CmD3D11RenderSystem.cpp 30 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 "CmD3D11GpuParamBlock.h"
  21. #include "CmD3D11InputLayoutManager.h"
  22. #include "CmD3D11HLSLProgram.h"
  23. #include "CmGpuParams.h"
  24. #include "CmDebug.h"
  25. #include "CmException.h"
  26. #if CM_DEBUG_MODE
  27. #define THROW_IF_NOT_RENDER_THREAD throwIfNotRenderThread();
  28. #else
  29. #define THROW_IF_NOT_RENDER_THREAD
  30. #endif
  31. namespace CamelotEngine
  32. {
  33. D3D11RenderSystem::D3D11RenderSystem()
  34. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  35. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_9_1)
  36. , mHLSLFactory(nullptr), mIAManager(nullptr)
  37. , mStencilRef(0), mActiveVertexShader(nullptr)
  38. {
  39. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  40. }
  41. D3D11RenderSystem::~D3D11RenderSystem()
  42. {
  43. destroy_internal();
  44. }
  45. const String& D3D11RenderSystem::getName() const
  46. {
  47. static String strName("D3D11RenderSystem");
  48. return strName;
  49. }
  50. const String& D3D11RenderSystem::getShadingLanguageName() const
  51. {
  52. static String strName("hlsl");
  53. return strName;
  54. }
  55. void D3D11RenderSystem::initialize_internal()
  56. {
  57. THROW_IF_NOT_RENDER_THREAD;
  58. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  59. if(FAILED(hr))
  60. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  61. mDriverList = new D3D11DriverList(mDXGIFactory);
  62. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  63. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  64. D3D_FEATURE_LEVEL requestedLevels[] = {
  65. D3D_FEATURE_LEVEL_11_0,
  66. D3D_FEATURE_LEVEL_10_1,
  67. D3D_FEATURE_LEVEL_10_0,
  68. D3D_FEATURE_LEVEL_9_3,
  69. D3D_FEATURE_LEVEL_9_2,
  70. D3D_FEATURE_LEVEL_9_1
  71. };
  72. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  73. UINT32 deviceFlags = 0;
  74. #if CM_DEBUG_MODE
  75. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  76. #endif
  77. ID3D11Device* device;
  78. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  79. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  80. if(FAILED(hr))
  81. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  82. mDevice = new D3D11Device(device);
  83. LARGE_INTEGER driverVersion;
  84. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device /* intentionally D3D10, not D3D11 */, &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(new D3D11TextureManager());
  93. // Also create hardware buffer manager
  94. HardwareBufferManager::startUp(new D3D11HardwareBufferManager(*mDevice));
  95. // Create the GPU program manager
  96. GpuProgramManager::startUp(new D3D11GpuProgramManager(*mDevice));
  97. // Create render window manager
  98. RenderWindowManager::startUp(new D3D11RenderWindowManager(this));
  99. // Create & register HLSL factory
  100. mHLSLFactory = new D3D11HLSLProgramFactory();
  101. // Create render state manager
  102. RenderStateManager::startUp(new D3D11RenderStateManager());
  103. mCurrentCapabilities = createRenderSystemCapabilities();
  104. mCurrentCapabilities->addShaderProfile("hlsl");
  105. HighLevelGpuProgramManager::instance().addFactory(mHLSLFactory);
  106. mIAManager = new D3D11InputLayoutManager();
  107. RenderSystem::initialize_internal();
  108. }
  109. void D3D11RenderSystem::destroy_internal()
  110. {
  111. THROW_IF_NOT_RENDER_THREAD;
  112. SAFE_DELETE(mIAManager);
  113. SAFE_DELETE(mHLSLFactory);
  114. RenderStateManager::shutDown();
  115. RenderWindowManager::shutDown();
  116. GpuProgramManager::shutDown();
  117. HardwareBufferManager::shutDown();
  118. TextureManager::shutDown();
  119. SAFE_RELEASE(mDXGIFactory);
  120. SAFE_DELETE(mDevice);
  121. SAFE_DELETE(mDriverList);
  122. mActiveD3DDriver = nullptr;
  123. RenderSystem::destroy_internal();
  124. }
  125. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  126. {
  127. THROW_IF_NOT_RENDER_THREAD;
  128. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  129. // and then set them all up at once before rendering? Needs testing
  130. ID3D11SamplerState* samplerArray[1];
  131. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  132. samplerArray[0] = d3d11SamplerState->getInternal();
  133. switch(gptype)
  134. {
  135. case GPT_VERTEX_PROGRAM:
  136. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  137. break;
  138. case GPT_FRAGMENT_PROGRAM:
  139. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  140. break;
  141. case GPT_GEOMETRY_PROGRAM:
  142. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  143. break;
  144. case GPT_DOMAIN_PROGRAM:
