CmD3D11RenderSystem.cpp 32 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012
  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 "CmGpuParams.h"
  24. #include "CmCoreThread.h"
  25. #include "CmDebug.h"
  26. #include "CmException.h"
  27. namespace CamelotFramework
  28. {
  29. D3D11RenderSystem::D3D11RenderSystem()
  30. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  31. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_9_1)
  32. , mHLSLFactory(nullptr), mIAManager(nullptr)
  33. , mStencilRef(0)
  34. {
  35. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  36. }
  37. D3D11RenderSystem::~D3D11RenderSystem()
  38. {
  39. // This needs to be called from the child class, since destroy_internal is virtual
  40. gCoreThread().queueCommand(boost::bind(&D3D11RenderSystem::destroy_internal, this), true);
  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. RenderSystem::initialize_internal(asyncOp);
  106. asyncOp.completeOperation(primaryWindow);
  107. }
  108. void D3D11RenderSystem::destroy_internal()
  109. {
  110. THROW_IF_NOT_CORE_THREAD;
  111. if(mIAManager != nullptr)
  112. {
  113. cm_delete(mIAManager);
  114. mIAManager = nullptr;
  115. }
  116. if(mHLSLFactory != nullptr)
  117. {
  118. cm_delete(mHLSLFactory);
  119. mHLSLFactory = nullptr;
  120. }
  121. mActiveVertexDeclaration = nullptr;
  122. mActiveVertexShader = nullptr;
  123. RenderStateManager::shutDown();
  124. RenderWindowManager::shutDown();
  125. GpuProgramManager::shutDown();
  126. HardwareBufferManager::shutDown();
  127. TextureManager::shutDown();
  128. SAFE_RELEASE(mDXGIFactory);
  129. if(mDevice != nullptr)
  130. {
  131. cm_delete(mDevice);
  132. mDevice = nullptr;
  133. }
  134. if(mDriverList != nullptr)
  135. {
  136. cm_delete(mDriverList);
  137. mDriverList = nullptr;
  138. }
  139. mActiveD3DDriver = nullptr;
  140. RenderSystem::destroy_internal();
  141. }
  142. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  143. {
  144. THROW_IF_NOT_CORE_THREAD;
  145. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  146. // and then set them all up at once before rendering? Needs testing
  147. ID3D11SamplerState* samplerArray[1];
  148. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  149. samplerArray[0] = d3d11SamplerState->getInternal();
  150. switch(gptype)
  151. {
  152. case GPT_VERTEX_PROGRAM:
  153. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  154. break;
  155. case GPT_FRAGMENT_PROGRAM:
  156. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  157. break;
  158. case GPT_GEOMETRY_PROGRAM:
  159. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  160. break;
  161. case GPT_DOMAIN_PROGRAM:
  162. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  163. break;
  164. case GPT_HULL_PROGRAM:
  165. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  166. break;
  167. case GPT_COMPUTE_PROGRAM:
  168. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  169. break;
  170. default:
  171. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  172. }
  173. }
  174. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  175. {
  176. THROW_IF_NOT_CORE_THREAD;
  177. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  178. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  179. }
  180. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  181. {
  182. THROW_IF_NOT_CORE_THREAD;
  183. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  184. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  185. }
  186. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  187. {
  188. THROW_IF_NOT_CORE_THREAD;
  189. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  190. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  191. }
  192. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  193. {
  194. THROW_IF_NOT_CORE_THREAD;
  195. // TODO - Set up UAVs?
