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 BansheeEngine
  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. }
  42. const String& D3D11RenderSystem::getName() const
  43. {
  44. static String strName("D3D11RenderSystem");
  45. return strName;
  46. }
  47. const String& D3D11RenderSystem::getShadingLanguageName() const
  48. {
  49. static String strName("hlsl");
  50. return strName;
  51. }
  52. void D3D11RenderSystem::initialize_internal(AsyncOp& asyncOp)
  53. {
  54. THROW_IF_NOT_CORE_THREAD;
  55. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  56. if(FAILED(hr))
  57. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  58. mDriverList = cm_new<D3D11DriverList>(mDXGIFactory);
  59. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  60. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  61. D3D_FEATURE_LEVEL requestedLevels[] = {
  62. D3D_FEATURE_LEVEL_11_0,
  63. D3D_FEATURE_LEVEL_10_1,
  64. D3D_FEATURE_LEVEL_10_0,
  65. D3D_FEATURE_LEVEL_9_3,
  66. D3D_FEATURE_LEVEL_9_2,
  67. D3D_FEATURE_LEVEL_9_1
  68. };
  69. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  70. UINT32 deviceFlags = 0;
  71. #if CM_DEBUG_MODE
  72. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  73. #endif
  74. ID3D11Device* device;
  75. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  76. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  77. if(FAILED(hr))
  78. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  79. mDevice = cm_new<D3D11Device>(device);
  80. LARGE_INTEGER driverVersion;
  81. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device /* intentionally D3D10, not D3D11 */, &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(cm_new<D3D11TextureManager>());
  90. // Also create hardware buffer manager
  91. HardwareBufferManager::startUp(cm_new<D3D11HardwareBufferManager>(std::ref(*mDevice)));
  92. // Create the GPU program manager
  93. GpuProgramManager::startUp(cm_new<D3D11GpuProgramManager>(std::ref(*mDevice)));
  94. // Create render window manager
  95. RenderWindowManager::startUp(cm_new<D3D11RenderWindowManager>(this));
  96. // Create & register HLSL factory
  97. mHLSLFactory = cm_new<D3D11HLSLProgramFactory>();
  98. // Create render state manager
  99. RenderStateManager::startUp(cm_new<D3D11RenderStateManager>());
  100. mCurrentCapabilities = createRenderSystemCapabilities();
  101. mCurrentCapabilities->addShaderProfile("hlsl");
  102. HighLevelGpuProgramManager::instance().addFactory(mHLSLFactory);
  103. mIAManager = cm_new<D3D11InputLayoutManager>();
  104. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  105. D3D11RenderUtility::startUp(cm_new<D3D11RenderUtility>(mDevice));
  106. QueryManager::startUp(cm_new<D3D11QueryManager>());
  107. RenderSystem::initialize_internal(asyncOp);
  108. asyncOp._completeOperation(primaryWindow);
  109. }
  110. void D3D11RenderSystem::destroy_internal()
  111. {
  112. THROW_IF_NOT_CORE_THREAD;
  113. QueryManager::shutDown();
  114. D3D11RenderUtility::shutDown();
  115. if(mIAManager != nullptr)
  116. {
  117. cm_delete(mIAManager);
  118. mIAManager = nullptr;
  119. }
  120. if(mHLSLFactory != nullptr)
  121. {
  122. cm_delete(mHLSLFactory);
  123. mHLSLFactory = nullptr;
  124. }
  125. mActiveVertexDeclaration = nullptr;
  126. mActiveVertexShader = nullptr;
  127. RenderStateManager::shutDown();
  128. RenderWindowManager::shutDown();
  129. GpuProgramManager::shutDown();
  130. HardwareBufferManager::shutDown();
  131. TextureManager::shutDown();
  132. SAFE_RELEASE(mDXGIFactory);
  133. if(mDevice != nullptr)
  134. {
  135. cm_delete(mDevice);
  136. mDevice = nullptr;
  137. }
  138. if(mDriverList != nullptr)
  139. {
  140. cm_delete(mDriverList);
  141. mDriverList = nullptr;
  142. }
  143. mActiveD3DDriver = nullptr;
  144. RenderSystem::destroy_internal();
  145. }
  146. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  147. {
  148. THROW_IF_NOT_CORE_THREAD;
  149. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  150. // and then set them all up at once before rendering? Needs testing
  151. ID3D11SamplerState* samplerArray[1];
  152. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  153. samplerArray[0] = d3d11SamplerState->getInternal();
  154. switch(gptype)
  155. {
  156. case GPT_VERTEX_PROGRAM:
  157. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  158. break;
  159. case GPT_FRAGMENT_PROGRAM:
  160. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  161. break;
  162. case GPT_GEOMETRY_PROGRAM:
  163. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  164. break;
  165. case GPT_DOMAIN_PROGRAM:
  166. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  167. break;
  168. case GPT_HULL_PROGRAM:
  169. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  170. break;
  171. case GPT_COMPUTE_PROGRAM:
  172. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  173. break;
  174. default:
  175. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  176. }
  177. }
  178. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  179. {
  180. THROW_IF_NOT_CORE_THREAD;
  181. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  182. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  183. }
  184. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  185. {
  186. THROW_IF_NOT_CORE_THREAD;
  187. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  188. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  189. }
  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. }
  196. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  197. {
  198. THROW_IF_NOT_CORE_THREAD;
  199. // TODO - Set up UAVs?