  145. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  146. break;
  147. case GPT_HULL_PROGRAM:
  148. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  149. break;
  150. case GPT_COMPUTE_PROGRAM:
  151. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  152. break;
  153. default:
  154. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  155. }
  156. }
  157. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  158. {
  159. THROW_IF_NOT_RENDER_THREAD;
  160. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  161. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  162. }
  163. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  164. {
  165. THROW_IF_NOT_RENDER_THREAD;
  166. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  167. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  168. }
  169. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  170. {
  171. THROW_IF_NOT_RENDER_THREAD;
  172. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  173. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  174. }
  175. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  176. {
  177. THROW_IF_NOT_RENDER_THREAD;
  178. // TODO - Set up UAVs?
  179. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  180. // and then set them all up at once before rendering? Needs testing
  181. ID3D11ShaderResourceView* viewArray[1];
  182. if(texPtr != nullptr && enabled)
  183. {
  184. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  185. viewArray[0] = d3d11Texture->getSRV();
  186. }
  187. else
  188. viewArray[0] = nullptr;
  189. switch(gptype)
  190. {
  191. case GPT_VERTEX_PROGRAM:
  192. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  193. break;
  194. case GPT_FRAGMENT_PROGRAM:
  195. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  196. break;
  197. case GPT_GEOMETRY_PROGRAM:
  198. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  199. break;
  200. case GPT_DOMAIN_PROGRAM:
  201. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  202. break;
  203. case GPT_HULL_PROGRAM:
  204. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  205. break;
  206. case GPT_COMPUTE_PROGRAM:
  207. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  208. break;
  209. default:
  210. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  211. }
  212. }
  213. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  214. {
  215. THROW_IF_NOT_RENDER_THREAD;
  216. setTexture(gptype, texUnit, false, nullptr);
  217. }
  218. void D3D11RenderSystem::beginFrame()
  219. {
  220. // Not used
  221. }
  222. void D3D11RenderSystem::endFrame()
  223. {
  224. // Not used
  225. }
  226. void D3D11RenderSystem::setViewport(const Viewport& vp)
  227. {
  228. THROW_IF_NOT_RENDER_THREAD;
  229. mActiveViewport = vp;
  230. // Set render target
  231. RenderTargetPtr target = vp.getTarget();
  232. setRenderTarget(target.get());
  233. // set viewport dimensions
  234. mViewport.TopLeftX = (FLOAT)vp.getActualLeft();
  235. mViewport.TopLeftY = (FLOAT)vp.getActualTop();
  236. mViewport.Width = (FLOAT)vp.getActualWidth();
  237. mViewport.Height = (FLOAT)vp.getActualHeight();
  238. if (vp.getTarget()->requiresTextureFlipping())
  239. {
  240. // Convert "top-left" to "bottom-left"
  241. mViewport.TopLeftY = vp.getTarget()->getHeight() - mViewport.Height - mViewport.TopLeftY;
  242. }
  243. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  244. mViewport.MinDepth = 0.0f;
  245. mViewport.MaxDepth = 1.0f;
  246. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  247. }
  248. void D3D11RenderSystem::setVertexBuffer(UINT32 index, const VertexBufferPtr& buffer)
  249. {
  250. THROW_IF_NOT_RENDER_THREAD;
  251. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  252. if(index < 0 || index >= maxBoundVertexBuffers)
  253. CM_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  254. ID3D11Buffer* buffers[1];
  255. D3D11VertexBuffer* vertexBuffer = static_cast<D3D11VertexBuffer*>(buffer.get());
  256. buffers[0] = vertexBuffer->getD3DVertexBuffer();
  257. UINT32 strides[1] = { buffer->getVertexSize() };
  258. UINT32 offsets[1] = { 0 };
  259. mDevice->getImmediateContext()->IASetVertexBuffers(index, 1, buffers, strides, offsets);
  260. }
  261. void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  262. {
  263. THROW_IF_NOT_RENDER_THREAD;
  264. D3D11IndexBuffer* indexBuffer = static_cast<D3D11IndexBuffer*>(buffer.get());
  265. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  266. if(indexBuffer->getType() == IndexBuffer::IT_16BIT)
  267. indexFormat = DXGI_FORMAT_R16_UINT;
  268. else if(indexBuffer->getType() == IndexBuffer::IT_32BIT)
  269. indexFormat = DXGI_FORMAT_R32_UINT;
