BsD3D11RenderAPI.cpp 33 KB

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  1. #include "BsD3D11RenderAPI.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 "BsD3D11TextureView.h"
  22. #include "BsD3D11RenderUtility.h"
  23. #include "BsGpuParams.h"
  24. #include "BsCoreThread.h"
  25. #include "BsD3D11QueryManager.h"
  26. #include "BsDebug.h"
  27. #include "BsException.h"
  28. #include "BsRenderStats.h"
  29. namespace BansheeEngine
  30. {
  31. D3D11RenderAPI::D3D11RenderAPI()
  32. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  33. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_11_0)
  34. , mHLSLFactory(nullptr), mIAManager(nullptr)
  35. , mStencilRef(0), mActiveDrawOp(DOT_TRIANGLE_LIST)
  36. , mViewportNorm(0.0f, 0.0f, 1.0f, 1.0f)
  37. {
  38. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  39. }
  40. D3D11RenderAPI::~D3D11RenderAPI()
  41. {
  42. }
  43. const StringID& D3D11RenderAPI::getName() const
  44. {
  45. static StringID strName("D3D11RenderAPI");
  46. return strName;
  47. }
  48. const String& D3D11RenderAPI::getShadingLanguageName() const
  49. {
  50. static String strName("hlsl");
  51. return strName;
  52. }
  53. void D3D11RenderAPI::initializePrepare()
  54. {
  55. THROW_IF_NOT_CORE_THREAD;
  56. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  57. if(FAILED(hr))
  58. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  59. mDriverList = bs_new<D3D11DriverList>(mDXGIFactory);
  60. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  61. mVideoModeInfo = mActiveD3DDriver->getVideoModeInfo();
  62. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  63. D3D_FEATURE_LEVEL requestedLevels[] = {
  64. D3D_FEATURE_LEVEL_11_0,
  65. D3D_FEATURE_LEVEL_10_1,
  66. D3D_FEATURE_LEVEL_10_0,
  67. D3D_FEATURE_LEVEL_9_3,
  68. D3D_FEATURE_LEVEL_9_2,
  69. D3D_FEATURE_LEVEL_9_1
  70. };
  71. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  72. UINT32 deviceFlags = 0;
  73. #if BS_DEBUG_MODE
  74. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  75. #endif
  76. ID3D11Device* device;
  77. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  78. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  79. if(FAILED(hr))
  80. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  81. mDevice = bs_new<D3D11Device>(device);
  82. // This must query for DirectX 10 interface as this is unsupported for DX11
  83. LARGE_INTEGER driverVersion;
  84. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device, &driverVersion)))
  85. {
  86. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  87. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  88. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  89. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  90. }
  91. // Create the texture manager for use by others
  92. TextureManager::startUp<D3D11TextureManager>();
  93. TextureCoreManager::startUp<D3D11TextureCoreManager>();
  94. // Create hardware buffer manager
  95. HardwareBufferManager::startUp();
  96. HardwareBufferCoreManager::startUp<D3D11HardwareBufferCoreManager>(std::ref(*mDevice));
  97. // Create render window manager
  98. RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
  99. RenderWindowCoreManager::startUp<D3D11RenderWindowCoreManager>(this);
  100. // Create & register HLSL factory
  101. mHLSLFactory = bs_new<D3D11HLSLProgramFactory>();
  102. // Create render state manager
  103. RenderStateCoreManager::startUp<D3D11RenderStateCoreManager>();
  104. mCurrentCapabilities = createRenderSystemCapabilities();
  105. mCurrentCapabilities->addShaderProfile("hlsl");
  106. GpuProgramCoreManager::instance().addFactory(mHLSLFactory);
  107. mIAManager = bs_new<D3D11InputLayoutManager>();
  108. RenderAPICore::initializePrepare();
  109. }
  110. void D3D11RenderAPI::initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow)
  111. {
  112. D3D11RenderUtility::startUp(mDevice);
  113. QueryManager::startUp<D3D11QueryManager>();
  114. RenderAPICore::initializeFinalize(primaryWindow);
  115. }
  116. void D3D11RenderAPI::destroyCore()
  117. {
  118. THROW_IF_NOT_CORE_THREAD;
  119. for (auto& boundUAV : mBoundUAVs)
  120. {
  121. if (boundUAV.second != nullptr)
  122. boundUAV.first->releaseView(boundUAV.second);
  123. }
  124. QueryManager::shutDown();
  125. D3D11RenderUtility::shutDown();
  126. if(mIAManager != nullptr)
  127. {
  128. bs_delete(mIAManager);
  129. mIAManager = nullptr;
  130. }
  131. if(mHLSLFactory != nullptr)
  132. {
  133. bs_delete(mHLSLFactory);
  134. mHLSLFactory = nullptr;
  135. }
  136. mActiveVertexDeclaration = nullptr;
  137. mActiveVertexShader = nullptr;
  138. mActiveRenderTarget = nullptr;
  139. RenderStateCoreManager::shutDown();
