CmD3D11RenderSystem.cpp 33 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 "CmD3D11GpuParamBlockBuffer.h"
  21. #include "CmD3D11InputLayoutManager.h"
  22. #include "CmD3D11HLSLProgram.h"
  23. #include "CmD3D11RenderUtility.h"
  24. #include "CmBindableGpuParams.h"
  25. #include "CmCoreThread.h"
  26. #include "CmD3D11QueryManager.h"
  27. #include "CmDebug.h"
  28. #include "CmException.h"
  29. namespace CamelotFramework
  30. {
  31. D3D11RenderSystem::D3D11RenderSystem()
  32. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  33. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_9_1)
  34. , mHLSLFactory(nullptr), mIAManager(nullptr)
  35. , mStencilRef(0)
  36. {
  37. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  38. }
  39. D3D11RenderSystem::~D3D11RenderSystem()
  40. {
  41. // This needs to be called from the child class, since destroy_internal is virtual
  42. gCoreThread().queueCommand(boost::bind(&D3D11RenderSystem::destroy_internal, this), true);
  43. }
  44. const String& D3D11RenderSystem::getName() const
  45. {
  46. static String strName("D3D11RenderSystem");
  47. return strName;
  48. }
  49. const String& D3D11RenderSystem::getShadingLanguageName() const
  50. {
  51. static String strName("hlsl");
  52. return strName;
  53. }
  54. void D3D11RenderSystem::initialize_internal(AsyncOp& asyncOp)
  55. {
  56. THROW_IF_NOT_CORE_THREAD;
  57. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  58. if(FAILED(hr))
  59. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  60. mDriverList = cm_new<D3D11DriverList>(mDXGIFactory);
  61. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  62. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  63. D3D_FEATURE_LEVEL requestedLevels[] = {
  64. D3D_FEATURE_LEVEL_11_0,
  65. D3D_FEATURE_LEVEL_10_1,
  66. D3D_FEATURE_LEVEL_10_0,
  67. D3D_FEATURE_LEVEL_9_3,
  68. D3D_FEATURE_LEVEL_9_2,
  69. D3D_FEATURE_LEVEL_9_1
  70. };
  71. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  72. UINT32 deviceFlags = 0;
  73. #if CM_DEBUG_MODE
  74. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  75. #endif
  76. ID3D11Device* device;
  77. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  78. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  79. if(FAILED(hr))
  80. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  81. mDevice = cm_new<D3D11Device>(device);
  82. LARGE_INTEGER driverVersion;
  83. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device /* intentionally D3D10, not D3D11 */, &driverVersion)))
  84. {
  85. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  86. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  87. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  88. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  89. }
  90. // Create the texture manager for use by others
  91. TextureManager::startUp(cm_new<D3D11TextureManager>());
  92. // Also create hardware buffer manager
  93. HardwareBufferManager::startUp(cm_new<D3D11HardwareBufferManager>(std::ref(*mDevice)));
  94. // Create the GPU program manager
  95. GpuProgramManager::startUp(cm_new<D3D11GpuProgramManager>(std::ref(*mDevice)));
  96. // Create render window manager
  97. RenderWindowManager::startUp(cm_new<D3D11RenderWindowManager>(this));
  98. // Create & register HLSL factory
  99. mHLSLFactory = cm_new<D3D11HLSLProgramFactory>();
  100. // Create render state manager
  101. RenderStateManager::startUp(cm_new<D3D11RenderStateManager>());
  102. mCurrentCapabilities = createRenderSystemCapabilities();
  103. mCurrentCapabilities->addShaderProfile("hlsl");
  104. HighLevelGpuProgramManager::instance().addFactory(mHLSLFactory);
  105. mIAManager = cm_new<D3D11InputLayoutManager>();
  106. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  107. D3D11RenderUtility::startUp(cm_new<D3D11RenderUtility>(mDevice));
  108. QueryManager::startUp(cm_new<D3D11QueryManager>());
  109. RenderSystem::initialize_internal(asyncOp);
  110. asyncOp.completeOperation(primaryWindow);
  111. }
  112. void D3D11RenderSystem::destroy_internal()
  113. {
  114. THROW_IF_NOT_CORE_THREAD;
  115. QueryManager::shutDown();
  116. D3D11RenderUtility::shutDown();
  117. if(mIAManager != nullptr)
  118. {
  119. cm_delete(mIAManager);
  120. mIAManager = nullptr;
  121. }
  122. if(mHLSLFactory != nullptr)
  123. {
  124. cm_delete(mHLSLFactory);
  125. mHLSLFactory = nullptr;
  126. }
  127. mActiveVertexDeclaration = nullptr;
  128. mActiveVertexShader = nullptr;
  129. RenderStateManager::shutDown();
  130. RenderWindowManager::shutDown();
  131. GpuProgramManager::shutDown();
  132. HardwareBufferManager::shutDown();
  133. TextureManager::shutDown();
  134. SAFE_RELEASE(mDXGIFactory);
  135. if(mDevice != nullptr)
  136. {
  137. cm_delete(mDevice);
  138. mDevice = nullptr;
