RenderSystem.cpp 32 KB

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  1. #include "BsD3D11RenderSystem.h"
  2. #include "BsD3D11DriverList.h"
  3. #include "BsD3D11Driver.h"
  4. #include "BsD3D11Device.h"
  5. #include "BsD3D11TextureManager.h"
  6. #include "BsD3D11Texture.h"
  7. #include "BsD3D11HardwareBufferManager.h"
  8. #include "BsD3D11RenderWindowManager.h"
  9. #include "BsD3D11HLSLProgramFactory.h"
  10. #include "BsD3D11BlendState.h"
  11. #include "BsD3D11RasterizerState.h"
  12. #include "BsD3D11DepthStencilState.h"
  13. #include "BsD3D11SamplerState.h"
  14. #include "BsD3D11GpuProgram.h"
  15. #include "BsD3D11Mappings.h"
  16. #include "BsD3D11VertexBuffer.h"
  17. #include "BsD3D11IndexBuffer.h"
  18. #include "BsD3D11RenderStateManager.h"
  19. #include "BsD3D11GpuParamBlockBuffer.h"
  20. #include "BsD3D11InputLayoutManager.h"
  21. #include "BsD3D11RenderUtility.h"
  22. #include "BsBindableGpuParams.h"
  23. #include "BsCoreThread.h"
  24. #include "BsD3D11QueryManager.h"
  25. #include "BsDebug.h"
  26. #include "BsException.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. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  56. mDriverList = bs_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 BS_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. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  78. mDevice = bs_new<D3D11Device>(device);
  79. // This must query for DirectX 10 interface as this is unsupported for DX11
  80. LARGE_INTEGER driverVersion;
  81. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device, &driverVersion)))
  82. {
  83. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  84. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  85. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  86. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  87. }
  88. // Create the texture manager for use by others
  89. TextureManager::startUp<D3D11TextureManager>();
  90. // Also create hardware buffer manager
  91. HardwareBufferManager::startUp<D3D11HardwareBufferManager>(std::ref(*mDevice));
  92. // Create render window manager
  93. RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
  94. // Create & register HLSL factory
  95. mHLSLFactory = bs_new<D3D11HLSLProgramFactory>();
  96. // Create render state manager
  97. RenderStateManager::startUp<D3D11RenderStateManager>();
  98. mCurrentCapabilities = createRenderSystemCapabilities();
  99. mCurrentCapabilities->addShaderProfile("hlsl");
  100. GpuProgramManager::instance().addFactory(mHLSLFactory);
  101. mIAManager = bs_new<D3D11InputLayoutManager>();
  102. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  103. D3D11RenderUtility::startUp(mDevice);
  104. QueryManager::startUp<D3D11QueryManager>();
  105. RenderSystem::initialize_internal(asyncOp);
  106. asyncOp._completeOperation(primaryWindow);
  107. }
  108. void D3D11RenderSystem::destroy_internal()
  109. {
  110. THROW_IF_NOT_CORE_THREAD;
  111. QueryManager::shutDown();
  112. D3D11RenderUtility::shutDown();
  113. if(mIAManager != nullptr)
  114. {
  115. bs_delete(mIAManager);
  116. mIAManager = nullptr;
  117. }
  118. if(mHLSLFactory != nullptr)
  119. {
  120. bs_delete(mHLSLFactory);
  121. mHLSLFactory = nullptr;
  122. }
  123. mActiveVertexDeclaration = nullptr;
  124. mActiveVertexShader = nullptr;
  125. RenderStateManager::shutDown();
  126. RenderWindowManager::shutDown();
  127. HardwareBufferManager::shutDown();
  128. TextureManager::shutDown();
  129. SAFE_RELEASE(mDXGIFactory);
  130. if(mDevice != nullptr)
  131. {
  132. bs_delete(mDevice);
  133. mDevice = nullptr;
  134. }
  135. if(mDriverList != nullptr)
  136. {
  137. bs_delete(mDriverList);
  138. mDriverList = nullptr;
  139. }
  140. mActiveD3DDriver = nullptr;
  141. RenderSystem::destroy_internal();
  142. }
  143. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  144. {
  145. THROW_IF_NOT_CORE_THREAD;
  146. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  147. // and then set them all up at once before rendering? Needs testing
  148. ID3D11SamplerState* samplerArray[1];
  149. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  150. samplerArray[0] = d3d11SamplerState->getInternal();
  151. switch(gptype)
  152. {
  153. case GPT_VERTEX_PROGRAM:
  154. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  155. break;
  156. case GPT_FRAGMENT_PROGRAM:
  157. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  158. break;
  159. case GPT_GEOMETRY_PROGRAM:
  160. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  161. break;
  162. case GPT_DOMAIN_PROGRAM:
  163. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  164. break;
  165. case GPT_HULL_PROGRAM:
  166. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  167. break;
  168. case GPT_COMPUTE_PROGRAM:
  169. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  170. break;
