CmD3D11RenderSystem.cpp 33 KB

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  1. #include "CmD3D11RenderSystem.h"
  2. #include "CmD3D11DriverList.h"
  3. #include "CmD3D11Driver.h"
  4. #include "CmD3D11Device.h"
  5. #include "CmD3D11TextureManager.h"
  6. #include "CmD3D11Texture.h"
  7. #include "CmD3D11HardwareBufferManager.h"
  8. #include "CmD3D11GpuProgramManager.h"
  9. #include "CmD3D11RenderWindowManager.h"
  10. #include "CmD3D11HLSLProgramFactory.h"
  11. #include "CmD3D11BlendState.h"
  12. #include "CmD3D11RasterizerState.h"
  13. #include "CmD3D11DepthStencilState.h"
  14. #include "CmD3D11SamplerState.h"
  15. #include "CmD3D11GpuProgram.h"
  16. #include "CmD3D11Mappings.h"
  17. #include "CmD3D11VertexBuffer.h"
  18. #include "CmD3D11IndexBuffer.h"
  19. #include "CmD3D11RenderStateManager.h"
  20. #include "CmD3D11GpuParamBlockBuffer.h"
  21. #include "CmD3D11InputLayoutManager.h"
  22. #include "CmD3D11HLSLProgram.h"
  23. #include "CmD3D11RenderUtility.h"
  24. #include "CmGpuParams.h"
  25. #include "CmCoreThread.h"
  26. #include "CmDebug.h"
  27. #include "CmException.h"
  28. namespace CamelotFramework
  29. {
  30. D3D11RenderSystem::D3D11RenderSystem()
  31. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  32. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_9_1)
  33. , mHLSLFactory(nullptr), mIAManager(nullptr)
  34. , mStencilRef(0)
  35. {
  36. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  37. }
  38. D3D11RenderSystem::~D3D11RenderSystem()
  39. {
  40. // This needs to be called from the child class, since destroy_internal is virtual
  41. gCoreThread().queueCommand(boost::bind(&D3D11RenderSystem::destroy_internal, this), true);
  42. }
  43. const String& D3D11RenderSystem::getName() const
  44. {
  45. static String strName("D3D11RenderSystem");
  46. return strName;
  47. }
  48. const String& D3D11RenderSystem::getShadingLanguageName() const
  49. {
  50. static String strName("hlsl");
  51. return strName;
  52. }
  53. void D3D11RenderSystem::initialize_internal(AsyncOp& asyncOp)
  54. {
  55. THROW_IF_NOT_CORE_THREAD;
  56. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  57. if(FAILED(hr))
  58. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  59. mDriverList = cm_new<D3D11DriverList>(mDXGIFactory);
  60. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  61. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  62. D3D_FEATURE_LEVEL requestedLevels[] = {
  63. D3D_FEATURE_LEVEL_11_0,
  64. D3D_FEATURE_LEVEL_10_1,
  65. D3D_FEATURE_LEVEL_10_0,
  66. D3D_FEATURE_LEVEL_9_3,
  67. D3D_FEATURE_LEVEL_9_2,
  68. D3D_FEATURE_LEVEL_9_1
  69. };
  70. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  71. UINT32 deviceFlags = 0;
  72. #if CM_DEBUG_MODE
  73. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  74. #endif
  75. ID3D11Device* device;
  76. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  77. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  78. if(FAILED(hr))
  79. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  80. mDevice = cm_new<D3D11Device>(device);
  81. LARGE_INTEGER driverVersion;
  82. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device /* intentionally D3D10, not D3D11 */, &driverVersion)))
  83. {
  84. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  85. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  86. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  87. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  88. }
  89. // Create the texture manager for use by others
  90. TextureManager::startUp(cm_new<D3D11TextureManager>());
  91. // Also create hardware buffer manager
  92. HardwareBufferManager::startUp(cm_new<D3D11HardwareBufferManager>(std::ref(*mDevice)));
  93. // Create the GPU program manager
  94. GpuProgramManager::startUp(cm_new<D3D11GpuProgramManager>(std::ref(*mDevice)));
  95. // Create render window manager
  96. RenderWindowManager::startUp(cm_new<D3D11RenderWindowManager>(this));
  97. // Create & register HLSL factory
  98. mHLSLFactory = cm_new<D3D11HLSLProgramFactory>();
  99. // Create render state manager
  100. RenderStateManager::startUp(cm_new<D3D11RenderStateManager>());
  101. mCurrentCapabilities = createRenderSystemCapabilities();
  102. mCurrentCapabilities->addShaderProfile("hlsl");
  103. HighLevelGpuProgramManager::instance().addFactory(mHLSLFactory);
  104. mIAManager = cm_new<D3D11InputLayoutManager>();
  105. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  106. D3D11RenderUtility::startUp(cm_new<D3D11RenderUtility>(mDevice));
  107. RenderSystem::initialize_internal(asyncOp);
  108. asyncOp.completeOperation(primaryWindow);
  109. }
  110. void D3D11RenderSystem::destroy_internal()
  111. {
  112. THROW_IF_NOT_CORE_THREAD;
  113. D3D11RenderUtility::shutDown();
  114. if(mIAManager != nullptr)
  115. {
  116. cm_delete(mIAManager);
  117. mIAManager = nullptr;
  118. }
  119. if(mHLSLFactory != nullptr)
  120. {
  121. cm_delete(mHLSLFactory);
  122. mHLSLFactory = nullptr;
  123. }
