BsD3D11RenderAPI.cpp 37 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D11RenderAPI.h"
  4. #include "BsD3D11DriverList.h"
  5. #include "BsD3D11Driver.h"
  6. #include "BsD3D11Device.h"
  7. #include "BsD3D11TextureManager.h"
  8. #include "BsD3D11Texture.h"
  9. #include "BsD3D11HardwareBufferManager.h"
  10. #include "BsD3D11RenderWindowManager.h"
  11. #include "BsD3D11HLSLProgramFactory.h"
  12. #include "BsD3D11BlendState.h"
  13. #include "BsD3D11RasterizerState.h"
  14. #include "BsD3D11DepthStencilState.h"
  15. #include "BsD3D11SamplerState.h"
  16. #include "BsD3D11GpuProgram.h"
  17. #include "BsD3D11Mappings.h"
  18. #include "BsD3D11VertexBuffer.h"
  19. #include "BsD3D11IndexBuffer.h"
  20. #include "BsD3D11RenderStateManager.h"
  21. #include "BsD3D11GpuParamBlockBuffer.h"
  22. #include "BsD3D11InputLayoutManager.h"
  23. #include "BsD3D11TextureView.h"
  24. #include "BsD3D11RenderUtility.h"
  25. #include "BsGpuParams.h"
  26. #include "BsCoreThread.h"
  27. #include "BsD3D11QueryManager.h"
  28. #include "BsDebug.h"
  29. #include "BsException.h"
  30. #include "BsRenderStats.h"
  31. #include "BsGpuParamDesc.h"
  32. namespace BansheeEngine
  33. {
  34. D3D11RenderAPI::D3D11RenderAPI()
  35. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  36. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_11_0)
  37. , mHLSLFactory(nullptr), mIAManager(nullptr)
  38. , mStencilRef(0), mActiveDrawOp(DOT_TRIANGLE_LIST)
  39. , mViewportNorm(0.0f, 0.0f, 1.0f, 1.0f)
  40. {
  41. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  42. }
  43. D3D11RenderAPI::~D3D11RenderAPI()
  44. {
  45. }
  46. const StringID& D3D11RenderAPI::getName() const
  47. {
  48. static StringID strName("D3D11RenderAPI");
  49. return strName;
  50. }
  51. const String& D3D11RenderAPI::getShadingLanguageName() const
  52. {
  53. static String strName("hlsl");
  54. return strName;
  55. }
  56. void D3D11RenderAPI::initializePrepare()
  57. {
  58. THROW_IF_NOT_CORE_THREAD;
  59. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  60. if(FAILED(hr))
  61. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  62. mDriverList = bs_new<D3D11DriverList>(mDXGIFactory);
  63. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  64. mVideoModeInfo = mActiveD3DDriver->getVideoModeInfo();
  65. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  66. D3D_FEATURE_LEVEL requestedLevels[] = {
  67. D3D_FEATURE_LEVEL_11_0,
  68. D3D_FEATURE_LEVEL_10_1,
  69. D3D_FEATURE_LEVEL_10_0,
  70. D3D_FEATURE_LEVEL_9_3,
  71. D3D_FEATURE_LEVEL_9_2,
  72. D3D_FEATURE_LEVEL_9_1
  73. };
  74. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  75. UINT32 deviceFlags = 0;
  76. #if BS_DEBUG_MODE
  77. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  78. #endif
  79. ID3D11Device* device;
  80. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  81. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  82. if(FAILED(hr))
  83. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  84. mDevice = bs_new<D3D11Device>(device);
  85. // This must query for DirectX 10 interface as this is unsupported for DX11
  86. LARGE_INTEGER driverVersion;
  87. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device, &driverVersion)))
  88. {
  89. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  90. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  91. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  92. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  93. }
  94. // Create the texture manager for use by others
  95. TextureManager::startUp<D3D11TextureManager>();
  96. TextureCoreManager::startUp<D3D11TextureCoreManager>();
  97. // Create hardware buffer manager
  98. HardwareBufferManager::startUp();
  99. HardwareBufferCoreManager::startUp<D3D11HardwareBufferCoreManager>(std::ref(*mDevice));
  100. // Create render window manager
  101. RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
  102. RenderWindowCoreManager::startUp<D3D11RenderWindowCoreManager>(this);
  103. // Create & register HLSL factory
  104. mHLSLFactory = bs_new<D3D11HLSLProgramFactory>();
  105. // Create render state manager
  106. RenderStateCoreManager::startUp<D3D11RenderStateCoreManager>();
  107. mCurrentCapabilities = createRenderSystemCapabilities();
  108. mCurrentCapabilities->addShaderProfile("hlsl");
  109. GpuProgramCoreManager::instance().addFactory(mHLSLFactory);
  110. mIAManager = bs_new<D3D11InputLayoutManager>();
  111. RenderAPICore::initializePrepare();
  112. }
