BsD3D11RenderSystem.cpp 34 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. {
  37. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  38. }
  39. D3D11RenderSystem::~D3D11RenderSystem()
  40. {
  41. }
  42. const String& D3D11RenderSystem::getName() const
  43. {
  44. static String strName("D3D11RenderSystem");
  45. return strName;
  46. }
  47. const String& D3D11RenderSystem::getShadingLanguageName() const
  48. {
  49. static String strName("hlsl");
  50. return strName;
  51. }
  52. void D3D11RenderSystem::initialize_internal(AsyncOp& asyncOp)
  53. {
  54. THROW_IF_NOT_CORE_THREAD;
  55. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  56. if(FAILED(hr))
  57. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  58. mDriverList = bs_new<D3D11DriverList>(mDXGIFactory);
  59. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  60. mVideoModeInfo = mActiveD3DDriver->getVideoModeInfo();
  61. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  62. D3D_FEATURE_LEVEL requestedLevels[] = {
  63. D3D_FEATURE_LEVEL_11_0,
  64. D3D_FEATURE_LEVEL_10_1,
  65. D3D_FEATURE_LEVEL_10_0,
  66. D3D_FEATURE_LEVEL_9_3,
  67. D3D_FEATURE_LEVEL_9_2,
  68. D3D_FEATURE_LEVEL_9_1
  69. };
  70. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  71. UINT32 deviceFlags = 0;
  72. #if BS_DEBUG_MODE
  73. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  74. #endif
  75. ID3D11Device* device;
  76. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  77. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  78. if(FAILED(hr))
  79. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  80. mDevice = bs_new<D3D11Device>(device);
  81. // This must query for DirectX 10 interface as this is unsupported for DX11
  82. LARGE_INTEGER driverVersion;
  83. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device, &driverVersion)))
  84. {
  85. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  86. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  87. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  88. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  89. }
  90. // Create the texture manager for use by others
  91. TextureManager::startUp<D3D11TextureManager>();
  92. // Also create hardware buffer manager
  93. HardwareBufferManager::startUp<D3D11HardwareBufferManager>(std::ref(*mDevice));
  94. // Create render window manager
  95. RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
  96. // Create & register HLSL factory
  97. mHLSLFactory = bs_new<D3D11HLSLProgramFactory>();
  98. // Create render state manager
  99. RenderStateManager::startUp<D3D11RenderStateManager>();
  100. mCurrentCapabilities = createRenderSystemCapabilities();
  101. mCurrentCapabilities->addShaderProfile("hlsl");
  102. GpuProgramManager::instance().addFactory(mHLSLFactory);
  103. mIAManager = bs_new<D3D11InputLayoutManager>();
  104. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  105. D3D11RenderUtility::startUp(mDevice);
  106. QueryManager::startUp<D3D11QueryManager>();
  107. RenderSystem::initialize_internal(asyncOp);
  108. asyncOp._completeOperation(primaryWindow);
  109. }
  110. void D3D11RenderSystem::destroy_internal()
  111. {
  112. THROW_IF_NOT_CORE_THREAD;
  113. for (auto& boundUAV : mBoundUAVs)
  114. {
  115. if (boundUAV.second != nullptr)
  116. boundUAV.first->releaseView(boundUAV.second);
  117. }
  118. QueryManager::shutDown();
  119. D3D11RenderUtility::shutDown();
  120. if(mIAManager != nullptr)
  121. {
  122. bs_delete(mIAManager);
  123. mIAManager = nullptr;
  124. }
  125. if(mHLSLFactory != nullptr)
  126. {
  127. bs_delete(mHLSLFactory);
  128. mHLSLFactory = nullptr;
  129. }
  130. mActiveVertexDeclaration = nullptr;
  131. mActiveVertexShader = nullptr;
  132. RenderStateManager::shutDown();
  133. RenderWindowManager::shutDown();
  134. HardwareBufferManager::shutDown();
  135. TextureManager::shutDown();
  136. SAFE_RELEASE(mDXGIFactory);
  137. if(mDevice != nullptr)
  138. {
  139. bs_delete(mDevice);
  140. mDevice = nullptr;
  141. }
  142. if(mDriverList != nullptr)
  143. {
  144. bs_delete(mDriverList);
  145. mDriverList = nullptr;
  146. }
  147. mActiveD3DDriver = nullptr;
  148. RenderSystem::destroy_internal();
  149. }
  150. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  151. {
  152. THROW_IF_NOT_CORE_THREAD;
  153. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  154. // and then set them all up at once before rendering? Needs testing
  155. ID3D11SamplerState* samplerArray[1];
  156. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  157. samplerArray[0] = d3d11SamplerState->getInternal();
  158. switch(gptype)
  159. {
  160. case GPT_VERTEX_PROGRAM:
  161. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  162. break;
  163. case GPT_FRAGMENT_PROGRAM:
  164. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  165. break;
  166. case GPT_GEOMETRY_PROGRAM:
  167. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  168. break;
  169. case GPT_DOMAIN_PROGRAM:
  170. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  171. break;
  172. case GPT_HULL_PROGRAM:
  173. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  174. break;
  175. case GPT_COMPUTE_PROGRAM:
  176. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  177. break;