  200. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  201. // and then set them all up at once before rendering? Needs testing
  202. ID3D11ShaderResourceView* viewArray[1];
  203. if(texPtr != nullptr && enabled)
  204. {
  205. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  206. viewArray[0] = d3d11Texture->getSRV();
  207. }
  208. else
  209. viewArray[0] = nullptr;
  210. switch(gptype)
  211. {
  212. case GPT_VERTEX_PROGRAM:
  213. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  214. break;
  215. case GPT_FRAGMENT_PROGRAM:
  216. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  217. break;
  218. case GPT_GEOMETRY_PROGRAM:
  219. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  220. break;
  221. case GPT_DOMAIN_PROGRAM:
  222. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  223. break;
  224. case GPT_HULL_PROGRAM:
  225. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  226. break;
  227. case GPT_COMPUTE_PROGRAM:
  228. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  229. break;
  230. default:
  231. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  232. }
  233. }
  234. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  235. {
  236. THROW_IF_NOT_CORE_THREAD;
  237. setTexture(gptype, texUnit, false, nullptr);
  238. }
  239. void D3D11RenderSystem::beginFrame()
  240. {
  241. // Not used
  242. }
  243. void D3D11RenderSystem::endFrame()
  244. {
  245. // Not used
  246. }
  247. void D3D11RenderSystem::setViewport(const ViewportPtr& vp)
  248. {
  249. THROW_IF_NOT_CORE_THREAD;
  250. assert(vp != nullptr);
  251. // Set render target
  252. RenderTargetPtr target = vp->getTarget();
  253. setRenderTarget(target);
  254. // set viewport dimensions
  255. mViewport.TopLeftX = (FLOAT)vp->getX();
  256. mViewport.TopLeftY = (FLOAT)vp->getY();
  257. mViewport.Width = (FLOAT)vp->getWidth();
  258. mViewport.Height = (FLOAT)vp->getHeight();
  259. if (vp->getTarget()->requiresTextureFlipping())
  260. {
  261. // Convert "top-left" to "bottom-left"
  262. mViewport.TopLeftY = vp->getTarget()->getHeight() - mViewport.Height - mViewport.TopLeftY;
  263. }
  264. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  265. mViewport.MinDepth = 0.0f;
  266. mViewport.MaxDepth = 1.0f;
  267. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  268. }
  269. void D3D11RenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers)
  270. {
  271. THROW_IF_NOT_CORE_THREAD;
  272. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  273. if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
  274. CM_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  275. ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
  276. UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
  277. UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
  278. for(UINT32 i = 0; i < numBuffers; i++)
  279. {
  280. D3D11VertexBuffer* vertexBuffer = static_cast<D3D11VertexBuffer*>(buffers[i].get());
  281. dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
  282. strides[i] = buffers[i]->getVertexSize();
  283. offsets[i] = 0;
  284. }
  285. mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
  286. }
  287. void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  288. {
  289. THROW_IF_NOT_CORE_THREAD;
  290. D3D11IndexBuffer* indexBuffer = static_cast<D3D11IndexBuffer*>(buffer.get());
  291. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  292. if(indexBuffer->getType() == IndexBuffer::IT_16BIT)
  293. indexFormat = DXGI_FORMAT_R16_UINT;
  294. else if(indexBuffer->getType() == IndexBuffer::IT_32BIT)
  295. indexFormat = DXGI_FORMAT_R32_UINT;
  296. else
  297. CM_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
  298. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  299. }
  300. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  301. {
  302. THROW_IF_NOT_CORE_THREAD;
  303. mActiveVertexDeclaration = vertexDeclaration;
  304. }
  305. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  306. {
  307. THROW_IF_NOT_CORE_THREAD;
  308. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  309. }
  310. void D3D11RenderSystem::bindGpuProgram(HGpuProgram prg)
  311. {
  312. THROW_IF_NOT_CORE_THREAD;
  313. if(!prg.isLoaded())
  314. return;
  315. switch(prg->getType())
  316. {
  317. case GPT_VERTEX_PROGRAM:
  318. {
  319. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg->getBindingDelegate().get());
  320. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  321. mActiveVertexShader = std::static_pointer_cast<D3D11HLSLProgram>(prg.getInternalPtr());
  322. break;
  323. }
  324. case GPT_FRAGMENT_PROGRAM:
  325. {