  113. void D3D11RenderAPI::initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow)
  114. {
  115. D3D11RenderUtility::startUp(mDevice);
  116. QueryManager::startUp<D3D11QueryManager>();
  117. RenderAPICore::initializeFinalize(primaryWindow);
  118. }
  119. void D3D11RenderAPI::destroyCore()
  120. {
  121. THROW_IF_NOT_CORE_THREAD;
  122. for (auto& boundUAV : mBoundUAVs)
  123. {
  124. if (boundUAV.second != nullptr)
  125. boundUAV.first->releaseView(boundUAV.second);
  126. }
  127. QueryManager::shutDown();
  128. D3D11RenderUtility::shutDown();
  129. if(mIAManager != nullptr)
  130. {
  131. bs_delete(mIAManager);
  132. mIAManager = nullptr;
  133. }
  134. if(mHLSLFactory != nullptr)
  135. {
  136. bs_delete(mHLSLFactory);
  137. mHLSLFactory = nullptr;
  138. }
  139. mActiveVertexDeclaration = nullptr;
  140. mActiveVertexShader = nullptr;
  141. mActiveRenderTarget = nullptr;
  142. RenderStateCoreManager::shutDown();
  143. RenderWindowCoreManager::shutDown();
  144. RenderWindowManager::shutDown();
  145. HardwareBufferCoreManager::shutDown();
  146. HardwareBufferManager::shutDown();
  147. TextureCoreManager::shutDown();
  148. TextureManager::shutDown();
  149. SAFE_RELEASE(mDXGIFactory);
  150. if(mDevice != nullptr)
  151. {
  152. bs_delete(mDevice);
  153. mDevice = nullptr;
  154. }
  155. if(mDriverList != nullptr)
  156. {
  157. bs_delete(mDriverList);
  158. mDriverList = nullptr;
  159. }
  160. mActiveD3DDriver = nullptr;
  161. RenderAPICore::destroyCore();
  162. }
  163. void D3D11RenderAPI::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState)
  164. {
  165. THROW_IF_NOT_CORE_THREAD;
  166. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  167. // and then set them all up at once before rendering? Needs testing
  168. ID3D11SamplerState* samplerArray[1];
  169. D3D11SamplerStateCore* d3d11SamplerState = static_cast<D3D11SamplerStateCore*>(const_cast<SamplerStateCore*>(samplerState.get()));
  170. samplerArray[0] = d3d11SamplerState->getInternal();
  171. switch(gptype)
  172. {
  173. case GPT_VERTEX_PROGRAM:
  174. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  175. break;
  176. case GPT_FRAGMENT_PROGRAM:
  177. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  178. break;
  179. case GPT_GEOMETRY_PROGRAM:
  180. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  181. break;
  182. case GPT_DOMAIN_PROGRAM:
  183. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  184. break;
  185. case GPT_HULL_PROGRAM:
  186. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  187. break;
  188. case GPT_COMPUTE_PROGRAM:
  189. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  190. break;
  191. default:
  192. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  193. }
  194. BS_INC_RENDER_STAT(NumSamplerBinds);
  195. }
  196. void D3D11RenderAPI::setBlendState(const SPtr<BlendStateCore>& blendState)
  197. {
  198. THROW_IF_NOT_CORE_THREAD;
  199. D3D11BlendStateCore* d3d11BlendState = static_cast<D3D11BlendStateCore*>(const_cast<BlendStateCore*>(blendState.get()));
  200. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  201. BS_INC_RENDER_STAT(NumBlendStateChanges);
  202. }
  203. void D3D11RenderAPI::setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState)
  204. {
  205. THROW_IF_NOT_CORE_THREAD;
  206. D3D11RasterizerStateCore* d3d11RasterizerState = static_cast<D3D11RasterizerStateCore*>(const_cast<RasterizerStateCore*>(rasterizerState.get()));
  207. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  208. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  209. }
  210. void D3D11RenderAPI::setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue)
  211. {
  212. THROW_IF_NOT_CORE_THREAD;
  213. D3D11DepthStencilStateCore* d3d11RasterizerState = static_cast<D3D11DepthStencilStateCore*>(const_cast<DepthStencilStateCore*>(depthStencilState.get()));
  214. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  215. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  216. }
  217. void D3D11RenderAPI::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr)
  218. {
  219. THROW_IF_NOT_CORE_THREAD;
  220. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  221. // and then set them all up at once before rendering? Needs testing
  222. ID3D11ShaderResourceView* viewArray[1];
  223. if(texPtr != nullptr && enabled)
  224. {
  225. D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
  226. viewArray[0] = d3d11Texture->getSRV();
  227. }
  228. else
