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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 "CmD3D11RenderWindowManager.h"
  9. #include "CmD3D11HLSLProgramFactory.h"
  10. #include "CmD3D11BlendState.h"
  11. #include "CmD3D11RasterizerState.h"
  12. #include "CmD3D11DepthStencilState.h"
  13. #include "CmD3D11SamplerState.h"
  14. #include "CmD3D11GpuProgram.h"
  15. #include "CmD3D11Mappings.h"
  16. #include "CmD3D11VertexBuffer.h"
  17. #include "CmD3D11IndexBuffer.h"
  18. #include "CmD3D11RenderStateManager.h"
  19. #include "CmD3D11GpuParamBlockBuffer.h"
  20. #include "CmD3D11InputLayoutManager.h"
  21. #include "CmD3D11RenderUtility.h"
  22. #include "CmBindableGpuParams.h"
  23. #include "CmCoreThread.h"
  24. #include "CmD3D11QueryManager.h"
  25. #include "CmDebug.h"
  26. #include "CmException.h"
  27. namespace BansheeEngine
  28. {
  29. D3D11RenderSystem::D3D11RenderSystem()
  30. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  31. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_11_0)
  32. , mHLSLFactory(nullptr), mIAManager(nullptr)
  33. , mStencilRef(0), mActiveDrawOp(DOT_TRIANGLE_LIST)
  34. {
  35. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  36. }
  37. D3D11RenderSystem::~D3D11RenderSystem()
  38. {
  39. }
  40. const String& D3D11RenderSystem::getName() const
  41. {
  42. static String strName("D3D11RenderSystem");
  43. return strName;
  44. }
  45. const String& D3D11RenderSystem::getShadingLanguageName() const
  46. {
  47. static String strName("hlsl");
  48. return strName;
  49. }
  50. void D3D11RenderSystem::initialize_internal(AsyncOp& asyncOp)
  51. {
  52. THROW_IF_NOT_CORE_THREAD;
  53. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  54. if(FAILED(hr))
  55. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  56. mDriverList = cm_new<D3D11DriverList>(mDXGIFactory);
  57. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  58. mVideoModeInfo = mActiveD3DDriver->getVideoModeInfo();
  59. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  60. D3D_FEATURE_LEVEL requestedLevels[] = {
  61. D3D_FEATURE_LEVEL_11_0,
  62. D3D_FEATURE_LEVEL_10_1,
  63. D3D_FEATURE_LEVEL_10_0,
  64. D3D_FEATURE_LEVEL_9_3,
  65. D3D_FEATURE_LEVEL_9_2,
  66. D3D_FEATURE_LEVEL_9_1
  67. };
  68. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  69. UINT32 deviceFlags = 0;
  70. #if CM_DEBUG_MODE
  71. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  72. #endif
  73. ID3D11Device* device;
  74. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  75. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  76. if(FAILED(hr))
  77. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  78. mDevice = cm_new<D3D11Device>(device);
  79. // This must query for DirectX 10 interface as this is unsupported for DX11
  80. LARGE_INTEGER driverVersion;
  81. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device, &driverVersion)))
  82. {
  83. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  84. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  85. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  86. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  87. }
  88. // Create the texture manager for use by others
  89. TextureManager::startUp<D3D11TextureManager>();
  90. // Also create hardware buffer manager
  91. HardwareBufferManager::startUp<D3D11HardwareBufferManager>(std::ref(*mDevice));
  92. // Create render window manager
  93. RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
  94. // Create & register HLSL factory
  95. mHLSLFactory = cm_new<D3D11HLSLProgramFactory>();
  96. // Create render state manager
  97. RenderStateManager::startUp<D3D11RenderStateManager>();
  98. mCurrentCapabilities = createRenderSystemCapabilities();
  99. mCurrentCapabilities->addShaderProfile("hlsl");
  100. GpuProgramManager::instance().addFactory(mHLSLFactory);
  101. mIAManager = cm_new<D3D11InputLayoutManager>();
  102. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  103. D3D11RenderUtility::startUp(mDevice);
  104. QueryManager::startUp<D3D11QueryManager>();
  105. RenderSystem::initialize_internal(asyncOp);
  106. asyncOp._completeOperation(primaryWindow);
  107. }
  108. void D3D11RenderSystem::destroy_internal()
  109. {
  110. THROW_IF_NOT_CORE_THREAD;
  111. QueryManager::shutDown();
  112. D3D11RenderUtility::shutDown();
  113. if(mIAManager != nullptr)
  114. {
  115. cm_delete(mIAManager);
  116. mIAManager = nullptr;
  117. }
  118. if(mHLSLFactory != nullptr)
  119. {
  120. cm_delete(mHLSLFactory);
  121. mHLSLFactory = nullptr;
  122. }
  123. mActiveVertexDeclaration = nullptr;
  124. mActiveVertexShader = nullptr;