  139. }
  140. if(mDriverList != nullptr)
  141. {
  142. cm_delete(mDriverList);
  143. mDriverList = nullptr;
  144. }
  145. mActiveD3DDriver = nullptr;
  146. RenderSystem::destroy_internal();
  147. }
  148. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  149. {
  150. THROW_IF_NOT_CORE_THREAD;
  151. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  152. // and then set them all up at once before rendering? Needs testing
  153. ID3D11SamplerState* samplerArray[1];
  154. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  155. samplerArray[0] = d3d11SamplerState->getInternal();
  156. switch(gptype)
  157. {
  158. case GPT_VERTEX_PROGRAM:
  159. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  160. break;
  161. case GPT_FRAGMENT_PROGRAM:
  162. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  163. break;
  164. case GPT_GEOMETRY_PROGRAM:
  165. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  166. break;
  167. case GPT_DOMAIN_PROGRAM:
  168. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  169. break;
  170. case GPT_HULL_PROGRAM:
  171. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  172. break;
  173. case GPT_COMPUTE_PROGRAM:
  174. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  175. break;
  176. default:
  177. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  178. }
  179. }
  180. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  181. {
  182. THROW_IF_NOT_CORE_THREAD;
  183. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  184. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  185. }
  186. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  187. {
  188. THROW_IF_NOT_CORE_THREAD;
  189. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  190. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  191. }
  192. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  193. {
  194. THROW_IF_NOT_CORE_THREAD;
  195. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  196. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  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. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  234. }
  235. }
  236. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  237. {
  238. THROW_IF_NOT_CORE_THREAD;
  239. setTexture(gptype, texUnit, false, nullptr);
  240. }
  241. void D3D11RenderSystem::beginFrame()
  242. {
  243. // Not used
  244. }
  245. void D3D11RenderSystem::endFrame()
  246. {
  247. // Not used
  248. }
  249. void D3D11RenderSystem::setViewport(const ViewportPtr& vp)
  250. {
  251. THROW_IF_NOT_CORE_THREAD;
  252. assert(vp != nullptr);
  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 (vp->getTarget()->requiresTextureFlipping())
  262. {
  263. // Convert "top-left" to "bottom-left"
  264. mViewport.TopLeftY = vp->getTarget()->getHeight() - mViewport.Height - mViewport.TopLeftY;
  265. }
  266. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  267. mViewport.MinDepth = 0.0f;
  268. mViewport.MaxDepth = 1.0f;
  269. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  270. }
  271. void D3D11RenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers)
  272. {
  273. THROW_IF_NOT_CORE_THREAD;
  274. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  275. if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
  276. CM_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  277. ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
  278. UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
  279. UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
  280. for(UINT32 i = 0; i < numBuffers; i++)
  281. {
  282. D3D11VertexBuffer* vertexBuffer = static_cast<D3D11VertexBuffer*>(buffers[i].get());
  283. dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
  284. strides[i] = buffers[i]->getVertexSize();
  285. offsets[i] = 0;
  286. }
  287. mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
  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. CM_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
  300. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  301. }
  302. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  303. {
  304. THROW_IF_NOT_CORE_THREAD;
  305. mActiveVertexDeclaration = vertexDeclaration;
  306. }
  307. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  308. {
  309. THROW_IF_NOT_CORE_THREAD;
  310. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  311. }
  312. void D3D11RenderSystem::bindGpuProgram(HGpuProgram prg)
  313. {
  314. THROW_IF_NOT_CORE_THREAD;
  315. if(!prg.isLoaded())
  316. return;
  317. switch(prg->getType())
  318. {
  319. case GPT_VERTEX_PROGRAM:
  320. {
  321. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg->getBindingDelegate().get());