  229. viewArray[0] = nullptr;
  230. switch(gptype)
  231. {
  232. case GPT_VERTEX_PROGRAM:
  233. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  234. break;
  235. case GPT_FRAGMENT_PROGRAM:
  236. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  237. break;
  238. case GPT_GEOMETRY_PROGRAM:
  239. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  240. break;
  241. case GPT_DOMAIN_PROGRAM:
  242. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  243. break;
  244. case GPT_HULL_PROGRAM:
  245. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  246. break;
  247. case GPT_COMPUTE_PROGRAM:
  248. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  249. break;
  250. default:
  251. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  252. }
  253. BS_INC_RENDER_STAT(NumTextureBinds);
  254. }
  255. void D3D11RenderAPI::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  256. const TextureSurface& surface)
  257. {
  258. THROW_IF_NOT_CORE_THREAD;
  259. // TODO - This hasn't bee tested and might be incorrect. I might need to set UAVs together with render targets,
  260. // especially considering DX11 expects number of UAVs to match number of render targets.
  261. ID3D11UnorderedAccessView* viewArray[1];
  262. if (texPtr != nullptr && enabled)
  263. {
  264. D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
  265. TextureViewPtr texView = TextureCore::requestView(texPtr, surface.mipLevel, 1,
  266. surface.arraySlice, surface.numArraySlices, GVU_RANDOMWRITE);
  267. D3D11TextureView* d3d11texView = static_cast<D3D11TextureView*>(texView.get());
  268. viewArray[0] = d3d11texView->getUAV();
  269. if (mBoundUAVs[unit].second != nullptr)
  270. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  271. mBoundUAVs[unit] = std::make_pair(texPtr, texView);
  272. }
  273. else
  274. {
  275. viewArray[0] = nullptr;
  276. if (mBoundUAVs[unit].second != nullptr)
  277. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  278. mBoundUAVs[unit] = std::pair<SPtr<TextureCore>, TextureViewPtr>();
  279. }
  280. if (gptype == GPT_FRAGMENT_PROGRAM)
  281. {
  282. mDevice->getImmediateContext()->OMSetRenderTargetsAndUnorderedAccessViews(
  283. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, unit, 1, viewArray, nullptr);
  284. }
  285. else if (gptype == GPT_COMPUTE_PROGRAM)
  286. {
  287. mDevice->getImmediateContext()->CSSetUnorderedAccessViews(unit, 1, viewArray, nullptr);
  288. }
  289. else
  290. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  291. BS_INC_RENDER_STAT(NumTextureBinds);
  292. }
  293. void D3D11RenderAPI::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  294. {
  295. THROW_IF_NOT_CORE_THREAD;
  296. setTexture(gptype, texUnit, false, nullptr);
  297. }
  298. void D3D11RenderAPI::beginFrame()
  299. {
  300. // Not used
  301. }
  302. void D3D11RenderAPI::endFrame()
  303. {
  304. // Not used
  305. }
  306. void D3D11RenderAPI::setViewport(const Rect2& vp)
  307. {
  308. THROW_IF_NOT_CORE_THREAD;
  309. mViewportNorm = vp;
  310. applyViewport();
  311. }
  312. void D3D11RenderAPI::applyViewport()
  313. {
  314. if (mActiveRenderTarget == nullptr)
  315. return;
  316. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  317. // Set viewport dimensions
  318. mViewport.TopLeftX = (FLOAT)(rtProps.getWidth() * mViewportNorm.x);
  319. mViewport.TopLeftY = (FLOAT)(rtProps.getHeight() * mViewportNorm.y);
  320. mViewport.Width = (FLOAT)(rtProps.getWidth() * mViewportNorm.width);
  321. mViewport.Height = (FLOAT)(rtProps.getHeight() * mViewportNorm.height);
  322. if (rtProps.requiresTextureFlipping())
  323. {
  324. // Convert "top-left" to "bottom-left"
  325. mViewport.TopLeftY = rtProps.getHeight() - mViewport.Height - mViewport.TopLeftY;
  326. }
  327. mViewport.MinDepth = 0.0f;
  328. mViewport.MaxDepth = 1.0f;
  329. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  330. }
  331. void D3D11RenderAPI::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
  332. {
  333. THROW_IF_NOT_CORE_THREAD;
  334. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  335. if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
  336. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  337. ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
  338. UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
  339. UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
  340. for(UINT32 i = 0; i < numBuffers; i++)
  341. {
  342. SPtr<D3D11VertexBufferCore> vertexBuffer = std::static_pointer_cast<D3D11VertexBufferCore>(buffers[i]);