  171. default:
  172. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  173. }
  174. mRenderStats.numSamplerBinds++;
  175. }
  176. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  177. {
  178. THROW_IF_NOT_CORE_THREAD;
  179. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  180. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  181. mRenderStats.numBlendStateChanges++;
  182. }
  183. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  184. {
  185. THROW_IF_NOT_CORE_THREAD;
  186. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  187. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  188. mRenderStats.numRasterizerStateChanges++;
  189. }
  190. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  191. {
  192. THROW_IF_NOT_CORE_THREAD;
  193. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  194. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  195. mRenderStats.numDepthStencilStateChanges++;
  196. }
  197. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  198. {
  199. THROW_IF_NOT_CORE_THREAD;
  200. // TODO - Set up UAVs?
  201. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  202. // and then set them all up at once before rendering? Needs testing
  203. ID3D11ShaderResourceView* viewArray[1];
  204. if(texPtr != nullptr && enabled)
  205. {
  206. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  207. viewArray[0] = d3d11Texture->getSRV();
  208. }
  209. else
  210. viewArray[0] = nullptr;
  211. switch(gptype)
  212. {
  213. case GPT_VERTEX_PROGRAM:
  214. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  215. break;
  216. case GPT_FRAGMENT_PROGRAM:
  217. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  218. break;
  219. case GPT_GEOMETRY_PROGRAM:
  220. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  221. break;
  222. case GPT_DOMAIN_PROGRAM:
  223. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  224. break;
  225. case GPT_HULL_PROGRAM:
  226. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  227. break;
  228. case GPT_COMPUTE_PROGRAM:
  229. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  230. break;
  231. default:
  232. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  233. }
  234. mRenderStats.numTextureBinds++;
  235. }
  236. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  237. {
  238. THROW_IF_NOT_CORE_THREAD;
  239. setTexture(gptype, texUnit, false, nullptr);
  240. }
  241. void D3D11RenderSystem::beginFrame()
  242. {
  243. // Not used
  244. }
  245. void D3D11RenderSystem::endFrame()
  246. {
  247. // Not used
  248. }
  249. void D3D11RenderSystem::setViewport(Viewport vp)
  250. {
  251. THROW_IF_NOT_CORE_THREAD;
  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 (target->requiresTextureFlipping())
  261. {
  262. // Convert "top-left" to "bottom-left"
  263. mViewport.TopLeftY = target->getHeight() - mViewport.Height - mViewport.TopLeftY;
  264. }
  265. mViewport.MinDepth = 0.0f;
  266. mViewport.MaxDepth = 1.0f;
  267. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  268. }
  269. void D3D11RenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers)
  270. {
  271. THROW_IF_NOT_CORE_THREAD;
  272. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  273. if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
  274. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  275. ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
  276. UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
  277. UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
  278. for(UINT32 i = 0; i < numBuffers; i++)
  279. {
  280. D3D11VertexBuffer* vertexBuffer = static_cast<D3D11VertexBuffer*>(buffers[i].get());
  281. dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
  282. strides[i] = buffers[i]->getVertexSize();
  283. offsets[i] = 0;
  284. }
  285. mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
  286. mRenderStats.numVertexBufferBinds++;
  287. }
  288. void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  289. {
  290. THROW_IF_NOT_CORE_THREAD;
  291. D3D11IndexBuffer* indexBuffer = static_cast<D3D11IndexBuffer*>(buffer.get());
  292. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  293. if(indexBuffer->getType() == IndexBuffer::IT_16BIT)
  294. indexFormat = DXGI_FORMAT_R16_UINT;
  295. else if(indexBuffer->getType() == IndexBuffer::IT_32BIT)
  296. indexFormat = DXGI_FORMAT_R32_UINT;
  297. else
  298. BS_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
  299. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  300. mRenderStats.numIndexBufferBinds++;
  301. }
  302. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  303. {
  304. THROW_IF_NOT_CORE_THREAD;
  305. mActiveVertexDeclaration = vertexDeclaration;
  306. }
  307. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  308. {
  309. THROW_IF_NOT_CORE_THREAD;