  124. mActiveVertexDeclaration = nullptr;
  125. mActiveVertexShader = nullptr;
  126. RenderStateManager::shutDown();
  127. RenderWindowManager::shutDown();
  128. GpuProgramManager::shutDown();
  129. HardwareBufferManager::shutDown();
  130. TextureManager::shutDown();
  131. SAFE_RELEASE(mDXGIFactory);
  132. if(mDevice != nullptr)
  133. {
  134. cm_delete(mDevice);
  135. mDevice = nullptr;
  136. }
  137. if(mDriverList != nullptr)
  138. {
  139. cm_delete(mDriverList);
  140. mDriverList = nullptr;
  141. }
  142. mActiveD3DDriver = nullptr;
  143. RenderSystem::destroy_internal();
  144. }
  145. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  146. {
  147. THROW_IF_NOT_CORE_THREAD;
  148. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  149. // and then set them all up at once before rendering? Needs testing
  150. ID3D11SamplerState* samplerArray[1];
  151. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  152. samplerArray[0] = d3d11SamplerState->getInternal();
  153. switch(gptype)
  154. {
  155. case GPT_VERTEX_PROGRAM:
  156. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  157. break;
  158. case GPT_FRAGMENT_PROGRAM:
  159. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  160. break;
  161. case GPT_GEOMETRY_PROGRAM:
  162. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  163. break;
  164. case GPT_DOMAIN_PROGRAM:
  165. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  166. break;
  167. case GPT_HULL_PROGRAM:
  168. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  169. break;
  170. case GPT_COMPUTE_PROGRAM:
  171. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  172. break;
  173. default:
  174. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  175. }
  176. }
  177. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  178. {
  179. THROW_IF_NOT_CORE_THREAD;
  180. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  181. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  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. }
  189. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  190. {
  191. THROW_IF_NOT_CORE_THREAD;
  192. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  193. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  194. }
  195. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  196. {
  197. THROW_IF_NOT_CORE_THREAD;
  198. // TODO - Set up UAVs?
  199. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  200. // and then set them all up at once before rendering? Needs testing
  201. ID3D11ShaderResourceView* viewArray[1];
  202. if(texPtr != nullptr && enabled)
  203. {
  204. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  205. viewArray[0] = d3d11Texture->getSRV();
  206. }
  207. else
  208. viewArray[0] = nullptr;
  209. switch(gptype)
  210. {
  211. case GPT_VERTEX_PROGRAM:
  212. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  213. break;
  214. case GPT_FRAGMENT_PROGRAM:
  215. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  216. break;
  217. case GPT_GEOMETRY_PROGRAM:
  218. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  219. break;
  220. case GPT_DOMAIN_PROGRAM:
  221. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  222. break;
  223. case GPT_HULL_PROGRAM:
  224. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  225. break;
  226. case GPT_COMPUTE_PROGRAM:
  227. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  228. break;
  229. default:
  230. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  231. }
  232. }
  233. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  234. {
  235. THROW_IF_NOT_CORE_THREAD;
  236. setTexture(gptype, texUnit, false, nullptr);
  237. }
  238. void D3D11RenderSystem::beginFrame()
  239. {
  240. // Not used
  241. }
  242. void D3D11RenderSystem::endFrame()
  243. {
  244. // Not used
  245. }
  246. void D3D11RenderSystem::setViewport(const ViewportPtr& vp)
  247. {
  248. THROW_IF_NOT_CORE_THREAD;
  249. assert(vp != nullptr);
  250. // Set render target
  251. RenderTargetPtr target = vp->getTarget();
  252. setRenderTarget(target);
  253. // set viewport dimensions
  254. mViewport.TopLeftX = (FLOAT)vp->getLeft();
  255. mViewport.TopLeftY = (FLOAT)vp->getTop();
  256. mViewport.Width = (FLOAT)vp->getWidth();
  257. mViewport.Height = (FLOAT)vp->getHeight();
  258. if (vp->getTarget()->requiresTextureFlipping())
  259. {
  260. // Convert "top-left" to "bottom-left"
  261. mViewport.TopLeftY = vp->getTarget()->getHeight() - mViewport.Height - mViewport.TopLeftY;
  262. }
  263. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  264. mViewport.MinDepth = 0.0f;
  265. mViewport.MaxDepth = 1.0f;
  266. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  267. }
  268. void D3D11RenderSystem::setVertexBuffer(UINT32 index, const VertexBufferPtr& buffer)
  269. {
  270. THROW_IF_NOT_CORE_THREAD;
  271. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  272. if(index < 0 || index >= maxBoundVertexBuffers)
  273. CM_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  274. ID3D11Buffer* buffers[1];