  343. const VertexBufferProperties& vbProps = vertexBuffer->getProperties();
  344. dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
  345. strides[i] = vbProps.getVertexSize();
  346. offsets[i] = 0;
  347. }
  348. mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
  349. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  350. }
  351. void D3D11RenderAPI::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
  352. {
  353. THROW_IF_NOT_CORE_THREAD;
  354. SPtr<D3D11IndexBufferCore> indexBuffer = std::static_pointer_cast<D3D11IndexBufferCore>(buffer);
  355. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  356. if(indexBuffer->getProperties().getType() == IT_16BIT)
  357. indexFormat = DXGI_FORMAT_R16_UINT;
  358. else if (indexBuffer->getProperties().getType() == IT_32BIT)
  359. indexFormat = DXGI_FORMAT_R32_UINT;
  360. else
  361. BS_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getProperties().getType()));
  362. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  363. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  364. }
  365. void D3D11RenderAPI::setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration)
  366. {
  367. THROW_IF_NOT_CORE_THREAD;
  368. mActiveVertexDeclaration = vertexDeclaration;
  369. }
  370. void D3D11RenderAPI::setDrawOperation(DrawOperationType op)
  371. {
  372. THROW_IF_NOT_CORE_THREAD;
  373. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  374. }
  375. void D3D11RenderAPI::bindGpuProgram(const SPtr<GpuProgramCore>& prg)
  376. {
  377. THROW_IF_NOT_CORE_THREAD;
  378. switch(prg->getProperties().getType())
  379. {
  380. case GPT_VERTEX_PROGRAM:
  381. {
  382. D3D11GpuVertexProgramCore* d3d11GpuProgram = static_cast<D3D11GpuVertexProgramCore*>(prg.get());
  383. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  384. mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgramCore>(prg);
  385. break;
  386. }
  387. case GPT_FRAGMENT_PROGRAM:
  388. {
  389. D3D11GpuFragmentProgramCore* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgramCore*>(prg.get());
  390. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  391. break;
  392. }
  393. case GPT_GEOMETRY_PROGRAM:
  394. {
  395. D3D11GpuGeometryProgramCore* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgramCore*>(prg.get());
  396. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  397. break;
  398. }
  399. case GPT_DOMAIN_PROGRAM:
  400. {
  401. D3D11GpuDomainProgramCore* d3d11GpuProgram = static_cast<D3D11GpuDomainProgramCore*>(prg.get());
  402. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  403. break;
  404. }
  405. case GPT_HULL_PROGRAM:
  406. {
  407. D3D11GpuHullProgramCore* d3d11GpuProgram = static_cast<D3D11GpuHullProgramCore*>(prg.get());
  408. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  409. break;
  410. }
  411. case GPT_COMPUTE_PROGRAM:
  412. {
  413. D3D11GpuComputeProgramCore* d3d11GpuProgram = static_cast<D3D11GpuComputeProgramCore*>(prg.get());
  414. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  415. break;
  416. }
  417. default:
  418. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getProperties().getType()));
  419. }
  420. if (mDevice->hasError())
  421. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  422. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  423. }
  424. void D3D11RenderAPI::unbindGpuProgram(GpuProgramType gptype)
  425. {
  426. THROW_IF_NOT_CORE_THREAD;
  427. switch(gptype)
  428. {
  429. case GPT_VERTEX_PROGRAM:
  430. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  431. mActiveVertexShader = nullptr;
  432. break;
  433. case GPT_FRAGMENT_PROGRAM:
  434. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  435. break;
  436. case GPT_GEOMETRY_PROGRAM:
  437. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  438. break;
  439. case GPT_DOMAIN_PROGRAM:
  440. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  441. break;
  442. case GPT_HULL_PROGRAM:
  443. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  444. break;
  445. case GPT_COMPUTE_PROGRAM:
  446. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  447. break;
  448. default:
  449. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  450. }
  451. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  452. }
  453. void D3D11RenderAPI::setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& bindableParams)
  454. {
  455. THROW_IF_NOT_CORE_THREAD;
  456. bindableParams->updateHardwareBuffers();