  196. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  197. // and then set them all up at once before rendering? Needs testing
  198. ID3D11ShaderResourceView* viewArray[1];
  199. if(texPtr != nullptr && enabled)
  200. {
  201. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  202. viewArray[0] = d3d11Texture->getSRV();
  203. }
  204. else
  205. viewArray[0] = nullptr;
  206. switch(gptype)
  207. {
  208. case GPT_VERTEX_PROGRAM:
  209. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  210. break;
  211. case GPT_FRAGMENT_PROGRAM:
  212. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  213. break;
  214. case GPT_GEOMETRY_PROGRAM:
  215. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  216. break;
  217. case GPT_DOMAIN_PROGRAM:
  218. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  219. break;
  220. case GPT_HULL_PROGRAM:
  221. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  222. break;
  223. case GPT_COMPUTE_PROGRAM:
  224. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  225. break;
  226. default:
  227. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  228. }
  229. }
  230. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  231. {
  232. THROW_IF_NOT_CORE_THREAD;
  233. setTexture(gptype, texUnit, false, nullptr);
  234. }
  235. void D3D11RenderSystem::beginFrame()
  236. {
  237. // Not used
  238. }
  239. void D3D11RenderSystem::endFrame()
  240. {
  241. // Not used
  242. }
  243. void D3D11RenderSystem::setViewport(ViewportPtr& vp)
  244. {
  245. THROW_IF_NOT_CORE_THREAD;
  246. assert(vp != nullptr);
  247. // Set render target
  248. RenderTargetPtr target = vp->getTarget();
  249. setRenderTarget(target);
  250. // set viewport dimensions
  251. mViewport.TopLeftX = (FLOAT)vp->getLeft();
  252. mViewport.TopLeftY = (FLOAT)vp->getTop();
  253. mViewport.Width = (FLOAT)vp->getWidth();
  254. mViewport.Height = (FLOAT)vp->getHeight();
  255. if (vp->getTarget()->requiresTextureFlipping())
  256. {
  257. // Convert "top-left" to "bottom-left"
  258. mViewport.TopLeftY = vp->getTarget()->getHeight() - mViewport.Height - mViewport.TopLeftY;
  259. }
  260. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  261. mViewport.MinDepth = 0.0f;
  262. mViewport.MaxDepth = 1.0f;
  263. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  264. }
  265. void D3D11RenderSystem::setVertexBuffer(UINT32 index, const VertexBufferPtr& buffer)
  266. {
  267. THROW_IF_NOT_CORE_THREAD;
  268. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  269. if(index < 0 || index >= maxBoundVertexBuffers)
  270. CM_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  271. ID3D11Buffer* buffers[1];
  272. D3D11VertexBuffer* vertexBuffer = static_cast<D3D11VertexBuffer*>(buffer.get());
  273. buffers[0] = vertexBuffer->getD3DVertexBuffer();
  274. UINT32 strides[1] = { buffer->getVertexSize() };
  275. UINT32 offsets[1] = { 0 };
  276. mDevice->getImmediateContext()->IASetVertexBuffers(index, 1, buffers, strides, offsets);
  277. }
  278. void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  279. {
  280. THROW_IF_NOT_CORE_THREAD;
  281. D3D11IndexBuffer* indexBuffer = static_cast<D3D11IndexBuffer*>(buffer.get());
  282. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  283. if(indexBuffer->getType() == IndexBuffer::IT_16BIT)
  284. indexFormat = DXGI_FORMAT_R16_UINT;
  285. else if(indexBuffer->getType() == IndexBuffer::IT_32BIT)
  286. indexFormat = DXGI_FORMAT_R32_UINT;
  287. else
  288. CM_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
  289. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  290. }
  291. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  292. {
  293. THROW_IF_NOT_CORE_THREAD;
  294. mActiveVertexDeclaration = vertexDeclaration;
  295. }
  296. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  297. {
  298. THROW_IF_NOT_CORE_THREAD;
  299. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  300. }
  301. void D3D11RenderSystem::bindGpuProgram(HGpuProgram prg)
  302. {
  303. THROW_IF_NOT_CORE_THREAD;
  304. if(!prg.isLoaded())
  305. return;
  306. switch(prg->getType())
  307. {
  308. case GPT_VERTEX_PROGRAM:
  309. {
  310. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg->getBindingDelegate().get());
  311. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  312. mActiveVertexShader = std::static_pointer_cast<D3D11HLSLProgram>(prg.getInternalPtr());
  313. break;
  314. }
  315. case GPT_FRAGMENT_PROGRAM:
  316. {
  317. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg->getBindingDelegate().get());