  275. D3D11VertexBuffer* vertexBuffer = static_cast<D3D11VertexBuffer*>(buffer.get());
  276. buffers[0] = vertexBuffer->getD3DVertexBuffer();
  277. UINT32 strides[1] = { buffer->getVertexSize() };
  278. UINT32 offsets[1] = { 0 };
  279. mDevice->getImmediateContext()->IASetVertexBuffers(index, 1, buffers, strides, offsets);
  280. }
  281. void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  282. {
  283. THROW_IF_NOT_CORE_THREAD;
  284. D3D11IndexBuffer* indexBuffer = static_cast<D3D11IndexBuffer*>(buffer.get());
  285. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  286. if(indexBuffer->getType() == IndexBuffer::IT_16BIT)
  287. indexFormat = DXGI_FORMAT_R16_UINT;
  288. else if(indexBuffer->getType() == IndexBuffer::IT_32BIT)
  289. indexFormat = DXGI_FORMAT_R32_UINT;
  290. else
  291. CM_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
  292. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  293. }
  294. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  295. {
  296. THROW_IF_NOT_CORE_THREAD;
  297. mActiveVertexDeclaration = vertexDeclaration;
  298. }
  299. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  300. {
  301. THROW_IF_NOT_CORE_THREAD;
  302. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  303. }
  304. void D3D11RenderSystem::bindGpuProgram(HGpuProgram prg)
  305. {
  306. THROW_IF_NOT_CORE_THREAD;
  307. if(!prg.isLoaded())
  308. return;
  309. switch(prg->getType())
  310. {
  311. case GPT_VERTEX_PROGRAM:
  312. {
  313. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg->getBindingDelegate().get());
  314. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  315. mActiveVertexShader = std::static_pointer_cast<D3D11HLSLProgram>(prg.getInternalPtr());
  316. break;
  317. }
  318. case GPT_FRAGMENT_PROGRAM:
  319. {
  320. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg->getBindingDelegate().get());
  321. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  322. break;
  323. }
  324. case GPT_GEOMETRY_PROGRAM:
  325. {
  326. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg->getBindingDelegate().get());
  327. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  328. break;
  329. }
  330. case GPT_DOMAIN_PROGRAM:
  331. {
  332. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg->getBindingDelegate().get());
  333. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  334. break;
  335. }
  336. case GPT_HULL_PROGRAM:
  337. {
  338. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg->getBindingDelegate().get());
  339. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  340. break;
  341. }
  342. case GPT_COMPUTE_PROGRAM:
  343. {
  344. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg->getBindingDelegate().get());
  345. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  346. break;
  347. }
  348. default:
  349. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  350. }
  351. if (mDevice->hasError())
  352. CM_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  353. }
  354. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  355. {
  356. THROW_IF_NOT_CORE_THREAD;
  357. switch(gptype)
  358. {
  359. case GPT_VERTEX_PROGRAM:
  360. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  361. mActiveVertexShader = nullptr;
  362. break;
  363. case GPT_FRAGMENT_PROGRAM:
  364. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  365. break;
  366. case GPT_GEOMETRY_PROGRAM:
  367. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  368. break;
  369. case GPT_DOMAIN_PROGRAM:
  370. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  371. break;
  372. case GPT_HULL_PROGRAM:
  373. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  374. break;
  375. case GPT_COMPUTE_PROGRAM:
  376. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  377. break;
  378. default:
  379. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  380. }
  381. }
  382. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, BindableGpuParams& bindableParams)
  383. {
  384. THROW_IF_NOT_CORE_THREAD;
  385. GpuParams& params = bindableParams.getParams();
  386. params.updateHardwareBuffers();
  387. const GpuParamDesc& paramDesc = params.getParamDesc();
  388. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  389. {
  390. HSamplerState& samplerState = params.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 = params.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 = params.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 vertexCount)
  442. {
  443. THROW_IF_NOT_CORE_THREAD;
  444. applyInputLayout();
  445. mDevice->getImmediateContext()->Draw(vertexCount, 0);
  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 vertexCount)
  452. {
  453. THROW_IF_NOT_CORE_THREAD;
  454. applyInputLayout();
  455. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, 0);
  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. Rect 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->setDriverVersion(mDriverVersion);
  560. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  561. rsc->setRenderSystemName(getName());