  457. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  458. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  459. ID3D11Buffer* bufferArray[1];
  460. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  461. {
  462. SPtr<GpuParamBlockBufferCore> currentBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
  463. if(currentBlockBuffer != nullptr)
  464. {
  465. const D3D11GpuParamBlockBufferCore* d3d11paramBlockBuffer =
  466. static_cast<const D3D11GpuParamBlockBufferCore*>(currentBlockBuffer.get());
  467. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  468. }
  469. else
  470. bufferArray[0] = nullptr;
  471. switch(gptype)
  472. {
  473. case GPT_VERTEX_PROGRAM:
  474. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  475. break;
  476. case GPT_FRAGMENT_PROGRAM:
  477. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  478. break;
  479. case GPT_GEOMETRY_PROGRAM:
  480. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  481. break;
  482. case GPT_HULL_PROGRAM:
  483. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  484. break;
  485. case GPT_DOMAIN_PROGRAM:
  486. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  487. break;
  488. case GPT_COMPUTE_PROGRAM:
  489. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  490. break;
  491. };
  492. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  493. }
  494. if (mDevice->hasError())
  495. BS_EXCEPT(RenderingAPIException, "Failed to setConstantBuffers : " + mDevice->getErrorDescription());
  496. }
  497. void D3D11RenderAPI::draw(UINT32 vertexOffset, UINT32 vertexCount)
  498. {
  499. THROW_IF_NOT_CORE_THREAD;
  500. applyInputLayout();
  501. mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
  502. #if BS_DEBUG_MODE
  503. if(mDevice->hasError())
  504. LOGWRN(mDevice->getErrorDescription());
  505. #endif
  506. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  507. BS_INC_RENDER_STAT(NumDrawCalls);
  508. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  509. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  510. }
  511. void D3D11RenderAPI::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  512. {
  513. THROW_IF_NOT_CORE_THREAD;
  514. applyInputLayout();
  515. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
  516. #if BS_DEBUG_MODE
  517. if(mDevice->hasError())
  518. LOGWRN(mDevice->getErrorDescription());
  519. #endif
  520. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  521. BS_INC_RENDER_STAT(NumDrawCalls);
  522. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  523. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  524. }
  525. void D3D11RenderAPI::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  526. {
  527. THROW_IF_NOT_CORE_THREAD;
  528. mScissorRect.left = static_cast<LONG>(left);
  529. mScissorRect.top = static_cast<LONG>(top);
  530. mScissorRect.bottom = static_cast<LONG>(bottom);
  531. mScissorRect.right = static_cast<LONG>(right);
  532. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  533. }
  534. void D3D11RenderAPI::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask)
  535. {
  536. THROW_IF_NOT_CORE_THREAD;
  537. if(mActiveRenderTarget == nullptr)
  538. return;
  539. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  540. Rect2I clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  541. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  542. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == rtProps.getWidth() && clearArea.height == rtProps.getHeight());
  543. if (!clearEntireTarget)
  544. {
  545. // TODO - Ignoring targetMask here
  546. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  547. BS_INC_RENDER_STAT(NumClears);
  548. }
  549. else
  550. clearRenderTarget(buffers, color, depth, stencil, targetMask);
  551. }
  552. void D3D11RenderAPI::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask)
  553. {
  554. THROW_IF_NOT_CORE_THREAD;
  555. if(mActiveRenderTarget == nullptr)
  556. return;
  557. // Clear render surfaces
  558. if (buffers & FBT_COLOR)
  559. {
  560. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  561. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*>(maxRenderTargets);
  562. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  563. mActiveRenderTarget->getCustomAttribute("RTV", views);
  564. if (!views[0])
  565. {
  566. bs_deleteN(views, maxRenderTargets);
  567. return;
  568. }
  569. float clearColor[4];
  570. clearColor[0] = color.r;
  571. clearColor[1] = color.g;
