BsD3D11RenderSystem.cpp 35 KB

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  1. #include "BsD3D11RenderSystem.h"
  2. #include "BsD3D11DriverList.h"
  3. #include "BsD3D11Driver.h"
  4. #include "BsD3D11Device.h"
  5. #include "BsD3D11TextureManager.h"
  6. #include "BsD3D11Texture.h"
  7. #include "BsD3D11HardwareBufferManager.h"
  8. #include "BsD3D11RenderWindowManager.h"
  9. #include "BsD3D11HLSLProgramFactory.h"
  10. #include "BsD3D11BlendState.h"
  11. #include "BsD3D11RasterizerState.h"
  12. #include "BsD3D11DepthStencilState.h"
  13. #include "BsD3D11SamplerState.h"
  14. #include "BsD3D11GpuProgram.h"
  15. #include "BsD3D11Mappings.h"
  16. #include "BsD3D11VertexBuffer.h"
  17. #include "BsD3D11IndexBuffer.h"
  18. #include "BsD3D11RenderStateManager.h"
  19. #include "BsD3D11GpuParamBlockBuffer.h"
  20. #include "BsD3D11InputLayoutManager.h"
  21. #include "BsD3D11TextureView.h"
  22. #include "BsD3D11RenderUtility.h"
  23. #include "BsGpuParams.h"
  24. #include "BsCoreThread.h"
  25. #include "BsD3D11QueryManager.h"
  26. #include "BsDebug.h"
  27. #include "BsException.h"
  28. #include "BsRenderStats.h"
  29. namespace BansheeEngine
  30. {
  31. D3D11RenderSystem::D3D11RenderSystem()
  32. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  33. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_11_0)
  34. , mHLSLFactory(nullptr), mIAManager(nullptr)
  35. , mStencilRef(0), mActiveDrawOp(DOT_TRIANGLE_LIST)
  36. , mViewportNorm(0.0f, 0.0f, 1.0f, 1.0f)
  37. {
  38. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  39. }
  40. D3D11RenderSystem::~D3D11RenderSystem()
  41. {
  42. }
  43. const String& D3D11RenderSystem::getName() const
  44. {
  45. static String strName("D3D11RenderSystem");
  46. return strName;
  47. }
  48. const String& D3D11RenderSystem::getShadingLanguageName() const
  49. {
  50. static String strName("hlsl");
  51. return strName;
  52. }
  53. void D3D11RenderSystem::initializePrepare()
  54. {
  55. THROW_IF_NOT_CORE_THREAD;
  56. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  57. if(FAILED(hr))
  58. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  59. mDriverList = bs_new<D3D11DriverList>(mDXGIFactory);
  60. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  61. mVideoModeInfo = mActiveD3DDriver->getVideoModeInfo();
  62. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  63. D3D_FEATURE_LEVEL requestedLevels[] = {
  64. D3D_FEATURE_LEVEL_11_0,
  65. D3D_FEATURE_LEVEL_10_1,
  66. D3D_FEATURE_LEVEL_10_0,
  67. D3D_FEATURE_LEVEL_9_3,
  68. D3D_FEATURE_LEVEL_9_2,
  69. D3D_FEATURE_LEVEL_9_1
  70. };
  71. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  72. UINT32 deviceFlags = 0;
  73. #if BS_DEBUG_MODE
  74. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  75. #endif
  76. ID3D11Device* device;
  77. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  78. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  79. if(FAILED(hr))
  80. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  81. mDevice = bs_new<D3D11Device>(device);
  82. // This must query for DirectX 10 interface as this is unsupported for DX11
  83. LARGE_INTEGER driverVersion;
  84. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device, &driverVersion)))
  85. {
  86. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  87. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  88. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  89. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  90. }
  91. // Create the texture manager for use by others
  92. TextureManager::startUp<D3D11TextureManager>();
  93. TextureCoreManager::startUp<D3D11TextureCoreManager>();
  94. // Create hardware buffer manager
  95. HardwareBufferManager::startUp();
  96. HardwareBufferCoreManager::startUp<D3D11HardwareBufferCoreManager>(std::ref(*mDevice));
  97. // Create render window manager
  98. RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
  99. RenderWindowCoreManager::startUp<D3D11RenderWindowCoreManager>(this);
  100. // Create & register HLSL factory
  101. mHLSLFactory = bs_new<D3D11HLSLProgramFactory>();
  102. // Create render state manager
  103. RenderStateManager::startUp();
  104. RenderStateCoreManager::startUp<D3D11RenderStateCoreManager>();
  105. mCurrentCapabilities = createRenderSystemCapabilities();
