BsD3D11RenderSystem.cpp 32 KB

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  1. #include "BsD3D11RenderSystem.h"
  2. #include "BsD3D11DriverList.h"
  3. #include "BsD3D11Driver.h"
  4. #include "BsD3D11Device.h"
  5. #include "BsD3D11TextureManager.h"
  6. #include "BsD3D11Texture.h"
  7. #include "BsD3D11HardwareBufferManager.h"
  8. #include "BsD3D11RenderWindowManager.h"
  9. #include "BsD3D11HLSLProgramFactory.h"
  10. #include "BsD3D11BlendState.h"
  11. #include "BsD3D11RasterizerState.h"
  12. #include "BsD3D11DepthStencilState.h"
  13. #include "BsD3D11SamplerState.h"
  14. #include "BsD3D11GpuProgram.h"
  15. #include "BsD3D11Mappings.h"
  16. #include "BsD3D11VertexBuffer.h"
  17. #include "BsD3D11IndexBuffer.h"
  18. #include "BsD3D11RenderStateManager.h"
  19. #include "BsD3D11GpuParamBlockBuffer.h"
  20. #include "BsD3D11InputLayoutManager.h"
  21. #include "BsD3D11RenderUtility.h"
  22. #include "BsGpuParams.h"
  23. #include "BsCoreThread.h"
  24. #include "BsD3D11QueryManager.h"
  25. #include "BsDebug.h"
  26. #include "BsException.h"
  27. #include "BsRenderStats.h"
  28. namespace BansheeEngine
  29. {
  30. D3D11RenderSystem::D3D11RenderSystem()
  31. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  32. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_11_0)
  33. , mHLSLFactory(nullptr), mIAManager(nullptr)
  34. , mStencilRef(0), mActiveDrawOp(DOT_TRIANGLE_LIST)
  35. {
  36. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  37. }
  38. D3D11RenderSystem::~D3D11RenderSystem()
  39. {
  40. }
  41. const String& D3D11RenderSystem::getName() const
  42. {
  43. static String strName("D3D11RenderSystem");
  44. return strName;
  45. }
  46. const String& D3D11RenderSystem::getShadingLanguageName() const
  47. {
  48. static String strName("hlsl");
  49. return strName;
  50. }
  51. void D3D11RenderSystem::initialize_internal(AsyncOp& asyncOp)
  52. {
  53. THROW_IF_NOT_CORE_THREAD;
  54. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  55. if(FAILED(hr))
  56. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  57. mDriverList = bs_new<D3D11DriverList>(mDXGIFactory);
  58. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  59. mVideoModeInfo = mActiveD3DDriver->getVideoModeInfo();
  60. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  61. D3D_FEATURE_LEVEL requestedLevels[] = {
  62. D3D_FEATURE_LEVEL_11_0,
  63. D3D_FEATURE_LEVEL_10_1,
  64. D3D_FEATURE_LEVEL_10_0,
  65. D3D_FEATURE_LEVEL_9_3,
  66. D3D_FEATURE_LEVEL_9_2,
  67. D3D_FEATURE_LEVEL_9_1
  68. };
  69. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  70. UINT32 deviceFlags = 0;
  71. #if BS_DEBUG_MODE
  72. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  73. #endif
  74. ID3D11Device* device;
  75. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  76. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  77. if(FAILED(hr))
  78. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  79. mDevice = bs_new<D3D11Device>(device);
  80. // This must query for DirectX 10 interface as this is unsupported for DX11
  81. LARGE_INTEGER driverVersion;
  82. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device, &driverVersion)))
  83. {
  84. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  85. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  86. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  87. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  88. }
  89. // Create the texture manager for use by others
  90. TextureManager::startUp<D3D11TextureManager>();
  91. // Also create hardware buffer manager
  92. HardwareBufferManager::startUp<D3D11HardwareBufferManager>(std::ref(*mDevice));
  93. // Create render window manager
  94. RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
  95. // Create & register HLSL factory
  96. mHLSLFactory = bs_new<D3D11HLSLProgramFactory>();
  97. // Create render state manager
  98. RenderStateManager::startUp<D3D11RenderStateManager>();
  99. mCurrentCapabilities = createRenderSystemCapabilities();
  100. mCurrentCapabilities->addShaderProfile("hlsl");
  101. GpuProgramManager::instance().addFactory(mHLSLFactory);
  102. mIAManager = bs_new<D3D11InputLayoutManager>();
  103. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  104. D3D11RenderUtility::startUp(mDevice);
  105. QueryManager::startUp<D3D11QueryManager>();
  106. RenderSystem::initialize_internal(asyncOp);
  107. asyncOp._completeOperation(primaryWindow);
  108. }
  109. void D3D11RenderSystem::destroy_internal()
  110. {
  111. THROW_IF_NOT_CORE_THREAD;
  112. QueryManager::shutDown();
  113. D3D11RenderUtility::shutDown();
  114. if(mIAManager != nullptr)
  115. {
  116. bs_delete(mIAManager);
  117. mIAManager = nullptr;
  118. }
  119. if(mHLSLFactory != nullptr)
  120. {
  121. bs_delete(mHLSLFactory);
  122. mHLSLFactory = nullptr;
  123. }
  124. mActiveVertexDeclaration = nullptr;
  125. mActiveVertexShader = nullptr;
  126. RenderStateManager::shutDown();