  318. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  319. break;
  320. }
  321. case GPT_GEOMETRY_PROGRAM:
  322. {
  323. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg->getBindingDelegate().get());
  324. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  325. break;
  326. }
  327. case GPT_DOMAIN_PROGRAM:
  328. {
  329. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg->getBindingDelegate().get());
  330. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  331. break;
  332. }
  333. case GPT_HULL_PROGRAM:
  334. {
  335. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg->getBindingDelegate().get());
  336. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  337. break;
  338. }
  339. case GPT_COMPUTE_PROGRAM:
  340. {
  341. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg->getBindingDelegate().get());
  342. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  343. break;
  344. }
  345. default:
  346. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  347. }
  348. if (mDevice->hasError())
  349. CM_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  350. }
  351. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  352. {
  353. THROW_IF_NOT_CORE_THREAD;
  354. switch(gptype)
  355. {
  356. case GPT_VERTEX_PROGRAM:
  357. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  358. mActiveVertexShader = nullptr;
  359. break;
  360. case GPT_FRAGMENT_PROGRAM:
  361. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  362. break;
  363. case GPT_GEOMETRY_PROGRAM:
  364. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  365. break;
  366. case GPT_DOMAIN_PROGRAM:
  367. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  368. break;
  369. case GPT_HULL_PROGRAM:
  370. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  371. break;
  372. case GPT_COMPUTE_PROGRAM:
  373. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  374. break;
  375. default:
  376. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  377. }
  378. }
  379. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, BindableGpuParams& bindableParams)
  380. {
  381. THROW_IF_NOT_CORE_THREAD;
  382. GpuParams& params = bindableParams.getParams();
  383. params.updateHardwareBuffers();
  384. const GpuParamDesc& paramDesc = params.getParamDesc();
  385. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  386. {
  387. HSamplerState& samplerState = params.getSamplerState(iter->second.slot);
  388. if(samplerState == nullptr)
  389. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  390. else
  391. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  392. }
  393. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  394. {
  395. HTexture texture = params.getTexture(iter->second.slot);
  396. if(!texture.isLoaded())
  397. setTexture(gptype, iter->second.slot, false, nullptr);
  398. else
  399. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  400. }
  401. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  402. ID3D11Buffer* bufferArray[1];
  403. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  404. {
  405. GpuParamBlockBufferPtr currentBlockBuffer = params.getParamBlockBuffer(iter->second.slot);
  406. if(currentBlockBuffer != nullptr)
  407. {
  408. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer.get());
  409. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  410. }
  411. else
  412. bufferArray[0] = nullptr;
  413. switch(gptype)
  414. {
  415. case GPT_VERTEX_PROGRAM:
  416. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  417. break;
  418. case GPT_FRAGMENT_PROGRAM:
  419. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  420. break;
  421. case GPT_GEOMETRY_PROGRAM:
  422. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  423. break;
  424. case GPT_HULL_PROGRAM:
  425. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  426. break;
  427. case GPT_DOMAIN_PROGRAM:
  428. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  429. break;
  430. case GPT_COMPUTE_PROGRAM:
  431. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  432. break;
  433. };
  434. }
  435. if (mDevice->hasError())
  436. CM_EXCEPT(RenderingAPIException, "Failed to bindGpuParams : " + mDevice->getErrorDescription());
  437. }
  438. void D3D11RenderSystem::draw(UINT32 vertexCount)
  439. {
  440. THROW_IF_NOT_CORE_THREAD;
  441. applyInputLayout();
  442. mDevice->getImmediateContext()->Draw(vertexCount, 0);
  443. #if CM_DEBUG_MODE
  444. if(mDevice->hasError())
  445. LOGWRN(mDevice->getErrorDescription());
  446. #endif
  447. }
  448. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexCount)