  326. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg->getBindingDelegate().get());
  327. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  328. break;
  329. }
  330. case GPT_GEOMETRY_PROGRAM:
  331. {
  332. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg->getBindingDelegate().get());
  333. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  334. break;
  335. }
  336. case GPT_DOMAIN_PROGRAM:
  337. {
  338. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg->getBindingDelegate().get());
  339. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  340. break;
  341. }
  342. case GPT_HULL_PROGRAM:
  343. {
  344. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg->getBindingDelegate().get());
  345. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  346. break;
  347. }
  348. case GPT_COMPUTE_PROGRAM:
  349. {
  350. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg->getBindingDelegate().get());
  351. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  352. break;
  353. }
  354. default:
  355. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  356. }
  357. if (mDevice->hasError())
  358. CM_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  359. }
  360. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  361. {
  362. THROW_IF_NOT_CORE_THREAD;
  363. switch(gptype)
  364. {
  365. case GPT_VERTEX_PROGRAM:
  366. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  367. mActiveVertexShader = nullptr;
  368. break;
  369. case GPT_FRAGMENT_PROGRAM:
  370. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  371. break;
  372. case GPT_GEOMETRY_PROGRAM:
  373. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  374. break;
  375. case GPT_DOMAIN_PROGRAM:
  376. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  377. break;
  378. case GPT_HULL_PROGRAM:
  379. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  380. break;
  381. case GPT_COMPUTE_PROGRAM:
  382. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  383. break;
  384. default:
  385. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  386. }
  387. }
  388. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, BindableGpuParams& bindableParams)
  389. {
  390. THROW_IF_NOT_CORE_THREAD;
  391. bindableParams.updateHardwareBuffers();
  392. const GpuParamDesc& paramDesc = bindableParams.getParamDesc();
  393. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  394. {
  395. HSamplerState& samplerState = bindableParams.getSamplerState(iter->second.slot);
  396. if(samplerState == nullptr)
  397. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  398. else
  399. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  400. }
  401. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  402. {
  403. HTexture texture = bindableParams.getTexture(iter->second.slot);
  404. if(!texture.isLoaded())
  405. setTexture(gptype, iter->second.slot, false, nullptr);
  406. else
  407. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  408. }
  409. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  410. ID3D11Buffer* bufferArray[1];
  411. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  412. {
  413. GpuParamBlockBufferPtr currentBlockBuffer = bindableParams.getParamBlockBuffer(iter->second.slot);
  414. if(currentBlockBuffer != nullptr)
  415. {
  416. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer.get());
  417. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  418. }
  419. else
  420. bufferArray[0] = nullptr;
  421. switch(gptype)
  422. {
  423. case GPT_VERTEX_PROGRAM:
  424. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  425. break;
  426. case GPT_FRAGMENT_PROGRAM:
  427. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  428. break;
  429. case GPT_GEOMETRY_PROGRAM:
  430. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  431. break;
  432. case GPT_HULL_PROGRAM:
  433. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  434. break;
  435. case GPT_DOMAIN_PROGRAM:
  436. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  437. break;
  438. case GPT_COMPUTE_PROGRAM:
  439. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  440. break;
  441. };
  442. }
  443. if (mDevice->hasError())
  444. CM_EXCEPT(RenderingAPIException, "Failed to bindGpuParams : " + mDevice->getErrorDescription());
  445. }
  446. void D3D11RenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  447. {
  448. THROW_IF_NOT_CORE_THREAD;
  449. applyInputLayout();
  450. mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
  451. #if CM_DEBUG_MODE
  452. if(mDevice->hasError())
  453. LOGWRN(mDevice->getErrorDescription());
  454. #endif
  455. }
  456. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  457. {
