CmD3D11RenderSystem.cpp 31 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)
  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 = new 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 = new 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(new D3D11TextureManager());
  94. // Also create hardware buffer manager
  95. HardwareBufferManager::startUp(new D3D11HardwareBufferManager(*mDevice));
  96. // Create the GPU program manager
  97. GpuProgramManager::startUp(new D3D11GpuProgramManager(*mDevice));
  98. // Create render window manager
  99. RenderWindowManager::startUp(new D3D11RenderWindowManager(this));
  100. // Create & register HLSL factory
  101. mHLSLFactory = new D3D11HLSLProgramFactory();
  102. // Create render state manager
  103. RenderStateManager::startUp(new D3D11RenderStateManager());
  104. mCurrentCapabilities = createRenderSystemCapabilities();
  105. mCurrentCapabilities->addShaderProfile("hlsl");
  106. HighLevelGpuProgramManager::instance().addFactory(mHLSLFactory);
  107. mIAManager = new D3D11InputLayoutManager();
  108. RenderSystem::initialize_internal();
  109. }
  110. void D3D11RenderSystem::destroy_internal()
  111. {
  112. THROW_IF_NOT_RENDER_THREAD;
  113. SAFE_DELETE(mIAManager);
  114. SAFE_DELETE(mHLSLFactory);
  115. mActiveVertexDeclaration = nullptr;
  116. mActiveVertexShader = nullptr;
  117. RenderStateManager::shutDown();
  118. RenderWindowManager::shutDown();
  119. GpuProgramManager::shutDown();
  120. HardwareBufferManager::shutDown();
  121. TextureManager::shutDown();
  122. SAFE_RELEASE(mDXGIFactory);
  123. SAFE_DELETE(mDevice);
  124. SAFE_DELETE(mDriverList);
  125. mActiveD3DDriver = nullptr;
  126. RenderSystem::destroy_internal();
  127. }
  128. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  129. {
  130. THROW_IF_NOT_RENDER_THREAD;
  131. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  132. // and then set them all up at once before rendering? Needs testing
  133. ID3D11SamplerState* samplerArray[1];
  134. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  135. samplerArray[0] = d3d11SamplerState->getInternal();
  136. switch(gptype)
  137. {
  138. case GPT_VERTEX_PROGRAM:
  139. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  140. break;
  141. case GPT_FRAGMENT_PROGRAM:
  142. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  143. break;
  144. case GPT_GEOMETRY_PROGRAM:
  145. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  146. break;
  147. case GPT_DOMAIN_PROGRAM:
  148. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  149. break;
  150. case GPT_HULL_PROGRAM:
  151. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  152. break;
  153. case GPT_COMPUTE_PROGRAM:
  154. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  155. break;
  156. default:
  157. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  158. }
  159. }
  160. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  161. {
  162. THROW_IF_NOT_RENDER_THREAD;
  163. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  164. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  165. }
  166. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  167. {
  168. THROW_IF_NOT_RENDER_THREAD;
  169. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  170. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  171. }
  172. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  173. {
  174. THROW_IF_NOT_RENDER_THREAD;
  175. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  176. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  177. }
  178. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  179. {
  180. THROW_IF_NOT_RENDER_THREAD;
  181. // TODO - Set up UAVs?