  127. RenderWindowManager::shutDown();
  128. HardwareBufferManager::shutDown();
  129. TextureManager::shutDown();
  130. SAFE_RELEASE(mDXGIFactory);
  131. if(mDevice != nullptr)
  132. {
  133. bs_delete(mDevice);
  134. mDevice = nullptr;
  135. }
  136. if(mDriverList != nullptr)
  137. {
  138. bs_delete(mDriverList);
  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_CORE_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. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  174. }
  175. BS_INC_RENDER_STAT(NumSamplerBinds);
  176. }
  177. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  178. {
  179. THROW_IF_NOT_CORE_THREAD;
  180. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  181. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  182. BS_INC_RENDER_STAT(NumBlendStateChanges);
  183. }
  184. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  185. {
  186. THROW_IF_NOT_CORE_THREAD;
  187. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  188. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  189. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  190. }
  191. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  192. {
  193. THROW_IF_NOT_CORE_THREAD;
  194. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  195. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  196. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  197. }
  198. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  199. {
  200. THROW_IF_NOT_CORE_THREAD;
  201. // TODO - Set up UAVs?
  202. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  203. // and then set them all up at once before rendering? Needs testing
  204. ID3D11ShaderResourceView* viewArray[1];
  205. if(texPtr != nullptr && enabled)
  206. {
  207. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  208. viewArray[0] = d3d11Texture->getSRV();
  209. }
  210. else
  211. viewArray[0] = nullptr;
  212. switch(gptype)
  213. {
  214. case GPT_VERTEX_PROGRAM:
  215. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  216. break;
  217. case GPT_FRAGMENT_PROGRAM:
  218. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  219. break;
  220. case GPT_GEOMETRY_PROGRAM:
  221. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  222. break;
  223. case GPT_DOMAIN_PROGRAM:
  224. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  225. break;
  226. case GPT_HULL_PROGRAM:
  227. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  228. break;
  229. case GPT_COMPUTE_PROGRAM:
  230. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  231. break;
  232. default:
  233. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  234. }
  235. BS_INC_RENDER_STAT(NumTextureBinds);
  236. }
  237. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  238. {
  239. THROW_IF_NOT_CORE_THREAD;
  240. setTexture(gptype, texUnit, false, nullptr);
  241. }
  242. void D3D11RenderSystem::beginFrame()
  243. {
  244. // Not used
  245. }
  246. void D3D11RenderSystem::endFrame()
  247. {
  248. // Not used
  249. }
  250. void D3D11RenderSystem::setViewport(Viewport vp)
  251. {
  252. THROW_IF_NOT_CORE_THREAD;
  253. // Set render target
  254. RenderTargetPtr target = vp.getTarget();
  255. setRenderTarget(target);
  256. // Set viewport dimensions
  257. mViewport.TopLeftX = (FLOAT)vp.getX();
  258. mViewport.TopLeftY = (FLOAT)vp.getY();
  259. mViewport.Width = (FLOAT)vp.getWidth();
  260. mViewport.Height = (FLOAT)vp.getHeight();
  261. if (target->requiresTextureFlipping())
  262. {
  263. // Convert "top-left" to "bottom-left"
  264. mViewport.TopLeftY = target->getHeight() - mViewport.Height - mViewport.TopLeftY;
  265. }
  266. mViewport.MinDepth = 0.0f;
  267. mViewport.MaxDepth = 1.0f;
  268. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  269. }
  270. void D3D11RenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers)
  271. {
  272. THROW_IF_NOT_CORE_THREAD;
  273. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  274. if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
  275. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  276. ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
  277. UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
  278. UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
  279. for(UINT32 i = 0; i < numBuffers; i++)
  280. {
  281. D3D11VertexBuffer* vertexBuffer = static_cast<D3D11VertexBuffer*>(buffers[i].get());
  282. dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
  283. strides[i] = buffers[i]->getVertexSize();
  284. offsets[i] = 0;
  285. }
  286. mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
  287. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  288. }
  289. void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  290. {
  291. THROW_IF_NOT_CORE_THREAD;
  292. D3D11IndexBuffer* indexBuffer = static_cast<D3D11IndexBuffer*>(buffer.get());
  293. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  294. if(indexBuffer->getType() == IndexBuffer::IT_16BIT)
