CmD3D11RenderSystem.cpp 32 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_9_1)
  32. , mHLSLFactory(nullptr), mIAManager(nullptr)
  33. , mStencilRef(0)
  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. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  59. D3D_FEATURE_LEVEL requestedLevels[] = {
  60. D3D_FEATURE_LEVEL_11_0,
  61. D3D_FEATURE_LEVEL_10_1,
  62. D3D_FEATURE_LEVEL_10_0,
  63. D3D_FEATURE_LEVEL_9_3,
  64. D3D_FEATURE_LEVEL_9_2,
  65. D3D_FEATURE_LEVEL_9_1
  66. };
  67. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  68. UINT32 deviceFlags = 0;
  69. #if CM_DEBUG_MODE
  70. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  71. #endif
  72. ID3D11Device* device;
  73. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  74. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  75. if(FAILED(hr))
  76. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  77. mDevice = cm_new<D3D11Device>(device);
  78. LARGE_INTEGER driverVersion;
  79. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device /* intentionally D3D10, not D3D11 */, &driverVersion)))
  80. {
  81. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  82. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  83. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  84. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  85. }
  86. // Create the texture manager for use by others
  87. TextureManager::startUp<D3D11TextureManager>();
  88. // Also create hardware buffer manager
  89. HardwareBufferManager::startUp<D3D11HardwareBufferManager>(std::ref(*mDevice));
  90. // Create render window manager
  91. RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
  92. // Create & register HLSL factory
  93. mHLSLFactory = cm_new<D3D11HLSLProgramFactory>();
  94. // Create render state manager
  95. RenderStateManager::startUp<D3D11RenderStateManager>();
  96. mCurrentCapabilities = createRenderSystemCapabilities();
  97. mCurrentCapabilities->addShaderProfile("hlsl");
  98. GpuProgramManager::instance().addFactory(mHLSLFactory);
  99. mIAManager = cm_new<D3D11InputLayoutManager>();
  100. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  101. D3D11RenderUtility::startUp(mDevice);
  102. QueryManager::startUp<D3D11QueryManager>();
  103. RenderSystem::initialize_internal(asyncOp);
  104. asyncOp._completeOperation(primaryWindow);
  105. }
  106. void D3D11RenderSystem::destroy_internal()
  107. {
  108. THROW_IF_NOT_CORE_THREAD;
  109. QueryManager::shutDown();
  110. D3D11RenderUtility::shutDown();
  111. if(mIAManager != nullptr)
  112. {
  113. cm_delete(mIAManager);
  114. mIAManager = nullptr;
  115. }
  116. if(mHLSLFactory != nullptr)
  117. {
  118. cm_delete(mHLSLFactory);
  119. mHLSLFactory = nullptr;
  120. }
  121. mActiveVertexDeclaration = nullptr;
  122. mActiveVertexShader = nullptr;
  123. RenderStateManager::shutDown();
  124. RenderWindowManager::shutDown();
  125. HardwareBufferManager::shutDown();
  126. TextureManager::shutDown();
  127. SAFE_RELEASE(mDXGIFactory);
  128. if(mDevice != nullptr)
  129. {
  130. cm_delete(mDevice);
  131. mDevice = nullptr;
  132. }
  133. if(mDriverList != nullptr)
  134. {
  135. cm_delete(mDriverList);
  136. mDriverList = nullptr;
  137. }
  138. mActiveD3DDriver = nullptr;
  139. RenderSystem::destroy_internal();
  140. }
  141. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  142. {
  143. THROW_IF_NOT_CORE_THREAD;
  144. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  145. // and then set them all up at once before rendering? Needs testing
  146. ID3D11SamplerState* samplerArray[1];
  147. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  148. samplerArray[0] = d3d11SamplerState->getInternal();
  149. switch(gptype)
  150. {
  151. case GPT_VERTEX_PROGRAM:
  152. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  153. break;
  154. case GPT_FRAGMENT_PROGRAM:
  155. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  156. break;
  157. case GPT_GEOMETRY_PROGRAM:
  158. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  159. break;
  160. case GPT_DOMAIN_PROGRAM:
  161. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  162. break;
  163. case GPT_HULL_PROGRAM:
  164. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  165. break;
  166. case GPT_COMPUTE_PROGRAM:
  167. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  168. break;
  169. default:
  170. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  171. }
  172. }
  173. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  174. {
  175. THROW_IF_NOT_CORE_THREAD;
  176. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  177. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  178. }
  179. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  180. {
  181. THROW_IF_NOT_CORE_THREAD;
  182. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  183. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  184. }
  185. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  186. {
  187. THROW_IF_NOT_CORE_THREAD;
  188. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  189. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  190. }
  191. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  192. {
  193. THROW_IF_NOT_CORE_THREAD;
  194. // TODO - Set up UAVs?