  125. RenderStateManager::shutDown();
  126. RenderWindowManager::shutDown();
  127. HardwareBufferManager::shutDown();
  128. TextureManager::shutDown();
  129. SAFE_RELEASE(mDXGIFactory);
  130. if(mDevice != nullptr)
  131. {
  132. cm_delete(mDevice);
  133. mDevice = nullptr;
  134. }
  135. if(mDriverList != nullptr)
  136. {
  137. cm_delete(mDriverList);
  138. mDriverList = nullptr;
  139. }
  140. mActiveD3DDriver = nullptr;
  141. RenderSystem::destroy_internal();
  142. }
  143. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  144. {
  145. THROW_IF_NOT_CORE_THREAD;
  146. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  147. // and then set them all up at once before rendering? Needs testing
  148. ID3D11SamplerState* samplerArray[1];
  149. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  150. samplerArray[0] = d3d11SamplerState->getInternal();
  151. switch(gptype)
  152. {
  153. case GPT_VERTEX_PROGRAM:
  154. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  155. break;
  156. case GPT_FRAGMENT_PROGRAM:
  157. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  158. break;
  159. case GPT_GEOMETRY_PROGRAM:
  160. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  161. break;
  162. case GPT_DOMAIN_PROGRAM:
  163. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  164. break;
  165. case GPT_HULL_PROGRAM:
  166. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  167. break;
  168. case GPT_COMPUTE_PROGRAM:
  169. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  170. break;
  171. default:
  172. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  173. }
  174. mRenderStats.numSamplerBinds++;
  175. }
  176. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  177. {
  178. THROW_IF_NOT_CORE_THREAD;
  179. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  180. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  181. mRenderStats.numBlendStateChanges++;
  182. }
  183. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  184. {
  185. THROW_IF_NOT_CORE_THREAD;
  186. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  187. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  188. mRenderStats.numRasterizerStateChanges++;
  189. }
  190. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  191. {
  192. THROW_IF_NOT_CORE_THREAD;
  193. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  194. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  195. mRenderStats.numDepthStencilStateChanges++;
  196. }
  197. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  198. {
  199. THROW_IF_NOT_CORE_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. mRenderStats.numTextureBinds++;
  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. mRenderStats.numVertexBufferBinds++;
  289. }
  290. void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  291. {
  292. THROW_IF_NOT_CORE_THREAD;
  293. D3D11IndexBuffer* indexBuffer = static_cast<D3D11IndexBuffer*>(buffer.get());
  294. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  295. if(indexBuffer->getType() == IndexBuffer::IT_16BIT)
  296. indexFormat = DXGI_FORMAT_R16_UINT;
  297. else if(indexBuffer->getType() == IndexBuffer::IT_32BIT)
  298. indexFormat = DXGI_FORMAT_R32_UINT;
  299. else
  300. CM_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
  301. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  302. mRenderStats.numIndexBufferBinds++;
  303. }
  304. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  305. {
  306. THROW_IF_NOT_CORE_THREAD;
  307. mActiveVertexDeclaration = vertexDeclaration;
  308. }
  309. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  310. {
  311. THROW_IF_NOT_CORE_THREAD;
  312. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  313. }
  314. void D3D11RenderSystem::bindGpuProgram(HGpuProgram prg)
  315. {
  316. THROW_IF_NOT_CORE_THREAD;
  317. if(!prg.isLoaded())
  318. return;
  319. switch(prg->getType())
  320. {
  321. case GPT_VERTEX_PROGRAM:
  322. {
  323. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg.get());
  324. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  325. mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgram>(prg.getInternalPtr());
  326. break;
  327. }
  328. case GPT_FRAGMENT_PROGRAM:
  329. {
  330. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg.get());
  331. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  332. break;
  333. }
  334. case GPT_GEOMETRY_PROGRAM:
  335. {
  336. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg.get());
  337. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  338. break;
  339. }
  340. case GPT_DOMAIN_PROGRAM:
  341. {