  458. THROW_IF_NOT_CORE_THREAD;
  459. applyInputLayout();
  460. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
  461. #if CM_DEBUG_MODE
  462. if(mDevice->hasError())
  463. LOGWRN(mDevice->getErrorDescription());
  464. #endif
  465. }
  466. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  467. {
  468. THROW_IF_NOT_CORE_THREAD;
  469. mScissorRect.left = static_cast<LONG>(left);
  470. mScissorRect.top = static_cast<LONG>(top);
  471. mScissorRect.bottom = static_cast<LONG>(bottom);
  472. mScissorRect.right = static_cast<LONG>(right);
  473. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  474. }
  475. void D3D11RenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  476. {
  477. THROW_IF_NOT_CORE_THREAD;
  478. if(mActiveRenderTarget == nullptr)
  479. return;
  480. RectI clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  481. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  482. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == mActiveRenderTarget->getWidth() && clearArea.height == mActiveRenderTarget->getHeight());
  483. if(!clearEntireTarget)
  484. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  485. else
  486. clearRenderTarget(buffers, color, depth, stencil);
  487. }
  488. void D3D11RenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  489. {
  490. THROW_IF_NOT_CORE_THREAD;
  491. if(mActiveRenderTarget == nullptr)
  492. return;
  493. // Clear render surfaces
  494. if (buffers & FBT_COLOR)
  495. {
  496. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  497. ID3D11RenderTargetView** views = cm_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  498. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  499. mActiveRenderTarget->getCustomAttribute("RTV", views);
  500. if (!views[0])
  501. {
  502. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  503. return;
  504. }
  505. float clearColor[4];
  506. clearColor[0] = color.r;
  507. clearColor[1] = color.g;
  508. clearColor[2] = color.b;
  509. clearColor[3] = color.a;
  510. for(UINT32 i = 0; i < maxRenderTargets; i++)
  511. {
  512. if(views[i] != nullptr)
  513. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  514. }
  515. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  516. }
  517. // Clear depth stencil
  518. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  519. {
  520. ID3D11DepthStencilView* depthStencilView = nullptr;
  521. mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
  522. D3D11_CLEAR_FLAG clearFlag;
  523. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  524. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  525. else if((buffers & FBT_STENCIL) != 0)
  526. clearFlag = D3D11_CLEAR_STENCIL;
  527. else
  528. clearFlag = D3D11_CLEAR_DEPTH;
  529. if(depthStencilView != nullptr)
  530. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  531. }
  532. }
  533. void D3D11RenderSystem::setRenderTarget(RenderTargetPtr target)
  534. {
  535. THROW_IF_NOT_CORE_THREAD;
  536. mActiveRenderTarget = target;
  537. // Retrieve render surfaces
  538. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  539. ID3D11RenderTargetView** views = cm_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  540. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  541. target->getCustomAttribute("RTV", views);
  542. if (!views[0])
  543. {
  544. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  545. return;
  546. }
  547. // Retrieve depth stencil
  548. ID3D11DepthStencilView* depthStencilView = nullptr;
  549. target->getCustomAttribute("DSV", &depthStencilView);
  550. // Bind render targets
  551. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  552. if (mDevice->hasError())
  553. CM_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  554. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  555. }
  556. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  557. {
  558. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  559. }
  560. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  561. {
  562. THROW_IF_NOT_CORE_THREAD;
  563. RenderSystemCapabilities* rsc = cm_new<RenderSystemCapabilities>();
  564. rsc->setCategoryRelevant(CAPS_CATEGORY_D3D11, true);
  565. rsc->setDriverVersion(mDriverVersion);
  566. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  567. rsc->setRenderSystemName(getName());
  568. rsc->setCapability(RSC_HWSTENCIL);
  569. rsc->setStencilBufferBitDepth(8);
  570. rsc->setCapability(RSC_ANISOTROPY);
  571. rsc->setCapability(RSC_AUTOMIPMAP);
  572. rsc->setCapability(RSC_BLENDING);
  573. rsc->setCapability(RSC_DOT3);
  574. // Cube map
  575. rsc->setCapability(RSC_CUBEMAPPING);
