CmD3D11RenderSystem.cpp 32 KB

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  1. #include "CmD3D11RenderSystem.h"
  2. #include "CmD3D11DriverList.h"
  3. #include "CmD3D11Driver.h"
  4. #include "CmD3D11Device.h"
  5. #include "CmD3D11TextureManager.h"
  6. #include "CmD3D11Texture.h"
  7. #include "CmD3D11HardwareBufferManager.h"
  8. #include "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 CamelotFramework
  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)
  38. {
  39. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  40. }
  41. D3D11RenderSystem::~D3D11RenderSystem()
  42. {
  43. // This needs to be called from the child class, since destroy_internal is virtual
  44. queueCommand(boost::bind(&D3D11RenderSystem::destroy_internal, this), true);
  45. }
  46. const String& D3D11RenderSystem::getName() const
  47. {
  48. static String strName("D3D11RenderSystem");
  49. return strName;
  50. }
  51. const String& D3D11RenderSystem::getShadingLanguageName() const
  52. {
  53. static String strName("hlsl");
  54. return strName;
  55. }
  56. void D3D11RenderSystem::initialize_internal()
  57. {
  58. THROW_IF_NOT_RENDER_THREAD;
  59. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  60. if(FAILED(hr))
  61. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  62. mDriverList = CM_NEW(D3D11DriverList, GenAlloc) D3D11DriverList(mDXGIFactory);
  63. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  64. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  65. D3D_FEATURE_LEVEL requestedLevels[] = {
  66. D3D_FEATURE_LEVEL_11_0,
  67. D3D_FEATURE_LEVEL_10_1,
  68. D3D_FEATURE_LEVEL_10_0,
  69. D3D_FEATURE_LEVEL_9_3,
  70. D3D_FEATURE_LEVEL_9_2,
  71. D3D_FEATURE_LEVEL_9_1
  72. };
  73. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  74. UINT32 deviceFlags = 0;
  75. #if CM_DEBUG_MODE
  76. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  77. #endif
  78. ID3D11Device* device;
  79. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  80. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  81. if(FAILED(hr))
  82. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  83. mDevice = CM_NEW(D3D11Device, GenAlloc) D3D11Device(device);
  84. LARGE_INTEGER driverVersion;
  85. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device /* intentionally D3D10, not D3D11 */, &driverVersion)))
  86. {
  87. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  88. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  89. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  90. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  91. }
  92. // Create the texture manager for use by others
  93. TextureManager::startUp(CM_NEW(D3D11TextureManager, GenAlloc) D3D11TextureManager());
  94. // Also create hardware buffer manager
  95. HardwareBufferManager::startUp(CM_NEW(D3D11HardwareBufferManager, GenAlloc) D3D11HardwareBufferManager(*mDevice));
  96. // Create the GPU program manager
  97. GpuProgramManager::startUp(CM_NEW(D3D11GpuProgramManager, GenAlloc) D3D11GpuProgramManager(*mDevice));
  98. // Create render window manager
  99. RenderWindowManager::startUp(CM_NEW(D3D11RenderWindowManager, GenAlloc) D3D11RenderWindowManager(this));
  100. // Create & register HLSL factory
  101. mHLSLFactory = CM_NEW(D3D11HLSLProgramFactory, GenAlloc) D3D11HLSLProgramFactory();
  102. // Create render state manager