  195. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  196. // and then set them all up at once before rendering? Needs testing
  197. ID3D11ShaderResourceView* viewArray[1];
  198. if(texPtr != nullptr && enabled)
  199. {
  200. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  201. viewArray[0] = d3d11Texture->getSRV();
  202. }
  203. else
  204. viewArray[0] = nullptr;
  205. switch(gptype)
  206. {
  207. case GPT_VERTEX_PROGRAM:
  208. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  209. break;
  210. case GPT_FRAGMENT_PROGRAM:
  211. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  212. break;
  213. case GPT_GEOMETRY_PROGRAM:
  214. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  215. break;
  216. case GPT_DOMAIN_PROGRAM:
  217. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  218. break;
  219. case GPT_HULL_PROGRAM:
  220. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  221. break;
  222. case GPT_COMPUTE_PROGRAM:
  223. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  224. break;
  225. default:
  226. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  227. }
  228. }
  229. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  230. {
  231. THROW_IF_NOT_CORE_THREAD;
  232. setTexture(gptype, texUnit, false, nullptr);
  233. }
  234. void D3D11RenderSystem::beginFrame()
  235. {
  236. // Not used
  237. }
  238. void D3D11RenderSystem::endFrame()
  239. {
  240. // Not used
  241. }
  242. void D3D11RenderSystem::setViewport(const ViewportPtr& vp)
  243. {
  244. THROW_IF_NOT_CORE_THREAD;
  245. assert(vp != nullptr);
  246. // Set render target
  247. RenderTargetPtr target = vp->getTarget();
  248. setRenderTarget(target);
  249. // set viewport dimensions
  250. mViewport.TopLeftX = (FLOAT)vp->getX();
  251. mViewport.TopLeftY = (FLOAT)vp->getY();
  252. mViewport.Width = (FLOAT)vp->getWidth();
  253. mViewport.Height = (FLOAT)vp->getHeight();
  254. if (vp->getTarget()->requiresTextureFlipping())
  255. {
  256. // Convert "top-left" to "bottom-left"
  257. mViewport.TopLeftY = vp->getTarget()->getHeight() - mViewport.Height - mViewport.TopLeftY;
  258. }
  259. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  260. mViewport.MinDepth = 0.0f;
  261. mViewport.MaxDepth = 1.0f;
  262. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  263. }
  264. void D3D11RenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers)
  265. {
  266. THROW_IF_NOT_CORE_THREAD;
  267. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  268. if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
  269. CM_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  270. ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
  271. UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
  272. UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
  273. for(UINT32 i = 0; i < numBuffers; i++)
  274. {
  275. D3D11VertexBuffer* vertexBuffer = static_cast<D3D11VertexBuffer*>(buffers[i].get());
  276. dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
  277. strides[i] = buffers[i]->getVertexSize();
  278. offsets[i] = 0;
  279. }
  280. mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
  281. }
  282. void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  283. {
  284. THROW_IF_NOT_CORE_THREAD;
  285. D3D11IndexBuffer* indexBuffer = static_cast<D3D11IndexBuffer*>(buffer.get());
  286. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  287. if(indexBuffer->getType() == IndexBuffer::IT_16BIT)
  288. indexFormat = DXGI_FORMAT_R16_UINT;
  289. else if(indexBuffer->getType() == IndexBuffer::IT_32BIT)
  290. indexFormat = DXGI_FORMAT_R32_UINT;
  291. else
  292. CM_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
  293. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  294. }
  295. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  296. {
  297. THROW_IF_NOT_CORE_THREAD;
  298. mActiveVertexDeclaration = vertexDeclaration;
  299. }
  300. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  301. {
  302. THROW_IF_NOT_CORE_THREAD;
  303. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  304. }
  305. void D3D11RenderSystem::bindGpuProgram(HGpuProgram prg)
  306. {
  307. THROW_IF_NOT_CORE_THREAD;
  308. if(!prg.isLoaded())
  309. return;
  310. switch(prg->getType())
  311. {
  312. case GPT_VERTEX_PROGRAM:
  313. {
  314. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg.get());
  315. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  316. mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgram>(prg.getInternalPtr());
  317. break;
  318. }
  319. case GPT_FRAGMENT_PROGRAM:
  320. {
  321. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg.get());