  449. {
  450. THROW_IF_NOT_CORE_THREAD;
  451. applyInputLayout();
  452. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, 0);
  453. #if CM_DEBUG_MODE
  454. if(mDevice->hasError())
  455. LOGWRN(mDevice->getErrorDescription());
  456. #endif
  457. }
  458. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  459. {
  460. THROW_IF_NOT_CORE_THREAD;
  461. mScissorRect.left = static_cast<LONG>(left);
  462. mScissorRect.top = static_cast<LONG>(top);
  463. mScissorRect.bottom = static_cast<LONG>(bottom);
  464. mScissorRect.right = static_cast<LONG>(right);
  465. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  466. }
  467. void D3D11RenderSystem::clear(RenderTargetPtr target, UINT32 buffers, const Color& color, float depth, UINT16 stencil, const Rect& clearArea)
  468. {
  469. THROW_IF_NOT_CORE_THREAD;
  470. // Clear render surfaces
  471. if (buffers & FBT_COLOR)
  472. {
  473. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  474. ID3D11RenderTargetView** views = cm_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  475. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  476. target->getCustomAttribute("RTV", views);
  477. if (!views[0])
  478. {
  479. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  480. return;
  481. }
  482. float clearColor[4];
  483. clearColor[0] = color.r;
  484. clearColor[1] = color.g;
  485. clearColor[2] = color.b;
  486. clearColor[3] = color.a;
  487. for(UINT32 i = 0; i < maxRenderTargets; i++)
  488. {
  489. if(views[i] != nullptr)
  490. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  491. }
  492. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  493. }
  494. // Clear depth stencil
  495. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  496. {
  497. ID3D11DepthStencilView* depthStencilView = nullptr;
  498. target->getCustomAttribute("DSV", &depthStencilView);
  499. D3D11_CLEAR_FLAG clearFlag;
  500. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  501. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  502. else if((buffers & FBT_STENCIL) != 0)
  503. clearFlag = D3D11_CLEAR_STENCIL;
  504. else
  505. clearFlag = D3D11_CLEAR_DEPTH;
  506. if(depthStencilView != nullptr)
  507. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  508. }
  509. }
  510. void D3D11RenderSystem::setRenderTarget(RenderTargetPtr target)
  511. {
  512. THROW_IF_NOT_CORE_THREAD;
  513. mActiveRenderTarget = target;
  514. // Retrieve render surfaces
  515. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  516. ID3D11RenderTargetView** views = cm_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  517. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  518. target->getCustomAttribute("RTV", views);
  519. if (!views[0])
  520. {
  521. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  522. return;
  523. }
  524. // Retrieve depth stencil
  525. ID3D11DepthStencilView* depthStencilView = nullptr;
  526. target->getCustomAttribute("DSV", &depthStencilView);
  527. // Bind render targets
  528. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  529. if (mDevice->hasError())
  530. CM_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  531. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  532. }
  533. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  534. {
  535. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  536. }
  537. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  538. {
  539. THROW_IF_NOT_CORE_THREAD;
  540. RenderSystemCapabilities* rsc = cm_new<RenderSystemCapabilities>();
  541. rsc->setDriverVersion(mDriverVersion);
  542. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  543. rsc->setRenderSystemName(getName());
  544. rsc->setCapability(RSC_HWSTENCIL);
  545. rsc->setStencilBufferBitDepth(8);
  546. rsc->setCapability(RSC_ANISOTROPY);
  547. rsc->setCapability(RSC_AUTOMIPMAP);
  548. rsc->setCapability(RSC_BLENDING);
  549. rsc->setCapability(RSC_DOT3);
  550. // Cube map
  551. rsc->setCapability(RSC_CUBEMAPPING);
  552. // We always support compression, D3DX will decompress if device does not support
  553. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  554. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  555. rsc->setCapability(RSC_VBO);
  556. rsc->setCapability(RSC_SCISSOR_TEST);
  557. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  558. rsc->setCapability(RSC_STENCIL_WRAP);
  559. rsc->setCapability(RSC_HWOCCLUSION);
  560. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  561. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  562. rsc->setMaxBoundVertexBuffers(32);