  178. default:
  179. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  180. }
  181. BS_INC_RENDER_STAT(NumSamplerBinds);
  182. }
  183. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  184. {
  185. THROW_IF_NOT_CORE_THREAD;
  186. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  187. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  188. BS_INC_RENDER_STAT(NumBlendStateChanges);
  189. }
  190. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  191. {
  192. THROW_IF_NOT_CORE_THREAD;
  193. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  194. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  195. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  196. }
  197. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  198. {
  199. THROW_IF_NOT_CORE_THREAD;
  200. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  201. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  202. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  203. }
  204. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  205. {
  206. THROW_IF_NOT_CORE_THREAD;
  207. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  208. // and then set them all up at once before rendering? Needs testing
  209. ID3D11ShaderResourceView* viewArray[1];
  210. if(texPtr != nullptr && enabled)
  211. {
  212. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  213. viewArray[0] = d3d11Texture->getSRV();
  214. }
  215. else
  216. viewArray[0] = nullptr;
  217. switch(gptype)
  218. {
  219. case GPT_VERTEX_PROGRAM:
  220. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  221. break;
  222. case GPT_FRAGMENT_PROGRAM:
  223. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  224. break;
  225. case GPT_GEOMETRY_PROGRAM:
  226. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  227. break;
  228. case GPT_DOMAIN_PROGRAM:
  229. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  230. break;
  231. case GPT_HULL_PROGRAM:
  232. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  233. break;
  234. case GPT_COMPUTE_PROGRAM:
  235. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  236. break;
  237. default:
  238. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  239. }
  240. BS_INC_RENDER_STAT(NumTextureBinds);
  241. }
  242. void D3D11RenderSystem::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& texPtr,
  243. const TextureSurface& surface)
  244. {
  245. THROW_IF_NOT_CORE_THREAD;
  246. // TODO - This hasn't bee tested and might be incorrect. I might need to set UAVs together with render targets,
  247. // especially considering DX11 expects number of UAVs to match number of render targets.
  248. ID3D11UnorderedAccessView* viewArray[1];
  249. if (texPtr != nullptr && enabled)
  250. {
  251. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  252. TextureViewPtr texView = Texture::requestView(texPtr, surface.mipLevel, 1,
  253. surface.arraySlice, surface.numArraySlices, GVU_RANDOMWRITE);
  254. D3D11TextureView* d3d11texView = static_cast<D3D11TextureView*>(texView.get());
  255. viewArray[0] = d3d11texView->getUAV();
  256. if (mBoundUAVs[unit].second != nullptr)
  257. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  258. mBoundUAVs[unit] = std::make_pair(texPtr, texView);
  259. }
  260. else
  261. {
  262. viewArray[0] = nullptr;
  263. if (mBoundUAVs[unit].second != nullptr)
  264. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  265. mBoundUAVs[unit] = std::pair<TexturePtr, TextureViewPtr>();
  266. }
  267. if (gptype == GPT_FRAGMENT_PROGRAM)
  268. {
  269. mDevice->getImmediateContext()->OMSetRenderTargetsAndUnorderedAccessViews(
  270. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, unit, 1, viewArray, nullptr);
  271. }
  272. else if (gptype == GPT_COMPUTE_PROGRAM)
  273. {
  274. mDevice->getImmediateContext()->CSSetUnorderedAccessViews(unit, 1, viewArray, nullptr);
  275. }
  276. else
  277. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  278. BS_INC_RENDER_STAT(NumTextureBinds);
  279. }
  280. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  281. {
  282. THROW_IF_NOT_CORE_THREAD;
  283. setTexture(gptype, texUnit, false, nullptr);
  284. }
  285. void D3D11RenderSystem::beginFrame()
  286. {
  287. // Not used
  288. }
  289. void D3D11RenderSystem::endFrame()
  290. {
  291. // Not used
  292. }
  293. void D3D11RenderSystem::setViewport(Viewport vp)
  294. {
  295. THROW_IF_NOT_CORE_THREAD;
  296. // Set render target
  297. RenderTargetPtr target = vp.getTarget();
  298. setRenderTarget(target);
  299. const RenderTargetProperties& rtProps = target->getCore()->getProperties();
  300. // Set viewport dimensions
  301. mViewport.TopLeftX = (FLOAT)(rtProps.getWidth() * vp.getNormalizedX());
  302. mViewport.TopLeftY = (FLOAT)(rtProps.getHeight() * vp.getNormalizedY());
  303. mViewport.Width = (FLOAT)(rtProps.getWidth() * vp.getNormalizedWidth());
  304. mViewport.Height = (FLOAT)(rtProps.getHeight() * vp.getNormalizedHeight());
  305. if (target->requiresTextureFlipping())
  306. {
  307. // Convert "top-left" to "bottom-left"
  308. mViewport.TopLeftY = target->getCore()->getProperties().getHeight() - mViewport.Height - mViewport.TopLeftY;
  309. }
  310. mViewport.MinDepth = 0.0f;
  311. mViewport.MaxDepth = 1.0f;