  106. mCurrentCapabilities->addShaderProfile("hlsl");
  107. GpuProgramCoreManager::instance().addFactory(mHLSLFactory);
  108. mIAManager = bs_new<D3D11InputLayoutManager>();
  109. RenderSystem::initializePrepare();
  110. }
  111. void D3D11RenderSystem::initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow)
  112. {
  113. D3D11RenderUtility::startUp(mDevice);
  114. QueryManager::startUp<D3D11QueryManager>();
  115. RenderSystem::initializeFinalize(primaryWindow);
  116. }
  117. void D3D11RenderSystem::destroy_internal()
  118. {
  119. THROW_IF_NOT_CORE_THREAD;
  120. for (auto& boundUAV : mBoundUAVs)
  121. {
  122. if (boundUAV.second != nullptr)
  123. boundUAV.first->releaseView(boundUAV.second);
  124. }
  125. QueryManager::shutDown();
  126. D3D11RenderUtility::shutDown();
  127. if(mIAManager != nullptr)
  128. {
  129. bs_delete(mIAManager);
  130. mIAManager = nullptr;
  131. }
  132. if(mHLSLFactory != nullptr)
  133. {
  134. bs_delete(mHLSLFactory);
  135. mHLSLFactory = nullptr;
  136. }
  137. mActiveVertexDeclaration = nullptr;
  138. mActiveVertexShader = nullptr;
  139. RenderStateCoreManager::shutDown();
  140. RenderStateManager::shutDown();
  141. RenderWindowCoreManager::shutDown();
  142. RenderWindowManager::shutDown();
  143. HardwareBufferCoreManager::shutDown();
  144. HardwareBufferManager::shutDown();
  145. TextureCoreManager::shutDown();
  146. TextureManager::shutDown();
  147. SAFE_RELEASE(mDXGIFactory);
  148. if(mDevice != nullptr)
  149. {
  150. bs_delete(mDevice);
  151. mDevice = nullptr;
  152. }
  153. if(mDriverList != nullptr)
  154. {
  155. bs_delete(mDriverList);
  156. mDriverList = nullptr;
  157. }
  158. mActiveD3DDriver = nullptr;
  159. RenderSystem::destroy_internal();
  160. }
  161. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState)
  162. {
  163. THROW_IF_NOT_CORE_THREAD;
  164. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  165. // and then set them all up at once before rendering? Needs testing
  166. ID3D11SamplerState* samplerArray[1];
  167. D3D11SamplerStateCore* d3d11SamplerState = static_cast<D3D11SamplerStateCore*>(const_cast<SamplerStateCore*>(samplerState.get()));
  168. samplerArray[0] = d3d11SamplerState->getInternal();
  169. switch(gptype)
  170. {
  171. case GPT_VERTEX_PROGRAM:
  172. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  173. break;
  174. case GPT_FRAGMENT_PROGRAM:
  175. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  176. break;
  177. case GPT_GEOMETRY_PROGRAM:
  178. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  179. break;
  180. case GPT_DOMAIN_PROGRAM:
  181. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  182. break;
  183. case GPT_HULL_PROGRAM:
  184. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  185. break;
  186. case GPT_COMPUTE_PROGRAM:
  187. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  188. break;
  189. default:
  190. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  191. }
  192. BS_INC_RENDER_STAT(NumSamplerBinds);
  193. }
  194. void D3D11RenderSystem::setBlendState(const SPtr<BlendStateCore>& blendState)
  195. {
  196. THROW_IF_NOT_CORE_THREAD;
  197. D3D11BlendStateCore* d3d11BlendState = static_cast<D3D11BlendStateCore*>(const_cast<BlendStateCore*>(blendState.get()));
  198. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  199. BS_INC_RENDER_STAT(NumBlendStateChanges);
  200. }
  201. void D3D11RenderSystem::setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState)
  202. {
  203. THROW_IF_NOT_CORE_THREAD;
  204. D3D11RasterizerStateCore* d3d11RasterizerState = static_cast<D3D11RasterizerStateCore*>(const_cast<RasterizerStateCore*>(rasterizerState.get()));
  205. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  206. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  207. }
  208. void D3D11RenderSystem::setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue)
  209. {
  210. THROW_IF_NOT_CORE_THREAD;
  211. D3D11DepthStencilStateCore* d3d11RasterizerState = static_cast<D3D11DepthStencilStateCore*>(const_cast<DepthStencilStateCore*>(depthStencilState.get()));
  212. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  213. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  214. }
  215. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr)
  216. {
  217. THROW_IF_NOT_CORE_THREAD;
