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 "CmD3D11BuiltinMaterialManager.h"
  24. #include "CmGpuParams.h"
  25. #include "CmDebug.h"
  26. #include "CmException.h"
  27. #if CM_DEBUG_MODE
  28. #define THROW_IF_NOT_RENDER_THREAD throwIfNotRenderThread();
  29. #else
  30. #define THROW_IF_NOT_RENDER_THREAD
  31. #endif
  32. namespace CamelotEngine
  33. {
  34. D3D11RenderSystem::D3D11RenderSystem()
  35. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  36. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_9_1)
  37. , mHLSLFactory(nullptr), mIAManager(nullptr)
  38. , mStencilRef(0)
  39. {
  40. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  41. }
  42. D3D11RenderSystem::~D3D11RenderSystem()
  43. {
  44. // This needs to be called from the child class, since destroy_internal is virtual
  45. queueCommand(boost::bind(&D3D11RenderSystem::destroy_internal, this), true);
  46. }
  47. const String& D3D11RenderSystem::getName() const
  48. {
  49. static String strName("D3D11RenderSystem");
  50. return strName;
  51. }
  52. const String& D3D11RenderSystem::getShadingLanguageName() const
  53. {
  54. static String strName("hlsl");
  55. return strName;
  56. }
  57. void D3D11RenderSystem::initialize_internal()
  58. {
  59. THROW_IF_NOT_RENDER_THREAD;
  60. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  61. if(FAILED(hr))
  62. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  63. mDriverList = CM_NEW(D3D11DriverList, GenAlloc) D3D11DriverList(mDXGIFactory);
  64. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  65. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  66. D3D_FEATURE_LEVEL requestedLevels[] = {
  67. D3D_FEATURE_LEVEL_11_0,
  68. D3D_FEATURE_LEVEL_10_1,
  69. D3D_FEATURE_LEVEL_10_0,
  70. D3D_FEATURE_LEVEL_9_3,
  71. D3D_FEATURE_LEVEL_9_2,
  72. D3D_FEATURE_LEVEL_9_1
  73. };
  74. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  75. UINT32 deviceFlags = 0;
  76. #if CM_DEBUG_MODE
  77. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  78. #endif
  79. ID3D11Device* device;
  80. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  81. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  82. if(FAILED(hr))
  83. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  84. mDevice = CM_NEW(D3D11Device, GenAlloc) D3D11Device(device);
  85. LARGE_INTEGER driverVersion;
  86. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device /* intentionally D3D10, not D3D11 */, &driverVersion)))
  87. {
  88. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  89. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  90. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  91. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  92. }
  93. // Create the texture manager for use by others
  94. TextureManager::startUp(CM_NEW(D3D11TextureManager, GenAlloc) D3D11TextureManager());
  95. // Also create hardware buffer manager
  96. HardwareBufferManager::startUp(CM_NEW(D3D11HardwareBufferManager, GenAlloc) D3D11HardwareBufferManager(*mDevice));
  97. // Create the GPU program manager
  98. GpuProgramManager::startUp(CM_NEW(D3D11GpuProgramManager, GenAlloc) D3D11GpuProgramManager(*mDevice));
  99. // Create render window manager
  100. RenderWindowManager::startUp(CM_NEW(D3D11RenderWindowManager, GenAlloc) D3D11RenderWindowManager(this));
  101. // Create & register HLSL factory
  102. mHLSLFactory = CM_NEW(D3D11HLSLProgramFactory, GenAlloc) D3D11HLSLProgramFactory();
  103. // Create render state manager
