CmD3D11RenderSystem.cpp 32 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 "CmGpuParams.h"
  24. #include "CmDebug.h"
  25. #include "CmException.h"
  26. #if CM_DEBUG_MODE
  27. #define THROW_IF_NOT_RENDER_THREAD throwIfNotRenderThread();
  28. #else
  29. #define THROW_IF_NOT_RENDER_THREAD
  30. #endif
  31. namespace CamelotFramework
  32. {
  33. D3D11RenderSystem::D3D11RenderSystem()
  34. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  35. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_9_1)
  36. , mHLSLFactory(nullptr), mIAManager(nullptr)
  37. , mStencilRef(0)
  38. {
  39. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  40. }
  41. D3D11RenderSystem::~D3D11RenderSystem()
  42. {
  43. // This needs to be called from the child class, since destroy_internal is virtual
  44. queueCommand(boost::bind(&D3D11RenderSystem::destroy_internal, this), true);
  45. }
  46. const String& D3D11RenderSystem::getName() const
  47. {
  48. static String strName("D3D11RenderSystem");
  49. return strName;
  50. }
  51. const String& D3D11RenderSystem::getShadingLanguageName() const
  52. {
  53. static String strName("hlsl");
  54. return strName;
  55. }
  56. void D3D11RenderSystem::initialize_internal(AsyncOp& asyncOp)
  57. {
  58. THROW_IF_NOT_RENDER_THREAD;
  59. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  60. if(FAILED(hr))
  61. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  62. mDriverList = cm_new<D3D11DriverList>(mDXGIFactory);
  63. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  64. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  65. D3D_FEATURE_LEVEL requestedLevels[] = {
  66. D3D_FEATURE_LEVEL_11_0,
  67. D3D_FEATURE_LEVEL_10_1,
  68. D3D_FEATURE_LEVEL_10_0,
  69. D3D_FEATURE_LEVEL_9_3,
  70. D3D_FEATURE_LEVEL_9_2,
  71. D3D_FEATURE_LEVEL_9_1
  72. };
  73. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  74. UINT32 deviceFlags = 0;
  75. #if CM_DEBUG_MODE
  76. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  77. #endif
  78. ID3D11Device* device;
  79. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  80. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  81. if(FAILED(hr))
  82. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  83. mDevice = cm_new<D3D11Device>(device);
  84. LARGE_INTEGER driverVersion;
  85. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device /* intentionally D3D10, not D3D11 */, &driverVersion)))
  86. {
  87. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  88. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  89. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  90. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  91. }
  92. // Create the texture manager for use by others
  93. TextureManager::startUp(cm_new<D3D11TextureManager>());
  94. // Also create hardware buffer manager
  95. HardwareBufferManager::startUp(cm_new<D3D11HardwareBufferManager>(std::ref(*mDevice)));
  96. // Create the GPU program manager
  97. GpuProgramManager::startUp(cm_new<D3D11GpuProgramManager>(std::ref(*mDevice)));
  98. // Create render window manager
  99. RenderWindowManager::startUp(cm_new<D3D11RenderWindowManager>(this));
  100. // Create & register HLSL factory
  101. mHLSLFactory = cm_new<D3D11HLSLProgramFactory>();
  102. // Create render state manager
  103. RenderStateManager::startUp(cm_new<D3D11RenderStateManager>());
  104. mCurrentCapabilities = createRenderSystemCapabilities();
  105. mCurrentCapabilities->addShaderProfile("hlsl");
  106. HighLevelGpuProgramManager::instance().addFactory(mHLSLFactory);
  107. mIAManager = cm_new<D3D11InputLayoutManager>();
  108. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  109. RenderSystem::initialize_internal(asyncOp);
  110. asyncOp.completeOperation(primaryWindow);
  111. }
  112. void D3D11RenderSystem::destroy_internal()
  113. {
  114. THROW_IF_NOT_RENDER_THREAD;
  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_RENDER_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_RENDER_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_RENDER_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_RENDER_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_RENDER_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_RENDER_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(ViewportPtr& vp)
  248. {
  249. THROW_IF_NOT_RENDER_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->getLeft();
  256. mViewport.TopLeftY = (FLOAT)vp->getTop();
  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::setVertexBuffer(UINT32 index, const VertexBufferPtr& buffer)
  270. {
  271. THROW_IF_NOT_RENDER_THREAD;
  272. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  273. if(index < 0 || index >= maxBoundVertexBuffers)
  274. CM_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  275. ID3D11Buffer* buffers[1];
  276. D3D11VertexBuffer* vertexBuffer = static_cast<D3D11VertexBuffer*>(buffer.get());
  277. buffers[0] = vertexBuffer->getD3DVertexBuffer();
  278. UINT32 strides[1] = { buffer->getVertexSize() };
  279. UINT32 offsets[1] = { 0 };
  280. mDevice->getImmediateContext()->IASetVertexBuffers(index, 1, buffers, strides, offsets);
  281. }
  282. void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  283. {
  284. THROW_IF_NOT_RENDER_THREAD;
  285. D3D11IndexBuffer* indexBuffer = static_cast<D3D11IndexBuffer*>(buffer.get());
  286. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  287. if(indexBuffer->getType() == IndexBuffer::IT_16BIT)
  288. indexFormat = DXGI_FORMAT_R16_UINT;
  289. else if(indexBuffer->getType() == IndexBuffer::IT_32BIT)
  290. indexFormat = DXGI_FORMAT_R32_UINT;
  291. else