  295. indexFormat = DXGI_FORMAT_R16_UINT;
  296. else if(indexBuffer->getType() == IndexBuffer::IT_32BIT)
  297. indexFormat = DXGI_FORMAT_R32_UINT;
  298. else
  299. BS_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
  300. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  301. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  302. }
  303. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  304. {
  305. THROW_IF_NOT_CORE_THREAD;
  306. mActiveVertexDeclaration = vertexDeclaration;
  307. }
  308. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  309. {
  310. THROW_IF_NOT_CORE_THREAD;
  311. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  312. }
  313. void D3D11RenderSystem::bindGpuProgram(HGpuProgram prg)
  314. {
  315. THROW_IF_NOT_CORE_THREAD;
  316. if(!prg.isLoaded())
  317. return;
  318. switch(prg->getType())
  319. {
  320. case GPT_VERTEX_PROGRAM:
  321. {
  322. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg.get());
  323. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  324. mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgram>(prg.getInternalPtr());
  325. break;
  326. }
  327. case GPT_FRAGMENT_PROGRAM:
  328. {
  329. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg.get());
  330. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  331. break;
  332. }
  333. case GPT_GEOMETRY_PROGRAM:
  334. {
  335. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg.get());
  336. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  337. break;
  338. }
  339. case GPT_DOMAIN_PROGRAM:
  340. {
  341. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg.get());
  342. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  343. break;
  344. }
  345. case GPT_HULL_PROGRAM:
  346. {
  347. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg.get());
  348. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  349. break;
  350. }
  351. case GPT_COMPUTE_PROGRAM:
  352. {
  353. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg.get());
  354. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  355. break;
  356. }
  357. default:
  358. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  359. }
  360. if (mDevice->hasError())
  361. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  362. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  363. }
  364. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  365. {
  366. THROW_IF_NOT_CORE_THREAD;
  367. switch(gptype)
  368. {
  369. case GPT_VERTEX_PROGRAM:
  370. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  371. mActiveVertexShader = nullptr;
  372. break;
  373. case GPT_FRAGMENT_PROGRAM:
  374. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  375. break;
  376. case GPT_GEOMETRY_PROGRAM:
  377. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  378. break;
  379. case GPT_DOMAIN_PROGRAM:
  380. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  381. break;
  382. case GPT_HULL_PROGRAM:
  383. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  384. break;
  385. case GPT_COMPUTE_PROGRAM:
  386. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  387. break;
  388. default:
  389. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  390. }
  391. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  392. }
  393. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr bindableParams)
  394. {
  395. THROW_IF_NOT_CORE_THREAD;
  396. bindableParams->updateHardwareBuffers();
  397. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  398. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  399. {
  400. HSamplerState& samplerState = bindableParams->getSamplerState(iter->second.slot);
  401. if(samplerState == nullptr)
  402. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  403. else
  404. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  405. }
  406. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  407. {
  408. HTexture texture = bindableParams->getTexture(iter->second.slot);
  409. if(!texture.isLoaded())
  410. setTexture(gptype, iter->second.slot, false, nullptr);
  411. else
  412. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  413. }
  414. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  415. ID3D11Buffer* bufferArray[1];
  416. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  417. {
  418. GpuParamBlockBufferPtr currentBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
  419. if(currentBlockBuffer != nullptr)
  420. {
  421. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer.get());
  422. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  423. }
  424. else
  425. bufferArray[0] = nullptr;
  426. switch(gptype)
  427. {
  428. case GPT_VERTEX_PROGRAM:
  429. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  430. break;
  431. case GPT_FRAGMENT_PROGRAM:
  432. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  433. break;
  434. case GPT_GEOMETRY_PROGRAM:
  435. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  436. break;