  342. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg.get());
  343. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  344. break;
  345. }
  346. case GPT_HULL_PROGRAM:
  347. {
  348. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg.get());
  349. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  350. break;
  351. }
  352. case GPT_COMPUTE_PROGRAM:
  353. {
  354. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg.get());
  355. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  356. break;
  357. }
  358. default:
  359. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  360. }
  361. if (mDevice->hasError())
  362. CM_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  363. mRenderStats.numGpuProgramBinds++;
  364. }
  365. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  366. {
  367. THROW_IF_NOT_CORE_THREAD;
  368. switch(gptype)
  369. {
  370. case GPT_VERTEX_PROGRAM:
  371. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  372. mActiveVertexShader = nullptr;
  373. break;
  374. case GPT_FRAGMENT_PROGRAM:
  375. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  376. break;
  377. case GPT_GEOMETRY_PROGRAM:
  378. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  379. break;
  380. case GPT_DOMAIN_PROGRAM:
  381. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  382. break;
  383. case GPT_HULL_PROGRAM:
  384. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  385. break;
  386. case GPT_COMPUTE_PROGRAM:
  387. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  388. break;
  389. default:
  390. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  391. }
  392. mRenderStats.numGpuProgramBinds++;
  393. }
  394. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, BindableGpuParams& bindableParams)
  395. {
  396. THROW_IF_NOT_CORE_THREAD;
  397. bindableParams.updateHardwareBuffers();
  398. const GpuParamDesc& paramDesc = bindableParams.getParamDesc();
  399. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  400. {
  401. HSamplerState& samplerState = bindableParams.getSamplerState(iter->second.slot);
  402. if(samplerState == nullptr)
  403. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  404. else
  405. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  406. }
  407. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  408. {
  409. HTexture texture = bindableParams.getTexture(iter->second.slot);
  410. if(!texture.isLoaded())
  411. setTexture(gptype, iter->second.slot, false, nullptr);
  412. else
  413. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  414. }
  415. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  416. ID3D11Buffer* bufferArray[1];
  417. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  418. {
  419. GpuParamBlockBufferPtr currentBlockBuffer = bindableParams.getParamBlockBuffer(iter->second.slot);
  420. if(currentBlockBuffer != nullptr)
  421. {
  422. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer.get());
  423. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  424. }
  425. else
  426. bufferArray[0] = nullptr;
  427. switch(gptype)
  428. {
  429. case GPT_VERTEX_PROGRAM:
  430. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  431. break;
  432. case GPT_FRAGMENT_PROGRAM:
  433. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  434. break;
  435. case GPT_GEOMETRY_PROGRAM:
  436. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  437. break;
  438. case GPT_HULL_PROGRAM:
  439. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  440. break;
  441. case GPT_DOMAIN_PROGRAM:
  442. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  443. break;
  444. case GPT_COMPUTE_PROGRAM:
  445. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  446. break;
  447. };
  448. mRenderStats.numGpuParamBufferBinds++;
  449. }
  450. if (mDevice->hasError())
  451. CM_EXCEPT(RenderingAPIException, "Failed to bindGpuParams : " + mDevice->getErrorDescription());
  452. }
  453. void D3D11RenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  454. {
  455. THROW_IF_NOT_CORE_THREAD;
  456. applyInputLayout();
  457. mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
  458. #if CM_DEBUG_MODE
  459. if(mDevice->hasError())
  460. LOGWRN(mDevice->getErrorDescription());
  461. #endif
  462. mRenderStats.numDrawCalls++;
  463. mRenderStats.numVertices += vertexCount;
  464. mRenderStats.numPrimitives += vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  465. }
  466. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  467. {
  468. THROW_IF_NOT_CORE_THREAD;
  469. applyInputLayout();
  470. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
  471. #if CM_DEBUG_MODE
  472. if(mDevice->hasError())