  104. RenderStateManager::startUp(CM_NEW(D3D11RenderStateManager, GenAlloc) D3D11RenderStateManager());
  105. mCurrentCapabilities = createRenderSystemCapabilities();
  106. mCurrentCapabilities->addShaderProfile("hlsl");
  107. HighLevelGpuProgramManager::instance().addFactory(mHLSLFactory);
  108. mIAManager = CM_NEW(D3D11InputLayoutManager, GenAlloc) D3D11InputLayoutManager();
  109. BuiltinMaterialManager::startUp(CM_NEW(D3D11BuiltinMaterialManager, GenAlloc) D3D11BuiltinMaterialManager());
  110. RenderSystem::initialize_internal();
  111. }
  112. void D3D11RenderSystem::destroy_internal()
  113. {
  114. THROW_IF_NOT_RENDER_THREAD;
  115. if(mIAManager != nullptr)
  116. {
  117. CM_DELETE(mIAManager, D3D11InputLayoutManager, GenAlloc);
  118. mIAManager = nullptr;
  119. }
  120. if(mHLSLFactory != nullptr)
  121. {
  122. CM_DELETE(mHLSLFactory, D3D11HLSLProgramFactory, GenAlloc);
  123. mHLSLFactory = nullptr;
  124. }
  125. mActiveVertexDeclaration = nullptr;
  126. mActiveVertexShader = nullptr;
  127. BuiltinMaterialManager::shutDown();
  128. RenderStateManager::shutDown();
  129. RenderWindowManager::shutDown();
  130. GpuProgramManager::shutDown();
  131. HardwareBufferManager::shutDown();
  132. TextureManager::shutDown();
  133. SAFE_RELEASE(mDXGIFactory);
  134. if(mDevice != nullptr)
  135. {
  136. CM_DELETE(mDevice, D3D11Device, GenAlloc);
  137. mDevice = nullptr;
  138. }
  139. if(mDriverList != nullptr)
  140. {
  141. CM_DELETE(mDriverList, D3D11DriverList, GenAlloc);
  142. mDriverList = nullptr;
  143. }
  144. mActiveD3DDriver = nullptr;
  145. RenderSystem::destroy_internal();
  146. }
  147. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  148. {
  149. THROW_IF_NOT_RENDER_THREAD;
  150. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  151. // and then set them all up at once before rendering? Needs testing
  152. ID3D11SamplerState* samplerArray[1];
  153. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  154. samplerArray[0] = d3d11SamplerState->getInternal();
  155. switch(gptype)
  156. {
  157. case GPT_VERTEX_PROGRAM:
  158. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  159. break;
  160. case GPT_FRAGMENT_PROGRAM:
  161. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  162. break;
  163. case GPT_GEOMETRY_PROGRAM:
  164. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  165. break;
  166. case GPT_DOMAIN_PROGRAM:
  167. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  168. break;
  169. case GPT_HULL_PROGRAM:
  170. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  171. break;
  172. case GPT_COMPUTE_PROGRAM:
  173. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  174. break;
  175. default:
  176. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  177. }
  178. }
  179. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  180. {
  181. THROW_IF_NOT_RENDER_THREAD;
  182. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  183. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  184. }
  185. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  186. {
  187. THROW_IF_NOT_RENDER_THREAD;
  188. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  189. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  190. }
  191. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  192. {
  193. THROW_IF_NOT_RENDER_THREAD;
  194. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  195. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  196. }
  197. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  198. {
  199. THROW_IF_NOT_RENDER_THREAD;
  200. // TODO - Set up UAVs?