  322. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  323. mActiveVertexShader = std::static_pointer_cast<D3D11HLSLProgram>(prg.getInternalPtr());
  324. break;
  325. }
  326. case GPT_FRAGMENT_PROGRAM:
  327. {
  328. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg->getBindingDelegate().get());
  329. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  330. break;
  331. }
  332. case GPT_GEOMETRY_PROGRAM:
  333. {
  334. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg->getBindingDelegate().get());
  335. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  336. break;
  337. }
  338. case GPT_DOMAIN_PROGRAM:
  339. {
  340. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg->getBindingDelegate().get());
  341. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  342. break;
  343. }
  344. case GPT_HULL_PROGRAM:
  345. {
  346. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg->getBindingDelegate().get());
  347. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  348. break;
  349. }
  350. case GPT_COMPUTE_PROGRAM:
  351. {
  352. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg->getBindingDelegate().get());
  353. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  354. break;
  355. }
  356. default:
  357. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  358. }
  359. if (mDevice->hasError())
  360. CM_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  361. }
  362. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  363. {
  364. THROW_IF_NOT_CORE_THREAD;
  365. switch(gptype)
  366. {
  367. case GPT_VERTEX_PROGRAM:
  368. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  369. mActiveVertexShader = nullptr;
  370. break;
  371. case GPT_FRAGMENT_PROGRAM:
  372. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  373. break;
  374. case GPT_GEOMETRY_PROGRAM:
  375. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  376. break;
  377. case GPT_DOMAIN_PROGRAM:
  378. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  379. break;
  380. case GPT_HULL_PROGRAM:
  381. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  382. break;
  383. case GPT_COMPUTE_PROGRAM:
  384. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  385. break;
  386. default:
  387. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  388. }
  389. }
  390. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, BindableGpuParams& bindableParams)
  391. {
  392. THROW_IF_NOT_CORE_THREAD;
  393. bindableParams.updateHardwareBuffers();
  394. const GpuParamDesc& paramDesc = bindableParams.getParamDesc();
  395. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  396. {
  397. HSamplerState& samplerState = bindableParams.getSamplerState(iter->second.slot);
  398. if(samplerState == nullptr)
  399. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  400. else
  401. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  402. }
  403. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  404. {
  405. HTexture texture = bindableParams.getTexture(iter->second.slot);
  406. if(!texture.isLoaded())
  407. setTexture(gptype, iter->second.slot, false, nullptr);
  408. else
  409. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  410. }
  411. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  412. ID3D11Buffer* bufferArray[1];
  413. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  414. {
  415. GpuParamBlockBufferPtr currentBlockBuffer = bindableParams.getParamBlockBuffer(iter->second.slot);
  416. if(currentBlockBuffer != nullptr)
  417. {
  418. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer.get());
  419. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  420. }
  421. else
  422. bufferArray[0] = nullptr;
  423. switch(gptype)
  424. {
  425. case GPT_VERTEX_PROGRAM:
  426. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  427. break;
  428. case GPT_FRAGMENT_PROGRAM:
  429. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  430. break;
  431. case GPT_GEOMETRY_PROGRAM:
  432. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  433. break;
  434. case GPT_HULL_PROGRAM:
  435. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  436. break;
  437. case GPT_DOMAIN_PROGRAM:
  438. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  439. break;
  440. case GPT_COMPUTE_PROGRAM:
  441. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  442. break;
  443. };
  444. }
  445. if (mDevice->hasError())
  446. CM_EXCEPT(RenderingAPIException, "Failed to bindGpuParams : " + mDevice->getErrorDescription());
  447. }
  448. void D3D11RenderSystem::draw(UINT32 vertexCount)
  449. {
  450. THROW_IF_NOT_CORE_THREAD;
  451. applyInputLayout();
  452. mDevice->getImmediateContext()->Draw(vertexCount, 0);
  453. #if CM_DEBUG_MODE
  454. if(mDevice->hasError())
  455. LOGWRN(mDevice->getErrorDescription());
  456. #endif
  457. }
