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- #include "BsD3D11RenderAPI.h"
- #include "BsD3D11DriverList.h"
- #include "BsD3D11Driver.h"
- #include "BsD3D11Device.h"
- #include "BsD3D11TextureManager.h"
- #include "BsD3D11Texture.h"
- #include "BsD3D11HardwareBufferManager.h"
- #include "BsD3D11RenderWindowManager.h"
- #include "BsD3D11HLSLProgramFactory.h"
- #include "BsD3D11BlendState.h"
- #include "BsD3D11RasterizerState.h"
- #include "BsD3D11DepthStencilState.h"
- #include "BsD3D11SamplerState.h"
- #include "BsD3D11GpuProgram.h"
- #include "BsD3D11Mappings.h"
- #include "BsD3D11VertexBuffer.h"
- #include "BsD3D11IndexBuffer.h"
- #include "BsD3D11RenderStateManager.h"
- #include "BsD3D11GpuParamBlockBuffer.h"
- #include "BsD3D11InputLayoutManager.h"
- #include "BsD3D11TextureView.h"
- #include "BsD3D11RenderUtility.h"
- #include "BsGpuParams.h"
- #include "BsCoreThread.h"
- #include "BsD3D11QueryManager.h"
- #include "BsDebug.h"
- #include "BsException.h"
- #include "BsRenderStats.h"
- namespace BansheeEngine
- {
- D3D11RenderAPI::D3D11RenderAPI()
- : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
- , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_11_0)
- , mHLSLFactory(nullptr), mIAManager(nullptr)
- , mStencilRef(0), mActiveDrawOp(DOT_TRIANGLE_LIST)
- , mViewportNorm(0.0f, 0.0f, 1.0f, 1.0f)
- {
- mClipPlanesDirty = false; // DX11 handles clip planes through shaders
- }
- D3D11RenderAPI::~D3D11RenderAPI()
- {
- }
- const String& D3D11RenderAPI::getName() const
- {
- static String strName("D3D11RenderAPI");
- return strName;
- }
- const String& D3D11RenderAPI::getShadingLanguageName() const
- {
- static String strName("hlsl");
- return strName;
- }
- void D3D11RenderAPI::initializePrepare()
- {
- THROW_IF_NOT_CORE_THREAD;
- HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
- if(FAILED(hr))
- BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
- mDriverList = bs_new<D3D11DriverList>(mDXGIFactory);
- mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
- mVideoModeInfo = mActiveD3DDriver->getVideoModeInfo();
- IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
- D3D_FEATURE_LEVEL requestedLevels[] = {
- D3D_FEATURE_LEVEL_11_0,
- D3D_FEATURE_LEVEL_10_1,
- D3D_FEATURE_LEVEL_10_0,
- D3D_FEATURE_LEVEL_9_3,
- D3D_FEATURE_LEVEL_9_2,
- D3D_FEATURE_LEVEL_9_1
- };
- UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
- UINT32 deviceFlags = 0;
- #if BS_DEBUG_MODE
- deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
- #endif
- ID3D11Device* device;
- hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
- requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
- if(FAILED(hr))
- BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
- mDevice = bs_new<D3D11Device>(device);
-
- // This must query for DirectX 10 interface as this is unsupported for DX11
- LARGE_INTEGER driverVersion;
- if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device, &driverVersion)))
- {
- mDriverVersion.major = HIWORD(driverVersion.HighPart);
- mDriverVersion.minor = LOWORD(driverVersion.HighPart);
- mDriverVersion.release = HIWORD(driverVersion.LowPart);
- mDriverVersion.build = LOWORD(driverVersion.LowPart);
- }
- // Create the texture manager for use by others
- TextureManager::startUp<D3D11TextureManager>();
- TextureCoreManager::startUp<D3D11TextureCoreManager>();
- // Create hardware buffer manager
- HardwareBufferManager::startUp();
- HardwareBufferCoreManager::startUp<D3D11HardwareBufferCoreManager>(std::ref(*mDevice));
- // Create render window manager
- RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
- RenderWindowCoreManager::startUp<D3D11RenderWindowCoreManager>(this);
- // Create & register HLSL factory
- mHLSLFactory = bs_new<D3D11HLSLProgramFactory>();
- // Create render state manager
- RenderStateCoreManager::startUp<D3D11RenderStateCoreManager>();
- mCurrentCapabilities = createRenderSystemCapabilities();
- mCurrentCapabilities->addShaderProfile("hlsl");
- GpuProgramCoreManager::instance().addFactory(mHLSLFactory);
- mIAManager = bs_new<D3D11InputLayoutManager>();
- RenderAPICore::initializePrepare();
- }
- void D3D11RenderAPI::initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow)
- {
- D3D11RenderUtility::startUp(mDevice);
- QueryManager::startUp<D3D11QueryManager>();
- RenderAPICore::initializeFinalize(primaryWindow);
- }
- void D3D11RenderAPI::destroyCore()
- {
- THROW_IF_NOT_CORE_THREAD;
- for (auto& boundUAV : mBoundUAVs)
- {
- if (boundUAV.second != nullptr)
- boundUAV.first->releaseView(boundUAV.second);
- }
- QueryManager::shutDown();