  562. rsc->setCapability(RSC_HWSTENCIL);
  563. rsc->setStencilBufferBitDepth(8);
  564. rsc->setCapability(RSC_ANISOTROPY);
  565. rsc->setCapability(RSC_AUTOMIPMAP);
  566. rsc->setCapability(RSC_BLENDING);
  567. rsc->setCapability(RSC_DOT3);
  568. // Cube map
  569. rsc->setCapability(RSC_CUBEMAPPING);
  570. // We always support compression, D3DX will decompress if device does not support
  571. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  572. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  573. rsc->setCapability(RSC_VBO);
  574. rsc->setCapability(RSC_SCISSOR_TEST);
  575. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  576. rsc->setCapability(RSC_STENCIL_WRAP);
  577. rsc->setCapability(RSC_HWOCCLUSION);
  578. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  579. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  580. rsc->setMaxBoundVertexBuffers(32);
  581. else
  582. rsc->setMaxBoundVertexBuffers(16);
  583. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  584. {
  585. rsc->addShaderProfile("ps_4_0");
  586. rsc->addShaderProfile("vs_4_0");
  587. rsc->addShaderProfile("gs_4_0");
  588. rsc->addGpuProgramProfile(GPP_PS_4_0, "ps_4_0");
  589. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  590. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  591. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  592. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  593. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  594. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  595. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  596. rsc->setNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  597. rsc->setNumUniformBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  598. rsc->setNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  599. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  600. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM));
  601. }
  602. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  603. {
  604. rsc->addShaderProfile("ps_4_1");
  605. rsc->addShaderProfile("vs_4_1");
  606. rsc->addShaderProfile("gs_4_1");
  607. rsc->addGpuProgramProfile(GPP_PS_4_1, "ps_4_1");
  608. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  609. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  610. }
  611. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  612. {
  613. rsc->addShaderProfile("ps_5_0");
  614. rsc->addShaderProfile("vs_5_0");
  615. rsc->addShaderProfile("gs_5_0");
  616. rsc->addShaderProfile("cs_5_0");
  617. rsc->addShaderProfile("hs_5_0");
  618. rsc->addShaderProfile("ds_5_0");
  619. rsc->addGpuProgramProfile(GPP_PS_5_0, "ps_5_0");
  620. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  621. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  622. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  623. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  624. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  625. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  626. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  627. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  628. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  629. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  630. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  631. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  632. rsc->setNumUniformBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  633. rsc->setNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  634. rsc->setNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  635. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  636. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM)
  637. + rsc->getNumUniformBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM)
  638. + rsc->getNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM));
  639. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  640. }
  641. rsc->setCapability(RSC_USER_CLIP_PLANES);
  642. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  643. // Adapter details
  644. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  645. // determine vendor
  646. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  647. switch(adapterID.VendorId)
  648. {
  649. case 0x10DE:
  650. rsc->setVendor(GPU_NVIDIA);
  651. break;
  652. case 0x1002:
  653. rsc->setVendor(GPU_ATI);
  654. break;
  655. case 0x163C:
  656. case 0x8086:
  657. rsc->setVendor(GPU_INTEL);
  658. break;
  659. case 0x5333:
  660. rsc->setVendor(GPU_S3);
  661. break;
  662. case 0x3D3D:
  663. rsc->setVendor(GPU_3DLABS);
  664. break;
  665. case 0x102B:
  666. rsc->setVendor(GPU_MATROX);
  667. break;
  668. default:
  669. rsc->setVendor(GPU_UNKNOWN);
  670. break;
  671. };
  672. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  673. rsc->setCapability(RSC_TEXTURE_3D);
  674. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  675. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  676. rsc->setCapability(RSC_TEXTURE_FLOAT);