  312. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  313. }
  314. void D3D11RenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers)
  315. {
  316. THROW_IF_NOT_CORE_THREAD;
  317. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  318. if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
  319. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  320. ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
  321. UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
  322. UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
  323. for(UINT32 i = 0; i < numBuffers; i++)
  324. {
  325. SPtr<D3D11VertexBufferCore> vertexBuffer = std::static_pointer_cast<D3D11VertexBufferCore>(buffers[i]->getCore());
  326. const VertexBufferProperties& vbProps = vertexBuffer->getProperties();
  327. dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
  328. strides[i] = vbProps.getVertexSize();
  329. offsets[i] = 0;
  330. }
  331. mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
  332. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  333. }
  334. void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  335. {
  336. THROW_IF_NOT_CORE_THREAD;
  337. SPtr<D3D11IndexBufferCore> indexBuffer = std::static_pointer_cast<D3D11IndexBufferCore>(buffer->getCore());
  338. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  339. if(indexBuffer->getProperties().getType() == IT_16BIT)
  340. indexFormat = DXGI_FORMAT_R16_UINT;
  341. else if (indexBuffer->getProperties().getType() == IT_32BIT)
  342. indexFormat = DXGI_FORMAT_R32_UINT;
  343. else
  344. BS_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getProperties().getType()));
  345. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  346. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  347. }
  348. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  349. {
  350. THROW_IF_NOT_CORE_THREAD;
  351. mActiveVertexDeclaration = vertexDeclaration;
  352. }
  353. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  354. {
  355. THROW_IF_NOT_CORE_THREAD;
  356. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  357. }
  358. void D3D11RenderSystem::bindGpuProgram(HGpuProgram prg)
  359. {
  360. THROW_IF_NOT_CORE_THREAD;
  361. if(!prg.isLoaded())
  362. return;
  363. switch(prg->getType())
  364. {
  365. case GPT_VERTEX_PROGRAM:
  366. {
  367. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg.get());
  368. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  369. mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgram>(prg.getInternalPtr());
  370. break;
  371. }
  372. case GPT_FRAGMENT_PROGRAM:
  373. {
  374. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg.get());
  375. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  376. break;
  377. }
  378. case GPT_GEOMETRY_PROGRAM:
  379. {
  380. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg.get());
  381. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  382. break;
  383. }
  384. case GPT_DOMAIN_PROGRAM:
  385. {
  386. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg.get());
  387. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  388. break;
  389. }
  390. case GPT_HULL_PROGRAM:
  391. {
  392. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg.get());
  393. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  394. break;
  395. }
  396. case GPT_COMPUTE_PROGRAM:
  397. {
  398. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg.get());
  399. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  400. break;
  401. }
  402. default:
  403. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  404. }
  405. if (mDevice->hasError())
  406. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  407. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  408. }
  409. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  410. {
  411. THROW_IF_NOT_CORE_THREAD;
  412. switch(gptype)
  413. {
  414. case GPT_VERTEX_PROGRAM:
  415. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  416. mActiveVertexShader = nullptr;
  417. break;
  418. case GPT_FRAGMENT_PROGRAM:
  419. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  420. break;
  421. case GPT_GEOMETRY_PROGRAM:
  422. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  423. break;
  424. case GPT_DOMAIN_PROGRAM:
  425. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  426. break;
  427. case GPT_HULL_PROGRAM:
  428. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  429. break;
  430. case GPT_COMPUTE_PROGRAM:
  431. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  432. break;
  433. default:
  434. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  435. }
  436. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  437. }
  438. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr bindableParams)
  439. {
  440. THROW_IF_NOT_CORE_THREAD;
  441. bindableParams->updateHardwareBuffers();
  442. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  443. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  444. {
  445. HSamplerState& samplerState = bindableParams->getSamplerState(iter->second.slot);
  446. if(samplerState == nullptr)
  447. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  448. else
  449. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  450. }