- D3D11RenderUtility::shutDown();
- if(mIAManager != nullptr)
- {
- bs_delete(mIAManager);
- mIAManager = nullptr;
- }
- if(mHLSLFactory != nullptr)
- {
- bs_delete(mHLSLFactory);
- mHLSLFactory = nullptr;
- }
- mActiveVertexDeclaration = nullptr;
- mActiveVertexShader = nullptr;
- RenderStateCoreManager::shutDown();
- RenderWindowCoreManager::shutDown();
- RenderWindowManager::shutDown();
- HardwareBufferCoreManager::shutDown();
- HardwareBufferManager::shutDown();
- TextureCoreManager::shutDown();
- TextureManager::shutDown();
- SAFE_RELEASE(mDXGIFactory);
- if(mDevice != nullptr)
- {
- bs_delete(mDevice);
- mDevice = nullptr;
- }
- if(mDriverList != nullptr)
- {
- bs_delete(mDriverList);
- mDriverList = nullptr;
- }
- mActiveD3DDriver = nullptr;
- RenderAPICore::destroyCore();
- }
- void D3D11RenderAPI::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState)
- {
- THROW_IF_NOT_CORE_THREAD;
- // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
- // and then set them all up at once before rendering? Needs testing
- ID3D11SamplerState* samplerArray[1];
- D3D11SamplerStateCore* d3d11SamplerState = static_cast<D3D11SamplerStateCore*>(const_cast<SamplerStateCore*>(samplerState.get()));
- samplerArray[0] = d3d11SamplerState->getInternal();
- switch(gptype)
- {
- case GPT_VERTEX_PROGRAM:
- mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
- break;
- case GPT_FRAGMENT_PROGRAM:
- mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
- break;
- case GPT_GEOMETRY_PROGRAM:
- mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
- break;
- case GPT_DOMAIN_PROGRAM:
- mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
- break;
- case GPT_HULL_PROGRAM:
- mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
- break;
- case GPT_COMPUTE_PROGRAM:
- mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
- break;
- default:
- BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
- }
- BS_INC_RENDER_STAT(NumSamplerBinds);
- }
- void D3D11RenderAPI::setBlendState(const SPtr<BlendStateCore>& blendState)
- {
- THROW_IF_NOT_CORE_THREAD;
- D3D11BlendStateCore* d3d11BlendState = static_cast<D3D11BlendStateCore*>(const_cast<BlendStateCore*>(blendState.get()));
- mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
- BS_INC_RENDER_STAT(NumBlendStateChanges);
- }
- void D3D11RenderAPI::setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState)
- {
- THROW_IF_NOT_CORE_THREAD;
- D3D11RasterizerStateCore* d3d11RasterizerState = static_cast<D3D11RasterizerStateCore*>(const_cast<RasterizerStateCore*>(rasterizerState.get()));
- mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
- BS_INC_RENDER_STAT(NumRasterizerStateChanges);
- }
- void D3D11RenderAPI::setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue)
- {
- THROW_IF_NOT_CORE_THREAD;
- D3D11DepthStencilStateCore* d3d11RasterizerState = static_cast<D3D11DepthStencilStateCore*>(const_cast<DepthStencilStateCore*>(depthStencilState.get()));
- mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
- BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
- }
- void D3D11RenderAPI::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr)
- {
- THROW_IF_NOT_CORE_THREAD;
- // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
- // and then set them all up at once before rendering? Needs testing
- ID3D11ShaderResourceView* viewArray[1];
- if(texPtr != nullptr && enabled)
- {
- D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
- viewArray[0] = d3d11Texture->getSRV();
- }
- else
- viewArray[0] = nullptr;
- switch(gptype)
- {
- case GPT_VERTEX_PROGRAM:
- mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
- break;
- case GPT_FRAGMENT_PROGRAM:
- mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
- break;
- case GPT_GEOMETRY_PROGRAM:
- mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
- break;
- case GPT_DOMAIN_PROGRAM:
- mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
- break;
- case GPT_HULL_PROGRAM:
- mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
- break;
- case GPT_COMPUTE_PROGRAM:
- mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
- break;
- default:
- BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
- }
- BS_INC_RENDER_STAT(NumTextureBinds);
- }
- void D3D11RenderAPI::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
- const TextureSurface& surface)
- {
- THROW_IF_NOT_CORE_THREAD;
- // TODO - This hasn't bee tested and might be incorrect. I might need to set UAVs together with render targets,
- // especially considering DX11 expects number of UAVs to match number of render targets.