  270. else
  271. CM_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
  272. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  273. }
  274. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  275. {
  276. THROW_IF_NOT_RENDER_THREAD;
  277. mActiveVertexDeclaration = vertexDeclaration;
  278. }
  279. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  280. {
  281. THROW_IF_NOT_RENDER_THREAD;
  282. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  283. }
  284. void D3D11RenderSystem::bindGpuProgram(GpuProgramHandle prg)
  285. {
  286. THROW_IF_NOT_RENDER_THREAD;
  287. switch(prg->getType())
  288. {
  289. case GPT_VERTEX_PROGRAM:
  290. {
  291. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg->getBindingDelegate());
  292. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  293. mActiveVertexShader = static_cast<D3D11HLSLProgram*>(prg.get());
  294. break;
  295. }
  296. case GPT_FRAGMENT_PROGRAM:
  297. {
  298. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg->getBindingDelegate());
  299. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  300. break;
  301. }
  302. case GPT_GEOMETRY_PROGRAM:
  303. {
  304. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg->getBindingDelegate());
  305. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  306. break;
  307. }
  308. case GPT_DOMAIN_PROGRAM:
  309. {
  310. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg->getBindingDelegate());
  311. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  312. break;
  313. }
  314. case GPT_HULL_PROGRAM:
  315. {
  316. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg->getBindingDelegate());
  317. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  318. break;
  319. }
  320. case GPT_COMPUTE_PROGRAM:
  321. {
  322. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg->getBindingDelegate());
  323. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  324. break;
  325. }
  326. default:
  327. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  328. }
  329. }
  330. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  331. {
  332. THROW_IF_NOT_RENDER_THREAD;
  333. switch(gptype)
  334. {
  335. case GPT_VERTEX_PROGRAM:
  336. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  337. mActiveVertexShader = nullptr;
  338. break;
  339. case GPT_FRAGMENT_PROGRAM:
  340. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  341. break;
  342. case GPT_GEOMETRY_PROGRAM:
  343. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  344. break;
  345. case GPT_DOMAIN_PROGRAM:
  346. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  347. break;
  348. case GPT_HULL_PROGRAM:
  349. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  350. break;
  351. case GPT_COMPUTE_PROGRAM:
  352. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  353. break;
  354. default:
  355. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  356. }
  357. }
  358. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr params)
  359. {
  360. THROW_IF_NOT_RENDER_THREAD;
  361. params->updateIfDirty();
  362. const GpuParamDesc& paramDesc = params->getParamDesc();
  363. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  364. {
  365. SamplerStatePtr samplerState = params->getSamplerState(iter->second.slot);
  366. if(samplerState == nullptr)
  367. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  368. else
  369. setSamplerState(gptype, iter->second.slot, samplerState);
  370. }
  371. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  372. {
  373. TextureHandle texture = params->getTexture(iter->second.slot);
  374. if(!texture.isLoaded())
  375. setTexture(gptype, iter->second.slot, false, nullptr);
  376. else
  377. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  378. }
  379. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  380. ID3D11Buffer* bufferArray[1];
  381. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  382. {
  383. GpuParamBlockPtr currentBlock = params->getParamBlock(iter->second.slot);
  384. if(currentBlock != nullptr)
  385. {
  386. D3D11GpuParamBlock* d3d11paramBlock = static_cast<D3D11GpuParamBlock*>(currentBlock.get());
  387. bufferArray[0] = d3d11paramBlock->getD3D11Buffer();
  388. }
  389. else
  390. bufferArray[0] = nullptr;
  391. switch(gptype)
  392. {
  393. case GPT_VERTEX_PROGRAM:
  394. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  395. break;
  396. case GPT_FRAGMENT_PROGRAM:
  397. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  398. break;
  399. case GPT_GEOMETRY_PROGRAM:
  400. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  401. break;
  402. case GPT_HULL_PROGRAM:
  403. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  404. break;
  405. case GPT_DOMAIN_PROGRAM:
  406. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  407. break;
  408. case GPT_COMPUTE_PROGRAM:
  409. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  410. break;
  411. };
  412. }
  413. }
  414. void D3D11RenderSystem::draw(UINT32 vertexCount)
  415. {
  416. THROW_IF_NOT_RENDER_THREAD;
  417. applyInputLayout();
  418. mDevice->getImmediateContext()->Draw(vertexCount, 0);
  419. }
  420. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexCount)
  421. {
  422. THROW_IF_NOT_RENDER_THREAD;
  423. applyInputLayout();
  424. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, 0);
  425. }
  426. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  427. {
  428. THROW_IF_NOT_RENDER_THREAD;
  429. mScissorRect.left = static_cast<LONG>(left);
  430. mScissorRect.top = static_cast<LONG>(top);
  431. mScissorRect.bottom = static_cast<LONG>(bottom);
  432. mScissorRect.right = static_cast<LONG>(right);
  433. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  434. }
  435. void D3D11RenderSystem::clear(RenderTargetPtr target, unsigned int buffers, const Color& color, float depth, unsigned short stencil)
  436. {
  437. THROW_IF_NOT_RENDER_THREAD;
  438. // Clear render surfaces
  439. if (buffers & FBT_COLOUR)
  440. {
  441. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  442. ID3D11RenderTargetView** views = new ID3D11RenderTargetView*[maxRenderTargets];
  443. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  444. target->getCustomAttribute("RTV", views);
  445. if (!views[0])
  446. {
  447. delete[] views;
  448. return;
  449. }
  450. float clearColor[4];
  451. clearColor[0] = color.r;
  452. clearColor[1] = color.g;
  453. clearColor[2] = color.b;
  454. clearColor[3] = color.a;
  455. for(UINT32 i = 0; i < maxRenderTargets; i++)
  456. {
  457. if(views[i] != nullptr)
  458. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  459. }
  460. delete[] views;
  461. }
  462. // Clear depth stencil
  463. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  464. {
  465. ID3D11DepthStencilView* depthStencilView = nullptr;
  466. target->getCustomAttribute("DSV", &depthStencilView);
  467. D3D11_CLEAR_FLAG clearFlag;
  468. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  469. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  470. else if((buffers & FBT_STENCIL) != 0)
  471. clearFlag = D3D11_CLEAR_STENCIL;
  472. else
  473. clearFlag = D3D11_CLEAR_DEPTH;
  474. if(depthStencilView != nullptr)
  475. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  476. }
  477. }
  478. void D3D11RenderSystem::setRenderTarget(RenderTarget* target)
  479. {
  480. THROW_IF_NOT_RENDER_THREAD;
  481. mActiveRenderTarget = target;
  482. // Retrieve render surfaces
  483. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  484. ID3D11RenderTargetView** views = new ID3D11RenderTargetView*[maxRenderTargets];
  485. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  486. target->getCustomAttribute("RTV", views);
  487. if (!views[0])
  488. {
  489. delete[] views;
  490. return;
  491. }
  492. // Retrieve depth stencil
  493. ID3D11DepthStencilView* depthStencilView = nullptr;
  494. target->getCustomAttribute("DSV", &depthStencilView);
  495. // Bind render targets
  496. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  497. if (mDevice->hasError())
  498. CM_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  499. delete[] views;
  500. }
  501. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  502. {
  503. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  504. }
  505. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  506. {
  507. THROW_IF_NOT_RENDER_THREAD;
  508. RenderSystemCapabilities* rsc = new RenderSystemCapabilities();
  509. rsc->setDriverVersion(mDriverVersion);
  510. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  511. rsc->setRenderSystemName(getName());
  512. rsc->setCapability(RSC_HWSTENCIL);
  513. rsc->setStencilBufferBitDepth(8);
  514. rsc->setCapability(RSC_ANISOTROPY);
  515. rsc->setCapability(RSC_AUTOMIPMAP);
  516. rsc->setCapability(RSC_BLENDING);
  517. rsc->setCapability(RSC_DOT3);
  518. // Cube map
  519. rsc->setCapability(RSC_CUBEMAPPING);
  520. // We always support compression, D3DX will decompress if device does not support
  521. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  522. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  523. rsc->setCapability(RSC_VBO);
  524. rsc->setCapability(RSC_SCISSOR_TEST);
  525. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  526. rsc->setCapability(RSC_STENCIL_WRAP);