  103. RenderStateManager::startUp(CM_NEW(D3D11RenderStateManager, GenAlloc) D3D11RenderStateManager());
  104. mCurrentCapabilities = createRenderSystemCapabilities();
  105. mCurrentCapabilities->addShaderProfile("hlsl");
  106. HighLevelGpuProgramManager::instance().addFactory(mHLSLFactory);
  107. mIAManager = CM_NEW(D3D11InputLayoutManager, GenAlloc) D3D11InputLayoutManager();
  108. RenderSystem::initialize_internal();
  109. }
  110. void D3D11RenderSystem::destroy_internal()
  111. {
  112. THROW_IF_NOT_RENDER_THREAD;
  113. if(mIAManager != nullptr)
  114. {
  115. CM_DELETE(mIAManager, D3D11InputLayoutManager, GenAlloc);
  116. mIAManager = nullptr;
  117. }
  118. if(mHLSLFactory != nullptr)
  119. {
  120. CM_DELETE(mHLSLFactory, D3D11HLSLProgramFactory, GenAlloc);
  121. mHLSLFactory = nullptr;
  122. }
  123. mActiveVertexDeclaration = nullptr;
  124. mActiveVertexShader = nullptr;
  125. RenderStateManager::shutDown();
  126. RenderWindowManager::shutDown();
  127. GpuProgramManager::shutDown();
  128. HardwareBufferManager::shutDown();
  129. TextureManager::shutDown();
  130. SAFE_RELEASE(mDXGIFactory);
  131. if(mDevice != nullptr)
  132. {
  133. CM_DELETE(mDevice, D3D11Device, GenAlloc);
  134. mDevice = nullptr;
  135. }
  136. if(mDriverList != nullptr)
  137. {
  138. CM_DELETE(mDriverList, D3D11DriverList, GenAlloc);
  139. mDriverList = nullptr;
  140. }
  141. mActiveD3DDriver = nullptr;
  142. RenderSystem::destroy_internal();
  143. }
  144. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  145. {
  146. THROW_IF_NOT_RENDER_THREAD;
  147. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  148. // and then set them all up at once before rendering? Needs testing
  149. ID3D11SamplerState* samplerArray[1];
  150. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  151. samplerArray[0] = d3d11SamplerState->getInternal();
  152. switch(gptype)
  153. {
  154. case GPT_VERTEX_PROGRAM:
  155. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  156. break;
  157. case GPT_FRAGMENT_PROGRAM:
  158. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  159. break;
  160. case GPT_GEOMETRY_PROGRAM:
  161. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  162. break;
  163. case GPT_DOMAIN_PROGRAM:
  164. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  165. break;
  166. case GPT_HULL_PROGRAM:
  167. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  168. break;
  169. case GPT_COMPUTE_PROGRAM:
  170. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  171. break;
  172. default:
  173. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  174. }
  175. }
  176. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  177. {
  178. THROW_IF_NOT_RENDER_THREAD;
  179. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  180. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  181. }
  182. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  183. {
  184. THROW_IF_NOT_RENDER_THREAD;
  185. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  186. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  187. }
  188. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  189. {
  190. THROW_IF_NOT_RENDER_THREAD;
  191. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  192. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  193. }
  194. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  195. {
  196. THROW_IF_NOT_RENDER_THREAD;
  197. // TODO - Set up UAVs?