  563. else
  564. rsc->setMaxBoundVertexBuffers(16);
  565. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  566. {
  567. rsc->addShaderProfile("ps_4_0");
  568. rsc->addShaderProfile("vs_4_0");
  569. rsc->addShaderProfile("gs_4_0");
  570. rsc->addGpuProgramProfile(GPP_PS_4_0, "ps_4_0");
  571. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  572. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  573. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  574. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  575. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  576. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  577. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  578. rsc->setNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  579. rsc->setNumUniformBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  580. rsc->setNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  581. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  582. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM));
  583. }
  584. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  585. {
  586. rsc->addShaderProfile("ps_4_1");
  587. rsc->addShaderProfile("vs_4_1");
  588. rsc->addShaderProfile("gs_4_1");
  589. rsc->addGpuProgramProfile(GPP_PS_4_1, "ps_4_1");
  590. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  591. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  592. }
  593. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  594. {
  595. rsc->addShaderProfile("ps_5_0");
  596. rsc->addShaderProfile("vs_5_0");
  597. rsc->addShaderProfile("gs_5_0");
  598. rsc->addShaderProfile("cs_5_0");
  599. rsc->addShaderProfile("hs_5_0");
  600. rsc->addShaderProfile("ds_5_0");
  601. rsc->addGpuProgramProfile(GPP_PS_5_0, "ps_5_0");
  602. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  603. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  604. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  605. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  606. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  607. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  608. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  609. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  610. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  611. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  612. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  613. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  614. rsc->setNumUniformBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  615. rsc->setNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  616. rsc->setNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  617. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  618. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM)
  619. + rsc->getNumUniformBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM)
  620. + rsc->getNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM));
  621. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  622. }
  623. rsc->setCapability(RSC_USER_CLIP_PLANES);
  624. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  625. // Adapter details
  626. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  627. // determine vendor
  628. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  629. switch(adapterID.VendorId)
  630. {
  631. case 0x10DE:
  632. rsc->setVendor(GPU_NVIDIA);
  633. break;
  634. case 0x1002:
  635. rsc->setVendor(GPU_ATI);
  636. break;
  637. case 0x163C:
  638. case 0x8086:
  639. rsc->setVendor(GPU_INTEL);
  640. break;
  641. case 0x5333:
  642. rsc->setVendor(GPU_S3);
  643. break;
  644. case 0x3D3D:
  645. rsc->setVendor(GPU_3DLABS);
  646. break;
  647. case 0x102B:
  648. rsc->setVendor(GPU_MATROX);
  649. break;
  650. default:
  651. rsc->setVendor(GPU_UNKNOWN);
  652. break;
  653. };
  654. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  655. rsc->setCapability(RSC_TEXTURE_3D);
  656. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  657. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  658. rsc->setCapability(RSC_TEXTURE_FLOAT);
  659. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  660. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  661. rsc->setCapability(RSC_POINT_SPRITES);
  662. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  663. rsc->setMaxPointSize(256);
  664. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  665. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  666. rsc->setCapability(RSC_PERSTAGECONSTANT);
  667. return rsc;