  201. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  202. // and then set them all up at once before rendering? Needs testing
  203. ID3D11ShaderResourceView* viewArray[1];
  204. if(texPtr != nullptr && enabled)
  205. {
  206. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  207. viewArray[0] = d3d11Texture->getSRV();
  208. }
  209. else
  210. viewArray[0] = nullptr;
  211. switch(gptype)
  212. {
  213. case GPT_VERTEX_PROGRAM:
  214. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  215. break;
  216. case GPT_FRAGMENT_PROGRAM:
  217. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  218. break;
  219. case GPT_GEOMETRY_PROGRAM:
  220. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  221. break;
  222. case GPT_DOMAIN_PROGRAM:
  223. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  224. break;
  225. case GPT_HULL_PROGRAM:
  226. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  227. break;
  228. case GPT_COMPUTE_PROGRAM:
  229. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  230. break;
  231. default:
  232. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  233. }
  234. }
  235. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  236. {
  237. THROW_IF_NOT_RENDER_THREAD;
  238. setTexture(gptype, texUnit, false, nullptr);
  239. }
  240. void D3D11RenderSystem::beginFrame()
  241. {
  242. // Not used
  243. }
  244. void D3D11RenderSystem::endFrame()
  245. {
  246. // Not used
  247. }
  248. void D3D11RenderSystem::setViewport(ViewportPtr& vp)
  249. {
  250. THROW_IF_NOT_RENDER_THREAD;
  251. assert(vp != nullptr);
  252. // Set render target
  253. RenderTargetPtr target = vp->getTarget();
  254. setRenderTarget(target);
  255. // set viewport dimensions
  256. mViewport.TopLeftX = (FLOAT)vp->getLeft();
  257. mViewport.TopLeftY = (FLOAT)vp->getTop();
  258. mViewport.Width = (FLOAT)vp->getWidth();
  259. mViewport.Height = (FLOAT)vp->getHeight();
  260. if (vp->getTarget()->requiresTextureFlipping())
  261. {
  262. // Convert "top-left" to "bottom-left"
  263. mViewport.TopLeftY = vp->getTarget()->getHeight() - mViewport.Height - mViewport.TopLeftY;
  264. }
  265. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  266. mViewport.MinDepth = 0.0f;
  267. mViewport.MaxDepth = 1.0f;
  268. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  269. }
  270. void D3D11RenderSystem::setVertexBuffer(UINT32 index, const VertexBufferPtr& buffer)
  271. {
  272. THROW_IF_NOT_RENDER_THREAD;
  273. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  274. if(index < 0 || index >= maxBoundVertexBuffers)
  275. CM_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  276. ID3D11Buffer* buffers[1];
  277. D3D11VertexBuffer* vertexBuffer = static_cast<D3D11VertexBuffer*>(buffer.get());
  278. buffers[0] = vertexBuffer->getD3DVertexBuffer();
  279. UINT32 strides[1] = { buffer->getVertexSize() };
  280. UINT32 offsets[1] = { 0 };
  281. mDevice->getImmediateContext()->IASetVertexBuffers(index, 1, buffers, strides, offsets);
  282. }
  283. void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  284. {
  285. THROW_IF_NOT_RENDER_THREAD;
  286. D3D11IndexBuffer* indexBuffer = static_cast<D3D11IndexBuffer*>(buffer.get());
  287. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  288. if(indexBuffer->getType() == IndexBuffer::IT_16BIT)
  289. indexFormat = DXGI_FORMAT_R16_UINT;
  290. else if(indexBuffer->getType() == IndexBuffer::IT_32BIT)
  291. indexFormat = DXGI_FORMAT_R32_UINT;
  292. else
  293. CM_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
  294. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  295. }
  296. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  297. {
  298. THROW_IF_NOT_RENDER_THREAD;
  299. mActiveVertexDeclaration = vertexDeclaration;
  300. }
  301. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  302. {
  303. THROW_IF_NOT_RENDER_THREAD;
  304. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  305. }
  306. void D3D11RenderSystem::bindGpuProgram(HGpuProgram prg)
  307. {
  308. THROW_IF_NOT_RENDER_THREAD;
  309. if(!prg.isLoaded())
  310. return;
  311. switch(prg->getType())
  312. {
  313. case GPT_VERTEX_PROGRAM:
  314. {
  315. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg->getBindingDelegate().get());
  316. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  317. mActiveVertexShader = std::static_pointer_cast<D3D11HLSLProgram>(prg.getInternalPtr());
  318. break;
  319. }
  320. case GPT_FRAGMENT_PROGRAM:
  321. {
  322. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg->getBindingDelegate().get());