  437. case GPT_HULL_PROGRAM:
  438. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  439. break;
  440. case GPT_DOMAIN_PROGRAM:
  441. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  442. break;
  443. case GPT_COMPUTE_PROGRAM:
  444. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  445. break;
  446. };
  447. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  448. }
  449. if (mDevice->hasError())
  450. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuParams : " + mDevice->getErrorDescription());
  451. }
  452. void D3D11RenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  453. {
  454. THROW_IF_NOT_CORE_THREAD;
  455. applyInputLayout();
  456. mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
  457. #if BS_DEBUG_MODE
  458. if(mDevice->hasError())
  459. LOGWRN(mDevice->getErrorDescription());
  460. #endif
  461. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  462. BS_INC_RENDER_STAT(NumDrawCalls);
  463. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  464. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  465. }
  466. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  467. {
  468. THROW_IF_NOT_CORE_THREAD;
  469. applyInputLayout();
  470. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
  471. #if BS_DEBUG_MODE
  472. if(mDevice->hasError())
  473. LOGWRN(mDevice->getErrorDescription());
  474. #endif
  475. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  476. BS_INC_RENDER_STAT(NumDrawCalls);
  477. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  478. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  479. }
  480. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  481. {
  482. THROW_IF_NOT_CORE_THREAD;
  483. mScissorRect.left = static_cast<LONG>(left);
  484. mScissorRect.top = static_cast<LONG>(top);
  485. mScissorRect.bottom = static_cast<LONG>(bottom);
  486. mScissorRect.right = static_cast<LONG>(right);
  487. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  488. }
  489. void D3D11RenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  490. {
  491. THROW_IF_NOT_CORE_THREAD;
  492. if(mActiveRenderTarget == nullptr)
  493. return;
  494. RectI clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  495. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  496. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == mActiveRenderTarget->getWidth() && clearArea.height == mActiveRenderTarget->getHeight());
  497. if (!clearEntireTarget)
  498. {
  499. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  500. BS_INC_RENDER_STAT(NumClears);
  501. }
  502. else
  503. clearRenderTarget(buffers, color, depth, stencil);
  504. }
  505. void D3D11RenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  506. {
  507. THROW_IF_NOT_CORE_THREAD;
  508. if(mActiveRenderTarget == nullptr)
  509. return;
  510. // Clear render surfaces
  511. if (buffers & FBT_COLOR)
  512. {
  513. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  514. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  515. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  516. mActiveRenderTarget->getCustomAttribute("RTV", views);
  517. if (!views[0])
  518. {
  519. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  520. return;
  521. }
  522. float clearColor[4];
  523. clearColor[0] = color.r;
  524. clearColor[1] = color.g;
  525. clearColor[2] = color.b;
  526. clearColor[3] = color.a;
  527. for(UINT32 i = 0; i < maxRenderTargets; i++)
  528. {
  529. if(views[i] != nullptr)
  530. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  531. }
  532. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  533. }
  534. // Clear depth stencil
  535. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  536. {
  537. ID3D11DepthStencilView* depthStencilView = nullptr;
  538. mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
  539. D3D11_CLEAR_FLAG clearFlag;
  540. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  541. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  542. else if((buffers & FBT_STENCIL) != 0)
  543. clearFlag = D3D11_CLEAR_STENCIL;
  544. else
  545. clearFlag = D3D11_CLEAR_DEPTH;
  546. if(depthStencilView != nullptr)
  547. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  548. }
  549. BS_INC_RENDER_STAT(NumClears);
  550. }
  551. void D3D11RenderSystem::setRenderTarget(RenderTargetPtr target)
  552. {
  553. THROW_IF_NOT_CORE_THREAD;
  554. mActiveRenderTarget = target;
  555. // Retrieve render surfaces
  556. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  557. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  558. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  559. target->getCustomAttribute("RTV", views);
  560. if (!views[0])
  561. {
  562. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  563. return;
  564. }
  565. // Retrieve depth stencil
  566. ID3D11DepthStencilView* depthStencilView = nullptr;
  567. target->getCustomAttribute("DSV", &depthStencilView);
  568. // Bind render targets