  140. RenderWindowCoreManager::shutDown();
  141. RenderWindowManager::shutDown();
  142. HardwareBufferCoreManager::shutDown();
  143. HardwareBufferManager::shutDown();
  144. TextureCoreManager::shutDown();
  145. TextureManager::shutDown();
  146. SAFE_RELEASE(mDXGIFactory);
  147. if(mDevice != nullptr)
  148. {
  149. bs_delete(mDevice);
  150. mDevice = nullptr;
  151. }
  152. if(mDriverList != nullptr)
  153. {
  154. bs_delete(mDriverList);
  155. mDriverList = nullptr;
  156. }
  157. mActiveD3DDriver = nullptr;
  158. RenderAPICore::destroyCore();
  159. }
  160. void D3D11RenderAPI::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState)
  161. {
  162. THROW_IF_NOT_CORE_THREAD;
  163. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  164. // and then set them all up at once before rendering? Needs testing
  165. ID3D11SamplerState* samplerArray[1];
  166. D3D11SamplerStateCore* d3d11SamplerState = static_cast<D3D11SamplerStateCore*>(const_cast<SamplerStateCore*>(samplerState.get()));
  167. samplerArray[0] = d3d11SamplerState->getInternal();
  168. switch(gptype)
  169. {
  170. case GPT_VERTEX_PROGRAM:
  171. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  172. break;
  173. case GPT_FRAGMENT_PROGRAM:
  174. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  175. break;
  176. case GPT_GEOMETRY_PROGRAM:
  177. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  178. break;
  179. case GPT_DOMAIN_PROGRAM:
  180. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  181. break;
  182. case GPT_HULL_PROGRAM:
  183. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  184. break;
  185. case GPT_COMPUTE_PROGRAM:
  186. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  187. break;
  188. default:
  189. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  190. }
  191. BS_INC_RENDER_STAT(NumSamplerBinds);
  192. }
  193. void D3D11RenderAPI::setBlendState(const SPtr<BlendStateCore>& blendState)
  194. {
  195. THROW_IF_NOT_CORE_THREAD;
  196. D3D11BlendStateCore* d3d11BlendState = static_cast<D3D11BlendStateCore*>(const_cast<BlendStateCore*>(blendState.get()));
  197. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  198. BS_INC_RENDER_STAT(NumBlendStateChanges);
  199. }
  200. void D3D11RenderAPI::setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState)
  201. {
  202. THROW_IF_NOT_CORE_THREAD;
  203. D3D11RasterizerStateCore* d3d11RasterizerState = static_cast<D3D11RasterizerStateCore*>(const_cast<RasterizerStateCore*>(rasterizerState.get()));
  204. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  205. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  206. }
  207. void D3D11RenderAPI::setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue)
  208. {
  209. THROW_IF_NOT_CORE_THREAD;
  210. D3D11DepthStencilStateCore* d3d11RasterizerState = static_cast<D3D11DepthStencilStateCore*>(const_cast<DepthStencilStateCore*>(depthStencilState.get()));
  211. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  212. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  213. }
  214. void D3D11RenderAPI::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr)
  215. {
  216. THROW_IF_NOT_CORE_THREAD;
  217. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  218. // and then set them all up at once before rendering? Needs testing
  219. ID3D11ShaderResourceView* viewArray[1];
  220. if(texPtr != nullptr && enabled)
  221. {
  222. D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
  223. viewArray[0] = d3d11Texture->getSRV();
  224. }
  225. else
  226. viewArray[0] = nullptr;
  227. switch(gptype)
  228. {
  229. case GPT_VERTEX_PROGRAM:
  230. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  231. break;
  232. case GPT_FRAGMENT_PROGRAM:
  233. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  234. break;
  235. case GPT_GEOMETRY_PROGRAM:
  236. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  237. break;
  238. case GPT_DOMAIN_PROGRAM:
  239. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  240. break;
  241. case GPT_HULL_PROGRAM:
  242. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  243. break;
  244. case GPT_COMPUTE_PROGRAM:
  245. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  246. break;
  247. default:
  248. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  249. }
  250. BS_INC_RENDER_STAT(NumTextureBinds);
  251. }
  252. void D3D11RenderAPI::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  253. const TextureSurface& surface)
  254. {
  255. THROW_IF_NOT_CORE_THREAD;
  256. // TODO - This hasn't bee tested and might be incorrect. I might need to set UAVs together with render targets,
  257. // especially considering DX11 expects number of UAVs to match number of render targets.