  451. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  452. {
  453. HTexture texture = bindableParams->getTexture(iter->second.slot);
  454. if (!bindableParams->isLoadStoreTexture(iter->second.slot))
  455. {
  456. if (!texture.isLoaded())
  457. setTexture(gptype, iter->second.slot, false, nullptr);
  458. else
  459. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  460. }
  461. else
  462. {
  463. const TextureSurface& surface = bindableParams->getLoadStoreSurface(iter->second.slot);
  464. if (!texture.isLoaded())
  465. setLoadStoreTexture(gptype, iter->second.slot, false, nullptr, surface);
  466. else
  467. setLoadStoreTexture(gptype, iter->second.slot, true, texture.getInternalPtr(), surface);
  468. }
  469. }
  470. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  471. ID3D11Buffer* bufferArray[1];
  472. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  473. {
  474. GpuParamBlockBufferPtr currentBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
  475. if(currentBlockBuffer != nullptr)
  476. {
  477. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer.get());
  478. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  479. }
  480. else
  481. bufferArray[0] = nullptr;
  482. switch(gptype)
  483. {
  484. case GPT_VERTEX_PROGRAM:
  485. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  486. break;
  487. case GPT_FRAGMENT_PROGRAM:
  488. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  489. break;
  490. case GPT_GEOMETRY_PROGRAM:
  491. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  492. break;
  493. case GPT_HULL_PROGRAM:
  494. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  495. break;
  496. case GPT_DOMAIN_PROGRAM:
  497. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  498. break;
  499. case GPT_COMPUTE_PROGRAM:
  500. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  501. break;
  502. };
  503. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  504. }
  505. if (mDevice->hasError())
  506. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuParams : " + mDevice->getErrorDescription());
  507. }
  508. void D3D11RenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  509. {
  510. THROW_IF_NOT_CORE_THREAD;
  511. applyInputLayout();
  512. mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
  513. #if BS_DEBUG_MODE
  514. if(mDevice->hasError())
  515. LOGWRN(mDevice->getErrorDescription());
  516. #endif
  517. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  518. BS_INC_RENDER_STAT(NumDrawCalls);
  519. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  520. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  521. }
  522. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  523. {
  524. THROW_IF_NOT_CORE_THREAD;
  525. applyInputLayout();
  526. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, 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::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  537. {
  538. THROW_IF_NOT_CORE_THREAD;
  539. mScissorRect.left = static_cast<LONG>(left);
  540. mScissorRect.top = static_cast<LONG>(top);
  541. mScissorRect.bottom = static_cast<LONG>(bottom);
  542. mScissorRect.right = static_cast<LONG>(right);
  543. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  544. }
  545. void D3D11RenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  546. {
  547. THROW_IF_NOT_CORE_THREAD;
  548. if(mActiveRenderTarget == nullptr)
  549. return;
  550. const RenderTargetProperties& rtProps = mActiveRenderTarget->getCore()->getProperties();
  551. Rect2I clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  552. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  553. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == rtProps.getWidth() && clearArea.height == rtProps.getHeight());
  554. if (!clearEntireTarget)
  555. {
  556. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  557. BS_INC_RENDER_STAT(NumClears);
  558. }
  559. else
  560. clearRenderTarget(buffers, color, depth, stencil);
  561. }
  562. void D3D11RenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  563. {
  564. THROW_IF_NOT_CORE_THREAD;
  565. if(mActiveRenderTarget == nullptr)
  566. return;
  567. // Clear render surfaces
  568. if (buffers & FBT_COLOR)
  569. {
  570. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  571. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  572. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  573. mActiveRenderTarget->getCore()->getCustomAttribute("RTV", views);
  574. if (!views[0])
  575. {
  576. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  577. return;
  578. }
  579. float clearColor[4];
  580. clearColor[0] = color.r;
  581. clearColor[1] = color.g;
  582. clearColor[2] = color.b;
  583. clearColor[3] = color.a;
  584. for(UINT32 i = 0; i < maxRenderTargets; i++)
  585. {
  586. if(views[i] != nullptr)
  587. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  588. }
  589. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  590. }
  591. // Clear depth stencil
  592. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  593. {
  594. ID3D11DepthStencilView* depthStencilView = nullptr;
  595. mActiveRenderTarget->getCore()->getCustomAttribute("DSV", &depthStencilView);
  596. D3D11_CLEAR_FLAG clearFlag;