  323. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  324. break;
  325. }
  326. case GPT_GEOMETRY_PROGRAM:
  327. {
  328. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg->getBindingDelegate().get());
  329. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  330. break;
  331. }
  332. case GPT_DOMAIN_PROGRAM:
  333. {
  334. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg->getBindingDelegate().get());
  335. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  336. break;
  337. }
  338. case GPT_HULL_PROGRAM:
  339. {
  340. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg->getBindingDelegate().get());
  341. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  342. break;
  343. }
  344. case GPT_COMPUTE_PROGRAM:
  345. {
  346. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg->getBindingDelegate().get());
  347. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  348. break;
  349. }
  350. default:
  351. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  352. }
  353. }
  354. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  355. {
  356. THROW_IF_NOT_RENDER_THREAD;
  357. switch(gptype)
  358. {
  359. case GPT_VERTEX_PROGRAM:
  360. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  361. mActiveVertexShader = nullptr;
  362. break;
  363. case GPT_FRAGMENT_PROGRAM:
  364. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  365. break;
  366. case GPT_GEOMETRY_PROGRAM:
  367. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  368. break;
  369. case GPT_DOMAIN_PROGRAM:
  370. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  371. break;
  372. case GPT_HULL_PROGRAM:
  373. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  374. break;
  375. case GPT_COMPUTE_PROGRAM:
  376. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  377. break;
  378. default:
  379. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  380. }
  381. }
  382. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr params)
  383. {
  384. THROW_IF_NOT_RENDER_THREAD;
  385. const GpuParamDesc& paramDesc = params->getParamDesc();
  386. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  387. {
  388. HSamplerState& samplerState = params->getSamplerState(iter->second.slot);
  389. if(samplerState == nullptr)
  390. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  391. else
  392. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  393. }
  394. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  395. {
  396. HTexture texture = params->getTexture(iter->second.slot);
  397. if(!texture.isLoaded())
  398. setTexture(gptype, iter->second.slot, false, nullptr);
  399. else
  400. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  401. }
  402. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  403. ID3D11Buffer* bufferArray[1];
  404. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  405. {
  406. GpuParamBlockPtr currentBlock = params->getParamBlock(iter->second.slot);
  407. if(currentBlock != nullptr)
  408. {
  409. const GpuParamBlockBuffer* currentBlockBuffer = currentBlock->getBindableBuffer();
  410. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer);
  411. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  412. }
  413. else
  414. bufferArray[0] = nullptr;
  415. switch(gptype)
  416. {
  417. case GPT_VERTEX_PROGRAM:
  418. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  419. break;
  420. case GPT_FRAGMENT_PROGRAM:
  421. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  422. break;
  423. case GPT_GEOMETRY_PROGRAM:
  424. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  425. break;
  426. case GPT_HULL_PROGRAM:
  427. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  428. break;
  429. case GPT_DOMAIN_PROGRAM:
  430. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  431. break;
  432. case GPT_COMPUTE_PROGRAM:
  433. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  434. break;
  435. };
  436. }
  437. }
  438. void D3D11RenderSystem::draw(UINT32 vertexCount)
  439. {
  440. THROW_IF_NOT_RENDER_THREAD;
  441. applyInputLayout();
  442. mDevice->getImmediateContext()->Draw(vertexCount, 0);
  443. #if CM_DEBUG_MODE
  444. if(mDevice->hasError())
  445. LOGWRN(mDevice->getErrorDescription());
  446. #endif
  447. }
  448. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexCount)
  449. {
  450. THROW_IF_NOT_RENDER_THREAD;
  451. applyInputLayout();
  452. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, 0);
  453. #if CM_DEBUG_MODE
  454. if(mDevice->hasError())
  455. LOGWRN(mDevice->getErrorDescription());