  258. ID3D11UnorderedAccessView* viewArray[1];
  259. if (texPtr != nullptr && enabled)
  260. {
  261. D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
  262. TextureViewPtr texView = TextureCore::requestView(texPtr, surface.mipLevel, 1,
  263. surface.arraySlice, surface.numArraySlices, GVU_RANDOMWRITE);
  264. D3D11TextureView* d3d11texView = static_cast<D3D11TextureView*>(texView.get());
  265. viewArray[0] = d3d11texView->getUAV();
  266. if (mBoundUAVs[unit].second != nullptr)
  267. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  268. mBoundUAVs[unit] = std::make_pair(texPtr, texView);
  269. }
  270. else
  271. {
  272. viewArray[0] = nullptr;
  273. if (mBoundUAVs[unit].second != nullptr)
  274. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  275. mBoundUAVs[unit] = std::pair<SPtr<TextureCore>, TextureViewPtr>();
  276. }
  277. if (gptype == GPT_FRAGMENT_PROGRAM)
  278. {
  279. mDevice->getImmediateContext()->OMSetRenderTargetsAndUnorderedAccessViews(
  280. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, unit, 1, viewArray, nullptr);
  281. }
  282. else if (gptype == GPT_COMPUTE_PROGRAM)
  283. {
  284. mDevice->getImmediateContext()->CSSetUnorderedAccessViews(unit, 1, viewArray, nullptr);
  285. }
  286. else
  287. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  288. BS_INC_RENDER_STAT(NumTextureBinds);
  289. }
  290. void D3D11RenderAPI::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  291. {
  292. THROW_IF_NOT_CORE_THREAD;
  293. setTexture(gptype, texUnit, false, nullptr);
  294. }
  295. void D3D11RenderAPI::beginFrame()
  296. {
  297. // Not used
  298. }
  299. void D3D11RenderAPI::endFrame()
  300. {
  301. // Not used
  302. }
  303. void D3D11RenderAPI::setViewport(const Rect2& vp)
  304. {
  305. THROW_IF_NOT_CORE_THREAD;
  306. mViewportNorm = vp;
  307. applyViewport();
  308. }
  309. void D3D11RenderAPI::applyViewport()
  310. {
  311. if (mActiveRenderTarget == nullptr)
  312. return;
  313. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  314. // Set viewport dimensions
  315. mViewport.TopLeftX = (FLOAT)(rtProps.getWidth() * mViewportNorm.x);
  316. mViewport.TopLeftY = (FLOAT)(rtProps.getHeight() * mViewportNorm.y);
  317. mViewport.Width = (FLOAT)(rtProps.getWidth() * mViewportNorm.width);
  318. mViewport.Height = (FLOAT)(rtProps.getHeight() * mViewportNorm.height);
  319. if (rtProps.requiresTextureFlipping())
  320. {
  321. // Convert "top-left" to "bottom-left"
  322. mViewport.TopLeftY = rtProps.getHeight() - mViewport.Height - mViewport.TopLeftY;
  323. }
  324. mViewport.MinDepth = 0.0f;
  325. mViewport.MaxDepth = 1.0f;
  326. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  327. }
  328. void D3D11RenderAPI::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
  329. {
  330. THROW_IF_NOT_CORE_THREAD;
  331. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  332. if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
  333. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  334. ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
  335. UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
  336. UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
  337. for(UINT32 i = 0; i < numBuffers; i++)
  338. {
  339. SPtr<D3D11VertexBufferCore> vertexBuffer = std::static_pointer_cast<D3D11VertexBufferCore>(buffers[i]);
  340. const VertexBufferProperties& vbProps = vertexBuffer->getProperties();
  341. dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
  342. strides[i] = vbProps.getVertexSize();
  343. offsets[i] = 0;
  344. }
  345. mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
  346. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  347. }
  348. void D3D11RenderAPI::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
  349. {
  350. THROW_IF_NOT_CORE_THREAD;
  351. SPtr<D3D11IndexBufferCore> indexBuffer = std::static_pointer_cast<D3D11IndexBufferCore>(buffer);
  352. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  353. if(indexBuffer->getProperties().getType() == IT_16BIT)
  354. indexFormat = DXGI_FORMAT_R16_UINT;
  355. else if (indexBuffer->getProperties().getType() == IT_32BIT)
  356. indexFormat = DXGI_FORMAT_R32_UINT;
  357. else
  358. BS_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getProperties().getType()));
  359. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  360. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  361. }
  362. void D3D11RenderAPI::setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration)
  363. {
  364. THROW_IF_NOT_CORE_THREAD;
  365. mActiveVertexDeclaration = vertexDeclaration;
  366. }
  367. void D3D11RenderAPI::setDrawOperation(DrawOperationType op)