  198. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  199. // and then set them all up at once before rendering? Needs testing
  200. ID3D11ShaderResourceView* viewArray[1];
  201. if(texPtr != nullptr && enabled)
  202. {
  203. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  204. viewArray[0] = d3d11Texture->getSRV();
  205. }
  206. else
  207. viewArray[0] = nullptr;
  208. switch(gptype)
  209. {
  210. case GPT_VERTEX_PROGRAM:
  211. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  212. break;
  213. case GPT_FRAGMENT_PROGRAM:
  214. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  215. break;
  216. case GPT_GEOMETRY_PROGRAM:
  217. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  218. break;
  219. case GPT_DOMAIN_PROGRAM:
  220. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  221. break;
  222. case GPT_HULL_PROGRAM:
  223. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  224. break;
  225. case GPT_COMPUTE_PROGRAM:
  226. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  227. break;
  228. default:
  229. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  230. }
  231. }
  232. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  233. {
  234. THROW_IF_NOT_RENDER_THREAD;
  235. setTexture(gptype, texUnit, false, nullptr);
  236. }
  237. void D3D11RenderSystem::beginFrame()
  238. {
  239. // Not used
  240. }
  241. void D3D11RenderSystem::endFrame()
  242. {
  243. // Not used
  244. }
  245. void D3D11RenderSystem::setViewport(ViewportPtr& vp)
  246. {
  247. THROW_IF_NOT_RENDER_THREAD;
  248. assert(vp != nullptr);
  249. // Set render target
  250. RenderTargetPtr target = vp->getTarget();
  251. setRenderTarget(target);
  252. // set viewport dimensions
  253. mViewport.TopLeftX = (FLOAT)vp->getLeft();
  254. mViewport.TopLeftY = (FLOAT)vp->getTop();
  255. mViewport.Width = (FLOAT)vp->getWidth();
  256. mViewport.Height = (FLOAT)vp->getHeight();
  257. if (vp->getTarget()->requiresTextureFlipping())
  258. {
  259. // Convert "top-left" to "bottom-left"
  260. mViewport.TopLeftY = vp->getTarget()->getHeight() - mViewport.Height - mViewport.TopLeftY;
  261. }
  262. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  263. mViewport.MinDepth = 0.0f;
  264. mViewport.MaxDepth = 1.0f;
  265. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  266. }
  267. void D3D11RenderSystem::setVertexBuffer(UINT32 index, const VertexBufferPtr& buffer)
  268. {
  269. THROW_IF_NOT_RENDER_THREAD;
  270. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  271. if(index < 0 || index >= maxBoundVertexBuffers)
  272. CM_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  273. ID3D11Buffer* buffers[1];
  274. D3D11VertexBuffer* vertexBuffer = static_cast<D3D11VertexBuffer*>(buffer.get());
  275. buffers[0] = vertexBuffer->getD3DVertexBuffer();
  276. UINT32 strides[1] = { buffer->getVertexSize() };
  277. UINT32 offsets[1] = { 0 };
  278. mDevice->getImmediateContext()->IASetVertexBuffers(index, 1, buffers, strides, offsets);
  279. }
  280. void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  281. {
  282. THROW_IF_NOT_RENDER_THREAD;
  283. D3D11IndexBuffer* indexBuffer = static_cast<D3D11IndexBuffer*>(buffer.get());
  284. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  285. if(indexBuffer->getType() == IndexBuffer::IT_16BIT)
  286. indexFormat = DXGI_FORMAT_R16_UINT;
  287. else if(indexBuffer->getType() == IndexBuffer::IT_32BIT)
  288. indexFormat = DXGI_FORMAT_R32_UINT;
  289. else
  290. CM_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
  291. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  292. }
  293. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  294. {
  295. THROW_IF_NOT_RENDER_THREAD;
  296. mActiveVertexDeclaration = vertexDeclaration;
  297. }
  298. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  299. {
  300. THROW_IF_NOT_RENDER_THREAD;
  301. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  302. }
  303. void D3D11RenderSystem::bindGpuProgram(HGpuProgram prg)
  304. {
  305. THROW_IF_NOT_RENDER_THREAD;
  306. if(!prg.isLoaded())
  307. return;
  308. switch(prg->getType())
  309. {
  310. case GPT_VERTEX_PROGRAM:
  311. {
  312. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg->getBindingDelegate().get());
  313. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  314. mActiveVertexShader = std::static_pointer_cast<D3D11HLSLProgram>(prg.getInternalPtr());
  315. break;
  316. }
  317. case GPT_FRAGMENT_PROGRAM:
  318. {
  319. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg->getBindingDelegate().get());