  456. #endif
  457. }
  458. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  459. {
  460. THROW_IF_NOT_RENDER_THREAD;
  461. mScissorRect.left = static_cast<LONG>(left);
  462. mScissorRect.top = static_cast<LONG>(top);
  463. mScissorRect.bottom = static_cast<LONG>(bottom);
  464. mScissorRect.right = static_cast<LONG>(right);
  465. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  466. }
  467. void D3D11RenderSystem::clear(RenderTargetPtr target, unsigned int buffers, const Color& color, float depth, unsigned short stencil)
  468. {
  469. THROW_IF_NOT_RENDER_THREAD;
  470. // Clear render surfaces
  471. if (buffers & FBT_COLOUR)
  472. {
  473. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  474. ID3D11RenderTargetView** views = CM_NEW_ARRAY(ID3D11RenderTargetView*, maxRenderTargets, ScratchAlloc);
  475. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  476. target->getCustomAttribute("RTV", views);
  477. if (!views[0])
  478. {
  479. CM_DELETE_ARRAY(views, ID3D11RenderTargetView*, maxRenderTargets, ScratchAlloc);
  480. return;
  481. }
  482. float clearColor[4];
  483. clearColor[0] = color.r;
  484. clearColor[1] = color.g;
  485. clearColor[2] = color.b;
  486. clearColor[3] = color.a;
  487. for(UINT32 i = 0; i < maxRenderTargets; i++)
  488. {
  489. if(views[i] != nullptr)
  490. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  491. }
  492. CM_DELETE_ARRAY(views, ID3D11RenderTargetView*, maxRenderTargets, ScratchAlloc);
  493. }
  494. // Clear depth stencil
  495. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  496. {
  497. ID3D11DepthStencilView* depthStencilView = nullptr;
  498. target->getCustomAttribute("DSV", &depthStencilView);
  499. D3D11_CLEAR_FLAG clearFlag;
  500. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  501. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  502. else if((buffers & FBT_STENCIL) != 0)
  503. clearFlag = D3D11_CLEAR_STENCIL;
  504. else
  505. clearFlag = D3D11_CLEAR_DEPTH;
  506. if(depthStencilView != nullptr)
  507. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  508. }
  509. }
  510. void D3D11RenderSystem::setRenderTarget(RenderTargetPtr target)
  511. {
  512. THROW_IF_NOT_RENDER_THREAD;
  513. mActiveRenderTarget = target;
  514. // Retrieve render surfaces
  515. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  516. ID3D11RenderTargetView** views = CM_NEW_ARRAY(ID3D11RenderTargetView*, maxRenderTargets, ScratchAlloc);
  517. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  518. target->getCustomAttribute("RTV", views);
  519. if (!views[0])
  520. {
  521. CM_DELETE_ARRAY(views, ID3D11RenderTargetView*, maxRenderTargets, ScratchAlloc);
  522. return;
  523. }
  524. // Retrieve depth stencil
  525. ID3D11DepthStencilView* depthStencilView = nullptr;
  526. target->getCustomAttribute("DSV", &depthStencilView);
  527. // Bind render targets
  528. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  529. if (mDevice->hasError())
  530. CM_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  531. CM_DELETE_ARRAY(views, ID3D11RenderTargetView*, maxRenderTargets, ScratchAlloc);
  532. }
  533. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  534. {
  535. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  536. }
  537. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  538. {
  539. THROW_IF_NOT_RENDER_THREAD;
  540. RenderSystemCapabilities* rsc = CM_NEW(RenderSystemCapabilities, GenAlloc) RenderSystemCapabilities();
  541. rsc->setDriverVersion(mDriverVersion);
  542. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  543. rsc->setRenderSystemName(getName());
  544. rsc->setCapability(RSC_HWSTENCIL);
  545. rsc->setStencilBufferBitDepth(8);
  546. rsc->setCapability(RSC_ANISOTROPY);
  547. rsc->setCapability(RSC_AUTOMIPMAP);
  548. rsc->setCapability(RSC_BLENDING);
  549. rsc->setCapability(RSC_DOT3);
  550. // Cube map
  551. rsc->setCapability(RSC_CUBEMAPPING);
  552. // We always support compression, D3DX will decompress if device does not support
  553. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  554. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  555. rsc->setCapability(RSC_VBO);
  556. rsc->setCapability(RSC_SCISSOR_TEST);
  557. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  558. rsc->setCapability(RSC_STENCIL_WRAP);
  559. rsc->setCapability(RSC_HWOCCLUSION);
  560. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  561. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  562. rsc->setMaxBoundVertexBuffers(32);
  563. else
  564. rsc->setMaxBoundVertexBuffers(16);