  322. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  323. break;
  324. }
  325. case GPT_GEOMETRY_PROGRAM:
  326. {
  327. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg.get());
  328. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  329. break;
  330. }
  331. case GPT_DOMAIN_PROGRAM:
  332. {
  333. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg.get());
  334. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  335. break;
  336. }
  337. case GPT_HULL_PROGRAM:
  338. {
  339. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg.get());
  340. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  341. break;
  342. }
  343. case GPT_COMPUTE_PROGRAM:
  344. {
  345. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg.get());
  346. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  347. break;
  348. }
  349. default:
  350. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  351. }
  352. if (mDevice->hasError())
  353. CM_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  354. }
  355. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  356. {
  357. THROW_IF_NOT_CORE_THREAD;
  358. switch(gptype)
  359. {
  360. case GPT_VERTEX_PROGRAM:
  361. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  362. mActiveVertexShader = nullptr;
  363. break;
  364. case GPT_FRAGMENT_PROGRAM:
  365. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  366. break;
  367. case GPT_GEOMETRY_PROGRAM:
  368. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  369. break;
  370. case GPT_DOMAIN_PROGRAM:
  371. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  372. break;
  373. case GPT_HULL_PROGRAM:
  374. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  375. break;
  376. case GPT_COMPUTE_PROGRAM:
  377. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  378. break;
  379. default:
  380. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  381. }
  382. }
  383. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, BindableGpuParams& bindableParams)
  384. {
  385. THROW_IF_NOT_CORE_THREAD;
  386. bindableParams.updateHardwareBuffers();
  387. const GpuParamDesc& paramDesc = bindableParams.getParamDesc();
  388. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  389. {
  390. HSamplerState& samplerState = bindableParams.getSamplerState(iter->second.slot);
  391. if(samplerState == nullptr)
  392. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  393. else
  394. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  395. }
  396. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  397. {
  398. HTexture texture = bindableParams.getTexture(iter->second.slot);
  399. if(!texture.isLoaded())
  400. setTexture(gptype, iter->second.slot, false, nullptr);
  401. else
  402. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  403. }
  404. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  405. ID3D11Buffer* bufferArray[1];
  406. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  407. {
  408. GpuParamBlockBufferPtr currentBlockBuffer = bindableParams.getParamBlockBuffer(iter->second.slot);
  409. if(currentBlockBuffer != nullptr)
  410. {
  411. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer.get());
  412. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  413. }
  414. else
  415. bufferArray[0] = nullptr;
  416. switch(gptype)
  417. {
  418. case GPT_VERTEX_PROGRAM:
  419. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  420. break;
  421. case GPT_FRAGMENT_PROGRAM:
  422. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  423. break;
  424. case GPT_GEOMETRY_PROGRAM:
  425. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  426. break;
  427. case GPT_HULL_PROGRAM:
  428. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  429. break;
  430. case GPT_DOMAIN_PROGRAM:
  431. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  432. break;
  433. case GPT_COMPUTE_PROGRAM:
  434. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  435. break;
  436. };
  437. }
  438. if (mDevice->hasError())
  439. CM_EXCEPT(RenderingAPIException, "Failed to bindGpuParams : " + mDevice->getErrorDescription());
  440. }
  441. void D3D11RenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  442. {
  443. THROW_IF_NOT_CORE_THREAD;
  444. applyInputLayout();
  445. mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
  446. #if CM_DEBUG_MODE
  447. if(mDevice->hasError())
  448. LOGWRN(mDevice->getErrorDescription());
  449. #endif
  450. }
  451. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  452. {
  453. THROW_IF_NOT_CORE_THREAD;
  454. applyInputLayout();
  455. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