  320. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  321. break;
  322. }
  323. case GPT_GEOMETRY_PROGRAM:
  324. {
  325. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg->getBindingDelegate().get());
  326. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  327. break;
  328. }
  329. case GPT_DOMAIN_PROGRAM:
  330. {
  331. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg->getBindingDelegate().get());
  332. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  333. break;
  334. }
  335. case GPT_HULL_PROGRAM:
  336. {
  337. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg->getBindingDelegate().get());
  338. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  339. break;
  340. }
  341. case GPT_COMPUTE_PROGRAM:
  342. {
  343. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg->getBindingDelegate().get());
  344. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  345. break;
  346. }
  347. default:
  348. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  349. }
  350. }
  351. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  352. {
  353. THROW_IF_NOT_RENDER_THREAD;
  354. switch(gptype)
  355. {
  356. case GPT_VERTEX_PROGRAM:
  357. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  358. mActiveVertexShader = nullptr;
  359. break;
  360. case GPT_FRAGMENT_PROGRAM:
  361. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  362. break;
  363. case GPT_GEOMETRY_PROGRAM:
  364. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  365. break;
  366. case GPT_DOMAIN_PROGRAM:
  367. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  368. break;
  369. case GPT_HULL_PROGRAM:
  370. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  371. break;
  372. case GPT_COMPUTE_PROGRAM:
  373. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  374. break;
  375. default:
  376. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  377. }
  378. }
  379. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr params)
  380. {
  381. THROW_IF_NOT_RENDER_THREAD;
  382. const GpuParamDesc& paramDesc = params->getParamDesc();
  383. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  384. {
  385. HSamplerState& samplerState = params->getSamplerState(iter->second.slot);
  386. if(samplerState == nullptr)
  387. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  388. else
  389. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  390. }
  391. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  392. {
  393. HTexture texture = params->getTexture(iter->second.slot);
  394. if(!texture.isLoaded())
  395. setTexture(gptype, iter->second.slot, false, nullptr);
  396. else
  397. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  398. }
  399. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  400. ID3D11Buffer* bufferArray[1];
  401. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  402. {
  403. GpuParamBlockPtr currentBlock = params->getParamBlock(iter->second.slot);
  404. if(currentBlock != nullptr)
  405. {
  406. const GpuParamBlockBuffer* currentBlockBuffer = currentBlock->getBindableBuffer();
  407. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer);
  408. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  409. }
  410. else
  411. bufferArray[0] = nullptr;
  412. switch(gptype)
  413. {
  414. case GPT_VERTEX_PROGRAM:
  415. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  416. break;
  417. case GPT_FRAGMENT_PROGRAM:
  418. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  419. break;
  420. case GPT_GEOMETRY_PROGRAM:
  421. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  422. break;
  423. case GPT_HULL_PROGRAM:
  424. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  425. break;
  426. case GPT_DOMAIN_PROGRAM:
  427. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  428. break;
  429. case GPT_COMPUTE_PROGRAM:
  430. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  431. break;
  432. };
  433. }
  434. }
  435. void D3D11RenderSystem::draw(UINT32 vertexCount)
  436. {
  437. THROW_IF_NOT_RENDER_THREAD;
  438. applyInputLayout();
  439. mDevice->getImmediateContext()->Draw(vertexCount, 0);
  440. #if CM_DEBUG_MODE
  441. if(mDevice->hasError())
  442. LOGWRN(mDevice->getErrorDescription());
  443. #endif
  444. }
  445. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexCount)
  446. {
  447. THROW_IF_NOT_RENDER_THREAD;
  448. applyInputLayout();
  449. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, 0);
  450. #if CM_DEBUG_MODE
  451. if(mDevice->hasError())
  452. LOGWRN(mDevice->getErrorDescription());