  572. clearColor[2] = color.b;
  573. clearColor[3] = color.a;
  574. for(UINT32 i = 0; i < maxRenderTargets; i++)
  575. {
  576. if(views[i] != nullptr && ((1 << i) & targetMask) != 0)
  577. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  578. }
  579. bs_deleteN(views, maxRenderTargets);
  580. }
  581. // Clear depth stencil
  582. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  583. {
  584. ID3D11DepthStencilView* depthStencilView = nullptr;
  585. mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
  586. D3D11_CLEAR_FLAG clearFlag;
  587. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  588. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  589. else if((buffers & FBT_STENCIL) != 0)
  590. clearFlag = D3D11_CLEAR_STENCIL;
  591. else
  592. clearFlag = D3D11_CLEAR_DEPTH;
  593. if(depthStencilView != nullptr)
  594. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  595. }
  596. BS_INC_RENDER_STAT(NumClears);
  597. }
  598. void D3D11RenderAPI::setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil)
  599. {
  600. THROW_IF_NOT_CORE_THREAD;
  601. mActiveRenderTarget = target;
  602. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  603. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*>(maxRenderTargets);
  604. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  605. ID3D11DepthStencilView* depthStencilView = nullptr;
  606. if (target != nullptr)
  607. {
  608. target->getCustomAttribute("RTV", views);
  609. if(readOnlyDepthStencil)
  610. target->getCustomAttribute("RODSV", &depthStencilView);
  611. else
  612. target->getCustomAttribute("DSV", &depthStencilView);
  613. }
  614. // Bind render targets
  615. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  616. if (mDevice->hasError())
  617. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  618. bs_deleteN(views, maxRenderTargets);
  619. applyViewport();
  620. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  621. }
  622. void D3D11RenderAPI::setClipPlanesImpl(const PlaneList& clipPlanes)
  623. {
  624. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  625. }
  626. RenderAPICapabilities* D3D11RenderAPI::createRenderSystemCapabilities() const
  627. {
  628. THROW_IF_NOT_CORE_THREAD;
  629. RenderAPICapabilities* rsc = bs_new<RenderAPICapabilities>();
  630. rsc->setDriverVersion(mDriverVersion);
  631. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  632. rsc->setRenderAPIName(getName());
  633. rsc->setStencilBufferBitDepth(8);
  634. rsc->setCapability(RSC_ANISOTROPY);
  635. rsc->setCapability(RSC_AUTOMIPMAP);
  636. // Cube map
  637. rsc->setCapability(RSC_CUBEMAPPING);
  638. // We always support compression, D3DX will decompress if device does not support
  639. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  640. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  641. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  642. rsc->setCapability(RSC_STENCIL_WRAP);
  643. rsc->setCapability(RSC_HWOCCLUSION);
  644. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  645. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  646. rsc->setMaxBoundVertexBuffers(32);
  647. else
  648. rsc->setMaxBoundVertexBuffers(16);
  649. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  650. {
  651. rsc->addShaderProfile("ps_4_0");
  652. rsc->addShaderProfile("vs_4_0");
  653. rsc->addShaderProfile("gs_4_0");
  654. rsc->addGpuProgramProfile(GPP_FS_4_0, "ps_4_0");
  655. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  656. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  657. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  658. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  659. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  660. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  661. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  662. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  663. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  664. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  665. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  666. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
  667. }
  668. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  669. {
  670. rsc->addShaderProfile("ps_4_1");
  671. rsc->addShaderProfile("vs_4_1");
  672. rsc->addShaderProfile("gs_4_1");
  673. rsc->addGpuProgramProfile(GPP_FS_4_1, "ps_4_1");
  674. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  675. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  676. }