  218. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  219. // and then set them all up at once before rendering? Needs testing
  220. ID3D11ShaderResourceView* viewArray[1];
  221. if(texPtr != nullptr && enabled)
  222. {
  223. D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
  224. viewArray[0] = d3d11Texture->getSRV();
  225. }
  226. else
  227. viewArray[0] = nullptr;
  228. switch(gptype)
  229. {
  230. case GPT_VERTEX_PROGRAM:
  231. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  232. break;
  233. case GPT_FRAGMENT_PROGRAM:
  234. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  235. break;
  236. case GPT_GEOMETRY_PROGRAM:
  237. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  238. break;
  239. case GPT_DOMAIN_PROGRAM:
  240. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  241. break;
  242. case GPT_HULL_PROGRAM:
  243. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  244. break;
  245. case GPT_COMPUTE_PROGRAM:
  246. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  247. break;
  248. default:
  249. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  250. }
  251. BS_INC_RENDER_STAT(NumTextureBinds);
  252. }
  253. void D3D11RenderSystem::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  254. const TextureSurface& surface)
  255. {
  256. THROW_IF_NOT_CORE_THREAD;
  257. // TODO - This hasn't bee tested and might be incorrect. I might need to set UAVs together with render targets,
  258. // especially considering DX11 expects number of UAVs to match number of render targets.
  259. ID3D11UnorderedAccessView* viewArray[1];
  260. if (texPtr != nullptr && enabled)
  261. {
  262. D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
  263. TextureViewPtr texView = TextureCore::requestView(texPtr, surface.mipLevel, 1,
  264. surface.arraySlice, surface.numArraySlices, GVU_RANDOMWRITE);
  265. D3D11TextureView* d3d11texView = static_cast<D3D11TextureView*>(texView.get());
  266. viewArray[0] = d3d11texView->getUAV();
  267. if (mBoundUAVs[unit].second != nullptr)
  268. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  269. mBoundUAVs[unit] = std::make_pair(texPtr, texView);
  270. }
  271. else
  272. {
  273. viewArray[0] = nullptr;
  274. if (mBoundUAVs[unit].second != nullptr)
  275. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  276. mBoundUAVs[unit] = std::pair<SPtr<TextureCore>, TextureViewPtr>();
  277. }
  278. if (gptype == GPT_FRAGMENT_PROGRAM)
  279. {
  280. mDevice->getImmediateContext()->OMSetRenderTargetsAndUnorderedAccessViews(
  281. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, unit, 1, viewArray, nullptr);
  282. }
  283. else if (gptype == GPT_COMPUTE_PROGRAM)
  284. {
  285. mDevice->getImmediateContext()->CSSetUnorderedAccessViews(unit, 1, viewArray, nullptr);
  286. }
  287. else
  288. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  289. BS_INC_RENDER_STAT(NumTextureBinds);
  290. }
  291. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  292. {
  293. THROW_IF_NOT_CORE_THREAD;
  294. setTexture(gptype, texUnit, false, nullptr);
  295. }
  296. void D3D11RenderSystem::beginFrame()
  297. {
  298. // Not used
  299. }
  300. void D3D11RenderSystem::endFrame()
  301. {
  302. // Not used
  303. }
  304. void D3D11RenderSystem::setViewport(const Rect2& vp)
  305. {
  306. THROW_IF_NOT_CORE_THREAD;
  307. mViewportNorm = vp;
  308. applyViewport();
  309. }
  310. void D3D11RenderSystem::applyViewport()
  311. {
  312. if (mActiveRenderTarget == nullptr)
  313. return;
  314. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  315. // Set viewport dimensions
  316. mViewport.TopLeftX = (FLOAT)(rtProps.getWidth() * mViewportNorm.x);
  317. mViewport.TopLeftY = (FLOAT)(rtProps.getHeight() * mViewportNorm.y);
  318. mViewport.Width = (FLOAT)(rtProps.getWidth() * mViewportNorm.width);
  319. mViewport.Height = (FLOAT)(rtProps.getHeight() * mViewportNorm.height);
  320. if (rtProps.requiresTextureFlipping())
  321. {
  322. // Convert "top-left" to "bottom-left"
  323. mViewport.TopLeftY = rtProps.getHeight() - mViewport.Height - mViewport.TopLeftY;
  324. }
  325. mViewport.MinDepth = 0.0f;
  326. mViewport.MaxDepth = 1.0f;
  327. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  328. }
  329. void D3D11RenderSystem::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