- ID3D11UnorderedAccessView* viewArray[1];
- if (texPtr != nullptr && enabled)
- {
- D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
- TextureViewPtr texView = TextureCore::requestView(texPtr, surface.mipLevel, 1,
- surface.arraySlice, surface.numArraySlices, GVU_RANDOMWRITE);
- D3D11TextureView* d3d11texView = static_cast<D3D11TextureView*>(texView.get());
- viewArray[0] = d3d11texView->getUAV();
- if (mBoundUAVs[unit].second != nullptr)
- mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
- mBoundUAVs[unit] = std::make_pair(texPtr, texView);
- }
- else
- {
- viewArray[0] = nullptr;
- if (mBoundUAVs[unit].second != nullptr)
- mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
- mBoundUAVs[unit] = std::pair<SPtr<TextureCore>, TextureViewPtr>();
- }
- if (gptype == GPT_FRAGMENT_PROGRAM)
- {
- mDevice->getImmediateContext()->OMSetRenderTargetsAndUnorderedAccessViews(
- D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, unit, 1, viewArray, nullptr);
- }
- else if (gptype == GPT_COMPUTE_PROGRAM)
- {
- mDevice->getImmediateContext()->CSSetUnorderedAccessViews(unit, 1, viewArray, nullptr);
- }
- else
- BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
- BS_INC_RENDER_STAT(NumTextureBinds);
- }
- void D3D11RenderAPI::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
- {
- THROW_IF_NOT_CORE_THREAD;
- setTexture(gptype, texUnit, false, nullptr);
- }
- void D3D11RenderAPI::beginFrame()
- {
- // Not used
- }
- void D3D11RenderAPI::endFrame()
- {
- // Not used
- }
- void D3D11RenderAPI::setViewport(const Rect2& vp)
- {
- THROW_IF_NOT_CORE_THREAD;
- mViewportNorm = vp;
- applyViewport();
- }
- void D3D11RenderAPI::applyViewport()
- {
- if (mActiveRenderTarget == nullptr)
- return;
- const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
- // Set viewport dimensions
- mViewport.TopLeftX = (FLOAT)(rtProps.getWidth() * mViewportNorm.x);
- mViewport.TopLeftY = (FLOAT)(rtProps.getHeight() * mViewportNorm.y);
- mViewport.Width = (FLOAT)(rtProps.getWidth() * mViewportNorm.width);
- mViewport.Height = (FLOAT)(rtProps.getHeight() * mViewportNorm.height);
- if (rtProps.requiresTextureFlipping())
- {
- // Convert "top-left" to "bottom-left"
- mViewport.TopLeftY = rtProps.getHeight() - mViewport.Height - mViewport.TopLeftY;
- }
- mViewport.MinDepth = 0.0f;
- mViewport.MaxDepth = 1.0f;
- mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
- }
- void D3D11RenderAPI::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
- {
- THROW_IF_NOT_CORE_THREAD;
- UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
- if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
- BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
- ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
- UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
- UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
- for(UINT32 i = 0; i < numBuffers; i++)
- {
- SPtr<D3D11VertexBufferCore> vertexBuffer = std::static_pointer_cast<D3D11VertexBufferCore>(buffers[i]);
- const VertexBufferProperties& vbProps = vertexBuffer->getProperties();
- dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
- strides[i] = vbProps.getVertexSize();
- offsets[i] = 0;
- }
- mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
- BS_INC_RENDER_STAT(NumVertexBufferBinds);
- }
- void D3D11RenderAPI::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
- {
- THROW_IF_NOT_CORE_THREAD;
- SPtr<D3D11IndexBufferCore> indexBuffer = std::static_pointer_cast<D3D11IndexBufferCore>(buffer);
- DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
- if(indexBuffer->getProperties().getType() == IT_16BIT)
- indexFormat = DXGI_FORMAT_R16_UINT;
- else if (indexBuffer->getProperties().getType() == IT_32BIT)
- indexFormat = DXGI_FORMAT_R32_UINT;
- else
- BS_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getProperties().getType()));
- mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
- BS_INC_RENDER_STAT(NumIndexBufferBinds);
- }
- void D3D11RenderAPI::setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration)
- {
- THROW_IF_NOT_CORE_THREAD;
- mActiveVertexDeclaration = vertexDeclaration;
- }
- void D3D11RenderAPI::setDrawOperation(DrawOperationType op)
- {
- THROW_IF_NOT_CORE_THREAD;
- mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
- }
- void D3D11RenderAPI::bindGpuProgram(const SPtr<GpuProgramCore>& prg)
- {