  677. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  678. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  679. rsc->setCapability(RSC_POINT_SPRITES);
  680. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  681. rsc->setMaxPointSize(256);
  682. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  683. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  684. rsc->setCapability(RSC_PERSTAGECONSTANT);
  685. return rsc;
  686. }
  687. void D3D11RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
  688. {
  689. // Do nothing
  690. }
  691. String D3D11RenderSystem::getErrorDescription(long errorNumber) const
  692. {
  693. return mDevice->getErrorDescription();
  694. }
  695. void D3D11RenderSystem::determineFSAASettings(UINT32 fsaa, const String& fsaaHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outFSAASettings)
  696. {
  697. bool ok = false;
  698. bool qualityHint = fsaaHint.find("Quality") != String::npos;
  699. size_t origFSAA = fsaa;
  700. bool tryCSAA = false;
  701. // NVIDIA, prefer CSAA if available for 8+
  702. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  703. // if this is the first window, caps will not be initialised yet
  704. if (mActiveD3DDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  705. fsaa >= 8)
  706. {
  707. tryCSAA = true;
  708. }
  709. while (!ok)
  710. {
  711. // Deal with special cases
  712. if (tryCSAA)
  713. {
  714. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  715. switch(fsaa)
  716. {
  717. case 8:
  718. if (qualityHint)
  719. {
  720. outFSAASettings->Count = 8;
  721. outFSAASettings->Quality = 8;
  722. }
  723. else
  724. {
  725. outFSAASettings->Count = 4;
  726. outFSAASettings->Quality = 8;
  727. }
  728. break;
  729. case 16:
  730. if (qualityHint)
  731. {
  732. outFSAASettings->Count = 8;
  733. outFSAASettings->Quality = 16;
  734. }
  735. else
  736. {
  737. outFSAASettings->Count = 4;
  738. outFSAASettings->Quality = 16;
  739. }
  740. break;
  741. }
  742. }
  743. else // !CSAA
  744. {
  745. outFSAASettings->Count = fsaa == 0 ? 1 : fsaa;
  746. outFSAASettings->Quality = 0;
  747. }
  748. HRESULT hr;
  749. UINT outQuality;
  750. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outFSAASettings->Count, &outQuality);
  751. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outFSAASettings->Quality))
  752. {
  753. ok = true;
  754. }
  755. else
  756. {
  757. // downgrade
  758. if (tryCSAA && fsaa == 8)
  759. {
  760. // for CSAA, we'll try downgrading with quality mode at all samples.
  761. // then try without quality, then drop CSAA
  762. if (qualityHint)
  763. {
  764. // drop quality first
  765. qualityHint = false;
  766. }
  767. else
  768. {
  769. // drop CSAA entirely
  770. tryCSAA = false;
  771. }
  772. // return to original requested samples
  773. fsaa = static_cast<UINT32>(origFSAA);
  774. }
  775. else
  776. {
  777. // drop samples
  778. --fsaa;
  779. if (fsaa == 1)
  780. {
  781. // ran out of options, no FSAA
  782. fsaa = 0;
  783. ok = true;
  784. }
  785. }
  786. }
  787. } // while !ok
  788. }
  789. bool D3D11RenderSystem::checkTextureFilteringSupported(TextureType ttype, PixelFormat format, int usage)
  790. {
  791. return true;
  792. }
  793. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  794. {
  795. return VET_COLOR_ABGR;
  796. }
  797. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram /*= false */)
  798. {
  799. dest = matrix;
  800. // Convert depth range from [-1,+1] to [0,1]
  801. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  802. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  803. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  804. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  805. if (!forGpuProgram)
  806. {
  807. // Convert right-handed to left-handed
  808. dest[0][2] = -dest[0][2];
  809. dest[1][2] = -dest[1][2];
  810. dest[2][2] = -dest[2][2];
  811. dest[3][2] = -dest[3][2];
  812. }
  813. }
  814. float D3D11RenderSystem::getHorizontalTexelOffset()
  815. {
  816. return 0.0f;
  817. }
  818. float D3D11RenderSystem::getVerticalTexelOffset()
  819. {
  820. return 0.0f;
  821. }
  822. float D3D11RenderSystem::getMinimumDepthInputValue()
  823. {
  824. return 0.0f;
  825. }
  826. float D3D11RenderSystem::getMaximumDepthInputValue()
  827. {
  828. return -1.0f;
  829. }
  830. /************************************************************************/
  831. /* PRIVATE */
  832. /************************************************************************/
  833. void D3D11RenderSystem::applyInputLayout()
  834. {
  835. if(mActiveVertexDeclaration == nullptr)
  836. {
  837. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  838. return;
  839. }
  840. if(mActiveVertexShader == nullptr)
  841. {
  842. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  843. return;
  844. }
  845. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  846. mDevice->getImmediateContext()->IASetInputLayout(ia);
  847. }
  848. }