  677. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  678. {
  679. rsc->addShaderProfile("ps_5_0");
  680. rsc->addShaderProfile("vs_5_0");
  681. rsc->addShaderProfile("gs_5_0");
  682. rsc->addShaderProfile("cs_5_0");
  683. rsc->addShaderProfile("hs_5_0");
  684. rsc->addShaderProfile("ds_5_0");
  685. rsc->addGpuProgramProfile(GPP_FS_5_0, "ps_5_0");
  686. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  687. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  688. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  689. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  690. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  691. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  692. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  693. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  694. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  695. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  696. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  697. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  698. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  699. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  700. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  701. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  702. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
  703. + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
  704. + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
  705. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  706. }
  707. rsc->setCapability(RSC_USER_CLIP_PLANES);
  708. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  709. // Adapter details
  710. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  711. // Determine vendor
  712. switch(adapterID.VendorId)
  713. {
  714. case 0x10DE:
  715. rsc->setVendor(GPU_NVIDIA);
  716. break;
  717. case 0x1002:
  718. rsc->setVendor(GPU_AMD);
  719. break;
  720. case 0x163C:
  721. case 0x8086:
  722. rsc->setVendor(GPU_INTEL);
  723. break;
  724. default:
  725. rsc->setVendor(GPU_UNKNOWN);
  726. break;
  727. };
  728. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  729. rsc->setCapability(RSC_TEXTURE_3D);
  730. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  731. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  732. rsc->setCapability(RSC_TEXTURE_FLOAT);
  733. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  734. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  735. rsc->setCapability(RSC_POINT_SPRITES);
  736. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  737. rsc->setMaxPointSize(256);
  738. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  739. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  740. rsc->setCapability(RSC_PERSTAGECONSTANT);
  741. return rsc;
  742. }
  743. void D3D11RenderAPI::determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc)
  744. {
  745. bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
  746. enum CSAAMode { CSAA_Normal, CSAA_Quality };
  747. CSAAMode csaaMode = CSAA_Normal;
  748. bool foundValid = false;
  749. size_t origNumSamples = multisampleCount;
  750. while (!foundValid)
  751. {
  752. // Deal with special cases
  753. if (tryCSAA)
  754. {
  755. switch(multisampleCount)
  756. {
  757. case 8:
  758. if (csaaMode == CSAA_Quality)
  759. {
  760. outputSampleDesc->Count = 8;
  761. outputSampleDesc->Quality = 8;
  762. }
  763. else
  764. {
  765. outputSampleDesc->Count = 4;
  766. outputSampleDesc->Quality = 8;
  767. }
  768. break;
  769. case 16:
  770. if (csaaMode == CSAA_Quality)
  771. {
  772. outputSampleDesc->Count = 8;
  773. outputSampleDesc->Quality = 16;
  774. }
  775. else
  776. {
  777. outputSampleDesc->Count = 4;
  778. outputSampleDesc->Quality = 16;
  779. }
  780. break;
  781. }
  782. }
  783. else // !CSAA
  784. {
  785. outputSampleDesc->Count = multisampleCount == 0 ? 1 : multisampleCount;
  786. outputSampleDesc->Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
  787. }
  788. HRESULT hr;
  789. UINT outQuality;
  790. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outputSampleDesc->Count, &outQuality);
  791. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outputSampleDesc->Quality))
  792. {
  793. foundValid = true;
  794. }
  795. else
  796. {
  797. // Downgrade
  798. if (tryCSAA && multisampleCount == 8)
  799. {
  800. // For CSAA, we'll try downgrading with quality mode at all samples.