  368. {
  369. THROW_IF_NOT_CORE_THREAD;
  370. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  371. }
  372. void D3D11RenderAPI::bindGpuProgram(const SPtr<GpuProgramCore>& prg)
  373. {
  374. THROW_IF_NOT_CORE_THREAD;
  375. switch(prg->getProperties().getType())
  376. {
  377. case GPT_VERTEX_PROGRAM:
  378. {
  379. D3D11GpuVertexProgramCore* d3d11GpuProgram = static_cast<D3D11GpuVertexProgramCore*>(prg.get());
  380. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  381. mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgramCore>(prg);
  382. break;
  383. }
  384. case GPT_FRAGMENT_PROGRAM:
  385. {
  386. D3D11GpuFragmentProgramCore* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgramCore*>(prg.get());
  387. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  388. break;
  389. }
  390. case GPT_GEOMETRY_PROGRAM:
  391. {
  392. D3D11GpuGeometryProgramCore* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgramCore*>(prg.get());
  393. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  394. break;
  395. }
  396. case GPT_DOMAIN_PROGRAM:
  397. {
  398. D3D11GpuDomainProgramCore* d3d11GpuProgram = static_cast<D3D11GpuDomainProgramCore*>(prg.get());
  399. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  400. break;
  401. }
  402. case GPT_HULL_PROGRAM:
  403. {
  404. D3D11GpuHullProgramCore* d3d11GpuProgram = static_cast<D3D11GpuHullProgramCore*>(prg.get());
  405. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  406. break;
  407. }
  408. case GPT_COMPUTE_PROGRAM:
  409. {
  410. D3D11GpuComputeProgramCore* d3d11GpuProgram = static_cast<D3D11GpuComputeProgramCore*>(prg.get());
  411. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  412. break;
  413. }
  414. default:
  415. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getProperties().getType()));
  416. }
  417. if (mDevice->hasError())
  418. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  419. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  420. }
  421. void D3D11RenderAPI::unbindGpuProgram(GpuProgramType gptype)
  422. {
  423. THROW_IF_NOT_CORE_THREAD;
  424. switch(gptype)
  425. {
  426. case GPT_VERTEX_PROGRAM:
  427. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  428. mActiveVertexShader = nullptr;
  429. break;
  430. case GPT_FRAGMENT_PROGRAM:
  431. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  432. break;
  433. case GPT_GEOMETRY_PROGRAM:
  434. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  435. break;
  436. case GPT_DOMAIN_PROGRAM:
  437. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  438. break;
  439. case GPT_HULL_PROGRAM:
  440. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  441. break;
  442. case GPT_COMPUTE_PROGRAM:
  443. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  444. break;
  445. default:
  446. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  447. }
  448. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  449. }
  450. void D3D11RenderAPI::setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& bindableParams)
  451. {
  452. THROW_IF_NOT_CORE_THREAD;
  453. bindableParams->updateHardwareBuffers();
  454. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  455. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  456. ID3D11Buffer* bufferArray[1];
  457. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  458. {
  459. SPtr<GpuParamBlockBufferCore> currentBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
  460. if(currentBlockBuffer != nullptr)
  461. {
  462. const D3D11GpuParamBlockBufferCore* d3d11paramBlockBuffer =
  463. static_cast<const D3D11GpuParamBlockBufferCore*>(currentBlockBuffer.get());
  464. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  465. }
  466. else
  467. bufferArray[0] = nullptr;
  468. switch(gptype)
  469. {
  470. case GPT_VERTEX_PROGRAM:
  471. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  472. break;
  473. case GPT_FRAGMENT_PROGRAM:
  474. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  475. break;
  476. case GPT_GEOMETRY_PROGRAM:
  477. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  478. break;
  479. case GPT_HULL_PROGRAM:
  480. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  481. break;
  482. case GPT_DOMAIN_PROGRAM:
  483. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  484. break;
  485. case GPT_COMPUTE_PROGRAM:
  486. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  487. break;
  488. };
  489. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  490. }
  491. if (mDevice->hasError())
  492. BS_EXCEPT(RenderingAPIException, "Failed to setConstantBuffers : " + mDevice->getErrorDescription());
  493. }