  182. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  183. // and then set them all up at once before rendering? Needs testing
  184. ID3D11ShaderResourceView* viewArray[1];
  185. if(texPtr != nullptr && enabled)
  186. {
  187. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  188. viewArray[0] = d3d11Texture->getSRV();
  189. }
  190. else
  191. viewArray[0] = nullptr;
  192. switch(gptype)
  193. {
  194. case GPT_VERTEX_PROGRAM:
  195. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  196. break;
  197. case GPT_FRAGMENT_PROGRAM:
  198. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  199. break;
  200. case GPT_GEOMETRY_PROGRAM:
  201. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  202. break;
  203. case GPT_DOMAIN_PROGRAM:
  204. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  205. break;
  206. case GPT_HULL_PROGRAM:
  207. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  208. break;
  209. case GPT_COMPUTE_PROGRAM:
  210. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  211. break;
  212. default:
  213. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  214. }
  215. }
  216. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  217. {
  218. THROW_IF_NOT_RENDER_THREAD;
  219. setTexture(gptype, texUnit, false, nullptr);
  220. }
  221. void D3D11RenderSystem::beginFrame()
  222. {
  223. // Not used
  224. }
  225. void D3D11RenderSystem::endFrame()
  226. {
  227. // Not used
  228. }
  229. void D3D11RenderSystem::setViewport(ViewportPtr& vp)
  230. {
  231. THROW_IF_NOT_RENDER_THREAD;
  232. assert(vp != nullptr);
  233. // Set render target
  234. RenderTargetPtr target = vp->getTarget();
  235. setRenderTarget(target);
  236. // set viewport dimensions
  237. mViewport.TopLeftX = (FLOAT)vp->getActualLeft();
  238. mViewport.TopLeftY = (FLOAT)vp->getActualTop();
  239. mViewport.Width = (FLOAT)vp->getActualWidth();
  240. mViewport.Height = (FLOAT)vp->getActualHeight();
  241. if (vp->getTarget()->requiresTextureFlipping())
  242. {
  243. // Convert "top-left" to "bottom-left"
  244. mViewport.TopLeftY = vp->getTarget()->getHeight() - mViewport.Height - mViewport.TopLeftY;
  245. }
  246. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  247. mViewport.MinDepth = 0.0f;
  248. mViewport.MaxDepth = 1.0f;
  249. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  250. }
  251. void D3D11RenderSystem::setVertexBuffer(UINT32 index, const VertexBufferPtr& buffer)
  252. {
  253. THROW_IF_NOT_RENDER_THREAD;
  254. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  255. if(index < 0 || index >= maxBoundVertexBuffers)
  256. CM_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  257. ID3D11Buffer* buffers[1];
  258. D3D11VertexBuffer* vertexBuffer = static_cast<D3D11VertexBuffer*>(buffer.get());
  259. buffers[0] = vertexBuffer->getD3DVertexBuffer();
  260. UINT32 strides[1] = { buffer->getVertexSize() };
  261. UINT32 offsets[1] = { 0 };
  262. mDevice->getImmediateContext()->IASetVertexBuffers(index, 1, buffers, strides, offsets);
  263. }
  264. void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  265. {
  266. THROW_IF_NOT_RENDER_THREAD;
  267. D3D11IndexBuffer* indexBuffer = static_cast<D3D11IndexBuffer*>(buffer.get());
  268. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  269. if(indexBuffer->getType() == IndexBuffer::IT_16BIT)
  270. indexFormat = DXGI_FORMAT_R16_UINT;
  271. else if(indexBuffer->getType() == IndexBuffer::IT_32BIT)
  272. indexFormat = DXGI_FORMAT_R32_UINT;
  273. else
  274. CM_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
  275. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  276. }
  277. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  278. {
  279. THROW_IF_NOT_RENDER_THREAD;
  280. mActiveVertexDeclaration = vertexDeclaration;
  281. }
  282. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  283. {
  284. THROW_IF_NOT_RENDER_THREAD;
  285. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  286. }
  287. void D3D11RenderSystem::bindGpuProgram(GpuProgramHandle prg)
  288. {
  289. THROW_IF_NOT_RENDER_THREAD;
  290. if(!prg.isLoaded())
  291. return;
  292. switch(prg->getType())
  293. {
  294. case GPT_VERTEX_PROGRAM:
  295. {
  296. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg->getBindingDelegate().get());
  297. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  298. mActiveVertexShader = std::static_pointer_cast<D3D11HLSLProgram>(prg.getInternalPtr());
  299. break;
  300. }
  301. case GPT_FRAGMENT_PROGRAM:
  302. {
  303. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg->getBindingDelegate().get());
  304. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  305. break;
  306. }
  307. case GPT_GEOMETRY_PROGRAM:
  308. {
  309. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg->getBindingDelegate().get());
  310. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  311. break;
  312. }
  313. case GPT_DOMAIN_PROGRAM:
  314. {
  315. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg->getBindingDelegate().get());
  316. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  317. break;
  318. }
  319. case GPT_HULL_PROGRAM:
  320. {
  321. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg->getBindingDelegate().get());
  322. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  323. break;
  324. }
  325. case GPT_COMPUTE_PROGRAM:
  326. {
  327. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg->getBindingDelegate().get());
  328. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  329. break;
  330. }
  331. default:
  332. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  333. }
  334. }
  335. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  336. {
  337. THROW_IF_NOT_RENDER_THREAD;
  338. switch(gptype)
  339. {
  340. case GPT_VERTEX_PROGRAM:
  341. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  342. mActiveVertexShader = nullptr;
  343. break;
  344. case GPT_FRAGMENT_PROGRAM:
  345. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  346. break;
  347. case GPT_GEOMETRY_PROGRAM:
  348. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  349. break;
  350. case GPT_DOMAIN_PROGRAM:
  351. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  352. break;
  353. case GPT_HULL_PROGRAM:
  354. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  355. break;
  356. case GPT_COMPUTE_PROGRAM:
  357. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  358. break;
  359. default:
  360. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  361. }
  362. }
  363. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr params)
  364. {
  365. THROW_IF_NOT_RENDER_THREAD;
  366. const GpuParamDesc& paramDesc = params->getParamDesc();
  367. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  368. {
  369. SamplerStateHandle& samplerState = params->getSamplerState(iter->second.slot);
  370. if(samplerState == nullptr)
  371. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  372. else
  373. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  374. }
  375. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  376. {
  377. TextureHandle texture = params->getTexture(iter->second.slot);
  378. if(!texture.isLoaded())
  379. setTexture(gptype, iter->second.slot, false, nullptr);
  380. else
  381. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  382. }
  383. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  384. ID3D11Buffer* bufferArray[1];
  385. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  386. {
  387. GpuParamBlockPtr currentBlock = params->getParamBlock(iter->second.slot);
  388. if(currentBlock != nullptr)
  389. {
  390. const GpuParamBlockBuffer* currentBlockBuffer = currentBlock->getBindableBuffer();
  391. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer);
  392. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  393. }
  394. else
  395. bufferArray[0] = nullptr;
  396. switch(gptype)
  397. {
  398. case GPT_VERTEX_PROGRAM:
  399. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  400. break;
  401. case GPT_FRAGMENT_PROGRAM:
  402. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  403. break;
  404. case GPT_GEOMETRY_PROGRAM:
  405. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  406. break;
  407. case GPT_HULL_PROGRAM:
  408. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  409. break;
  410. case GPT_DOMAIN_PROGRAM:
  411. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  412. break;
  413. case GPT_COMPUTE_PROGRAM:
  414. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  415. break;
  416. };
  417. }
  418. }
  419. void D3D11RenderSystem::draw(UINT32 vertexCount)
  420. {
  421. THROW_IF_NOT_RENDER_THREAD;
  422. applyInputLayout();
  423. mDevice->getImmediateContext()->Draw(vertexCount, 0);
  424. }
  425. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexCount)
  426. {
  427. THROW_IF_NOT_RENDER_THREAD;
  428. applyInputLayout();
  429. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, 0);
  430. }
  431. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  432. {
  433. THROW_IF_NOT_RENDER_THREAD;
  434. mScissorRect.left = static_cast<LONG>(left);
  435. mScissorRect.top = static_cast<LONG>(top);
  436. mScissorRect.bottom = static_cast<LONG>(bottom);
  437. mScissorRect.right = static_cast<LONG>(right);
  438. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  439. }
  440. void D3D11RenderSystem::clear(RenderTargetPtr target, unsigned int buffers, const Color& color, float depth, unsigned short stencil)
  441. {
  442. THROW_IF_NOT_RENDER_THREAD;
  443. // Clear render surfaces
  444. if (buffers & FBT_COLOUR)
  445. {
  446. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  447. ID3D11RenderTargetView** views = new ID3D11RenderTargetView*[maxRenderTargets];
  448. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  449. target->getCustomAttribute("RTV", views);
  450. if (!views[0])
  451. {
  452. delete[] views;
  453. return;
  454. }
  455. float clearColor[4];
  456. clearColor[0] = color.r;
  457. clearColor[1] = color.g;
  458. clearColor[2] = color.b;
  459. clearColor[3] = color.a;
  460. for(UINT32 i = 0; i < maxRenderTargets; i++)
  461. {
  462. if(views[i] != nullptr)
  463. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  464. }
  465. delete[] views;
  466. }
  467. // Clear depth stencil
  468. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  469. {
  470. ID3D11DepthStencilView* depthStencilView = nullptr;
  471. target->getCustomAttribute("DSV", &depthStencilView);
  472. D3D11_CLEAR_FLAG clearFlag;
  473. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  474. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  475. else if((buffers & FBT_STENCIL) != 0)
  476. clearFlag = D3D11_CLEAR_STENCIL;
  477. else
  478. clearFlag = D3D11_CLEAR_DEPTH;
  479. if(depthStencilView != nullptr)
  480. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  481. }
  482. }
  483. void D3D11RenderSystem::setRenderTarget(RenderTargetPtr target)
  484. {
  485. THROW_IF_NOT_RENDER_THREAD;
  486. mActiveRenderTarget = target;
  487. // Retrieve render surfaces
  488. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  489. ID3D11RenderTargetView** views = new ID3D11RenderTargetView*[maxRenderTargets];