  310. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  311. }
  312. void D3D11RenderSystem::bindGpuProgram(HGpuProgram prg)
  313. {
  314. THROW_IF_NOT_CORE_THREAD;
  315. if(!prg.isLoaded())
  316. return;
  317. switch(prg->getType())
  318. {
  319. case GPT_VERTEX_PROGRAM:
  320. {
  321. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg.get());
  322. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  323. mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgram>(prg.getInternalPtr());
  324. break;
  325. }
  326. case GPT_FRAGMENT_PROGRAM:
  327. {
  328. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg.get());
  329. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  330. break;
  331. }
  332. case GPT_GEOMETRY_PROGRAM:
  333. {
  334. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg.get());
  335. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  336. break;
  337. }
  338. case GPT_DOMAIN_PROGRAM:
  339. {
  340. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg.get());
  341. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  342. break;
  343. }
  344. case GPT_HULL_PROGRAM:
  345. {
  346. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg.get());
  347. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  348. break;
  349. }
  350. case GPT_COMPUTE_PROGRAM:
  351. {
  352. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg.get());
  353. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  354. break;
  355. }
  356. default:
  357. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  358. }
  359. if (mDevice->hasError())
  360. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  361. mRenderStats.numGpuProgramBinds++;
  362. }
  363. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  364. {
  365. THROW_IF_NOT_CORE_THREAD;
  366. switch(gptype)
  367. {
  368. case GPT_VERTEX_PROGRAM:
  369. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  370. mActiveVertexShader = nullptr;
  371. break;
  372. case GPT_FRAGMENT_PROGRAM:
  373. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  374. break;
  375. case GPT_GEOMETRY_PROGRAM:
  376. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  377. break;
  378. case GPT_DOMAIN_PROGRAM:
  379. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  380. break;
  381. case GPT_HULL_PROGRAM:
  382. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  383. break;
  384. case GPT_COMPUTE_PROGRAM:
  385. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  386. break;
  387. default:
  388. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  389. }
  390. mRenderStats.numGpuProgramBinds++;
  391. }
  392. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, BindableGpuParams& bindableParams)
  393. {
  394. THROW_IF_NOT_CORE_THREAD;
  395. bindableParams.updateHardwareBuffers();
  396. const GpuParamDesc& paramDesc = bindableParams.getParamDesc();
  397. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  398. {
  399. HSamplerState& samplerState = bindableParams.getSamplerState(iter->second.slot);
  400. if(samplerState == nullptr)
  401. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  402. else
  403. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  404. }
  405. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  406. {
  407. HTexture texture = bindableParams.getTexture(iter->second.slot);
  408. if(!texture.isLoaded())
  409. setTexture(gptype, iter->second.slot, false, nullptr);
  410. else
  411. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  412. }
  413. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  414. ID3D11Buffer* bufferArray[1];
  415. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  416. {
  417. GpuParamBlockBufferPtr currentBlockBuffer = bindableParams.getParamBlockBuffer(iter->second.slot);
  418. if(currentBlockBuffer != nullptr)
  419. {
  420. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer.get());
  421. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  422. }
  423. else
  424. bufferArray[0] = nullptr;
  425. switch(gptype)
  426. {
  427. case GPT_VERTEX_PROGRAM:
  428. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  429. break;
  430. case GPT_FRAGMENT_PROGRAM:
  431. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  432. break;
  433. case GPT_GEOMETRY_PROGRAM:
  434. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  435. break;
  436. case GPT_HULL_PROGRAM:
  437. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  438. break;
  439. case GPT_DOMAIN_PROGRAM:
  440. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  441. break;
  442. case GPT_COMPUTE_PROGRAM:
  443. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  444. break;
  445. };
  446. mRenderStats.numGpuParamBufferBinds++;
  447. }
  448. if (mDevice->hasError())
  449. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuParams : " + mDevice->getErrorDescription());
  450. }