  494. void D3D11RenderAPI::draw(UINT32 vertexOffset, UINT32 vertexCount)
  495. {
  496. THROW_IF_NOT_CORE_THREAD;
  497. applyInputLayout();
  498. mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
  499. #if BS_DEBUG_MODE
  500. if(mDevice->hasError())
  501. LOGWRN(mDevice->getErrorDescription());
  502. #endif
  503. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  504. BS_INC_RENDER_STAT(NumDrawCalls);
  505. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  506. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  507. }
  508. void D3D11RenderAPI::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  509. {
  510. THROW_IF_NOT_CORE_THREAD;
  511. applyInputLayout();
  512. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
  513. #if BS_DEBUG_MODE
  514. if(mDevice->hasError())
  515. LOGWRN(mDevice->getErrorDescription());
  516. #endif
  517. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  518. BS_INC_RENDER_STAT(NumDrawCalls);
  519. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  520. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  521. }
  522. void D3D11RenderAPI::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  523. {
  524. THROW_IF_NOT_CORE_THREAD;
  525. mScissorRect.left = static_cast<LONG>(left);
  526. mScissorRect.top = static_cast<LONG>(top);
  527. mScissorRect.bottom = static_cast<LONG>(bottom);
  528. mScissorRect.right = static_cast<LONG>(right);
  529. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  530. }
  531. void D3D11RenderAPI::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  532. {
  533. THROW_IF_NOT_CORE_THREAD;
  534. if(mActiveRenderTarget == nullptr)
  535. return;
  536. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  537. Rect2I clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  538. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  539. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == rtProps.getWidth() && clearArea.height == rtProps.getHeight());
  540. if (!clearEntireTarget)
  541. {
  542. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  543. BS_INC_RENDER_STAT(NumClears);
  544. }
  545. else
  546. clearRenderTarget(buffers, color, depth, stencil);
  547. }
  548. void D3D11RenderAPI::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  549. {
  550. THROW_IF_NOT_CORE_THREAD;
  551. if(mActiveRenderTarget == nullptr)
  552. return;
  553. // Clear render surfaces
  554. if (buffers & FBT_COLOR)
  555. {
  556. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  557. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*>(maxRenderTargets);
  558. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  559. mActiveRenderTarget->getCustomAttribute("RTV", views);
  560. if (!views[0])
  561. {
  562. bs_deleteN(views, maxRenderTargets);
  563. return;
  564. }
  565. float clearColor[4];
  566. clearColor[0] = color.r;
  567. clearColor[1] = color.g;
  568. clearColor[2] = color.b;
  569. clearColor[3] = color.a;
  570. for(UINT32 i = 0; i < maxRenderTargets; i++)
  571. {
  572. if(views[i] != nullptr)
  573. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  574. }
  575. bs_deleteN(views, maxRenderTargets);
  576. }
  577. // Clear depth stencil
  578. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  579. {
  580. ID3D11DepthStencilView* depthStencilView = nullptr;
  581. mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
  582. D3D11_CLEAR_FLAG clearFlag;
  583. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  584. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  585. else if((buffers & FBT_STENCIL) != 0)
  586. clearFlag = D3D11_CLEAR_STENCIL;
  587. else
  588. clearFlag = D3D11_CLEAR_DEPTH;
  589. if(depthStencilView != nullptr)
  590. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  591. }
  592. BS_INC_RENDER_STAT(NumClears);
  593. }
  594. void D3D11RenderAPI::setRenderTarget(const SPtr<RenderTargetCore>& target)
  595. {
  596. THROW_IF_NOT_CORE_THREAD;
  597. mActiveRenderTarget = target;
  598. // Retrieve render surfaces
  599. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  600. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*>(maxRenderTargets);
  601. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  602. target->getCustomAttribute("RTV", views);
  603. if (!views[0])
  604. {
  605. bs_deleteN(views, maxRenderTargets);
  606. return;
  607. }
  608. // Retrieve depth stencil
  609. ID3D11DepthStencilView* depthStencilView = nullptr;
  610. target->getCustomAttribute("DSV", &depthStencilView);
  611. // Bind render targets
  612. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  613. if (mDevice->hasError())