- THROW_IF_NOT_CORE_THREAD;
- switch(prg->getProperties().getType())
- {
- case GPT_VERTEX_PROGRAM:
- {
- D3D11GpuVertexProgramCore* d3d11GpuProgram = static_cast<D3D11GpuVertexProgramCore*>(prg.get());
- mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
- mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgramCore>(prg);
- break;
- }
- case GPT_FRAGMENT_PROGRAM:
- {
- D3D11GpuFragmentProgramCore* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgramCore*>(prg.get());
- mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
- break;
- }
- case GPT_GEOMETRY_PROGRAM:
- {
- D3D11GpuGeometryProgramCore* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgramCore*>(prg.get());
- mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
- break;
- }
- case GPT_DOMAIN_PROGRAM:
- {
- D3D11GpuDomainProgramCore* d3d11GpuProgram = static_cast<D3D11GpuDomainProgramCore*>(prg.get());
- mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
- break;
- }
- case GPT_HULL_PROGRAM:
- {
- D3D11GpuHullProgramCore* d3d11GpuProgram = static_cast<D3D11GpuHullProgramCore*>(prg.get());
- mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
- break;
- }
- case GPT_COMPUTE_PROGRAM:
- {
- D3D11GpuComputeProgramCore* d3d11GpuProgram = static_cast<D3D11GpuComputeProgramCore*>(prg.get());
- mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
- break;
- }
- default:
- BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getProperties().getType()));
- }
- if (mDevice->hasError())
- BS_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
- BS_INC_RENDER_STAT(NumGpuProgramBinds);
- }
- void D3D11RenderAPI::unbindGpuProgram(GpuProgramType gptype)
- {
- THROW_IF_NOT_CORE_THREAD;
- switch(gptype)
- {
- case GPT_VERTEX_PROGRAM:
- mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
- mActiveVertexShader = nullptr;
- break;
- case GPT_FRAGMENT_PROGRAM:
- mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
- break;
- case GPT_GEOMETRY_PROGRAM:
- mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
- break;
- case GPT_DOMAIN_PROGRAM:
- mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
- break;
- case GPT_HULL_PROGRAM:
- mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
- break;
- case GPT_COMPUTE_PROGRAM:
- mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
- break;
- default:
- BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
- }
- BS_INC_RENDER_STAT(NumGpuProgramBinds);
- }
- void D3D11RenderAPI::bindGpuParams(GpuProgramType gptype, const SPtr<GpuParamsCore>& bindableParams)
- {
- THROW_IF_NOT_CORE_THREAD;
- bindableParams->updateHardwareBuffers();
- const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
-
- for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
- {
- SPtr<SamplerStateCore>& samplerState = bindableParams->getSamplerState(iter->second.slot);
- if(samplerState == nullptr)
- setSamplerState(gptype, iter->second.slot, SamplerStateCore::getDefault());
- else
- setSamplerState(gptype, iter->second.slot, samplerState);
- }
- for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
- {
- SPtr<TextureCore> texture = bindableParams->getTexture(iter->second.slot);
- if (!bindableParams->isLoadStoreTexture(iter->second.slot))
- {
- if (texture == nullptr)
- setTexture(gptype, iter->second.slot, false, nullptr);
- else
- setTexture(gptype, iter->second.slot, true, texture);
- }
- else
- {
- const TextureSurface& surface = bindableParams->getLoadStoreSurface(iter->second.slot);
- if (texture == nullptr)
- setLoadStoreTexture(gptype, iter->second.slot, false, nullptr, surface);
- else
- setLoadStoreTexture(gptype, iter->second.slot, true, texture, surface);
- }
- }
- // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
- ID3D11Buffer* bufferArray[1];
- for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
- {
- SPtr<GpuParamBlockBufferCore> currentBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
- if(currentBlockBuffer != nullptr)
- {
- const D3D11GpuParamBlockBufferCore* d3d11paramBlockBuffer =
- static_cast<const D3D11GpuParamBlockBufferCore*>(currentBlockBuffer.get());
- bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
- }
- else
- bufferArray[0] = nullptr;
- switch(gptype)
- {
- case GPT_VERTEX_PROGRAM:
- mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
- break;
- case GPT_FRAGMENT_PROGRAM:
- mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
- break;