  330. {
  331. THROW_IF_NOT_CORE_THREAD;
  332. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  333. if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
  334. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  335. ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
  336. UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
  337. UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
  338. for(UINT32 i = 0; i < numBuffers; i++)
  339. {
  340. SPtr<D3D11VertexBufferCore> vertexBuffer = std::static_pointer_cast<D3D11VertexBufferCore>(buffers[i]);
  341. const VertexBufferProperties& vbProps = vertexBuffer->getProperties();
  342. dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
  343. strides[i] = vbProps.getVertexSize();
  344. offsets[i] = 0;
  345. }
  346. mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
  347. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  348. }
  349. void D3D11RenderSystem::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
  350. {
  351. THROW_IF_NOT_CORE_THREAD;
  352. SPtr<D3D11IndexBufferCore> indexBuffer = std::static_pointer_cast<D3D11IndexBufferCore>(buffer);
  353. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  354. if(indexBuffer->getProperties().getType() == IT_16BIT)
  355. indexFormat = DXGI_FORMAT_R16_UINT;
  356. else if (indexBuffer->getProperties().getType() == IT_32BIT)
  357. indexFormat = DXGI_FORMAT_R32_UINT;
  358. else
  359. BS_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getProperties().getType()));
  360. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  361. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  362. }
  363. void D3D11RenderSystem::setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration)
  364. {
  365. THROW_IF_NOT_CORE_THREAD;
  366. mActiveVertexDeclaration = vertexDeclaration;
  367. }
  368. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  369. {
  370. THROW_IF_NOT_CORE_THREAD;
  371. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  372. }
  373. void D3D11RenderSystem::bindGpuProgram(const SPtr<GpuProgramCore>& prg)
  374. {
  375. THROW_IF_NOT_CORE_THREAD;
  376. switch(prg->getProperties().getType())
  377. {
  378. case GPT_VERTEX_PROGRAM:
  379. {
  380. D3D11GpuVertexProgramCore* d3d11GpuProgram = static_cast<D3D11GpuVertexProgramCore*>(prg.get());
  381. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  382. mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgramCore>(prg);
  383. break;
  384. }
  385. case GPT_FRAGMENT_PROGRAM:
  386. {
  387. D3D11GpuFragmentProgramCore* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgramCore*>(prg.get());
  388. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  389. break;
  390. }
  391. case GPT_GEOMETRY_PROGRAM:
  392. {
  393. D3D11GpuGeometryProgramCore* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgramCore*>(prg.get());
  394. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  395. break;
  396. }
  397. case GPT_DOMAIN_PROGRAM:
  398. {
  399. D3D11GpuDomainProgramCore* d3d11GpuProgram = static_cast<D3D11GpuDomainProgramCore*>(prg.get());
  400. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  401. break;
  402. }
  403. case GPT_HULL_PROGRAM:
  404. {
  405. D3D11GpuHullProgramCore* d3d11GpuProgram = static_cast<D3D11GpuHullProgramCore*>(prg.get());
  406. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  407. break;
  408. }
  409. case GPT_COMPUTE_PROGRAM:
  410. {
  411. D3D11GpuComputeProgramCore* d3d11GpuProgram = static_cast<D3D11GpuComputeProgramCore*>(prg.get());
  412. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  413. break;
  414. }
  415. default:
  416. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getProperties().getType()));
  417. }
  418. if (mDevice->hasError())
  419. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  420. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  421. }
  422. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  423. {
  424. THROW_IF_NOT_CORE_THREAD;
  425. switch(gptype)
  426. {
  427. case GPT_VERTEX_PROGRAM:
  428. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  429. mActiveVertexShader = nullptr;
  430. break;
  431. case GPT_FRAGMENT_PROGRAM:
  432. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  433. break;
  434. case GPT_GEOMETRY_PROGRAM:
  435. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  436. break;
  437. case GPT_DOMAIN_PROGRAM:
  438. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  439. break;
  440. case GPT_HULL_PROGRAM:
  441. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  442. break;
  443. case GPT_COMPUTE_PROGRAM:
  444. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  445. break;
  446. default:
  447. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  448. }
  449. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  450. }
  451. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr bindableParams)
  452. {
  453. THROW_IF_NOT_CORE_THREAD;
  454. bindableParams->updateHardwareBuffers();
  455. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  456. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  457. {
  458. HSamplerState& samplerState = bindableParams->getSamplerState(iter->second.slot);
  459. if(samplerState == nullptr)
  460. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault()->getCore());
  461. else
  462. setSamplerState(gptype, iter->second.slot, samplerState->getCore());
  463. }
  464. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  465. {
  466. HTexture texture = bindableParams->getTexture(iter->second.slot);
  467. if (!bindableParams->isLoadStoreTexture(iter->second.slot))
  468. {
  469. if (!texture.isLoaded())
  470. setTexture(gptype, iter->second.slot, false, nullptr);
  471. else
  472. setTexture(gptype, iter->second.slot, true, texture->getCore());
  473. }
  474. else
  475. {
  476. const TextureSurface& surface = bindableParams->getLoadStoreSurface(iter->second.slot);
  477. if (!texture.isLoaded())
  478. setLoadStoreTexture(gptype, iter->second.slot, false, nullptr, surface);
  479. else
  480. setLoadStoreTexture(gptype, iter->second.slot, true, texture->getCore(), surface);
  481. }
  482. }
  483. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  484. ID3D11Buffer* bufferArray[1];
  485. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  486. {
  487. GpuParamBlockBufferPtr currentBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
  488. if(currentBlockBuffer != nullptr)
  489. {
  490. const D3D11GpuParamBlockBufferCore* d3d11paramBlockBuffer =
  491. static_cast<const D3D11GpuParamBlockBufferCore*>(currentBlockBuffer->getCore().get());
  492. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  493. }
  494. else
  495. bufferArray[0] = nullptr;
  496. switch(gptype)
  497. {
  498. case GPT_VERTEX_PROGRAM:
  499. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  500. break;
  501. case GPT_FRAGMENT_PROGRAM:
  502. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  503. break;
  504. case GPT_GEOMETRY_PROGRAM:
  505. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  506. break;
  507. case GPT_HULL_PROGRAM:
  508. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  509. break;
  510. case GPT_DOMAIN_PROGRAM:
  511. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  512. break;
  513. case GPT_COMPUTE_PROGRAM:
  514. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  515. break;
  516. };
  517. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  518. }
  519. if (mDevice->hasError())
  520. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuParams : " + mDevice->getErrorDescription());
  521. }
  522. void D3D11RenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  523. {
  524. THROW_IF_NOT_CORE_THREAD;
  525. applyInputLayout();
  526. mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
  527. #if BS_DEBUG_MODE
  528. if(mDevice->hasError())
  529. LOGWRN(mDevice->getErrorDescription());
  530. #endif
  531. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  532. BS_INC_RENDER_STAT(NumDrawCalls);
  533. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  534. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  535. }
  536. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  537. {
  538. THROW_IF_NOT_CORE_THREAD;
  539. applyInputLayout();
  540. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
  541. #if BS_DEBUG_MODE
  542. if(mDevice->hasError())
  543. LOGWRN(mDevice->getErrorDescription());
  544. #endif
  545. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  546. BS_INC_RENDER_STAT(NumDrawCalls);
