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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsD3D11Prerequisites.h"
- #include "BsRenderAPI.h"
- namespace bs { namespace ct
- {
- /** @addtogroup D3D11
- * @{
- */
- /** Implementation of a render system using DirectX 11. Provides abstracted access to various low level DX11 methods. */
- class D3D11RenderAPI : public RenderAPI
- {
- public:
- D3D11RenderAPI();
- ~D3D11RenderAPI();
- /** @copydoc RenderAPI::getName */
- const StringID& getName() const override;
-
- /** @copydoc RenderAPI::getShadingLanguageName */
- const String& getShadingLanguageName() const override;
- /** @copydoc RenderAPI::setGraphicsPipeline */
- void setGraphicsPipeline(const SPtr<GraphicsPipelineState>& pipelineState,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setComputePipeline */
- void setComputePipeline(const SPtr<ComputePipelineState>& pipelineState,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setGpuParams */
- void setGpuParams(const SPtr<GpuParams>& gpuParams,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::clearRenderTarget */
- void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
- UINT8 targetMask = 0xFF, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::clearViewport */
- void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
- UINT8 targetMask = 0xFF, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setRenderTarget */
- void setRenderTarget(const SPtr<RenderTarget>& target, UINT32 readOnlyFlags,
- RenderSurfaceMask loadMask = RT_NONE, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setViewport */
- void setViewport(const Rect2& area, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setScissorRect */
- void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setStencilRef */
- void setStencilRef(UINT32 value, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setVertexBuffers */
- void setVertexBuffers(UINT32 index, SPtr<VertexBuffer>* buffers, UINT32 numBuffers,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setIndexBuffer */
- void setIndexBuffer(const SPtr<IndexBuffer>& buffer,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setVertexDeclaration */
- void setVertexDeclaration(const SPtr<VertexDeclaration>& vertexDeclaration,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setDrawOperation */
- void setDrawOperation(DrawOperationType op,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::draw */
- void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::drawIndexed */
- void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount,
- UINT32 instanceCount = 0, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::dispatchCompute */
- void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::swapBuffers() */
- void swapBuffers(const SPtr<RenderTarget>& target, UINT32 syncMask = 0xFFFFFFFF) override;
- /** @copydoc RenderAPI::addCommands() */
- void addCommands(const SPtr<CommandBuffer>& commandBuffer, const SPtr<CommandBuffer>& secondary) override;
- /** @copydoc RenderAPI::submitCommandBuffer() */
- void submitCommandBuffer(const SPtr<CommandBuffer>& commandBuffer, UINT32 syncMask = 0xFFFFFFFF) override;
- /** @copydoc RenderAPI::convertProjectionMatrix */
- void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override;
- /** @copydoc RenderAPI::getAPIInfo */
- const RenderAPIInfo& getAPIInfo() const override;
- /** @copydoc RenderAPI::generateParamBlockDesc() */
- GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) override;
- /************************************************************************/
- /* Internal use by DX11 backend only */
- /************************************************************************/
- /**
- * Determines DXGI multisample settings from the provided parameters.
- *
- * @param[in] multisampleCount Number of requested samples.
- * @param[in] format Pixel format used by the render target.
- * @param[out] outputSampleDesc Output structure that will contain the requested multisample settings.
- */
- void determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc);
- /** Returns the main DXGI factory object. */
- IDXGIFactory* getDXGIFactory() const { return mDXGIFactory; }
- /** Returns the primary DX11 device object. */
- D3D11Device& getPrimaryDevice() const { return *mDevice; }
-
- /** Returns information describing all available drivers. */
- D3D11DriverList* getDriverList() const { return mDriverList; }
- protected:
- friend class D3D11RenderAPIFactory;
- /** @copydoc RenderAPI::initialize */
- void initialize() override;
- /** @copydoc RenderAPI::initializeWithWindow */
- void initializeWithWindow(const SPtr<RenderWindow>& primaryWindow) override;
- /** @copydoc RenderAPI::destroyCore */
- void destroyCore() override;
- /**
- * Creates or retrieves a proper input layout depending on the currently set vertex shader and vertex buffer.
- *
- * Applies the input layout to the pipeline.
- */
- void applyInputLayout();
- /**
- * Recalculates actual viewport dimensions based on currently set viewport normalized dimensions and render target
- * and applies them for further rendering.
- */
- void applyViewport();
- /** Creates and populates a set of render system capabilities describing which functionality is available. */
- void initCapabilites(IDXGIAdapter* adapter, RenderAPICapabilities& caps) const;
- private:
- IDXGIFactory* mDXGIFactory;
- D3D11Device* mDevice;
- D3D11DriverList* mDriverList;
- D3D11Driver* mActiveD3DDriver;
- D3D_FEATURE_LEVEL mFeatureLevel;
- D3D11HLSLProgramFactory* mHLSLFactory;
- D3D11InputLayoutManager* mIAManager;
- bool mPSUAVsBound;
- bool mCSUAVsBound;
- UINT32 mStencilRef;
- Rect2 mViewportNorm;
- D3D11_VIEWPORT mViewport;
- D3D11_RECT mScissorRect;
- SPtr<VertexDeclaration> mActiveVertexDeclaration;
- SPtr<D3D11GpuProgram> mActiveVertexShader;
- SPtr<D3D11DepthStencilState> mActiveDepthStencilState;
- DrawOperationType mActiveDrawOp;
- };
- /** @} */
- }}
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