- case GPT_GEOMETRY_PROGRAM:
- mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
- break;
- case GPT_HULL_PROGRAM:
- mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
- break;
- case GPT_DOMAIN_PROGRAM:
- mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
- break;
- case GPT_COMPUTE_PROGRAM:
- mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
- break;
- };
- BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
- }
- if (mDevice->hasError())
- BS_EXCEPT(RenderingAPIException, "Failed to bindGpuParams : " + mDevice->getErrorDescription());
- }
- void D3D11RenderAPI::draw(UINT32 vertexOffset, UINT32 vertexCount)
- {
- THROW_IF_NOT_CORE_THREAD;
- applyInputLayout();
- mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
- #if BS_DEBUG_MODE
- if(mDevice->hasError())
- LOGWRN(mDevice->getErrorDescription());
- #endif
- UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
- BS_INC_RENDER_STAT(NumDrawCalls);
- BS_ADD_RENDER_STAT(NumVertices, vertexCount);
- BS_ADD_RENDER_STAT(NumPrimitives, primCount);
- }
- void D3D11RenderAPI::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
- {
- THROW_IF_NOT_CORE_THREAD;
- applyInputLayout();
- mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
- #if BS_DEBUG_MODE
- if(mDevice->hasError())
- LOGWRN(mDevice->getErrorDescription());
- #endif
- UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
- BS_INC_RENDER_STAT(NumDrawCalls);
- BS_ADD_RENDER_STAT(NumVertices, vertexCount);
- BS_ADD_RENDER_STAT(NumPrimitives, primCount);
- }
- void D3D11RenderAPI::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
- {
- THROW_IF_NOT_CORE_THREAD;
- mScissorRect.left = static_cast<LONG>(left);
- mScissorRect.top = static_cast<LONG>(top);
- mScissorRect.bottom = static_cast<LONG>(bottom);
- mScissorRect.right = static_cast<LONG>(right);
- mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
- }
- void D3D11RenderAPI::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
- {
- THROW_IF_NOT_CORE_THREAD;
- if(mActiveRenderTarget == nullptr)
- return;
- const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
- Rect2I clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
- bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
- clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == rtProps.getWidth() && clearArea.height == rtProps.getHeight());
- if (!clearEntireTarget)
- {
- D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
- BS_INC_RENDER_STAT(NumClears);
- }
- else
- clearRenderTarget(buffers, color, depth, stencil);
- }
- void D3D11RenderAPI::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
- {
- THROW_IF_NOT_CORE_THREAD;
- if(mActiveRenderTarget == nullptr)
- return;
- // Clear render surfaces
- if (buffers & FBT_COLOR)
- {
- UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
- ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
- memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
- mActiveRenderTarget->getCustomAttribute("RTV", views);
- if (!views[0])
- {
- bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
- return;
- }
- float clearColor[4];
- clearColor[0] = color.r;
- clearColor[1] = color.g;
- clearColor[2] = color.b;
- clearColor[3] = color.a;
- for(UINT32 i = 0; i < maxRenderTargets; i++)
- {
- if(views[i] != nullptr)
- mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
- }
- bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
- }
- // Clear depth stencil
- if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
- {
- ID3D11DepthStencilView* depthStencilView = nullptr;
- mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
- D3D11_CLEAR_FLAG clearFlag;
- if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
- clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
- else if((buffers & FBT_STENCIL) != 0)
- clearFlag = D3D11_CLEAR_STENCIL;
- else
- clearFlag = D3D11_CLEAR_DEPTH;
- if(depthStencilView != nullptr)
- mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
- }
- BS_INC_RENDER_STAT(NumClears);
- }
- void D3D11RenderAPI::setRenderTarget(const SPtr<RenderTargetCore>& target)
- {
- THROW_IF_NOT_CORE_THREAD;
- mActiveRenderTarget = target;
- // Retrieve render surfaces
- UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
- ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
- memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
- target->getCustomAttribute("RTV", views);