  801. // then try without quality, then drop CSAA
  802. if (csaaMode == CSAA_Quality)
  803. {
  804. // Drop quality first
  805. csaaMode = CSAA_Normal;
  806. }
  807. else
  808. {
  809. // Drop CSAA entirely
  810. tryCSAA = false;
  811. }
  812. // Return to original requested samples
  813. multisampleCount = static_cast<UINT32>(origNumSamples);
  814. }
  815. else
  816. {
  817. // Drop samples
  818. multisampleCount--;
  819. if (multisampleCount == 1)
  820. {
  821. // Ran out of options, no multisampling
  822. multisampleCount = 0;
  823. foundValid = true;
  824. }
  825. }
  826. }
  827. }
  828. }
  829. VertexElementType D3D11RenderAPI::getColorVertexElementType() const
  830. {
  831. return VET_COLOR_ABGR;
  832. }
  833. void D3D11RenderAPI::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  834. {
  835. dest = matrix;
  836. // Convert depth range from [-1,+1] to [0,1]
  837. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  838. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  839. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  840. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  841. }
  842. float D3D11RenderAPI::getHorizontalTexelOffset()
  843. {
  844. return 0.0f;
  845. }
  846. float D3D11RenderAPI::getVerticalTexelOffset()
  847. {
  848. return 0.0f;
  849. }
  850. float D3D11RenderAPI::getMinimumDepthInputValue()
  851. {
  852. return 0.0f;
  853. }
  854. float D3D11RenderAPI::getMaximumDepthInputValue()
  855. {
  856. return 1.0f;
  857. }
  858. GpuParamBlockDesc D3D11RenderAPI::generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params)
  859. {
  860. GpuParamBlockDesc block;
  861. block.blockSize = 0;
  862. block.isShareable = true;
  863. block.name = name;
  864. block.slot = 0;
  865. for (auto& param : params)
  866. {
  867. const GpuParamDataTypeInfo& typeInfo = GpuParams::PARAM_SIZES.lookup[param.type];
  868. UINT32 size = typeInfo.size / 4;
  869. if (param.arraySize > 1)
  870. {
  871. // Arrays perform no packing and their elements are always padded and aligned to four component vectors
  872. UINT32 alignOffset = size % typeInfo.baseTypeSize;
  873. if (alignOffset != 0)
  874. {
  875. UINT32 padding = (typeInfo.baseTypeSize - alignOffset);
  876. size += padding;
  877. }
  878. alignOffset = block.blockSize % typeInfo.baseTypeSize;
  879. if (alignOffset != 0)
  880. {
  881. UINT32 padding = (typeInfo.baseTypeSize - alignOffset);
  882. block.blockSize += padding;
  883. }
  884. param.elementSize = size;
  885. param.arrayElementStride = size;
  886. param.cpuMemOffset = block.blockSize;
  887. param.gpuMemOffset = 0;
  888. block.blockSize += size * param.arraySize;
  889. }
  890. else
  891. {
  892. // Pack everything as tightly as possible as long as the data doesn't cross 16 byte boundary
  893. UINT32 alignOffset = block.blockSize % 4;
  894. if (alignOffset != 0 && size > (4 - alignOffset))
  895. {
  896. UINT32 padding = (4 - alignOffset);
  897. block.blockSize += padding;
  898. }
  899. param.elementSize = size;
  900. param.arrayElementStride = size;
  901. param.cpuMemOffset = block.blockSize;
  902. param.gpuMemOffset = 0;
  903. block.blockSize += size;
  904. }
  905. param.paramBlockSlot = 0;
  906. }
  907. // Constant buffer size must always be a multiple of 16
  908. if (block.blockSize % 4 != 0)
  909. block.blockSize += (4 - (block.blockSize % 4));
  910. return block;
  911. }
  912. /************************************************************************/
  913. /* PRIVATE */
  914. /************************************************************************/
  915. void D3D11RenderAPI::applyInputLayout()
  916. {
  917. if(mActiveVertexDeclaration == nullptr)
  918. {
  919. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  920. return;
  921. }
  922. if(mActiveVertexShader == nullptr)
  923. {
  924. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  925. return;
  926. }
  927. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  928. mDevice->getImmediateContext()->IASetInputLayout(ia);
  929. }
  930. }