  458. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexCount)
  459. {
  460. THROW_IF_NOT_CORE_THREAD;
  461. applyInputLayout();
  462. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, 0);
  463. #if CM_DEBUG_MODE
  464. if(mDevice->hasError())
  465. LOGWRN(mDevice->getErrorDescription());
  466. #endif
  467. }
  468. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  469. {
  470. THROW_IF_NOT_CORE_THREAD;
  471. mScissorRect.left = static_cast<LONG>(left);
  472. mScissorRect.top = static_cast<LONG>(top);
  473. mScissorRect.bottom = static_cast<LONG>(bottom);
  474. mScissorRect.right = static_cast<LONG>(right);
  475. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  476. }
  477. void D3D11RenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  478. {
  479. THROW_IF_NOT_CORE_THREAD;
  480. if(mActiveRenderTarget == nullptr)
  481. return;
  482. Rect clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  483. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  484. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == mActiveRenderTarget->getWidth() && clearArea.height == mActiveRenderTarget->getHeight());
  485. if(!clearEntireTarget)
  486. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  487. else
  488. clearRenderTarget(buffers, color, depth, stencil);
  489. }
  490. void D3D11RenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  491. {
  492. THROW_IF_NOT_CORE_THREAD;
  493. if(mActiveRenderTarget == nullptr)
  494. return;
  495. // Clear render surfaces
  496. if (buffers & FBT_COLOR)
  497. {
  498. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  499. ID3D11RenderTargetView** views = cm_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  500. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  501. mActiveRenderTarget->getCustomAttribute("RTV", views);
  502. if (!views[0])
  503. {
  504. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  505. return;
  506. }
  507. float clearColor[4];
  508. clearColor[0] = color.r;
  509. clearColor[1] = color.g;
  510. clearColor[2] = color.b;
  511. clearColor[3] = color.a;
  512. for(UINT32 i = 0; i < maxRenderTargets; i++)
  513. {
  514. if(views[i] != nullptr)
  515. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  516. }
  517. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  518. }
  519. // Clear depth stencil
  520. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  521. {
  522. ID3D11DepthStencilView* depthStencilView = nullptr;
  523. mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
  524. D3D11_CLEAR_FLAG clearFlag;
  525. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  526. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  527. else if((buffers & FBT_STENCIL) != 0)
  528. clearFlag = D3D11_CLEAR_STENCIL;
  529. else
  530. clearFlag = D3D11_CLEAR_DEPTH;
  531. if(depthStencilView != nullptr)
  532. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  533. }
  534. }
  535. void D3D11RenderSystem::setRenderTarget(RenderTargetPtr target)
  536. {
  537. THROW_IF_NOT_CORE_THREAD;
  538. mActiveRenderTarget = target;
  539. // Retrieve render surfaces
  540. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  541. ID3D11RenderTargetView** views = cm_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  542. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  543. target->getCustomAttribute("RTV", views);
  544. if (!views[0])
  545. {
  546. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  547. return;
  548. }
  549. // Retrieve depth stencil
  550. ID3D11DepthStencilView* depthStencilView = nullptr;
  551. target->getCustomAttribute("DSV", &depthStencilView);
  552. // Bind render targets
  553. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  554. if (mDevice->hasError())
  555. CM_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  556. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  557. }
  558. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  559. {
  560. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  561. }
  562. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  563. {
  564. THROW_IF_NOT_CORE_THREAD;
  565. RenderSystemCapabilities* rsc = cm_new<RenderSystemCapabilities>();
  566. rsc->setDriverVersion(mDriverVersion);
  567. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  568. rsc->setRenderSystemName(getName());
  569. rsc->setCapability(RSC_HWSTENCIL);
  570. rsc->setStencilBufferBitDepth(8);
  571. rsc->setCapability(RSC_ANISOTROPY);
  572. rsc->setCapability(RSC_AUTOMIPMAP);
  573. rsc->setCapability(RSC_BLENDING);
  574. rsc->setCapability(RSC_DOT3);
  575. // Cube map
  576. rsc->setCapability(RSC_CUBEMAPPING);
  577. // We always support compression, D3DX will decompress if device does not support