- if (!views[0])
- {
- bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
- return;
- }
- // Retrieve depth stencil
- ID3D11DepthStencilView* depthStencilView = nullptr;
- target->getCustomAttribute("DSV", &depthStencilView);
- // Bind render targets
- mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
- if (mDevice->hasError())
- BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
- bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
- applyViewport();
- BS_INC_RENDER_STAT(NumRenderTargetChanges);
- }
- void D3D11RenderAPI::setClipPlanesImpl(const PlaneList& clipPlanes)
- {
- LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
- }
- RenderAPICapabilities* D3D11RenderAPI::createRenderSystemCapabilities() const
- {
- THROW_IF_NOT_CORE_THREAD;
- RenderAPICapabilities* rsc = bs_new<RenderAPICapabilities>();
- rsc->setDriverVersion(mDriverVersion);
- rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
- rsc->setRenderSystemName(getName());
- rsc->setStencilBufferBitDepth(8);
- rsc->setCapability(RSC_ANISOTROPY);
- rsc->setCapability(RSC_AUTOMIPMAP);
- // Cube map
- rsc->setCapability(RSC_CUBEMAPPING);
- // We always support compression, D3DX will decompress if device does not support
- rsc->setCapability(RSC_TEXTURE_COMPRESSION);
- rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
- rsc->setCapability(RSC_TWO_SIDED_STENCIL);
- rsc->setCapability(RSC_STENCIL_WRAP);
- rsc->setCapability(RSC_HWOCCLUSION);
- rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
- if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
- rsc->setMaxBoundVertexBuffers(32);
- else
- rsc->setMaxBoundVertexBuffers(16);
- if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
- {
- rsc->addShaderProfile("ps_4_0");
- rsc->addShaderProfile("vs_4_0");
- rsc->addShaderProfile("gs_4_0");
- rsc->addGpuProgramProfile(GPP_FS_4_0, "ps_4_0");
- rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
- rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
- rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
- rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
- rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
- rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
- + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
- rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
- rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
- rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
- rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
- + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
- }
- if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
- {
- rsc->addShaderProfile("ps_4_1");
- rsc->addShaderProfile("vs_4_1");
- rsc->addShaderProfile("gs_4_1");
- rsc->addGpuProgramProfile(GPP_FS_4_1, "ps_4_1");
- rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
- rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
- }
- if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
- {
- rsc->addShaderProfile("ps_5_0");
- rsc->addShaderProfile("vs_5_0");
- rsc->addShaderProfile("gs_5_0");
- rsc->addShaderProfile("cs_5_0");
- rsc->addShaderProfile("hs_5_0");
- rsc->addShaderProfile("ds_5_0");
- rsc->addGpuProgramProfile(GPP_FS_5_0, "ps_5_0");
- rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
- rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
- rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
- rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
- rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
- rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
- rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
- rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
- rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
- + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
- + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
- + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
- rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
- rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
- rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
- rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
- + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
- + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
- + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
- rsc->setCapability(RSC_SHADER_SUBROUTINE);
- }