  547. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  548. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  549. }
  550. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  551. {
  552. THROW_IF_NOT_CORE_THREAD;
  553. mScissorRect.left = static_cast<LONG>(left);
  554. mScissorRect.top = static_cast<LONG>(top);
  555. mScissorRect.bottom = static_cast<LONG>(bottom);
  556. mScissorRect.right = static_cast<LONG>(right);
  557. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  558. }
  559. void D3D11RenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  560. {
  561. THROW_IF_NOT_CORE_THREAD;
  562. if(mActiveRenderTarget == nullptr)
  563. return;
  564. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  565. Rect2I clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  566. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  567. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == rtProps.getWidth() && clearArea.height == rtProps.getHeight());
  568. if (!clearEntireTarget)
  569. {
  570. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  571. BS_INC_RENDER_STAT(NumClears);
  572. }
  573. else
  574. clearRenderTarget(buffers, color, depth, stencil);
  575. }
  576. void D3D11RenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  577. {
  578. THROW_IF_NOT_CORE_THREAD;
  579. if(mActiveRenderTarget == nullptr)
  580. return;
  581. // Clear render surfaces
  582. if (buffers & FBT_COLOR)
  583. {
  584. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  585. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  586. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  587. mActiveRenderTarget->getCustomAttribute("RTV", views);
  588. if (!views[0])
  589. {
  590. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  591. return;
  592. }
  593. float clearColor[4];
  594. clearColor[0] = color.r;
  595. clearColor[1] = color.g;
  596. clearColor[2] = color.b;
  597. clearColor[3] = color.a;
  598. for(UINT32 i = 0; i < maxRenderTargets; i++)
  599. {
  600. if(views[i] != nullptr)
  601. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  602. }
  603. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  604. }
  605. // Clear depth stencil
  606. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  607. {
  608. ID3D11DepthStencilView* depthStencilView = nullptr;
  609. mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
  610. D3D11_CLEAR_FLAG clearFlag;
  611. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  612. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  613. else if((buffers & FBT_STENCIL) != 0)
  614. clearFlag = D3D11_CLEAR_STENCIL;
  615. else
  616. clearFlag = D3D11_CLEAR_DEPTH;
  617. if(depthStencilView != nullptr)
  618. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  619. }
  620. BS_INC_RENDER_STAT(NumClears);
  621. }
  622. void D3D11RenderSystem::setRenderTarget(const SPtr<RenderTargetCore>& target)
  623. {
  624. THROW_IF_NOT_CORE_THREAD;
  625. mActiveRenderTarget = target;
  626. // Retrieve render surfaces
  627. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  628. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  629. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  630. target->getCustomAttribute("RTV", views);
  631. if (!views[0])
  632. {
  633. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  634. return;
  635. }
  636. // Retrieve depth stencil
  637. ID3D11DepthStencilView* depthStencilView = nullptr;
  638. target->getCustomAttribute("DSV", &depthStencilView);
  639. // Bind render targets
  640. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  641. if (mDevice->hasError())
  642. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  643. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  644. applyViewport();
  645. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  646. }
  647. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  648. {
  649. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  650. }
  651. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  652. {
  653. THROW_IF_NOT_CORE_THREAD;
  654. RenderSystemCapabilities* rsc = bs_new<RenderSystemCapabilities>();
  655. rsc->setDriverVersion(mDriverVersion);
  656. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  657. rsc->setRenderSystemName(getName());
  658. rsc->setStencilBufferBitDepth(8);