  527. rsc->setCapability(RSC_HWOCCLUSION);
  528. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  529. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  530. rsc->setMaxBoundVertexBuffers(32);
  531. else
  532. rsc->setMaxBoundVertexBuffers(16);
  533. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  534. {
  535. rsc->addShaderProfile("ps_4_0");
  536. rsc->addShaderProfile("vs_4_0");
  537. rsc->addShaderProfile("gs_4_0");
  538. rsc->addGpuProgramProfile(GPP_PS_4_0, "ps_4_0");
  539. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  540. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  541. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  542. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  543. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  544. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  545. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  546. rsc->setNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  547. rsc->setNumUniformBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  548. rsc->setNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  549. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  550. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM));
  551. }
  552. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  553. {
  554. rsc->addShaderProfile("ps_4_1");
  555. rsc->addShaderProfile("vs_4_1");
  556. rsc->addShaderProfile("gs_4_1");
  557. rsc->addGpuProgramProfile(GPP_PS_4_1, "ps_4_1");
  558. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  559. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  560. }
  561. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  562. {
  563. rsc->addShaderProfile("ps_5_0");
  564. rsc->addShaderProfile("vs_5_0");
  565. rsc->addShaderProfile("gs_5_0");
  566. rsc->addShaderProfile("cs_5_0");
  567. rsc->addShaderProfile("hs_5_0");
  568. rsc->addShaderProfile("ds_5_0");
  569. rsc->addGpuProgramProfile(GPP_PS_5_0, "ps_5_0");
  570. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  571. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  572. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  573. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  574. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  575. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  576. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  577. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  578. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  579. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  580. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  581. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  582. rsc->setNumUniformBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  583. rsc->setNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  584. rsc->setNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  585. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  586. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM)
  587. + rsc->getNumUniformBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM)
  588. + rsc->getNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM));
  589. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  590. }
  591. rsc->setCapability(RSC_USER_CLIP_PLANES);
  592. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  593. // Adapter details
  594. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  595. // determine vendor
  596. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  597. switch(adapterID.VendorId)
  598. {
  599. case 0x10DE:
  600. rsc->setVendor(GPU_NVIDIA);
  601. break;
  602. case 0x1002:
  603. rsc->setVendor(GPU_ATI);
  604. break;
  605. case 0x163C:
  606. case 0x8086:
  607. rsc->setVendor(GPU_INTEL);
  608. break;
  609. case 0x5333:
  610. rsc->setVendor(GPU_S3);
  611. break;
  612. case 0x3D3D:
  613. rsc->setVendor(GPU_3DLABS);
  614. break;
  615. case 0x102B:
  616. rsc->setVendor(GPU_MATROX);
  617. break;
  618. default:
  619. rsc->setVendor(GPU_UNKNOWN);
  620. break;
  621. };
  622. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  623. rsc->setCapability(RSC_TEXTURE_3D);
  624. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  625. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  626. rsc->setCapability(RSC_TEXTURE_FLOAT);
  627. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  628. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  629. rsc->setCapability(RSC_POINT_SPRITES);
  630. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  631. rsc->setMaxPointSize(256);