  292. CM_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
  293. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  294. }
  295. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  296. {
  297. THROW_IF_NOT_RENDER_THREAD;
  298. mActiveVertexDeclaration = vertexDeclaration;
  299. }
  300. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  301. {
  302. THROW_IF_NOT_RENDER_THREAD;
  303. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  304. }
  305. void D3D11RenderSystem::bindGpuProgram(HGpuProgram prg)
  306. {
  307. THROW_IF_NOT_RENDER_THREAD;
  308. if(!prg.isLoaded())
  309. return;
  310. switch(prg->getType())
  311. {
  312. case GPT_VERTEX_PROGRAM:
  313. {
  314. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg->getBindingDelegate().get());
  315. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  316. mActiveVertexShader = std::static_pointer_cast<D3D11HLSLProgram>(prg.getInternalPtr());
  317. break;
  318. }
  319. case GPT_FRAGMENT_PROGRAM:
  320. {
  321. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg->getBindingDelegate().get());
  322. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  323. break;
  324. }
  325. case GPT_GEOMETRY_PROGRAM:
  326. {
  327. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg->getBindingDelegate().get());
  328. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  329. break;
  330. }
  331. case GPT_DOMAIN_PROGRAM:
  332. {
  333. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg->getBindingDelegate().get());
  334. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  335. break;
  336. }
  337. case GPT_HULL_PROGRAM:
  338. {
  339. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg->getBindingDelegate().get());
  340. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  341. break;
  342. }
  343. case GPT_COMPUTE_PROGRAM:
  344. {
  345. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg->getBindingDelegate().get());
  346. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  347. break;
  348. }
  349. default:
  350. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  351. }
  352. }
  353. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  354. {
  355. THROW_IF_NOT_RENDER_THREAD;
  356. switch(gptype)
  357. {
  358. case GPT_VERTEX_PROGRAM:
  359. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  360. mActiveVertexShader = nullptr;
  361. break;
  362. case GPT_FRAGMENT_PROGRAM:
  363. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  364. break;
  365. case GPT_GEOMETRY_PROGRAM:
  366. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  367. break;
  368. case GPT_DOMAIN_PROGRAM:
  369. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  370. break;
  371. case GPT_HULL_PROGRAM:
  372. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  373. break;
  374. case GPT_COMPUTE_PROGRAM:
  375. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  376. break;
  377. default:
  378. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  379. }
  380. }
  381. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, BindableGpuParams& bindableParams)
  382. {
  383. THROW_IF_NOT_RENDER_THREAD;
  384. GpuParams& params = bindableParams.getParams();
  385. params.updateHardwareBuffers();
  386. const GpuParamDesc& paramDesc = params.getParamDesc();
  387. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  388. {
  389. HSamplerState& samplerState = params.getSamplerState(iter->second.slot);
  390. if(samplerState == nullptr)
  391. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  392. else
  393. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  394. }
  395. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  396. {
  397. HTexture texture = params.getTexture(iter->second.slot);
  398. if(!texture.isLoaded())
  399. setTexture(gptype, iter->second.slot, false, nullptr);
  400. else
  401. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  402. }
  403. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  404. ID3D11Buffer* bufferArray[1];
  405. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  406. {
  407. GpuParamBlockBufferPtr currentBlockBuffer = params.getParamBlockBuffer(iter->second.slot);
  408. if(currentBlockBuffer != nullptr)
  409. {
  410. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer.get());
  411. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  412. }
  413. else
  414. bufferArray[0] = nullptr;
  415. switch(gptype)
  416. {
  417. case GPT_VERTEX_PROGRAM:
  418. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  419. break;
  420. case GPT_FRAGMENT_PROGRAM:
  421. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  422. break;
  423. case GPT_GEOMETRY_PROGRAM:
  424. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  425. break;
  426. case GPT_HULL_PROGRAM:
  427. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  428. break;
  429. case GPT_DOMAIN_PROGRAM:
  430. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  431. break;
  432. case GPT_COMPUTE_PROGRAM:
  433. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  434. break;
  435. };
  436. }
  437. }
  438. void D3D11RenderSystem::draw(UINT32 vertexCount)
  439. {
  440. THROW_IF_NOT_RENDER_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_RENDER_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_RENDER_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, unsigned int buffers, const Color& color, float depth, unsigned short stencil)
  468. {
  469. THROW_IF_NOT_RENDER_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_RENDER_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_RENDER_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. }
  831. #undef THROW_IF_NOT_RENDER_THREAD