  473. LOGWRN(mDevice->getErrorDescription());
  474. #endif
  475. mRenderStats.numDrawCalls++;
  476. mRenderStats.numVertices += vertexCount;
  477. mRenderStats.numPrimitives += vertexCountToPrimCount(mActiveDrawOp, indexCount);
  478. }
  479. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  480. {
  481. THROW_IF_NOT_CORE_THREAD;
  482. mScissorRect.left = static_cast<LONG>(left);
  483. mScissorRect.top = static_cast<LONG>(top);
  484. mScissorRect.bottom = static_cast<LONG>(bottom);
  485. mScissorRect.right = static_cast<LONG>(right);
  486. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  487. }
  488. void D3D11RenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  489. {
  490. THROW_IF_NOT_CORE_THREAD;
  491. if(mActiveRenderTarget == nullptr)
  492. return;
  493. RectI clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  494. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  495. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == mActiveRenderTarget->getWidth() && clearArea.height == mActiveRenderTarget->getHeight());
  496. if (!clearEntireTarget)
  497. {
  498. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  499. mRenderStats.numClears++;
  500. }
  501. else
  502. clearRenderTarget(buffers, color, depth, stencil);
  503. }
  504. void D3D11RenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  505. {
  506. THROW_IF_NOT_CORE_THREAD;
  507. if(mActiveRenderTarget == nullptr)
  508. return;
  509. // Clear render surfaces
  510. if (buffers & FBT_COLOR)
  511. {
  512. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  513. ID3D11RenderTargetView** views = cm_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  514. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  515. mActiveRenderTarget->getCustomAttribute("RTV", views);
  516. if (!views[0])
  517. {
  518. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  519. return;
  520. }
  521. float clearColor[4];
  522. clearColor[0] = color.r;
  523. clearColor[1] = color.g;
  524. clearColor[2] = color.b;
  525. clearColor[3] = color.a;
  526. for(UINT32 i = 0; i < maxRenderTargets; i++)
  527. {
  528. if(views[i] != nullptr)
  529. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  530. }
  531. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  532. }
  533. // Clear depth stencil
  534. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  535. {
  536. ID3D11DepthStencilView* depthStencilView = nullptr;
  537. mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
  538. D3D11_CLEAR_FLAG clearFlag;
  539. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  540. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  541. else if((buffers & FBT_STENCIL) != 0)
  542. clearFlag = D3D11_CLEAR_STENCIL;
  543. else
  544. clearFlag = D3D11_CLEAR_DEPTH;
  545. if(depthStencilView != nullptr)
  546. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  547. }
  548. mRenderStats.numClears++;
  549. }
  550. void D3D11RenderSystem::setRenderTarget(RenderTargetPtr target)
  551. {
  552. THROW_IF_NOT_CORE_THREAD;
  553. mActiveRenderTarget = target;
  554. // Retrieve render surfaces
  555. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  556. ID3D11RenderTargetView** views = cm_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  557. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  558. target->getCustomAttribute("RTV", views);
  559. if (!views[0])
  560. {
  561. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  562. return;
  563. }
  564. // Retrieve depth stencil
  565. ID3D11DepthStencilView* depthStencilView = nullptr;
  566. target->getCustomAttribute("DSV", &depthStencilView);
  567. // Bind render targets
  568. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  569. if (mDevice->hasError())
  570. CM_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  571. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  572. mRenderStats.numRenderTargetChanges++;
  573. }
  574. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  575. {
  576. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  577. }
  578. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  579. {
  580. THROW_IF_NOT_CORE_THREAD;
  581. RenderSystemCapabilities* rsc = cm_new<RenderSystemCapabilities>();
  582. rsc->setDriverVersion(mDriverVersion);
  583. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  584. rsc->setRenderSystemName(getName());
  585. rsc->setStencilBufferBitDepth(8);
  586. rsc->setCapability(RSC_ANISOTROPY);
  587. rsc->setCapability(RSC_AUTOMIPMAP);
  588. // Cube map
  589. rsc->setCapability(RSC_CUBEMAPPING);
  590. // We always support compression, D3DX will decompress if device does not support