  632. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  633. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  634. rsc->setCapability(RSC_PERSTAGECONSTANT);
  635. return rsc;
  636. }
  637. void D3D11RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
  638. {
  639. // Do nothing
  640. }
  641. String D3D11RenderSystem::getErrorDescription(long errorNumber) const
  642. {
  643. return mDevice->getErrorDescription();
  644. }
  645. void D3D11RenderSystem::determineFSAASettings(UINT32 fsaa, const String& fsaaHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outFSAASettings)
  646. {
  647. bool ok = false;
  648. bool qualityHint = fsaaHint.find("Quality") != String::npos;
  649. size_t origFSAA = fsaa;
  650. bool tryCSAA = false;
  651. // NVIDIA, prefer CSAA if available for 8+
  652. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  653. // if this is the first window, caps will not be initialised yet
  654. if (mActiveD3DDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  655. fsaa >= 8)
  656. {
  657. tryCSAA = true;
  658. }
  659. while (!ok)
  660. {
  661. // Deal with special cases
  662. if (tryCSAA)
  663. {
  664. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  665. switch(fsaa)
  666. {
  667. case 8:
  668. if (qualityHint)
  669. {
  670. outFSAASettings->Count = 8;
  671. outFSAASettings->Quality = 8;
  672. }
  673. else
  674. {
  675. outFSAASettings->Count = 4;
  676. outFSAASettings->Quality = 8;
  677. }
  678. break;
  679. case 16:
  680. if (qualityHint)
  681. {
  682. outFSAASettings->Count = 8;
  683. outFSAASettings->Quality = 16;
  684. }
  685. else
  686. {
  687. outFSAASettings->Count = 4;
  688. outFSAASettings->Quality = 16;
  689. }
  690. break;
  691. }
  692. }
  693. else // !CSAA
  694. {
  695. outFSAASettings->Count = fsaa == 0 ? 1 : fsaa;
  696. outFSAASettings->Quality = 0;
  697. }
  698. HRESULT hr;
  699. UINT outQuality;
  700. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outFSAASettings->Count, &outQuality);
  701. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outFSAASettings->Quality))
  702. {
  703. ok = true;
  704. }
  705. else
  706. {
  707. // downgrade
  708. if (tryCSAA && fsaa == 8)
  709. {
  710. // for CSAA, we'll try downgrading with quality mode at all samples.
  711. // then try without quality, then drop CSAA
  712. if (qualityHint)
  713. {
  714. // drop quality first
  715. qualityHint = false;
  716. }
  717. else
  718. {
  719. // drop CSAA entirely
  720. tryCSAA = false;
  721. }
  722. // return to original requested samples
  723. fsaa = static_cast<UINT32>(origFSAA);
  724. }
  725. else
  726. {
  727. // drop samples
  728. --fsaa;
  729. if (fsaa == 1)
  730. {
  731. // ran out of options, no FSAA
  732. fsaa = 0;
  733. ok = true;
  734. }
  735. }
  736. }
  737. } // while !ok
  738. }
  739. bool D3D11RenderSystem::checkTextureFilteringSupported(TextureType ttype, PixelFormat format, int usage)
  740. {
  741. return true;
  742. }
  743. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  744. {
  745. return VET_COLOR_ABGR;
  746. }
  747. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram /*= false */)
  748. {
  749. dest = matrix;
  750. // Convert depth range from [-1,+1] to [0,1]
  751. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  752. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  753. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  754. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  755. if (!forGpuProgram)
  756. {
  757. // Convert right-handed to left-handed
  758. dest[0][2] = -dest[0][2];
  759. dest[1][2] = -dest[1][2];
  760. dest[2][2] = -dest[2][2];
  761. dest[3][2] = -dest[3][2];
  762. }
  763. }
  764. float D3D11RenderSystem::getHorizontalTexelOffset()
  765. {
  766. return 0.0f;
  767. }
  768. float D3D11RenderSystem::getVerticalTexelOffset()
  769. {
  770. return 0.0f;
  771. }
  772. float D3D11RenderSystem::getMinimumDepthInputValue()
  773. {
  774. return 0.0f;
  775. }
  776. float D3D11RenderSystem::getMaximumDepthInputValue()
  777. {
  778. return -1.0f;
  779. }
  780. /************************************************************************/
  781. /* PRIVATE */
  782. /************************************************************************/
  783. void D3D11RenderSystem::applyInputLayout()
  784. {
  785. if(mActiveVertexDeclaration == nullptr)
  786. {
  787. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  788. return;
  789. }
  790. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  791. mDevice->getImmediateContext()->IASetInputLayout(ia);
  792. }
  793. }
  794. #undef THROW_IF_NOT_RENDER_THREAD