  456. #if CM_DEBUG_MODE
  457. if(mDevice->hasError())
  458. LOGWRN(mDevice->getErrorDescription());
  459. #endif
  460. }
  461. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  462. {
  463. THROW_IF_NOT_CORE_THREAD;
  464. mScissorRect.left = static_cast<LONG>(left);
  465. mScissorRect.top = static_cast<LONG>(top);
  466. mScissorRect.bottom = static_cast<LONG>(bottom);
  467. mScissorRect.right = static_cast<LONG>(right);
  468. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  469. }
  470. void D3D11RenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  471. {
  472. THROW_IF_NOT_CORE_THREAD;
  473. if(mActiveRenderTarget == nullptr)
  474. return;
  475. RectI clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  476. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  477. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == mActiveRenderTarget->getWidth() && clearArea.height == mActiveRenderTarget->getHeight());
  478. if(!clearEntireTarget)
  479. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  480. else
  481. clearRenderTarget(buffers, color, depth, stencil);
  482. }
  483. void D3D11RenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  484. {
  485. THROW_IF_NOT_CORE_THREAD;
  486. if(mActiveRenderTarget == nullptr)
  487. return;
  488. // Clear render surfaces
  489. if (buffers & FBT_COLOR)
  490. {
  491. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  492. ID3D11RenderTargetView** views = cm_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  493. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  494. mActiveRenderTarget->getCustomAttribute("RTV", views);
  495. if (!views[0])
  496. {
  497. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  498. return;
  499. }
  500. float clearColor[4];
  501. clearColor[0] = color.r;
  502. clearColor[1] = color.g;
  503. clearColor[2] = color.b;
  504. clearColor[3] = color.a;
  505. for(UINT32 i = 0; i < maxRenderTargets; i++)
  506. {
  507. if(views[i] != nullptr)
  508. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  509. }
  510. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  511. }
  512. // Clear depth stencil
  513. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  514. {
  515. ID3D11DepthStencilView* depthStencilView = nullptr;
  516. mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
  517. D3D11_CLEAR_FLAG clearFlag;
  518. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  519. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  520. else if((buffers & FBT_STENCIL) != 0)
  521. clearFlag = D3D11_CLEAR_STENCIL;
  522. else
  523. clearFlag = D3D11_CLEAR_DEPTH;
  524. if(depthStencilView != nullptr)
  525. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  526. }
  527. }
  528. void D3D11RenderSystem::setRenderTarget(RenderTargetPtr target)
  529. {
  530. THROW_IF_NOT_CORE_THREAD;
  531. mActiveRenderTarget = target;
  532. // Retrieve render surfaces
  533. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  534. ID3D11RenderTargetView** views = cm_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  535. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  536. target->getCustomAttribute("RTV", views);
  537. if (!views[0])
  538. {
  539. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  540. return;
  541. }
  542. // Retrieve depth stencil
  543. ID3D11DepthStencilView* depthStencilView = nullptr;
  544. target->getCustomAttribute("DSV", &depthStencilView);
  545. // Bind render targets
  546. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  547. if (mDevice->hasError())
  548. CM_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  549. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  550. }
  551. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  552. {
  553. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  554. }
  555. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  556. {
  557. THROW_IF_NOT_CORE_THREAD;
  558. RenderSystemCapabilities* rsc = cm_new<RenderSystemCapabilities>();
  559. rsc->setCategoryRelevant(CAPS_CATEGORY_D3D11, true);
  560. rsc->setDriverVersion(mDriverVersion);
  561. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  562. rsc->setRenderSystemName(getName());
  563. rsc->setCapability(RSC_HWSTENCIL);
  564. rsc->setStencilBufferBitDepth(8);
  565. rsc->setCapability(RSC_ANISOTROPY);
  566. rsc->setCapability(RSC_AUTOMIPMAP);
  567. rsc->setCapability(RSC_BLENDING);
  568. rsc->setCapability(RSC_DOT3);
  569. // Cube map
  570. rsc->setCapability(RSC_CUBEMAPPING);
  571. // We always support compression, D3DX will decompress if device does not support