  453. #endif
  454. }
  455. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  456. {
  457. THROW_IF_NOT_RENDER_THREAD;
  458. mScissorRect.left = static_cast<LONG>(left);
  459. mScissorRect.top = static_cast<LONG>(top);
  460. mScissorRect.bottom = static_cast<LONG>(bottom);
  461. mScissorRect.right = static_cast<LONG>(right);
  462. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  463. }
  464. void D3D11RenderSystem::clear(RenderTargetPtr target, unsigned int buffers, const Color& color, float depth, unsigned short stencil)
  465. {
  466. THROW_IF_NOT_RENDER_THREAD;
  467. // Clear render surfaces
  468. if (buffers & FBT_COLOR)
  469. {
  470. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  471. ID3D11RenderTargetView** views = CM_NEW_ARRAY(ID3D11RenderTargetView*, maxRenderTargets, ScratchAlloc);
  472. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  473. target->getCustomAttribute("RTV", views);
  474. if (!views[0])
  475. {
  476. CM_DELETE_ARRAY(views, ID3D11RenderTargetView*, maxRenderTargets, ScratchAlloc);
  477. return;
  478. }
  479. float clearColor[4];
  480. clearColor[0] = color.r;
  481. clearColor[1] = color.g;
  482. clearColor[2] = color.b;
  483. clearColor[3] = color.a;
  484. for(UINT32 i = 0; i < maxRenderTargets; i++)
  485. {
  486. if(views[i] != nullptr)
  487. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  488. }
  489. CM_DELETE_ARRAY(views, ID3D11RenderTargetView*, maxRenderTargets, ScratchAlloc);
  490. }
  491. // Clear depth stencil
  492. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  493. {
  494. ID3D11DepthStencilView* depthStencilView = nullptr;
  495. target->getCustomAttribute("DSV", &depthStencilView);
  496. D3D11_CLEAR_FLAG clearFlag;
  497. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  498. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  499. else if((buffers & FBT_STENCIL) != 0)
  500. clearFlag = D3D11_CLEAR_STENCIL;
  501. else
  502. clearFlag = D3D11_CLEAR_DEPTH;
  503. if(depthStencilView != nullptr)
  504. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  505. }
  506. }
  507. void D3D11RenderSystem::setRenderTarget(RenderTargetPtr target)
  508. {
  509. THROW_IF_NOT_RENDER_THREAD;
  510. mActiveRenderTarget = target;
  511. // Retrieve render surfaces
  512. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  513. ID3D11RenderTargetView** views = CM_NEW_ARRAY(ID3D11RenderTargetView*, maxRenderTargets, ScratchAlloc);
  514. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  515. target->getCustomAttribute("RTV", views);
  516. if (!views[0])
  517. {
  518. CM_DELETE_ARRAY(views, ID3D11RenderTargetView*, maxRenderTargets, ScratchAlloc);
  519. return;
  520. }
  521. // Retrieve depth stencil
  522. ID3D11DepthStencilView* depthStencilView = nullptr;
  523. target->getCustomAttribute("DSV", &depthStencilView);
  524. // Bind render targets
  525. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  526. if (mDevice->hasError())
  527. CM_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  528. CM_DELETE_ARRAY(views, ID3D11RenderTargetView*, maxRenderTargets, ScratchAlloc);
  529. }
  530. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  531. {
  532. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  533. }
  534. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  535. {
  536. THROW_IF_NOT_RENDER_THREAD;
  537. RenderSystemCapabilities* rsc = CM_NEW(RenderSystemCapabilities, GenAlloc) RenderSystemCapabilities();
  538. rsc->setDriverVersion(mDriverVersion);
  539. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  540. rsc->setRenderSystemName(getName());
  541. rsc->setCapability(RSC_HWSTENCIL);
  542. rsc->setStencilBufferBitDepth(8);
  543. rsc->setCapability(RSC_ANISOTROPY);
  544. rsc->setCapability(RSC_AUTOMIPMAP);
  545. rsc->setCapability(RSC_BLENDING);
  546. rsc->setCapability(RSC_DOT3);
  547. // Cube map
  548. rsc->setCapability(RSC_CUBEMAPPING);
  549. // We always support compression, D3DX will decompress if device does not support
  550. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  551. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  552. rsc->setCapability(RSC_VBO);
  553. rsc->setCapability(RSC_SCISSOR_TEST);
  554. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  555. rsc->setCapability(RSC_STENCIL_WRAP);
  556. rsc->setCapability(RSC_HWOCCLUSION);
  557. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  558. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  559. rsc->setMaxBoundVertexBuffers(32);
  560. else
  561. rsc->setMaxBoundVertexBuffers(16);