  578. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  579. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  580. rsc->setCapability(RSC_VBO);
  581. rsc->setCapability(RSC_SCISSOR_TEST);
  582. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  583. rsc->setCapability(RSC_STENCIL_WRAP);
  584. rsc->setCapability(RSC_HWOCCLUSION);
  585. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  586. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  587. rsc->setMaxBoundVertexBuffers(32);
  588. else
  589. rsc->setMaxBoundVertexBuffers(16);
  590. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  591. {
  592. rsc->addShaderProfile("ps_4_0");
  593. rsc->addShaderProfile("vs_4_0");
  594. rsc->addShaderProfile("gs_4_0");
  595. rsc->addGpuProgramProfile(GPP_PS_4_0, "ps_4_0");
  596. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  597. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  598. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  599. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  600. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  601. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  602. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  603. rsc->setNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  604. rsc->setNumUniformBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  605. rsc->setNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  606. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  607. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM));
  608. }
  609. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  610. {
  611. rsc->addShaderProfile("ps_4_1");
  612. rsc->addShaderProfile("vs_4_1");
  613. rsc->addShaderProfile("gs_4_1");
  614. rsc->addGpuProgramProfile(GPP_PS_4_1, "ps_4_1");
  615. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  616. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  617. }
  618. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  619. {
  620. rsc->addShaderProfile("ps_5_0");
  621. rsc->addShaderProfile("vs_5_0");
  622. rsc->addShaderProfile("gs_5_0");
  623. rsc->addShaderProfile("cs_5_0");
  624. rsc->addShaderProfile("hs_5_0");
  625. rsc->addShaderProfile("ds_5_0");
  626. rsc->addGpuProgramProfile(GPP_PS_5_0, "ps_5_0");
  627. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  628. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  629. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  630. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  631. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  632. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  633. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  634. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  635. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  636. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  637. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  638. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  639. rsc->setNumUniformBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  640. rsc->setNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  641. rsc->setNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  642. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  643. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM)
  644. + rsc->getNumUniformBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM)
  645. + rsc->getNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM));
  646. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  647. }
  648. rsc->setCapability(RSC_USER_CLIP_PLANES);
  649. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  650. // Adapter details
  651. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  652. // determine vendor
  653. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  654. switch(adapterID.VendorId)
  655. {
  656. case 0x10DE:
  657. rsc->setVendor(GPU_NVIDIA);
  658. break;
  659. case 0x1002:
  660. rsc->setVendor(GPU_ATI);
  661. break;
  662. case 0x163C:
  663. case 0x8086:
  664. rsc->setVendor(GPU_INTEL);
  665. break;
  666. case 0x5333:
  667. rsc->setVendor(GPU_S3);
  668. break;
  669. case 0x3D3D:
  670. rsc->setVendor(GPU_3DLABS);
  671. break;
  672. case 0x102B:
  673. rsc->setVendor(GPU_MATROX);
  674. break;
  675. default:
  676. rsc->setVendor(GPU_UNKNOWN);
  677. break;
  678. };
  679. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  680. rsc->setCapability(RSC_TEXTURE_3D);
  681. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  682. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  683. rsc->setCapability(RSC_TEXTURE_FLOAT);
  684. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  685. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  686. rsc->setCapability(RSC_POINT_SPRITES);
  687. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  688. rsc->setMaxPointSize(256);