  572. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  573. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  574. rsc->setCapability(RSC_VBO);
  575. rsc->setCapability(RSC_SCISSOR_TEST);
  576. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  577. rsc->setCapability(RSC_STENCIL_WRAP);
  578. rsc->setCapability(RSC_HWOCCLUSION);
  579. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  580. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  581. rsc->setMaxBoundVertexBuffers(32);
  582. else
  583. rsc->setMaxBoundVertexBuffers(16);
  584. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  585. {
  586. rsc->addShaderProfile("ps_4_0");
  587. rsc->addShaderProfile("vs_4_0");
  588. rsc->addShaderProfile("gs_4_0");
  589. rsc->addGpuProgramProfile(GPP_PS_4_0, "ps_4_0");
  590. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  591. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  592. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  593. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  594. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  595. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  596. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  597. rsc->setNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  598. rsc->setNumUniformBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  599. rsc->setNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  600. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  601. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM));
  602. }
  603. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  604. {
  605. rsc->addShaderProfile("ps_4_1");
  606. rsc->addShaderProfile("vs_4_1");
  607. rsc->addShaderProfile("gs_4_1");
  608. rsc->addGpuProgramProfile(GPP_PS_4_1, "ps_4_1");
  609. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  610. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  611. }
  612. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  613. {
  614. rsc->addShaderProfile("ps_5_0");
  615. rsc->addShaderProfile("vs_5_0");
  616. rsc->addShaderProfile("gs_5_0");
  617. rsc->addShaderProfile("cs_5_0");
  618. rsc->addShaderProfile("hs_5_0");
  619. rsc->addShaderProfile("ds_5_0");
  620. rsc->addGpuProgramProfile(GPP_PS_5_0, "ps_5_0");
  621. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  622. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  623. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  624. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  625. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  626. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  627. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  628. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  629. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  630. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  631. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  632. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  633. rsc->setNumUniformBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  634. rsc->setNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  635. rsc->setNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  636. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  637. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM)
  638. + rsc->getNumUniformBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM)
  639. + rsc->getNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM));
  640. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  641. }
  642. rsc->setCapability(RSC_USER_CLIP_PLANES);
  643. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  644. // Adapter details
  645. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  646. // determine vendor
  647. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  648. switch(adapterID.VendorId)
  649. {
  650. case 0x10DE:
  651. rsc->setVendor(GPU_NVIDIA);
  652. break;
  653. case 0x1002:
  654. rsc->setVendor(GPU_AMD);
  655. break;
  656. case 0x163C:
  657. case 0x8086:
  658. rsc->setVendor(GPU_INTEL);
  659. break;
  660. default:
  661. rsc->setVendor(GPU_UNKNOWN);
  662. break;
  663. };
  664. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  665. rsc->setCapability(RSC_TEXTURE_3D);
  666. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  667. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  668. rsc->setCapability(RSC_TEXTURE_FLOAT);
  669. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  670. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  671. rsc->setCapability(RSC_POINT_SPRITES);
  672. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  673. rsc->setMaxPointSize(256);