  451. void D3D11RenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  452. {
  453. THROW_IF_NOT_CORE_THREAD;
  454. applyInputLayout();
  455. mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
  456. #if BS_DEBUG_MODE
  457. if(mDevice->hasError())
  458. LOGWRN(mDevice->getErrorDescription());
  459. #endif
  460. mRenderStats.numDrawCalls++;
  461. mRenderStats.numVertices += vertexCount;
  462. mRenderStats.numPrimitives += vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  463. }
  464. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  465. {
  466. THROW_IF_NOT_CORE_THREAD;
  467. applyInputLayout();
  468. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
  469. #if BS_DEBUG_MODE
  470. if(mDevice->hasError())
  471. LOGWRN(mDevice->getErrorDescription());
  472. #endif
  473. mRenderStats.numDrawCalls++;
  474. mRenderStats.numVertices += vertexCount;
  475. mRenderStats.numPrimitives += vertexCountToPrimCount(mActiveDrawOp, indexCount);
  476. }
  477. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  478. {
  479. THROW_IF_NOT_CORE_THREAD;
  480. mScissorRect.left = static_cast<LONG>(left);
  481. mScissorRect.top = static_cast<LONG>(top);
  482. mScissorRect.bottom = static_cast<LONG>(bottom);
  483. mScissorRect.right = static_cast<LONG>(right);
  484. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  485. }
  486. void D3D11RenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  487. {
  488. THROW_IF_NOT_CORE_THREAD;
  489. if(mActiveRenderTarget == nullptr)
  490. return;
  491. RectI clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  492. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  493. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == mActiveRenderTarget->getWidth() && clearArea.height == mActiveRenderTarget->getHeight());
  494. if (!clearEntireTarget)
  495. {
  496. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  497. mRenderStats.numClears++;
  498. }
  499. else
  500. clearRenderTarget(buffers, color, depth, stencil);
  501. }
  502. void D3D11RenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  503. {
  504. THROW_IF_NOT_CORE_THREAD;
  505. if(mActiveRenderTarget == nullptr)
  506. return;
  507. // Clear render surfaces
  508. if (buffers & FBT_COLOR)
  509. {
  510. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  511. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  512. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  513. mActiveRenderTarget->getCustomAttribute("RTV", views);
  514. if (!views[0])
  515. {
  516. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  517. return;
  518. }
  519. float clearColor[4];
  520. clearColor[0] = color.r;
  521. clearColor[1] = color.g;
  522. clearColor[2] = color.b;
  523. clearColor[3] = color.a;
  524. for(UINT32 i = 0; i < maxRenderTargets; i++)
  525. {
  526. if(views[i] != nullptr)
  527. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  528. }
  529. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  530. }
  531. // Clear depth stencil
  532. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  533. {
  534. ID3D11DepthStencilView* depthStencilView = nullptr;
  535. mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
  536. D3D11_CLEAR_FLAG clearFlag;
  537. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  538. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  539. else if((buffers & FBT_STENCIL) != 0)
  540. clearFlag = D3D11_CLEAR_STENCIL;
  541. else
  542. clearFlag = D3D11_CLEAR_DEPTH;
  543. if(depthStencilView != nullptr)
  544. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  545. }
  546. mRenderStats.numClears++;
  547. }
  548. void D3D11RenderSystem::setRenderTarget(RenderTargetPtr target)
  549. {
  550. THROW_IF_NOT_CORE_THREAD;
  551. mActiveRenderTarget = target;
  552. // Retrieve render surfaces
  553. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  554. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  555. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  556. target->getCustomAttribute("RTV", views);
  557. if (!views[0])
  558. {
  559. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  560. return;
  561. }
  562. // Retrieve depth stencil
  563. ID3D11DepthStencilView* depthStencilView = nullptr;
  564. target->getCustomAttribute("DSV", &depthStencilView);
  565. // Bind render targets
  566. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  567. if (mDevice->hasError())
  568. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  569. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  570. mRenderStats.numRenderTargetChanges++;
  571. }
  572. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  573. {
  574. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  575. }
  576. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  577. {
  578. THROW_IF_NOT_CORE_THREAD;