  565. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  566. {
  567. rsc->addShaderProfile("ps_4_0");
  568. rsc->addShaderProfile("vs_4_0");
  569. rsc->addShaderProfile("gs_4_0");
  570. rsc->addGpuProgramProfile(GPP_PS_4_0, "ps_4_0");
  571. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  572. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  573. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  574. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  575. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  576. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  577. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  578. rsc->setNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  579. rsc->setNumUniformBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  580. rsc->setNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  581. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  582. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM));
  583. }
  584. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  585. {
  586. rsc->addShaderProfile("ps_4_1");
  587. rsc->addShaderProfile("vs_4_1");
  588. rsc->addShaderProfile("gs_4_1");
  589. rsc->addGpuProgramProfile(GPP_PS_4_1, "ps_4_1");
  590. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  591. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  592. }
  593. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  594. {
  595. rsc->addShaderProfile("ps_5_0");
  596. rsc->addShaderProfile("vs_5_0");
  597. rsc->addShaderProfile("gs_5_0");
  598. rsc->addShaderProfile("cs_5_0");
  599. rsc->addShaderProfile("hs_5_0");
  600. rsc->addShaderProfile("ds_5_0");
  601. rsc->addGpuProgramProfile(GPP_PS_5_0, "ps_5_0");
  602. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  603. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  604. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  605. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  606. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  607. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  608. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  609. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  610. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  611. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  612. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  613. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  614. rsc->setNumUniformBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  615. rsc->setNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  616. rsc->setNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  617. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  618. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM)
  619. + rsc->getNumUniformBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM)
  620. + rsc->getNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM));
  621. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  622. }
  623. rsc->setCapability(RSC_USER_CLIP_PLANES);
  624. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  625. // Adapter details
  626. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  627. // determine vendor
  628. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  629. switch(adapterID.VendorId)
  630. {
  631. case 0x10DE:
  632. rsc->setVendor(GPU_NVIDIA);
  633. break;
  634. case 0x1002:
  635. rsc->setVendor(GPU_ATI);
  636. break;
  637. case 0x163C:
  638. case 0x8086:
  639. rsc->setVendor(GPU_INTEL);
  640. break;
  641. case 0x5333:
  642. rsc->setVendor(GPU_S3);
  643. break;
  644. case 0x3D3D:
  645. rsc->setVendor(GPU_3DLABS);
  646. break;
  647. case 0x102B:
  648. rsc->setVendor(GPU_MATROX);
  649. break;
  650. default:
  651. rsc->setVendor(GPU_UNKNOWN);
  652. break;
  653. };
  654. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  655. rsc->setCapability(RSC_TEXTURE_3D);
  656. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  657. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  658. rsc->setCapability(RSC_TEXTURE_FLOAT);
  659. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  660. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  661. rsc->setCapability(RSC_POINT_SPRITES);
  662. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  663. rsc->setMaxPointSize(256);
  664. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  665. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  666. rsc->setCapability(RSC_PERSTAGECONSTANT);
  667. return rsc;
  668. }
  669. void D3D11RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