  659. rsc->setCapability(RSC_ANISOTROPY);
  660. rsc->setCapability(RSC_AUTOMIPMAP);
  661. // Cube map
  662. rsc->setCapability(RSC_CUBEMAPPING);
  663. // We always support compression, D3DX will decompress if device does not support
  664. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  665. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  666. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  667. rsc->setCapability(RSC_STENCIL_WRAP);
  668. rsc->setCapability(RSC_HWOCCLUSION);
  669. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  670. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  671. rsc->setMaxBoundVertexBuffers(32);
  672. else
  673. rsc->setMaxBoundVertexBuffers(16);
  674. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  675. {
  676. rsc->addShaderProfile("ps_4_0");
  677. rsc->addShaderProfile("vs_4_0");
  678. rsc->addShaderProfile("gs_4_0");
  679. rsc->addGpuProgramProfile(GPP_FS_4_0, "ps_4_0");
  680. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  681. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  682. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  683. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  684. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  685. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  686. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  687. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  688. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  689. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  690. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  691. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
  692. }
  693. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  694. {
  695. rsc->addShaderProfile("ps_4_1");
  696. rsc->addShaderProfile("vs_4_1");
  697. rsc->addShaderProfile("gs_4_1");
  698. rsc->addGpuProgramProfile(GPP_FS_4_1, "ps_4_1");
  699. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  700. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  701. }
  702. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  703. {
  704. rsc->addShaderProfile("ps_5_0");
  705. rsc->addShaderProfile("vs_5_0");
  706. rsc->addShaderProfile("gs_5_0");
  707. rsc->addShaderProfile("cs_5_0");
  708. rsc->addShaderProfile("hs_5_0");
  709. rsc->addShaderProfile("ds_5_0");
  710. rsc->addGpuProgramProfile(GPP_FS_5_0, "ps_5_0");
  711. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  712. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  713. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  714. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  715. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  716. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  717. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  718. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  719. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  720. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  721. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  722. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  723. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  724. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  725. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  726. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  727. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
  728. + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
  729. + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
  730. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  731. }
  732. rsc->setCapability(RSC_USER_CLIP_PLANES);
  733. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  734. // Adapter details
  735. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  736. // Determine vendor
  737. switch(adapterID.VendorId)
  738. {
  739. case 0x10DE:
  740. rsc->setVendor(GPU_NVIDIA);
  741. break;
  742. case 0x1002:
  743. rsc->setVendor(GPU_AMD);
  744. break;
  745. case 0x163C:
  746. case 0x8086:
  747. rsc->setVendor(GPU_INTEL);
  748. break;
  749. default:
  750. rsc->setVendor(GPU_UNKNOWN);
  751. break;
  752. };
  753. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  754. rsc->setCapability(RSC_TEXTURE_3D);
  755. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  756. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  757. rsc->setCapability(RSC_TEXTURE_FLOAT);