  569. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  570. if (mDevice->hasError())
  571. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  572. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  573. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  574. }
  575. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  576. {
  577. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  578. }
  579. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  580. {
  581. THROW_IF_NOT_CORE_THREAD;
  582. RenderSystemCapabilities* rsc = bs_new<RenderSystemCapabilities>();
  583. rsc->setDriverVersion(mDriverVersion);
  584. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  585. rsc->setRenderSystemName(getName());
  586. rsc->setStencilBufferBitDepth(8);
  587. rsc->setCapability(RSC_ANISOTROPY);
  588. rsc->setCapability(RSC_AUTOMIPMAP);
  589. // Cube map
  590. rsc->setCapability(RSC_CUBEMAPPING);
  591. // We always support compression, D3DX will decompress if device does not support
  592. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  593. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  594. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  595. rsc->setCapability(RSC_STENCIL_WRAP);
  596. rsc->setCapability(RSC_HWOCCLUSION);
  597. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  598. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  599. rsc->setMaxBoundVertexBuffers(32);
  600. else
  601. rsc->setMaxBoundVertexBuffers(16);
  602. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  603. {
  604. rsc->addShaderProfile("ps_4_0");
  605. rsc->addShaderProfile("vs_4_0");
  606. rsc->addShaderProfile("gs_4_0");
  607. rsc->addGpuProgramProfile(GPP_PS_4_0, "ps_4_0");
  608. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  609. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  610. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  611. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  612. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  613. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  614. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  615. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  616. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  617. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  618. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  619. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
  620. }
  621. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  622. {
  623. rsc->addShaderProfile("ps_4_1");
  624. rsc->addShaderProfile("vs_4_1");
  625. rsc->addShaderProfile("gs_4_1");
  626. rsc->addGpuProgramProfile(GPP_PS_4_1, "ps_4_1");
  627. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  628. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  629. }
  630. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  631. {
  632. rsc->addShaderProfile("ps_5_0");
  633. rsc->addShaderProfile("vs_5_0");
  634. rsc->addShaderProfile("gs_5_0");
  635. rsc->addShaderProfile("cs_5_0");
  636. rsc->addShaderProfile("hs_5_0");
  637. rsc->addShaderProfile("ds_5_0");
  638. rsc->addGpuProgramProfile(GPP_PS_5_0, "ps_5_0");
  639. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  640. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  641. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  642. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  643. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  644. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  645. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  646. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  647. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  648. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  649. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  650. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  651. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  652. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  653. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  654. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  655. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
  656. + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
  657. + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
  658. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  659. }
  660. rsc->setCapability(RSC_USER_CLIP_PLANES);
  661. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  662. // Adapter details
  663. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  664. // Determine vendor
  665. switch(adapterID.VendorId)
  666. {
  667. case 0x10DE:
  668. rsc->setVendor(GPU_NVIDIA);
  669. break;
  670. case 0x1002:
  671. rsc->setVendor(GPU_AMD);
  672. break;
  673. case 0x163C:
  674. case 0x8086:
  675. rsc->setVendor(GPU_INTEL);
  676. break;
  677. default:
  678. rsc->setVendor(GPU_UNKNOWN);
  679. break;
  680. };
  681. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  682. rsc->setCapability(RSC_TEXTURE_3D);