  562. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  563. {
  564. rsc->addShaderProfile("ps_4_0");
  565. rsc->addShaderProfile("vs_4_0");
  566. rsc->addShaderProfile("gs_4_0");
  567. rsc->addGpuProgramProfile(GPP_PS_4_0, "ps_4_0");
  568. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  569. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  570. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  571. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  572. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  573. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  574. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  575. rsc->setNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  576. rsc->setNumUniformBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  577. rsc->setNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  578. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  579. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM));
  580. }
  581. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  582. {
  583. rsc->addShaderProfile("ps_4_1");
  584. rsc->addShaderProfile("vs_4_1");
  585. rsc->addShaderProfile("gs_4_1");
  586. rsc->addGpuProgramProfile(GPP_PS_4_1, "ps_4_1");
  587. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  588. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  589. }
  590. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  591. {
  592. rsc->addShaderProfile("ps_5_0");
  593. rsc->addShaderProfile("vs_5_0");
  594. rsc->addShaderProfile("gs_5_0");
  595. rsc->addShaderProfile("cs_5_0");
  596. rsc->addShaderProfile("hs_5_0");
  597. rsc->addShaderProfile("ds_5_0");
  598. rsc->addGpuProgramProfile(GPP_PS_5_0, "ps_5_0");
  599. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  600. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  601. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  602. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  603. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  604. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  605. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  606. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  607. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  608. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  609. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  610. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  611. rsc->setNumUniformBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  612. rsc->setNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  613. rsc->setNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  614. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  615. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM)
  616. + rsc->getNumUniformBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM)
  617. + rsc->getNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM));
  618. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  619. }
  620. rsc->setCapability(RSC_USER_CLIP_PLANES);
  621. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  622. // Adapter details
  623. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  624. // determine vendor
  625. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  626. switch(adapterID.VendorId)
  627. {
  628. case 0x10DE:
  629. rsc->setVendor(GPU_NVIDIA);
  630. break;
  631. case 0x1002:
  632. rsc->setVendor(GPU_ATI);
  633. break;
  634. case 0x163C:
  635. case 0x8086:
  636. rsc->setVendor(GPU_INTEL);
  637. break;
  638. case 0x5333:
  639. rsc->setVendor(GPU_S3);
  640. break;
  641. case 0x3D3D:
  642. rsc->setVendor(GPU_3DLABS);
  643. break;
  644. case 0x102B:
  645. rsc->setVendor(GPU_MATROX);
  646. break;
  647. default:
  648. rsc->setVendor(GPU_UNKNOWN);
  649. break;
  650. };
  651. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  652. rsc->setCapability(RSC_TEXTURE_3D);
  653. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  654. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  655. rsc->setCapability(RSC_TEXTURE_FLOAT);
  656. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  657. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  658. rsc->setCapability(RSC_POINT_SPRITES);
  659. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  660. rsc->setMaxPointSize(256);
  661. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  662. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  663. rsc->setCapability(RSC_PERSTAGECONSTANT);
  664. return rsc;
  665. }
  666. void D3D11RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