  597. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  598. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  599. else if((buffers & FBT_STENCIL) != 0)
  600. clearFlag = D3D11_CLEAR_STENCIL;
  601. else
  602. clearFlag = D3D11_CLEAR_DEPTH;
  603. if(depthStencilView != nullptr)
  604. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  605. }
  606. BS_INC_RENDER_STAT(NumClears);
  607. }
  608. void D3D11RenderSystem::setRenderTarget(RenderTargetPtr target)
  609. {
  610. THROW_IF_NOT_CORE_THREAD;
  611. mActiveRenderTarget = target;
  612. // Retrieve render surfaces
  613. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  614. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  615. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  616. target->getCore()->getCustomAttribute("RTV", views);
  617. if (!views[0])
  618. {
  619. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  620. return;
  621. }
  622. // Retrieve depth stencil
  623. ID3D11DepthStencilView* depthStencilView = nullptr;
  624. target->getCore()->getCustomAttribute("DSV", &depthStencilView);
  625. // Bind render targets
  626. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  627. if (mDevice->hasError())
  628. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  629. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  630. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  631. }
  632. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  633. {
  634. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  635. }
  636. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  637. {
  638. THROW_IF_NOT_CORE_THREAD;
  639. RenderSystemCapabilities* rsc = bs_new<RenderSystemCapabilities>();
  640. rsc->setDriverVersion(mDriverVersion);
  641. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  642. rsc->setRenderSystemName(getName());
  643. rsc->setStencilBufferBitDepth(8);
  644. rsc->setCapability(RSC_ANISOTROPY);
  645. rsc->setCapability(RSC_AUTOMIPMAP);
  646. // Cube map
  647. rsc->setCapability(RSC_CUBEMAPPING);
  648. // We always support compression, D3DX will decompress if device does not support
  649. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  650. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  651. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  652. rsc->setCapability(RSC_STENCIL_WRAP);
  653. rsc->setCapability(RSC_HWOCCLUSION);
  654. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  655. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  656. rsc->setMaxBoundVertexBuffers(32);
  657. else
  658. rsc->setMaxBoundVertexBuffers(16);
  659. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  660. {
  661. rsc->addShaderProfile("ps_4_0");
  662. rsc->addShaderProfile("vs_4_0");
  663. rsc->addShaderProfile("gs_4_0");
  664. rsc->addGpuProgramProfile(GPP_FS_4_0, "ps_4_0");
  665. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  666. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  667. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  668. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  669. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  670. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  671. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  672. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  673. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  674. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  675. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  676. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
  677. }
  678. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  679. {
  680. rsc->addShaderProfile("ps_4_1");
  681. rsc->addShaderProfile("vs_4_1");
  682. rsc->addShaderProfile("gs_4_1");
  683. rsc->addGpuProgramProfile(GPP_FS_4_1, "ps_4_1");
  684. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  685. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  686. }
  687. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  688. {
  689. rsc->addShaderProfile("ps_5_0");
  690. rsc->addShaderProfile("vs_5_0");
  691. rsc->addShaderProfile("gs_5_0");
  692. rsc->addShaderProfile("cs_5_0");
  693. rsc->addShaderProfile("hs_5_0");
  694. rsc->addShaderProfile("ds_5_0");
  695. rsc->addGpuProgramProfile(GPP_FS_5_0, "ps_5_0");
  696. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  697. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  698. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  699. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  700. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  701. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  702. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  703. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  704. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  705. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  706. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  707. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  708. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  709. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  710. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  711. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  712. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