  668. }
  669. void D3D11RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
  670. {
  671. // Do nothing
  672. }
  673. String D3D11RenderSystem::getErrorDescription(long errorNumber) const
  674. {
  675. return mDevice->getErrorDescription();
  676. }
  677. void D3D11RenderSystem::determineFSAASettings(UINT32 fsaa, const String& fsaaHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outFSAASettings)
  678. {
  679. bool ok = false;
  680. bool qualityHint = fsaaHint.find("Quality") != String::npos;
  681. size_t origFSAA = fsaa;
  682. bool tryCSAA = false;
  683. // NVIDIA, prefer CSAA if available for 8+
  684. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  685. // if this is the first window, caps will not be initialised yet
  686. if (mActiveD3DDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  687. fsaa >= 8)
  688. {
  689. tryCSAA = true;
  690. }
  691. while (!ok)
  692. {
  693. // Deal with special cases
  694. if (tryCSAA)
  695. {
  696. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  697. switch(fsaa)
  698. {
  699. case 8:
  700. if (qualityHint)
  701. {
  702. outFSAASettings->Count = 8;
  703. outFSAASettings->Quality = 8;
  704. }
  705. else
  706. {
  707. outFSAASettings->Count = 4;
  708. outFSAASettings->Quality = 8;
  709. }
  710. break;
  711. case 16:
  712. if (qualityHint)
  713. {
  714. outFSAASettings->Count = 8;
  715. outFSAASettings->Quality = 16;
  716. }
  717. else
  718. {
  719. outFSAASettings->Count = 4;
  720. outFSAASettings->Quality = 16;
  721. }
  722. break;
  723. }
  724. }
  725. else // !CSAA
  726. {
  727. outFSAASettings->Count = fsaa == 0 ? 1 : fsaa;
  728. outFSAASettings->Quality = 0;
  729. }
  730. HRESULT hr;
  731. UINT outQuality;
  732. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outFSAASettings->Count, &outQuality);
  733. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outFSAASettings->Quality))
  734. {
  735. ok = true;
  736. }
  737. else
  738. {
  739. // downgrade
  740. if (tryCSAA && fsaa == 8)
  741. {
  742. // for CSAA, we'll try downgrading with quality mode at all samples.
  743. // then try without quality, then drop CSAA
  744. if (qualityHint)
  745. {
  746. // drop quality first
  747. qualityHint = false;
  748. }
  749. else
  750. {
  751. // drop CSAA entirely
  752. tryCSAA = false;
  753. }
  754. // return to original requested samples
  755. fsaa = static_cast<UINT32>(origFSAA);
  756. }
  757. else
  758. {
  759. // drop samples
  760. --fsaa;
  761. if (fsaa == 1)
  762. {
  763. // ran out of options, no FSAA
  764. fsaa = 0;
  765. ok = true;
  766. }
  767. }
  768. }
  769. } // while !ok
  770. }
  771. bool D3D11RenderSystem::checkTextureFilteringSupported(TextureType ttype, PixelFormat format, int usage)
  772. {
  773. return true;
  774. }
  775. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  776. {
  777. return VET_COLOR_ABGR;
  778. }
  779. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram /*= false */)
  780. {
  781. dest = matrix;
  782. // Convert depth range from [-1,+1] to [0,1]
  783. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  784. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  785. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  786. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  787. if (!forGpuProgram)
  788. {
  789. // Convert right-handed to left-handed
  790. dest[0][2] = -dest[0][2];
  791. dest[1][2] = -dest[1][2];
  792. dest[2][2] = -dest[2][2];
  793. dest[3][2] = -dest[3][2];
  794. }
  795. }
  796. float D3D11RenderSystem::getHorizontalTexelOffset()
  797. {
  798. return 0.0f;
  799. }
  800. float D3D11RenderSystem::getVerticalTexelOffset()
  801. {
  802. return 0.0f;
  803. }
  804. float D3D11RenderSystem::getMinimumDepthInputValue()
  805. {
  806. return 0.0f;
  807. }
  808. float D3D11RenderSystem::getMaximumDepthInputValue()
  809. {
  810. return -1.0f;
  811. }
  812. /************************************************************************/
  813. /* PRIVATE */
  814. /************************************************************************/
  815. void D3D11RenderSystem::applyInputLayout()
  816. {
  817. if(mActiveVertexDeclaration == nullptr)
  818. {
  819. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  820. return;
  821. }
  822. if(mActiveVertexShader == nullptr)
  823. {
  824. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  825. return;
  826. }
  827. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  828. mDevice->getImmediateContext()->IASetInputLayout(ia);
  829. }
  830. }