  667. {
  668. // Do nothing
  669. }
  670. String D3D11RenderSystem::getErrorDescription(long errorNumber) const
  671. {
  672. return mDevice->getErrorDescription();
  673. }
  674. void D3D11RenderSystem::determineFSAASettings(UINT32 fsaa, const String& fsaaHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outFSAASettings)
  675. {
  676. bool ok = false;
  677. bool qualityHint = fsaaHint.find("Quality") != String::npos;
  678. size_t origFSAA = fsaa;
  679. bool tryCSAA = false;
  680. // NVIDIA, prefer CSAA if available for 8+
  681. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  682. // if this is the first window, caps will not be initialised yet
  683. if (mActiveD3DDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  684. fsaa >= 8)
  685. {
  686. tryCSAA = true;
  687. }
  688. while (!ok)
  689. {
  690. // Deal with special cases
  691. if (tryCSAA)
  692. {
  693. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  694. switch(fsaa)
  695. {
  696. case 8:
  697. if (qualityHint)
  698. {
  699. outFSAASettings->Count = 8;
  700. outFSAASettings->Quality = 8;
  701. }
  702. else
  703. {
  704. outFSAASettings->Count = 4;
  705. outFSAASettings->Quality = 8;
  706. }
  707. break;
  708. case 16:
  709. if (qualityHint)
  710. {
  711. outFSAASettings->Count = 8;
  712. outFSAASettings->Quality = 16;
  713. }
  714. else
  715. {
  716. outFSAASettings->Count = 4;
  717. outFSAASettings->Quality = 16;
  718. }
  719. break;
  720. }
  721. }
  722. else // !CSAA
  723. {
  724. outFSAASettings->Count = fsaa == 0 ? 1 : fsaa;
  725. outFSAASettings->Quality = 0;
  726. }
  727. HRESULT hr;
  728. UINT outQuality;
  729. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outFSAASettings->Count, &outQuality);
  730. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outFSAASettings->Quality))
  731. {
  732. ok = true;
  733. }
  734. else
  735. {
  736. // downgrade
  737. if (tryCSAA && fsaa == 8)
  738. {
  739. // for CSAA, we'll try downgrading with quality mode at all samples.
  740. // then try without quality, then drop CSAA
  741. if (qualityHint)
  742. {
  743. // drop quality first
  744. qualityHint = false;
  745. }
  746. else
  747. {
  748. // drop CSAA entirely
  749. tryCSAA = false;
  750. }
  751. // return to original requested samples
  752. fsaa = static_cast<UINT32>(origFSAA);
  753. }
  754. else
  755. {
  756. // drop samples
  757. --fsaa;
  758. if (fsaa == 1)
  759. {
  760. // ran out of options, no FSAA
  761. fsaa = 0;
  762. ok = true;
  763. }
  764. }
  765. }
  766. } // while !ok
  767. }
  768. bool D3D11RenderSystem::checkTextureFilteringSupported(TextureType ttype, PixelFormat format, int usage)
  769. {
  770. return true;
  771. }
  772. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  773. {
  774. return VET_COLOR_ABGR;
  775. }
  776. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram /*= false */)
  777. {
  778. dest = matrix;
  779. // Convert depth range from [-1,+1] to [0,1]
  780. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  781. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  782. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  783. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  784. if (!forGpuProgram)
  785. {
  786. // Convert right-handed to left-handed
  787. dest[0][2] = -dest[0][2];
  788. dest[1][2] = -dest[1][2];
  789. dest[2][2] = -dest[2][2];
  790. dest[3][2] = -dest[3][2];
  791. }
  792. }
  793. float D3D11RenderSystem::getHorizontalTexelOffset()
  794. {
  795. return 0.0f;
  796. }
  797. float D3D11RenderSystem::getVerticalTexelOffset()
  798. {
  799. return 0.0f;
  800. }
  801. float D3D11RenderSystem::getMinimumDepthInputValue()
  802. {
  803. return 0.0f;
  804. }
  805. float D3D11RenderSystem::getMaximumDepthInputValue()
  806. {
  807. return -1.0f;
  808. }
  809. /************************************************************************/
  810. /* PRIVATE */
  811. /************************************************************************/
  812. void D3D11RenderSystem::applyInputLayout()
  813. {
  814. if(mActiveVertexDeclaration == nullptr)
  815. {
  816. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  817. return;
  818. }
  819. if(mActiveVertexShader == nullptr)
  820. {
  821. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  822. return;
  823. }
  824. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  825. mDevice->getImmediateContext()->IASetInputLayout(ia);
  826. }
  827. }
  828. #undef THROW_IF_NOT_RENDER_THREAD