  713. + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
  714. + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
  715. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  716. }
  717. rsc->setCapability(RSC_USER_CLIP_PLANES);
  718. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  719. // Adapter details
  720. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  721. // Determine vendor
  722. switch(adapterID.VendorId)
  723. {
  724. case 0x10DE:
  725. rsc->setVendor(GPU_NVIDIA);
  726. break;
  727. case 0x1002:
  728. rsc->setVendor(GPU_AMD);
  729. break;
  730. case 0x163C:
  731. case 0x8086:
  732. rsc->setVendor(GPU_INTEL);
  733. break;
  734. default:
  735. rsc->setVendor(GPU_UNKNOWN);
  736. break;
  737. };
  738. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  739. rsc->setCapability(RSC_TEXTURE_3D);
  740. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  741. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  742. rsc->setCapability(RSC_TEXTURE_FLOAT);
  743. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  744. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  745. rsc->setCapability(RSC_POINT_SPRITES);
  746. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  747. rsc->setMaxPointSize(256);
  748. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  749. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  750. rsc->setCapability(RSC_PERSTAGECONSTANT);
  751. return rsc;
  752. }
  753. void D3D11RenderSystem::determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc)
  754. {
  755. bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
  756. enum CSAAMode { CSAA_Normal, CSAA_Quality };
  757. CSAAMode csaaMode = CSAA_Normal;
  758. bool foundValid = false;
  759. size_t origNumSamples = multisampleCount;
  760. while (!foundValid)
  761. {
  762. // Deal with special cases
  763. if (tryCSAA)
  764. {
  765. switch(multisampleCount)
  766. {
  767. case 8:
  768. if (csaaMode == CSAA_Quality)
  769. {
  770. outputSampleDesc->Count = 8;
  771. outputSampleDesc->Quality = 8;
  772. }
  773. else
  774. {
  775. outputSampleDesc->Count = 4;
  776. outputSampleDesc->Quality = 8;
  777. }
  778. break;
  779. case 16:
  780. if (csaaMode == CSAA_Quality)
  781. {
  782. outputSampleDesc->Count = 8;
  783. outputSampleDesc->Quality = 16;
  784. }
  785. else
  786. {
  787. outputSampleDesc->Count = 4;
  788. outputSampleDesc->Quality = 16;
  789. }
  790. break;
  791. }
  792. }
  793. else // !CSAA
  794. {
  795. outputSampleDesc->Count = multisampleCount == 0 ? 1 : multisampleCount;
  796. outputSampleDesc->Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
  797. }
  798. HRESULT hr;
  799. UINT outQuality;
  800. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outputSampleDesc->Count, &outQuality);
  801. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outputSampleDesc->Quality))
  802. {
  803. foundValid = true;
  804. }
  805. else
  806. {
  807. // Downgrade
  808. if (tryCSAA && multisampleCount == 8)
  809. {
  810. // For CSAA, we'll try downgrading with quality mode at all samples.
  811. // then try without quality, then drop CSAA
  812. if (csaaMode == CSAA_Quality)
  813. {
  814. // Drop quality first
  815. csaaMode = CSAA_Normal;
  816. }
  817. else
  818. {
  819. // Drop CSAA entirely
  820. tryCSAA = false;
  821. }
  822. // Return to original requested samples
  823. multisampleCount = static_cast<UINT32>(origNumSamples);
  824. }
  825. else
  826. {
  827. // Drop samples
  828. multisampleCount--;
  829. if (multisampleCount == 1)
  830. {
  831. // Ran out of options, no multisampling
  832. multisampleCount = 0;
  833. foundValid = true;
  834. }
  835. }
  836. }
  837. }
  838. }
  839. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  840. {
  841. return VET_COLOR_ABGR;
  842. }
  843. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  844. {
  845. dest = matrix;
  846. // Convert depth range from [-1,+1] to [0,1]
  847. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  848. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  849. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  850. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  851. }
  852. float D3D11RenderSystem::getHorizontalTexelOffset()
  853. {
  854. return 0.0f;
  855. }
  856. float D3D11RenderSystem::getVerticalTexelOffset()
  857. {
  858. return 0.0f;
  859. }
  860. float D3D11RenderSystem::getMinimumDepthInputValue()
  861. {
  862. return 0.0f;
  863. }
  864. float D3D11RenderSystem::getMaximumDepthInputValue()
  865. {
  866. return 1.0f;
  867. }
  868. /************************************************************************/
  869. /* PRIVATE */
  870. /************************************************************************/
  871. void D3D11RenderSystem::applyInputLayout()
  872. {
  873. if(mActiveVertexDeclaration == nullptr)
  874. {
  875. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  876. return;
  877. }
  878. if(mActiveVertexShader == nullptr)
  879. {
  880. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  881. return;
  882. }
  883. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  884. mDevice->getImmediateContext()->IASetInputLayout(ia);
  885. }
  886. }