  591. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  592. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  593. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  594. rsc->setCapability(RSC_STENCIL_WRAP);
  595. rsc->setCapability(RSC_HWOCCLUSION);
  596. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  597. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  598. rsc->setMaxBoundVertexBuffers(32);
  599. else
  600. rsc->setMaxBoundVertexBuffers(16);
  601. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  602. {
  603. rsc->addShaderProfile("ps_4_0");
  604. rsc->addShaderProfile("vs_4_0");
  605. rsc->addShaderProfile("gs_4_0");
  606. rsc->addGpuProgramProfile(GPP_PS_4_0, "ps_4_0");
  607. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  608. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  609. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  610. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  611. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  612. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  613. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  614. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  615. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  616. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  617. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  618. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
  619. }
  620. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  621. {
  622. rsc->addShaderProfile("ps_4_1");
  623. rsc->addShaderProfile("vs_4_1");
  624. rsc->addShaderProfile("gs_4_1");
  625. rsc->addGpuProgramProfile(GPP_PS_4_1, "ps_4_1");
  626. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  627. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  628. }
  629. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  630. {
  631. rsc->addShaderProfile("ps_5_0");
  632. rsc->addShaderProfile("vs_5_0");
  633. rsc->addShaderProfile("gs_5_0");
  634. rsc->addShaderProfile("cs_5_0");
  635. rsc->addShaderProfile("hs_5_0");
  636. rsc->addShaderProfile("ds_5_0");
  637. rsc->addGpuProgramProfile(GPP_PS_5_0, "ps_5_0");
  638. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  639. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  640. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  641. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  642. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  643. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  644. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  645. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  646. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  647. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  648. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  649. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  650. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  651. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  652. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  653. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  654. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
  655. + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
  656. + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
  657. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  658. }
  659. rsc->setCapability(RSC_USER_CLIP_PLANES);
  660. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  661. // Adapter details
  662. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  663. // determine vendor
  664. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  665. switch(adapterID.VendorId)
  666. {
  667. case 0x10DE:
  668. rsc->setVendor(GPU_NVIDIA);
  669. break;
  670. case 0x1002:
  671. rsc->setVendor(GPU_AMD);
  672. break;
  673. case 0x163C:
  674. case 0x8086:
  675. rsc->setVendor(GPU_INTEL);
  676. break;
  677. default:
  678. rsc->setVendor(GPU_UNKNOWN);
  679. break;
  680. };
  681. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  682. rsc->setCapability(RSC_TEXTURE_3D);
  683. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  684. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  685. rsc->setCapability(RSC_TEXTURE_FLOAT);
  686. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  687. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  688. rsc->setCapability(RSC_POINT_SPRITES);
  689. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  690. rsc->setMaxPointSize(256);
  691. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  692. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  693. rsc->setCapability(RSC_PERSTAGECONSTANT);