  674. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  675. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  676. rsc->setCapability(RSC_PERSTAGECONSTANT);
  677. return rsc;
  678. }
  679. void D3D11RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
  680. {
  681. // Do nothing
  682. }
  683. void D3D11RenderSystem::determineFSAASettings(UINT32 fsaa, const String& fsaaHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outFSAASettings)
  684. {
  685. bool ok = false;
  686. bool qualityHint = fsaaHint.find("Quality") != String::npos;
  687. size_t origFSAA = fsaa;
  688. bool tryCSAA = false;
  689. // NVIDIA, prefer CSAA if available for 8+
  690. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  691. // if this is the first window, caps will not be initialised yet
  692. if (mActiveD3DDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  693. fsaa >= 8)
  694. {
  695. tryCSAA = true;
  696. }
  697. while (!ok)
  698. {
  699. // Deal with special cases
  700. if (tryCSAA)
  701. {
  702. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  703. switch(fsaa)
  704. {
  705. case 8:
  706. if (qualityHint)
  707. {
  708. outFSAASettings->Count = 8;
  709. outFSAASettings->Quality = 8;
  710. }
  711. else
  712. {
  713. outFSAASettings->Count = 4;
  714. outFSAASettings->Quality = 8;
  715. }
  716. break;
  717. case 16:
  718. if (qualityHint)
  719. {
  720. outFSAASettings->Count = 8;
  721. outFSAASettings->Quality = 16;
  722. }
  723. else
  724. {
  725. outFSAASettings->Count = 4;
  726. outFSAASettings->Quality = 16;
  727. }
  728. break;
  729. }
  730. }
  731. else // !CSAA
  732. {
  733. outFSAASettings->Count = fsaa == 0 ? 1 : fsaa;
  734. outFSAASettings->Quality = 0;
  735. }
  736. HRESULT hr;
  737. UINT outQuality;
  738. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outFSAASettings->Count, &outQuality);
  739. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outFSAASettings->Quality))
  740. {
  741. ok = true;
  742. }
  743. else
  744. {
  745. // downgrade
  746. if (tryCSAA && fsaa == 8)
  747. {
  748. // for CSAA, we'll try downgrading with quality mode at all samples.
  749. // then try without quality, then drop CSAA
  750. if (qualityHint)
  751. {
  752. // drop quality first
  753. qualityHint = false;
  754. }
  755. else
  756. {
  757. // drop CSAA entirely
  758. tryCSAA = false;
  759. }
  760. // return to original requested samples
  761. fsaa = static_cast<UINT32>(origFSAA);
  762. }
  763. else
  764. {
  765. // drop samples
  766. --fsaa;
  767. if (fsaa == 1)
  768. {
  769. // ran out of options, no FSAA
  770. fsaa = 0;
  771. ok = true;
  772. }
  773. }
  774. }
  775. } // while !ok
  776. }
  777. bool D3D11RenderSystem::checkTextureFilteringSupported(TextureType ttype, PixelFormat format, int usage)
  778. {
  779. return true;
  780. }
  781. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  782. {
  783. return VET_COLOR_ABGR;
  784. }
  785. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram /*= false */)
  786. {
  787. dest = matrix;
  788. // Convert depth range from [-1,+1] to [0,1]
  789. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  790. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  791. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  792. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  793. if (!forGpuProgram)
  794. {
  795. // Convert right-handed to left-handed
  796. dest[0][2] = -dest[0][2];
  797. dest[1][2] = -dest[1][2];
  798. dest[2][2] = -dest[2][2];
  799. dest[3][2] = -dest[3][2];
  800. }
  801. }
  802. float D3D11RenderSystem::getHorizontalTexelOffset()
  803. {
  804. return 0.0f;
  805. }
  806. float D3D11RenderSystem::getVerticalTexelOffset()
  807. {
  808. return 0.0f;
  809. }
  810. float D3D11RenderSystem::getMinimumDepthInputValue()
  811. {
  812. return 0.0f;
  813. }
  814. float D3D11RenderSystem::getMaximumDepthInputValue()
  815. {
  816. return -1.0f;
  817. }
  818. /************************************************************************/
  819. /* PRIVATE */
  820. /************************************************************************/
  821. void D3D11RenderSystem::applyInputLayout()
  822. {
  823. if(mActiveVertexDeclaration == nullptr)
  824. {
  825. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  826. return;
  827. }
  828. if(mActiveVertexShader == nullptr)
  829. {
  830. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  831. return;
  832. }
  833. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  834. mDevice->getImmediateContext()->IASetInputLayout(ia);
  835. }
  836. }