  576. // We always support compression, D3DX will decompress if device does not support
  577. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  578. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  579. rsc->setCapability(RSC_VBO);
  580. rsc->setCapability(RSC_SCISSOR_TEST);
  581. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  582. rsc->setCapability(RSC_STENCIL_WRAP);
  583. rsc->setCapability(RSC_HWOCCLUSION);
  584. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  585. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  586. rsc->setMaxBoundVertexBuffers(32);
  587. else
  588. rsc->setMaxBoundVertexBuffers(16);
  589. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  590. {
  591. rsc->addShaderProfile("ps_4_0");
  592. rsc->addShaderProfile("vs_4_0");
  593. rsc->addShaderProfile("gs_4_0");
  594. rsc->addGpuProgramProfile(GPP_PS_4_0, "ps_4_0");
  595. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  596. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  597. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  598. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  599. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  600. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  601. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  602. rsc->setNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  603. rsc->setNumUniformBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  604. rsc->setNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  605. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  606. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM));
  607. }
  608. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  609. {
  610. rsc->addShaderProfile("ps_4_1");
  611. rsc->addShaderProfile("vs_4_1");
  612. rsc->addShaderProfile("gs_4_1");
  613. rsc->addGpuProgramProfile(GPP_PS_4_1, "ps_4_1");
  614. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  615. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  616. }
  617. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  618. {
  619. rsc->addShaderProfile("ps_5_0");
  620. rsc->addShaderProfile("vs_5_0");
  621. rsc->addShaderProfile("gs_5_0");
  622. rsc->addShaderProfile("cs_5_0");
  623. rsc->addShaderProfile("hs_5_0");
  624. rsc->addShaderProfile("ds_5_0");
  625. rsc->addGpuProgramProfile(GPP_PS_5_0, "ps_5_0");
  626. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  627. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  628. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  629. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  630. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  631. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  632. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  633. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  634. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  635. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  636. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  637. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  638. rsc->setNumUniformBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  639. rsc->setNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  640. rsc->setNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  641. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  642. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM)
  643. + rsc->getNumUniformBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM)
  644. + rsc->getNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM));
  645. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  646. }
  647. rsc->setCapability(RSC_USER_CLIP_PLANES);
  648. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  649. // Adapter details
  650. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  651. // determine vendor
  652. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  653. switch(adapterID.VendorId)
  654. {
  655. case 0x10DE:
  656. rsc->setVendor(GPU_NVIDIA);
  657. break;
  658. case 0x1002:
  659. rsc->setVendor(GPU_AMD);
  660. break;
  661. case 0x163C:
  662. case 0x8086:
  663. rsc->setVendor(GPU_INTEL);
  664. break;
  665. default:
  666. rsc->setVendor(GPU_UNKNOWN);
  667. break;
  668. };
  669. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  670. rsc->setCapability(RSC_TEXTURE_3D);
  671. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  672. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  673. rsc->setCapability(RSC_TEXTURE_FLOAT);
  674. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  675. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  676. rsc->setCapability(RSC_POINT_SPRITES);