  670. {
  671. // Do nothing
  672. }
  673. String D3D11RenderSystem::getErrorDescription(long errorNumber) const
  674. {
  675. return mDevice->getErrorDescription();
  676. }
  677. void D3D11RenderSystem::determineFSAASettings(UINT32 fsaa, const String& fsaaHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outFSAASettings)
  678. {
  679. bool ok = false;
  680. bool qualityHint = fsaaHint.find("Quality") != String::npos;
  681. size_t origFSAA = fsaa;
  682. bool tryCSAA = false;
  683. // NVIDIA, prefer CSAA if available for 8+
  684. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  685. // if this is the first window, caps will not be initialised yet
  686. if (mActiveD3DDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  687. fsaa >= 8)
  688. {
  689. tryCSAA = true;
  690. }
  691. while (!ok)
  692. {
  693. // Deal with special cases
  694. if (tryCSAA)
  695. {
  696. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  697. switch(fsaa)
  698. {
  699. case 8:
  700. if (qualityHint)
  701. {
  702. outFSAASettings->Count = 8;
  703. outFSAASettings->Quality = 8;
  704. }
  705. else
  706. {
  707. outFSAASettings->Count = 4;
  708. outFSAASettings->Quality = 8;
  709. }
  710. break;
  711. case 16:
  712. if (qualityHint)
  713. {
  714. outFSAASettings->Count = 8;
  715. outFSAASettings->Quality = 16;
  716. }
  717. else
  718. {
  719. outFSAASettings->Count = 4;
  720. outFSAASettings->Quality = 16;
  721. }
  722. break;
  723. }
  724. }
  725. else // !CSAA
  726. {
  727. outFSAASettings->Count = fsaa == 0 ? 1 : fsaa;
  728. outFSAASettings->Quality = 0;
  729. }
  730. HRESULT hr;
  731. UINT outQuality;
  732. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outFSAASettings->Count, &outQuality);
  733. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outFSAASettings->Quality))
  734. {
  735. ok = true;
  736. }
  737. else
  738. {
  739. // downgrade
  740. if (tryCSAA && fsaa == 8)
  741. {
  742. // for CSAA, we'll try downgrading with quality mode at all samples.
  743. // then try without quality, then drop CSAA
  744. if (qualityHint)
  745. {
  746. // drop quality first
  747. qualityHint = false;
  748. }
  749. else
  750. {
  751. // drop CSAA entirely
  752. tryCSAA = false;
  753. }
  754. // return to original requested samples
  755. fsaa = static_cast<UINT32>(origFSAA);
  756. }
  757. else
  758. {
  759. // drop samples
  760. --fsaa;
  761. if (fsaa == 1)
  762. {
  763. // ran out of options, no FSAA
  764. fsaa = 0;
  765. ok = true;
  766. }
  767. }
  768. }
  769. } // while !ok
  770. }
  771. bool D3D11RenderSystem::checkTextureFilteringSupported(TextureType ttype, PixelFormat format, int usage)
  772. {
  773. return true;
  774. }
  775. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  776. {
  777. return VET_COLOR_ABGR;
  778. }
  779. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram /*= false */)
  780. {
  781. dest = matrix;
  782. // Convert depth range from [-1,+1] to [0,1]
  783. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  784. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  785. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  786. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  787. if (!forGpuProgram)
  788. {
  789. // Convert right-handed to left-handed
  790. dest[0][2] = -dest[0][2];
  791. dest[1][2] = -dest[1][2];
  792. dest[2][2] = -dest[2][2];
  793. dest[3][2] = -dest[3][2];
  794. }
  795. }
  796. float D3D11RenderSystem::getHorizontalTexelOffset()
  797. {
  798. return 0.0f;
  799. }
  800. float D3D11RenderSystem::getVerticalTexelOffset()
  801. {
  802. return 0.0f;
  803. }
  804. float D3D11RenderSystem::getMinimumDepthInputValue()
  805. {
  806. return 0.0f;
  807. }
  808. float D3D11RenderSystem::getMaximumDepthInputValue()
  809. {
  810. return -1.0f;
  811. }
  812. /************************************************************************/
  813. /* PRIVATE */
  814. /************************************************************************/
  815. void D3D11RenderSystem::applyInputLayout()
  816. {
  817. if(mActiveVertexDeclaration == nullptr)
  818. {
  819. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  820. return;
  821. }
  822. if(mActiveVertexShader == nullptr)
  823. {
  824. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  825. return;
  826. }
  827. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  828. mDevice->getImmediateContext()->IASetInputLayout(ia);
  829. }
  830. }
  831. #undef THROW_IF_NOT_RENDER_THREAD