  689. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  690. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  691. rsc->setCapability(RSC_PERSTAGECONSTANT);
  692. return rsc;
  693. }
  694. void D3D11RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
  695. {
  696. // Do nothing
  697. }
  698. String D3D11RenderSystem::getErrorDescription(long errorNumber) const
  699. {
  700. return mDevice->getErrorDescription();
  701. }
  702. void D3D11RenderSystem::determineFSAASettings(UINT32 fsaa, const String& fsaaHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outFSAASettings)
  703. {
  704. bool ok = false;
  705. bool qualityHint = fsaaHint.find("Quality") != String::npos;
  706. size_t origFSAA = fsaa;
  707. bool tryCSAA = false;
  708. // NVIDIA, prefer CSAA if available for 8+
  709. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  710. // if this is the first window, caps will not be initialised yet
  711. if (mActiveD3DDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  712. fsaa >= 8)
  713. {
  714. tryCSAA = true;
  715. }
  716. while (!ok)
  717. {
  718. // Deal with special cases
  719. if (tryCSAA)
  720. {
  721. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  722. switch(fsaa)
  723. {
  724. case 8:
  725. if (qualityHint)
  726. {
  727. outFSAASettings->Count = 8;
  728. outFSAASettings->Quality = 8;
  729. }
  730. else
  731. {
  732. outFSAASettings->Count = 4;
  733. outFSAASettings->Quality = 8;
  734. }
  735. break;
  736. case 16:
  737. if (qualityHint)
  738. {
  739. outFSAASettings->Count = 8;
  740. outFSAASettings->Quality = 16;
  741. }
  742. else
  743. {
  744. outFSAASettings->Count = 4;
  745. outFSAASettings->Quality = 16;
  746. }
  747. break;
  748. }
  749. }
  750. else // !CSAA
  751. {
  752. outFSAASettings->Count = fsaa == 0 ? 1 : fsaa;
  753. outFSAASettings->Quality = 0;
  754. }
  755. HRESULT hr;
  756. UINT outQuality;
  757. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outFSAASettings->Count, &outQuality);
  758. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outFSAASettings->Quality))
  759. {
  760. ok = true;
  761. }
  762. else
  763. {
  764. // downgrade
  765. if (tryCSAA && fsaa == 8)
  766. {
  767. // for CSAA, we'll try downgrading with quality mode at all samples.
  768. // then try without quality, then drop CSAA
  769. if (qualityHint)
  770. {
  771. // drop quality first
  772. qualityHint = false;
  773. }
  774. else
  775. {
  776. // drop CSAA entirely
  777. tryCSAA = false;
  778. }
  779. // return to original requested samples
  780. fsaa = static_cast<UINT32>(origFSAA);
  781. }
  782. else
  783. {
  784. // drop samples
  785. --fsaa;
  786. if (fsaa == 1)
  787. {
  788. // ran out of options, no FSAA
  789. fsaa = 0;
  790. ok = true;
  791. }
  792. }
  793. }
  794. } // while !ok
  795. }
  796. bool D3D11RenderSystem::checkTextureFilteringSupported(TextureType ttype, PixelFormat format, int usage)
  797. {
  798. return true;
  799. }
  800. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  801. {
  802. return VET_COLOR_ABGR;
  803. }
  804. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram /*= false */)
  805. {
  806. dest = matrix;
  807. // Convert depth range from [-1,+1] to [0,1]
  808. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  809. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  810. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  811. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  812. if (!forGpuProgram)
  813. {
  814. // Convert right-handed to left-handed
  815. dest[0][2] = -dest[0][2];
  816. dest[1][2] = -dest[1][2];
  817. dest[2][2] = -dest[2][2];
  818. dest[3][2] = -dest[3][2];
  819. }
  820. }
  821. float D3D11RenderSystem::getHorizontalTexelOffset()
  822. {
  823. return 0.0f;
  824. }
  825. float D3D11RenderSystem::getVerticalTexelOffset()
  826. {
  827. return 0.0f;
  828. }
  829. float D3D11RenderSystem::getMinimumDepthInputValue()
  830. {
  831. return 0.0f;
  832. }
  833. float D3D11RenderSystem::getMaximumDepthInputValue()
  834. {
  835. return -1.0f;
  836. }
  837. /************************************************************************/
  838. /* PRIVATE */
  839. /************************************************************************/
  840. void D3D11RenderSystem::applyInputLayout()
  841. {
  842. if(mActiveVertexDeclaration == nullptr)
  843. {
  844. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  845. return;
  846. }
  847. if(mActiveVertexShader == nullptr)
  848. {
  849. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  850. return;
  851. }
  852. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  853. mDevice->getImmediateContext()->IASetInputLayout(ia);
  854. }
  855. }