  614. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  615. bs_deleteN(views, maxRenderTargets);
  616. applyViewport();
  617. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  618. }
  619. void D3D11RenderAPI::setClipPlanesImpl(const PlaneList& clipPlanes)
  620. {
  621. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  622. }
  623. RenderAPICapabilities* D3D11RenderAPI::createRenderSystemCapabilities() const
  624. {
  625. THROW_IF_NOT_CORE_THREAD;
  626. RenderAPICapabilities* rsc = bs_new<RenderAPICapabilities>();
  627. rsc->setDriverVersion(mDriverVersion);
  628. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  629. rsc->setRenderAPIName(getName());
  630. rsc->setStencilBufferBitDepth(8);
  631. rsc->setCapability(RSC_ANISOTROPY);
  632. rsc->setCapability(RSC_AUTOMIPMAP);
  633. // Cube map
  634. rsc->setCapability(RSC_CUBEMAPPING);
  635. // We always support compression, D3DX will decompress if device does not support
  636. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  637. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  638. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  639. rsc->setCapability(RSC_STENCIL_WRAP);
  640. rsc->setCapability(RSC_HWOCCLUSION);
  641. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  642. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  643. rsc->setMaxBoundVertexBuffers(32);
  644. else
  645. rsc->setMaxBoundVertexBuffers(16);
  646. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  647. {
  648. rsc->addShaderProfile("ps_4_0");
  649. rsc->addShaderProfile("vs_4_0");
  650. rsc->addShaderProfile("gs_4_0");
  651. rsc->addGpuProgramProfile(GPP_FS_4_0, "ps_4_0");
  652. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  653. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  654. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  655. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  656. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  657. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  658. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  659. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  660. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  661. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  662. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  663. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
  664. }
  665. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  666. {
  667. rsc->addShaderProfile("ps_4_1");
  668. rsc->addShaderProfile("vs_4_1");
  669. rsc->addShaderProfile("gs_4_1");
  670. rsc->addGpuProgramProfile(GPP_FS_4_1, "ps_4_1");
  671. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  672. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  673. }
  674. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  675. {
  676. rsc->addShaderProfile("ps_5_0");
  677. rsc->addShaderProfile("vs_5_0");
  678. rsc->addShaderProfile("gs_5_0");
  679. rsc->addShaderProfile("cs_5_0");
  680. rsc->addShaderProfile("hs_5_0");
  681. rsc->addShaderProfile("ds_5_0");
  682. rsc->addGpuProgramProfile(GPP_FS_5_0, "ps_5_0");
  683. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  684. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  685. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  686. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  687. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  688. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  689. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  690. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  691. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  692. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  693. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  694. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  695. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  696. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  697. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  698. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  699. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
  700. + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
  701. + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
  702. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  703. }
  704. rsc->setCapability(RSC_USER_CLIP_PLANES);
  705. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  706. // Adapter details
  707. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  708. // Determine vendor
  709. switch(adapterID.VendorId)
  710. {
  711. case 0x10DE:
  712. rsc->setVendor(GPU_NVIDIA);
  713. break;
  714. case 0x1002:
  715. rsc->setVendor(GPU_AMD);
  716. break;
  717. case 0x163C:
  718. case 0x8086:
  719. rsc->setVendor(GPU_INTEL);
  720. break;
  721. default:
  722. rsc->setVendor(GPU_UNKNOWN);
  723. break;
  724. };
  725. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  726. rsc->setCapability(RSC_TEXTURE_3D);
  727. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  728. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  729. rsc->setCapability(RSC_TEXTURE_FLOAT);
  730. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  731. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  732. rsc->setCapability(RSC_POINT_SPRITES);
  733. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  734. rsc->setMaxPointSize(256);
  735. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  736. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  737. rsc->setCapability(RSC_PERSTAGECONSTANT);
  738. return rsc;
  739. }
  740. void D3D11RenderAPI::determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc)
  741. {
  742. bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
  743. enum CSAAMode { CSAA_Normal, CSAA_Quality };
  744. CSAAMode csaaMode = CSAA_Normal;
  745. bool foundValid = false;
  746. size_t origNumSamples = multisampleCount;
  747. while (!foundValid)
  748. {
  749. // Deal with special cases
  750. if (tryCSAA)
  751. {
  752. switch(multisampleCount)
  753. {
  754. case 8:
  755. if (csaaMode == CSAA_Quality)
  756. {
  757. outputSampleDesc->Count = 8;
  758. outputSampleDesc->Quality = 8;
  759. }
  760. else
  761. {
  762. outputSampleDesc->Count = 4;
  763. outputSampleDesc->Quality = 8;
  764. }
  765. break;
  766. case 16:
  767. if (csaaMode == CSAA_Quality)
  768. {
  769. outputSampleDesc->Count = 8;
  770. outputSampleDesc->Quality = 16;
  771. }
  772. else
  773. {
  774. outputSampleDesc->Count = 4;
  775. outputSampleDesc->Quality = 16;
  776. }
  777. break;
  778. }
  779. }
  780. else // !CSAA
  781. {
  782. outputSampleDesc->Count = multisampleCount == 0 ? 1 : multisampleCount;
  783. outputSampleDesc->Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
  784. }
  785. HRESULT hr;
  786. UINT outQuality;
  787. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outputSampleDesc->Count, &outQuality);
  788. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outputSampleDesc->Quality))
  789. {
  790. foundValid = true;
  791. }
  792. else
  793. {
  794. // Downgrade
  795. if (tryCSAA && multisampleCount == 8)
  796. {
  797. // For CSAA, we'll try downgrading with quality mode at all samples.
  798. // then try without quality, then drop CSAA
  799. if (csaaMode == CSAA_Quality)
  800. {
  801. // Drop quality first
  802. csaaMode = CSAA_Normal;
  803. }
  804. else
  805. {
  806. // Drop CSAA entirely
  807. tryCSAA = false;
  808. }
  809. // Return to original requested samples
  810. multisampleCount = static_cast<UINT32>(origNumSamples);
  811. }
  812. else
  813. {
  814. // Drop samples
  815. multisampleCount--;
  816. if (multisampleCount == 1)
  817. {
  818. // Ran out of options, no multisampling
  819. multisampleCount = 0;
  820. foundValid = true;
  821. }
  822. }
  823. }
  824. }
  825. }
  826. VertexElementType D3D11RenderAPI::getColorVertexElementType() const
  827. {
  828. return VET_COLOR_ABGR;
  829. }
  830. void D3D11RenderAPI::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  831. {
  832. dest = matrix;
  833. // Convert depth range from [-1,+1] to [0,1]
  834. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  835. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  836. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  837. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  838. }
  839. float D3D11RenderAPI::getHorizontalTexelOffset()
  840. {
  841. return 0.0f;
  842. }
  843. float D3D11RenderAPI::getVerticalTexelOffset()
  844. {
  845. return 0.0f;
  846. }
  847. float D3D11RenderAPI::getMinimumDepthInputValue()
  848. {
  849. return 0.0f;
  850. }
  851. float D3D11RenderAPI::getMaximumDepthInputValue()
  852. {
  853. return 1.0f;
  854. }
  855. /************************************************************************/
  856. /* PRIVATE */
  857. /************************************************************************/
  858. void D3D11RenderAPI::applyInputLayout()
  859. {
  860. if(mActiveVertexDeclaration == nullptr)
  861. {
  862. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  863. return;
  864. }
  865. if(mActiveVertexShader == nullptr)
  866. {
  867. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  868. return;
  869. }
  870. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  871. mDevice->getImmediateContext()->IASetInputLayout(ia);
  872. }
  873. }