  694. return rsc;
  695. }
  696. void D3D11RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
  697. {
  698. // Do nothing
  699. }
  700. void D3D11RenderSystem::determineMultisampleSettings(UINT32 multisampleCount, const String& multisampleHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc)
  701. {
  702. bool ok = false;
  703. bool qualityHint = multisampleHint.find("Quality") != String::npos;
  704. size_t origCount = multisampleCount;
  705. bool tryCSAA = false;
  706. // NVIDIA, prefer CSAA if available for 8+
  707. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  708. // if this is the first window, caps will not be initialised yet
  709. if (mActiveD3DDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  710. multisampleCount >= 8)
  711. {
  712. tryCSAA = true;
  713. }
  714. while (!ok)
  715. {
  716. // Deal with special cases
  717. if (tryCSAA)
  718. {
  719. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  720. switch(multisampleCount)
  721. {
  722. case 8:
  723. if (qualityHint)
  724. {
  725. outputSampleDesc->Count = 8;
  726. outputSampleDesc->Quality = 8;
  727. }
  728. else
  729. {
  730. outputSampleDesc->Count = 4;
  731. outputSampleDesc->Quality = 8;
  732. }
  733. break;
  734. case 16:
  735. if (qualityHint)
  736. {
  737. outputSampleDesc->Count = 8;
  738. outputSampleDesc->Quality = 16;
  739. }
  740. else
  741. {
  742. outputSampleDesc->Count = 4;
  743. outputSampleDesc->Quality = 16;
  744. }
  745. break;
  746. }
  747. }
  748. else // !CSAA
  749. {
  750. outputSampleDesc->Count = multisampleCount == 0 ? 1 : multisampleCount;
  751. outputSampleDesc->Quality = 0;
  752. }
  753. HRESULT hr;
  754. UINT outQuality;
  755. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outputSampleDesc->Count, &outQuality);
  756. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outputSampleDesc->Quality))
  757. {
  758. ok = true;
  759. }
  760. else
  761. {
  762. // downgrade
  763. if (tryCSAA && multisampleCount == 8)
  764. {
  765. // for CSAA, we'll try downgrading with quality mode at all samples.
  766. // then try without quality, then drop CSAA
  767. if (qualityHint)
  768. {
  769. // drop quality first
  770. qualityHint = false;
  771. }
  772. else
  773. {
  774. // drop CSAA entirely
  775. tryCSAA = false;
  776. }
  777. // return to original requested samples
  778. multisampleCount = static_cast<UINT32>(origCount);
  779. }
  780. else
  781. {
  782. // drop samples
  783. --multisampleCount;
  784. if (multisampleCount == 1)
  785. {
  786. // ran out of options, no multisampling
  787. multisampleCount = 0;
  788. ok = true;
  789. }
  790. }
  791. }
  792. } // while !ok
  793. }
  794. bool D3D11RenderSystem::checkTextureFilteringSupported(TextureType ttype, PixelFormat format, int usage)
  795. {
  796. return true;
  797. }
  798. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  799. {
  800. return VET_COLOR_ABGR;
  801. }
  802. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram /*= false */)
  803. {
  804. dest = matrix;
  805. // Convert depth range from [-1,+1] to [0,1]
  806. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  807. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  808. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  809. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  810. if (!forGpuProgram)
  811. {
  812. // Convert right-handed to left-handed
  813. dest[0][2] = -dest[0][2];
  814. dest[1][2] = -dest[1][2];
  815. dest[2][2] = -dest[2][2];
  816. dest[3][2] = -dest[3][2];
  817. }
  818. }
  819. float D3D11RenderSystem::getHorizontalTexelOffset()
  820. {
  821. return 0.0f;
  822. }
  823. float D3D11RenderSystem::getVerticalTexelOffset()
  824. {
  825. return 0.0f;
  826. }
  827. float D3D11RenderSystem::getMinimumDepthInputValue()
  828. {
  829. return 0.0f;
  830. }
  831. float D3D11RenderSystem::getMaximumDepthInputValue()
  832. {
  833. return -1.0f;
  834. }
  835. /************************************************************************/
  836. /* PRIVATE */
  837. /************************************************************************/
  838. void D3D11RenderSystem::applyInputLayout()
  839. {
  840. if(mActiveVertexDeclaration == nullptr)
  841. {
  842. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  843. return;
  844. }
  845. if(mActiveVertexShader == nullptr)
  846. {
  847. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  848. return;
  849. }
  850. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  851. mDevice->getImmediateContext()->IASetInputLayout(ia);
  852. }
  853. }