  490. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  491. target->getCustomAttribute("RTV", views);
  492. if (!views[0])
  493. {
  494. delete[] views;
  495. return;
  496. }
  497. // Retrieve depth stencil
  498. ID3D11DepthStencilView* depthStencilView = nullptr;
  499. target->getCustomAttribute("DSV", &depthStencilView);
  500. // Bind render targets
  501. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  502. if (mDevice->hasError())
  503. CM_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  504. delete[] views;
  505. }
  506. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  507. {
  508. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  509. }
  510. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  511. {
  512. THROW_IF_NOT_RENDER_THREAD;
  513. RenderSystemCapabilities* rsc = new RenderSystemCapabilities();
  514. rsc->setDriverVersion(mDriverVersion);
  515. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  516. rsc->setRenderSystemName(getName());
  517. rsc->setCapability(RSC_HWSTENCIL);
  518. rsc->setStencilBufferBitDepth(8);
  519. rsc->setCapability(RSC_ANISOTROPY);
  520. rsc->setCapability(RSC_AUTOMIPMAP);
  521. rsc->setCapability(RSC_BLENDING);
  522. rsc->setCapability(RSC_DOT3);
  523. // Cube map
  524. rsc->setCapability(RSC_CUBEMAPPING);
  525. // We always support compression, D3DX will decompress if device does not support
  526. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  527. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  528. rsc->setCapability(RSC_VBO);
  529. rsc->setCapability(RSC_SCISSOR_TEST);
  530. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  531. rsc->setCapability(RSC_STENCIL_WRAP);
  532. rsc->setCapability(RSC_HWOCCLUSION);
  533. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  534. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  535. rsc->setMaxBoundVertexBuffers(32);
  536. else
  537. rsc->setMaxBoundVertexBuffers(16);
  538. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  539. {
  540. rsc->addShaderProfile("ps_4_0");
  541. rsc->addShaderProfile("vs_4_0");
  542. rsc->addShaderProfile("gs_4_0");
  543. rsc->addGpuProgramProfile(GPP_PS_4_0, "ps_4_0");
  544. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  545. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  546. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  547. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  548. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  549. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  550. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  551. rsc->setNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  552. rsc->setNumUniformBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  553. rsc->setNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  554. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  555. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM));
  556. }
  557. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  558. {
  559. rsc->addShaderProfile("ps_4_1");
  560. rsc->addShaderProfile("vs_4_1");
  561. rsc->addShaderProfile("gs_4_1");
  562. rsc->addGpuProgramProfile(GPP_PS_4_1, "ps_4_1");
  563. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  564. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  565. }
  566. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  567. {
  568. rsc->addShaderProfile("ps_5_0");
  569. rsc->addShaderProfile("vs_5_0");
  570. rsc->addShaderProfile("gs_5_0");
  571. rsc->addShaderProfile("cs_5_0");
  572. rsc->addShaderProfile("hs_5_0");
  573. rsc->addShaderProfile("ds_5_0");
  574. rsc->addGpuProgramProfile(GPP_PS_5_0, "ps_5_0");
  575. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  576. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  577. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  578. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  579. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  580. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  581. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  582. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  583. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  584. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  585. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  586. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  587. rsc->setNumUniformBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  588. rsc->setNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  589. rsc->setNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  590. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  591. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM)
  592. + rsc->getNumUniformBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM)
  593. + rsc->getNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM));
  594. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  595. }
  596. rsc->setCapability(RSC_USER_CLIP_PLANES);
  597. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  598. // Adapter details
  599. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  600. // determine vendor
  601. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  602. switch(adapterID.VendorId)
  603. {
  604. case 0x10DE:
  605. rsc->setVendor(GPU_NVIDIA);
  606. break;
  607. case 0x1002:
  608. rsc->setVendor(GPU_ATI);
  609. break;
  610. case 0x163C:
  611. case 0x8086:
  612. rsc->setVendor(GPU_INTEL);
  613. break;
  614. case 0x5333:
  615. rsc->setVendor(GPU_S3);
  616. break;
  617. case 0x3D3D:
  618. rsc->setVendor(GPU_3DLABS);
  619. break;
  620. case 0x102B:
  621. rsc->setVendor(GPU_MATROX);
  622. break;
  623. default:
  624. rsc->setVendor(GPU_UNKNOWN);
  625. break;
  626. };
  627. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  628. rsc->setCapability(RSC_TEXTURE_3D);
  629. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  630. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  631. rsc->setCapability(RSC_TEXTURE_FLOAT);
  632. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  633. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  634. rsc->setCapability(RSC_POINT_SPRITES);
  635. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  636. rsc->setMaxPointSize(256);
  637. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  638. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  639. rsc->setCapability(RSC_PERSTAGECONSTANT);
  640. return rsc;
  641. }
  642. void D3D11RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
  643. {
  644. // Do nothing
  645. }
  646. String D3D11RenderSystem::getErrorDescription(long errorNumber) const
  647. {
  648. return mDevice->getErrorDescription();
  649. }
  650. void D3D11RenderSystem::determineFSAASettings(UINT32 fsaa, const String& fsaaHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outFSAASettings)
  651. {
  652. bool ok = false;
  653. bool qualityHint = fsaaHint.find("Quality") != String::npos;
  654. size_t origFSAA = fsaa;
  655. bool tryCSAA = false;
  656. // NVIDIA, prefer CSAA if available for 8+
  657. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  658. // if this is the first window, caps will not be initialised yet
  659. if (mActiveD3DDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  660. fsaa >= 8)
  661. {
  662. tryCSAA = true;
  663. }
  664. while (!ok)
  665. {
  666. // Deal with special cases
  667. if (tryCSAA)
  668. {
  669. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  670. switch(fsaa)
  671. {
  672. case 8:
  673. if (qualityHint)
  674. {
  675. outFSAASettings->Count = 8;
  676. outFSAASettings->Quality = 8;
  677. }
  678. else
  679. {
  680. outFSAASettings->Count = 4;
  681. outFSAASettings->Quality = 8;
  682. }
  683. break;
  684. case 16:
  685. if (qualityHint)
  686. {
  687. outFSAASettings->Count = 8;
  688. outFSAASettings->Quality = 16;
  689. }
  690. else
  691. {
  692. outFSAASettings->Count = 4;
  693. outFSAASettings->Quality = 16;
  694. }
  695. break;
  696. }
  697. }
  698. else // !CSAA
  699. {
  700. outFSAASettings->Count = fsaa == 0 ? 1 : fsaa;
  701. outFSAASettings->Quality = 0;
  702. }
  703. HRESULT hr;
  704. UINT outQuality;
  705. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outFSAASettings->Count, &outQuality);
  706. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outFSAASettings->Quality))
  707. {
  708. ok = true;
  709. }
  710. else
  711. {
  712. // downgrade
  713. if (tryCSAA && fsaa == 8)
  714. {
  715. // for CSAA, we'll try downgrading with quality mode at all samples.
  716. // then try without quality, then drop CSAA
  717. if (qualityHint)
  718. {
  719. // drop quality first
  720. qualityHint = false;
  721. }
  722. else
  723. {
  724. // drop CSAA entirely
  725. tryCSAA = false;
  726. }
  727. // return to original requested samples
  728. fsaa = static_cast<UINT32>(origFSAA);
  729. }
  730. else
  731. {
  732. // drop samples
  733. --fsaa;
  734. if (fsaa == 1)
  735. {
  736. // ran out of options, no FSAA
  737. fsaa = 0;
  738. ok = true;
  739. }
  740. }
  741. }
  742. } // while !ok
  743. }
  744. bool D3D11RenderSystem::checkTextureFilteringSupported(TextureType ttype, PixelFormat format, int usage)
  745. {
  746. return true;
  747. }
  748. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  749. {
  750. return VET_COLOR_ABGR;
  751. }
  752. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram /*= false */)
  753. {
  754. dest = matrix;
  755. // Convert depth range from [-1,+1] to [0,1]
  756. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  757. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  758. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  759. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  760. if (!forGpuProgram)
  761. {
  762. // Convert right-handed to left-handed
  763. dest[0][2] = -dest[0][2];
  764. dest[1][2] = -dest[1][2];
  765. dest[2][2] = -dest[2][2];
  766. dest[3][2] = -dest[3][2];
  767. }
  768. }
  769. float D3D11RenderSystem::getHorizontalTexelOffset()
  770. {
  771. return 0.0f;
  772. }
  773. float D3D11RenderSystem::getVerticalTexelOffset()
  774. {
  775. return 0.0f;
  776. }
  777. float D3D11RenderSystem::getMinimumDepthInputValue()
  778. {
  779. return 0.0f;
  780. }
  781. float D3D11RenderSystem::getMaximumDepthInputValue()
  782. {
  783. return -1.0f;
  784. }
  785. /************************************************************************/
  786. /* PRIVATE */
  787. /************************************************************************/
  788. void D3D11RenderSystem::applyInputLayout()
  789. {
  790. if(mActiveVertexDeclaration == nullptr)
  791. {
  792. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  793. return;
  794. }
  795. if(mActiveVertexShader == nullptr)
  796. {
  797. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  798. return;
  799. }
  800. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  801. mDevice->getImmediateContext()->IASetInputLayout(ia);
  802. }
  803. }
  804. #undef THROW_IF_NOT_RENDER_THREAD