  758. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  759. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  760. rsc->setCapability(RSC_POINT_SPRITES);
  761. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  762. rsc->setMaxPointSize(256);
  763. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  764. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  765. rsc->setCapability(RSC_PERSTAGECONSTANT);
  766. return rsc;
  767. }
  768. void D3D11RenderSystem::determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc)
  769. {
  770. bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
  771. enum CSAAMode { CSAA_Normal, CSAA_Quality };
  772. CSAAMode csaaMode = CSAA_Normal;
  773. bool foundValid = false;
  774. size_t origNumSamples = multisampleCount;
  775. while (!foundValid)
  776. {
  777. // Deal with special cases
  778. if (tryCSAA)
  779. {
  780. switch(multisampleCount)
  781. {
  782. case 8:
  783. if (csaaMode == CSAA_Quality)
  784. {
  785. outputSampleDesc->Count = 8;
  786. outputSampleDesc->Quality = 8;
  787. }
  788. else
  789. {
  790. outputSampleDesc->Count = 4;
  791. outputSampleDesc->Quality = 8;
  792. }
  793. break;
  794. case 16:
  795. if (csaaMode == CSAA_Quality)
  796. {
  797. outputSampleDesc->Count = 8;
  798. outputSampleDesc->Quality = 16;
  799. }
  800. else
  801. {
  802. outputSampleDesc->Count = 4;
  803. outputSampleDesc->Quality = 16;
  804. }
  805. break;
  806. }
  807. }
  808. else // !CSAA
  809. {
  810. outputSampleDesc->Count = multisampleCount == 0 ? 1 : multisampleCount;
  811. outputSampleDesc->Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
  812. }
  813. HRESULT hr;
  814. UINT outQuality;
  815. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outputSampleDesc->Count, &outQuality);
  816. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outputSampleDesc->Quality))
  817. {
  818. foundValid = true;
  819. }
  820. else
  821. {
  822. // Downgrade
  823. if (tryCSAA && multisampleCount == 8)
  824. {
  825. // For CSAA, we'll try downgrading with quality mode at all samples.
  826. // then try without quality, then drop CSAA
  827. if (csaaMode == CSAA_Quality)
  828. {
  829. // Drop quality first
  830. csaaMode = CSAA_Normal;
  831. }
  832. else
  833. {
  834. // Drop CSAA entirely
  835. tryCSAA = false;
  836. }
  837. // Return to original requested samples
  838. multisampleCount = static_cast<UINT32>(origNumSamples);
  839. }
  840. else
  841. {
  842. // Drop samples
  843. multisampleCount--;
  844. if (multisampleCount == 1)
  845. {
  846. // Ran out of options, no multisampling
  847. multisampleCount = 0;
  848. foundValid = true;
  849. }
  850. }
  851. }
  852. }
  853. }
  854. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  855. {
  856. return VET_COLOR_ABGR;
  857. }
  858. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  859. {
  860. dest = matrix;
  861. // Convert depth range from [-1,+1] to [0,1]
  862. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  863. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  864. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  865. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  866. }
  867. float D3D11RenderSystem::getHorizontalTexelOffset()
  868. {
  869. return 0.0f;
  870. }
  871. float D3D11RenderSystem::getVerticalTexelOffset()
  872. {
  873. return 0.0f;
  874. }
  875. float D3D11RenderSystem::getMinimumDepthInputValue()
  876. {
  877. return 0.0f;
  878. }
  879. float D3D11RenderSystem::getMaximumDepthInputValue()
  880. {
  881. return 1.0f;
  882. }
  883. /************************************************************************/
  884. /* PRIVATE */
  885. /************************************************************************/
  886. void D3D11RenderSystem::applyInputLayout()
  887. {
  888. if(mActiveVertexDeclaration == nullptr)
  889. {
  890. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  891. return;
  892. }
  893. if(mActiveVertexShader == nullptr)
  894. {
  895. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  896. return;
  897. }
  898. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  899. mDevice->getImmediateContext()->IASetInputLayout(ia);
  900. }
  901. }