  579. RenderSystemCapabilities* rsc = bs_new<RenderSystemCapabilities>();
  580. rsc->setDriverVersion(mDriverVersion);
  581. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  582. rsc->setRenderSystemName(getName());
  583. rsc->setStencilBufferBitDepth(8);
  584. rsc->setCapability(RSC_ANISOTROPY);
  585. rsc->setCapability(RSC_AUTOMIPMAP);
  586. // Cube map
  587. rsc->setCapability(RSC_CUBEMAPPING);
  588. // We always support compression, D3DX will decompress if device does not support
  589. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  590. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  591. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  592. rsc->setCapability(RSC_STENCIL_WRAP);
  593. rsc->setCapability(RSC_HWOCCLUSION);
  594. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  595. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  596. rsc->setMaxBoundVertexBuffers(32);
  597. else
  598. rsc->setMaxBoundVertexBuffers(16);
  599. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  600. {
  601. rsc->addShaderProfile("ps_4_0");
  602. rsc->addShaderProfile("vs_4_0");
  603. rsc->addShaderProfile("gs_4_0");
  604. rsc->addGpuProgramProfile(GPP_PS_4_0, "ps_4_0");
  605. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  606. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  607. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  608. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  609. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  610. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  611. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  612. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  613. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  614. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  615. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  616. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
  617. }
  618. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  619. {
  620. rsc->addShaderProfile("ps_4_1");
  621. rsc->addShaderProfile("vs_4_1");
  622. rsc->addShaderProfile("gs_4_1");
  623. rsc->addGpuProgramProfile(GPP_PS_4_1, "ps_4_1");
  624. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  625. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  626. }
  627. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  628. {
  629. rsc->addShaderProfile("ps_5_0");
  630. rsc->addShaderProfile("vs_5_0");
  631. rsc->addShaderProfile("gs_5_0");
  632. rsc->addShaderProfile("cs_5_0");
  633. rsc->addShaderProfile("hs_5_0");
  634. rsc->addShaderProfile("ds_5_0");
  635. rsc->addGpuProgramProfile(GPP_PS_5_0, "ps_5_0");
  636. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  637. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  638. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  639. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  640. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  641. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  642. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  643. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  644. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  645. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  646. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  647. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  648. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  649. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  650. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  651. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  652. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
  653. + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
  654. + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
  655. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  656. }
  657. rsc->setCapability(RSC_USER_CLIP_PLANES);
  658. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  659. // Adapter details
  660. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  661. // determine vendor
  662. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  663. switch(adapterID.VendorId)
  664. {
  665. case 0x10DE:
  666. rsc->setVendor(GPU_NVIDIA);
  667. break;
  668. case 0x1002:
  669. rsc->setVendor(GPU_AMD);
  670. break;
  671. case 0x163C:
  672. case 0x8086:
  673. rsc->setVendor(GPU_INTEL);
  674. break;
  675. default:
  676. rsc->setVendor(GPU_UNKNOWN);
  677. break;
  678. };
  679. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  680. rsc->setCapability(RSC_TEXTURE_3D);
  681. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  682. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  683. rsc->setCapability(RSC_TEXTURE_FLOAT);
  684. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  685. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  686. rsc->setCapability(RSC_POINT_SPRITES);