  677. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  678. rsc->setMaxPointSize(256);
  679. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  680. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  681. rsc->setCapability(RSC_PERSTAGECONSTANT);
  682. return rsc;
  683. }
  684. void D3D11RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
  685. {
  686. // Do nothing
  687. }
  688. void D3D11RenderSystem::determineFSAASettings(UINT32 fsaa, const String& fsaaHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outFSAASettings)
  689. {
  690. bool ok = false;
  691. bool qualityHint = fsaaHint.find("Quality") != String::npos;
  692. size_t origFSAA = fsaa;
  693. bool tryCSAA = false;
  694. // NVIDIA, prefer CSAA if available for 8+
  695. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  696. // if this is the first window, caps will not be initialised yet
  697. if (mActiveD3DDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  698. fsaa >= 8)
  699. {
  700. tryCSAA = true;
  701. }
  702. while (!ok)
  703. {
  704. // Deal with special cases
  705. if (tryCSAA)
  706. {
  707. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  708. switch(fsaa)
  709. {
  710. case 8:
  711. if (qualityHint)
  712. {
  713. outFSAASettings->Count = 8;
  714. outFSAASettings->Quality = 8;
  715. }
  716. else
  717. {
  718. outFSAASettings->Count = 4;
  719. outFSAASettings->Quality = 8;
  720. }
  721. break;
  722. case 16:
  723. if (qualityHint)
  724. {
  725. outFSAASettings->Count = 8;
  726. outFSAASettings->Quality = 16;
  727. }
  728. else
  729. {
  730. outFSAASettings->Count = 4;
  731. outFSAASettings->Quality = 16;
  732. }
  733. break;
  734. }
  735. }
  736. else // !CSAA
  737. {
  738. outFSAASettings->Count = fsaa == 0 ? 1 : fsaa;
  739. outFSAASettings->Quality = 0;
  740. }
  741. HRESULT hr;
  742. UINT outQuality;
  743. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outFSAASettings->Count, &outQuality);
  744. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outFSAASettings->Quality))
  745. {
  746. ok = true;
  747. }
  748. else
  749. {
  750. // downgrade
  751. if (tryCSAA && fsaa == 8)
  752. {
  753. // for CSAA, we'll try downgrading with quality mode at all samples.
  754. // then try without quality, then drop CSAA
  755. if (qualityHint)
  756. {
  757. // drop quality first
  758. qualityHint = false;
  759. }
  760. else
  761. {
  762. // drop CSAA entirely
  763. tryCSAA = false;
  764. }
  765. // return to original requested samples
  766. fsaa = static_cast<UINT32>(origFSAA);
  767. }
  768. else
  769. {
  770. // drop samples
  771. --fsaa;
  772. if (fsaa == 1)
  773. {
  774. // ran out of options, no FSAA
  775. fsaa = 0;
  776. ok = true;
  777. }
  778. }
  779. }
  780. } // while !ok
  781. }
  782. bool D3D11RenderSystem::checkTextureFilteringSupported(TextureType ttype, PixelFormat format, int usage)
  783. {
  784. return true;
  785. }
  786. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  787. {
  788. return VET_COLOR_ABGR;
  789. }
  790. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram /*= false */)
  791. {
  792. dest = matrix;
  793. // Convert depth range from [-1,+1] to [0,1]
  794. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  795. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  796. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  797. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  798. if (!forGpuProgram)
  799. {
  800. // Convert right-handed to left-handed
  801. dest[0][2] = -dest[0][2];
  802. dest[1][2] = -dest[1][2];
  803. dest[2][2] = -dest[2][2];
  804. dest[3][2] = -dest[3][2];
  805. }
  806. }
  807. float D3D11RenderSystem::getHorizontalTexelOffset()
  808. {
  809. return 0.0f;
  810. }
  811. float D3D11RenderSystem::getVerticalTexelOffset()
  812. {
  813. return 0.0f;
  814. }
  815. float D3D11RenderSystem::getMinimumDepthInputValue()
  816. {
  817. return 0.0f;
  818. }
  819. float D3D11RenderSystem::getMaximumDepthInputValue()
  820. {
  821. return -1.0f;
  822. }
  823. /************************************************************************/
  824. /* PRIVATE */
  825. /************************************************************************/
  826. void D3D11RenderSystem::applyInputLayout()
  827. {
  828. if(mActiveVertexDeclaration == nullptr)
  829. {
  830. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  831. return;
  832. }
  833. if(mActiveVertexShader == nullptr)
  834. {
  835. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  836. return;
  837. }
  838. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  839. mDevice->getImmediateContext()->IASetInputLayout(ia);
  840. }
  841. }