- rsc->setCapability(RSC_USER_CLIP_PLANES);
- rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
- // Adapter details
- const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
- // Determine vendor
- switch(adapterID.VendorId)
- {
- case 0x10DE:
- rsc->setVendor(GPU_NVIDIA);
- break;
- case 0x1002:
- rsc->setVendor(GPU_AMD);
- break;
- case 0x163C:
- case 0x8086:
- rsc->setVendor(GPU_INTEL);
- break;
- default:
- rsc->setVendor(GPU_UNKNOWN);
- break;
- };
- rsc->setCapability(RSC_INFINITE_FAR_PLANE);
- rsc->setCapability(RSC_TEXTURE_3D);
- rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
- rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
- rsc->setCapability(RSC_TEXTURE_FLOAT);
- rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
- rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
- rsc->setCapability(RSC_POINT_SPRITES);
- rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
- rsc->setMaxPointSize(256);
- rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
- rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
- rsc->setCapability(RSC_PERSTAGECONSTANT);
- return rsc;
- }
- void D3D11RenderAPI::determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc)
- {
- bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
- enum CSAAMode { CSAA_Normal, CSAA_Quality };
- CSAAMode csaaMode = CSAA_Normal;
- bool foundValid = false;
- size_t origNumSamples = multisampleCount;
- while (!foundValid)
- {
- // Deal with special cases
- if (tryCSAA)
- {
- switch(multisampleCount)
- {
- case 8:
- if (csaaMode == CSAA_Quality)
- {
- outputSampleDesc->Count = 8;
- outputSampleDesc->Quality = 8;
- }
- else
- {
- outputSampleDesc->Count = 4;
- outputSampleDesc->Quality = 8;
- }
- break;
- case 16:
- if (csaaMode == CSAA_Quality)
- {
- outputSampleDesc->Count = 8;
- outputSampleDesc->Quality = 16;
- }
- else
- {
- outputSampleDesc->Count = 4;
- outputSampleDesc->Quality = 16;
- }
- break;
- }
- }
- else // !CSAA
- {
- outputSampleDesc->Count = multisampleCount == 0 ? 1 : multisampleCount;
- outputSampleDesc->Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
- }
- HRESULT hr;
- UINT outQuality;
- hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outputSampleDesc->Count, &outQuality);
- if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outputSampleDesc->Quality))
- {
- foundValid = true;
- }
- else
- {
- // Downgrade
- if (tryCSAA && multisampleCount == 8)
- {
- // For CSAA, we'll try downgrading with quality mode at all samples.
- // then try without quality, then drop CSAA
- if (csaaMode == CSAA_Quality)
- {
- // Drop quality first
- csaaMode = CSAA_Normal;
- }
- else
- {
- // Drop CSAA entirely
- tryCSAA = false;
- }
- // Return to original requested samples
- multisampleCount = static_cast<UINT32>(origNumSamples);
- }
- else
- {
- // Drop samples
- multisampleCount--;
- if (multisampleCount == 1)
- {
- // Ran out of options, no multisampling
- multisampleCount = 0;
- foundValid = true;
- }
- }
- }
- }
- }
- VertexElementType D3D11RenderAPI::getColorVertexElementType() const
- {
- return VET_COLOR_ABGR;
- }
- void D3D11RenderAPI::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
- {
- dest = matrix;
- // Convert depth range from [-1,+1] to [0,1]
- dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
- dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
- dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
- dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
- }
- float D3D11RenderAPI::getHorizontalTexelOffset()
- {
- return 0.0f;
- }
- float D3D11RenderAPI::getVerticalTexelOffset()
- {
- return 0.0f;
- }
- float D3D11RenderAPI::getMinimumDepthInputValue()
- {
- return 0.0f;
- }
- float D3D11RenderAPI::getMaximumDepthInputValue()
- {
- return 1.0f;
- }
- /************************************************************************/
- /* PRIVATE */
- /************************************************************************/
- void D3D11RenderAPI::applyInputLayout()
- {
- if(mActiveVertexDeclaration == nullptr)
- {
- LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
- return;
- }
- if(mActiveVertexShader == nullptr)
- {
- LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
- return;
- }
- ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
- mDevice->getImmediateContext()->IASetInputLayout(ia);
- }
- }
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