  687. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  688. rsc->setMaxPointSize(256);
  689. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  690. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  691. rsc->setCapability(RSC_PERSTAGECONSTANT);
  692. return rsc;
  693. }
  694. void D3D11RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
  695. {
  696. // Do nothing
  697. }
  698. void D3D11RenderSystem::determineMultisampleSettings(UINT32 multisampleCount, const String& multisampleHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc)
  699. {
  700. bool ok = false;
  701. bool qualityHint = multisampleHint.find("Quality") != String::npos;
  702. size_t origCount = multisampleCount;
  703. bool tryCSAA = false;
  704. // NVIDIA, prefer CSAA if available for 8+
  705. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  706. // if this is the first window, caps will not be initialised yet
  707. if (mActiveD3DDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  708. multisampleCount >= 8)
  709. {
  710. tryCSAA = true;
  711. }
  712. while (!ok)
  713. {
  714. // Deal with special cases
  715. if (tryCSAA)
  716. {
  717. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  718. switch(multisampleCount)
  719. {
  720. case 8:
  721. if (qualityHint)
  722. {
  723. outputSampleDesc->Count = 8;
  724. outputSampleDesc->Quality = 8;
  725. }
  726. else
  727. {
  728. outputSampleDesc->Count = 4;
  729. outputSampleDesc->Quality = 8;
  730. }
  731. break;
  732. case 16:
  733. if (qualityHint)
  734. {
  735. outputSampleDesc->Count = 8;
  736. outputSampleDesc->Quality = 16;
  737. }
  738. else
  739. {
  740. outputSampleDesc->Count = 4;
  741. outputSampleDesc->Quality = 16;
  742. }
  743. break;
  744. }
  745. }
  746. else // !CSAA
  747. {
  748. outputSampleDesc->Count = multisampleCount == 0 ? 1 : multisampleCount;
  749. outputSampleDesc->Quality = 0;
  750. }
  751. HRESULT hr;
  752. UINT outQuality;
  753. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outputSampleDesc->Count, &outQuality);
  754. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outputSampleDesc->Quality))
  755. {
  756. ok = true;
  757. }
  758. else
  759. {
  760. // downgrade
  761. if (tryCSAA && multisampleCount == 8)
  762. {
  763. // for CSAA, we'll try downgrading with quality mode at all samples.
  764. // then try without quality, then drop CSAA
  765. if (qualityHint)
  766. {
  767. // drop quality first
  768. qualityHint = false;
  769. }
  770. else
  771. {
  772. // drop CSAA entirely
  773. tryCSAA = false;
  774. }
  775. // return to original requested samples
  776. multisampleCount = static_cast<UINT32>(origCount);
  777. }
  778. else
  779. {
  780. // drop samples
  781. --multisampleCount;
  782. if (multisampleCount == 1)
  783. {
  784. // ran out of options, no multisampling
  785. multisampleCount = 0;
  786. ok = true;
  787. }
  788. }
  789. }
  790. } // while !ok
  791. }
  792. bool D3D11RenderSystem::checkTextureFilteringSupported(TextureType ttype, PixelFormat format, int usage)
  793. {
  794. return true;
  795. }
  796. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  797. {
  798. return VET_COLOR_ABGR;
  799. }
  800. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram /*= false */)
  801. {
  802. dest = matrix;
  803. // Convert depth range from [-1,+1] to [0,1]
  804. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  805. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  806. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  807. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  808. if (!forGpuProgram)
  809. {
  810. // Convert right-handed to left-handed
  811. dest[0][2] = -dest[0][2];
  812. dest[1][2] = -dest[1][2];
  813. dest[2][2] = -dest[2][2];
  814. dest[3][2] = -dest[3][2];
  815. }
  816. }
  817. float D3D11RenderSystem::getHorizontalTexelOffset()
  818. {
  819. return 0.0f;
  820. }
  821. float D3D11RenderSystem::getVerticalTexelOffset()
  822. {
  823. return 0.0f;
  824. }
  825. float D3D11RenderSystem::getMinimumDepthInputValue()
  826. {
  827. return 0.0f;
  828. }
  829. float D3D11RenderSystem::getMaximumDepthInputValue()
  830. {
  831. return -1.0f;
  832. }
  833. /************************************************************************/
  834. /* PRIVATE */
  835. /************************************************************************/
  836. void D3D11RenderSystem::applyInputLayout()
  837. {
  838. if(mActiveVertexDeclaration == nullptr)
  839. {
  840. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  841. return;
  842. }
  843. if(mActiveVertexShader == nullptr)
  844. {
  845. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  846. return;
  847. }
  848. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  849. mDevice->getImmediateContext()->IASetInputLayout(ia);
  850. }
  851. }