  683. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  684. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  685. rsc->setCapability(RSC_TEXTURE_FLOAT);
  686. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  687. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  688. rsc->setCapability(RSC_POINT_SPRITES);
  689. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  690. rsc->setMaxPointSize(256);
  691. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  692. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  693. rsc->setCapability(RSC_PERSTAGECONSTANT);
  694. return rsc;
  695. }
  696. void D3D11RenderSystem::determineMultisampleSettings(UINT32 multisampleCount, const String& multisampleHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc)
  697. {
  698. bool ok = false;
  699. bool qualityHint = multisampleHint.find("Quality") != String::npos;
  700. size_t origCount = multisampleCount;
  701. bool tryCSAA = false;
  702. // NVIDIA, prefer CSAA if available for 8+
  703. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  704. // if this is the first window, caps will not be initialised yet
  705. if (mActiveD3DDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  706. multisampleCount >= 8)
  707. {
  708. tryCSAA = true;
  709. }
  710. while (!ok)
  711. {
  712. // Deal with special cases
  713. if (tryCSAA)
  714. {
  715. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  716. switch(multisampleCount)
  717. {
  718. case 8:
  719. if (qualityHint)
  720. {
  721. outputSampleDesc->Count = 8;
  722. outputSampleDesc->Quality = 8;
  723. }
  724. else
  725. {
  726. outputSampleDesc->Count = 4;
  727. outputSampleDesc->Quality = 8;
  728. }
  729. break;
  730. case 16:
  731. if (qualityHint)
  732. {
  733. outputSampleDesc->Count = 8;
  734. outputSampleDesc->Quality = 16;
  735. }
  736. else
  737. {
  738. outputSampleDesc->Count = 4;
  739. outputSampleDesc->Quality = 16;
  740. }
  741. break;
  742. }
  743. }
  744. else // !CSAA
  745. {
  746. outputSampleDesc->Count = multisampleCount == 0 ? 1 : multisampleCount;
  747. outputSampleDesc->Quality = 0;
  748. }
  749. HRESULT hr;
  750. UINT outQuality;
  751. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outputSampleDesc->Count, &outQuality);
  752. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outputSampleDesc->Quality))
  753. {
  754. ok = true;
  755. }
  756. else
  757. {
  758. // downgrade
  759. if (tryCSAA && multisampleCount == 8)
  760. {
  761. // for CSAA, we'll try downgrading with quality mode at all samples.
  762. // then try without quality, then drop CSAA
  763. if (qualityHint)
  764. {
  765. // drop quality first
  766. qualityHint = false;
  767. }
  768. else
  769. {
  770. // drop CSAA entirely
  771. tryCSAA = false;
  772. }
  773. // return to original requested samples
  774. multisampleCount = static_cast<UINT32>(origCount);
  775. }
  776. else
  777. {
  778. // drop samples
  779. --multisampleCount;
  780. if (multisampleCount == 1)
  781. {
  782. // ran out of options, no multisampling
  783. multisampleCount = 0;
  784. ok = true;
  785. }
  786. }
  787. }
  788. } // while !ok
  789. }
  790. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  791. {
  792. return VET_COLOR_ABGR;
  793. }
  794. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram)
  795. {
  796. dest = matrix;
  797. // Convert depth range from [-1,+1] to [0,1]
  798. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  799. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  800. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  801. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  802. if (!forGpuProgram)
  803. {
  804. // Convert right-handed to left-handed
  805. dest[0][2] = -dest[0][2];
  806. dest[1][2] = -dest[1][2];
  807. dest[2][2] = -dest[2][2];
  808. dest[3][2] = -dest[3][2];
  809. }
  810. }
  811. float D3D11RenderSystem::getHorizontalTexelOffset()
  812. {
  813. return 0.0f;
  814. }
  815. float D3D11RenderSystem::getVerticalTexelOffset()
  816. {
  817. return 0.0f;
  818. }
  819. float D3D11RenderSystem::getMinimumDepthInputValue()
  820. {
  821. return 0.0f;
  822. }
  823. float D3D11RenderSystem::getMaximumDepthInputValue()
  824. {
  825. return -1.0f;
  826. }
  827. /************************************************************************/
  828. /* PRIVATE */
  829. /************************************************************************/
  830. void D3D11RenderSystem::applyInputLayout()
  831. {
  832. if(mActiveVertexDeclaration == nullptr)
  833. {
  834. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  835. return;
  836. }
  837. if(mActiveVertexShader == nullptr)
  838. {
  839. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  840. return;
  841. }
  842. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  843. mDevice->getImmediateContext()->IASetInputLayout(ia);
  844. }
  845. }