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BsD3D11RenderSystem.cpp 32 KB

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  1. //__________________________ Banshee Project - A modern game development toolkit _________________________________//
  2. //_____________________________________ www.banshee-project.com __________________________________________________//
  3. //________________________ Copyright (c) 2014 Marko Pintera. All rights reserved. ________________________________//
  4. #include "BsD3D11RenderSystem.h"
  5. #include "BsD3D11DriverList.h"
  6. #include "BsD3D11Driver.h"
  7. #include "BsD3D11Device.h"
  8. #include "BsD3D11TextureManager.h"
  9. #include "BsD3D11Texture.h"
  10. #include "BsD3D11HardwareBufferManager.h"
  11. #include "BsD3D11RenderWindowManager.h"
  12. #include "BsD3D11HLSLProgramFactory.h"
  13. #include "BsD3D11BlendState.h"
  14. #include "BsD3D11RasterizerState.h"
  15. #include "BsD3D11DepthStencilState.h"
  16. #include "BsD3D11SamplerState.h"
  17. #include "BsD3D11GpuProgram.h"
  18. #include "BsD3D11Mappings.h"
  19. #include "BsD3D11VertexBuffer.h"
  20. #include "BsD3D11IndexBuffer.h"
  21. #include "BsD3D11RenderStateManager.h"
  22. #include "BsD3D11GpuParamBlockBuffer.h"
  23. #include "BsD3D11InputLayoutManager.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. namespace BansheeEngine
  32. {
  33. D3D11RenderSystem::D3D11RenderSystem()
  34. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  35. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_11_0)
  36. , mHLSLFactory(nullptr), mIAManager(nullptr)
  37. , mStencilRef(0), mActiveDrawOp(DOT_TRIANGLE_LIST)
  38. {
  39. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  40. }
  41. D3D11RenderSystem::~D3D11RenderSystem()
  42. {
  43. }
  44. const String& D3D11RenderSystem::getName() const
  45. {
  46. static String strName("D3D11RenderSystem");
  47. return strName;
  48. }
  49. const String& D3D11RenderSystem::getShadingLanguageName() const
  50. {
  51. static String strName("hlsl");
  52. return strName;
  53. }
  54. void D3D11RenderSystem::initialize_internal(AsyncOp& asyncOp)
  55. {
  56. THROW_IF_NOT_CORE_THREAD;
  57. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  58. if(FAILED(hr))
  59. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  60. mDriverList = bs_new<D3D11DriverList>(mDXGIFactory);
  61. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  62. mVideoModeInfo = mActiveD3DDriver->getVideoModeInfo();
  63. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  64. D3D_FEATURE_LEVEL requestedLevels[] = {
  65. D3D_FEATURE_LEVEL_11_0,
  66. D3D_FEATURE_LEVEL_10_1,
  67. D3D_FEATURE_LEVEL_10_0,
  68. D3D_FEATURE_LEVEL_9_3,
  69. D3D_FEATURE_LEVEL_9_2,
  70. D3D_FEATURE_LEVEL_9_1
  71. };
  72. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  73. UINT32 deviceFlags = 0;
  74. #if BS_DEBUG_MODE
  75. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  76. #endif
  77. ID3D11Device* device;
  78. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  79. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  80. if(FAILED(hr))
  81. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  82. mDevice = bs_new<D3D11Device>(device);
  83. // This must query for DirectX 10 interface as this is unsupported for DX11
  84. LARGE_INTEGER driverVersion;
  85. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device, &driverVersion)))
  86. {
  87. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  88. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  89. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  90. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  91. }
  92. // Create the texture manager for use by others
  93. TextureManager::startUp<D3D11TextureManager>();
  94. // Also create hardware buffer manager
  95. HardwareBufferManager::startUp<D3D11HardwareBufferManager>(std::ref(*mDevice));
  96. // Create render window manager
  97. RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
  98. // Create & register HLSL factory
  99. mHLSLFactory = bs_new<D3D11HLSLProgramFactory>();
  100. // Create render state manager
  101. RenderStateManager::startUp<D3D11RenderStateManager>();
  102. mCurrentCapabilities = createRenderSystemCapabilities();
  103. mCurrentCapabilities->addShaderProfile("hlsl");
  104. GpuProgramManager::instance().addFactory(mHLSLFactory);
  105. mIAManager = bs_new<D3D11InputLayoutManager>();
  106. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  107. D3D11RenderUtility::startUp(mDevice);
  108. QueryManager::startUp<D3D11QueryManager>();
  109. RenderSystem::initialize_internal(asyncOp);
  110. asyncOp._completeOperation(primaryWindow);
  111. }
  112. void D3D11RenderSystem::destroy_internal()
  113. {
  114. THROW_IF_NOT_CORE_THREAD;
  115. QueryManager::shutDown();
  116. D3D11RenderUtility::shutDown();
  117. if(mIAManager != nullptr)
  118. {
  119. bs_delete(mIAManager);
  120. mIAManager = nullptr;
  121. }
  122. if(mHLSLFactory != nullptr)
  123. {
  124. bs_delete(mHLSLFactory);
  125. mHLSLFactory = nullptr;
  126. }
  127. mActiveVertexDeclaration = nullptr;
  128. mActiveVertexShader = nullptr;
  129. RenderStateManager::shutDown();
  130. RenderWindowManager::shutDown();
  131. HardwareBufferManager::shutDown();
  132. TextureManager::shutDown();
  133. SAFE_RELEASE(mDXGIFactory);
  134. if(mDevice != nullptr)
  135. {
  136. bs_delete(mDevice);
  137. mDevice = nullptr;
  138. }
  139. if(mDriverList != nullptr)
  140. {
  141. bs_delete(mDriverList);
  142. mDriverList = nullptr;
  143. }
  144. mActiveD3DDriver = nullptr;
  145. RenderSystem::destroy_internal();
  146. }
  147. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  148. {
  149. THROW_IF_NOT_CORE_THREAD;
  150. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  151. // and then set them all up at once before rendering? Needs testing
  152. ID3D11SamplerState* samplerArray[1];
  153. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  154. samplerArray[0] = d3d11SamplerState->getInternal();
  155. switch(gptype)
  156. {
  157. case GPT_VERTEX_PROGRAM:
  158. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  159. break;
  160. case GPT_FRAGMENT_PROGRAM:
  161. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  162. break;
  163. case GPT_GEOMETRY_PROGRAM:
  164. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  165. break;
  166. case GPT_DOMAIN_PROGRAM:
  167. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  168. break;
  169. case GPT_HULL_PROGRAM:
  170. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  171. break;
  172. case GPT_COMPUTE_PROGRAM:
  173. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  174. break;
  175. default:
  176. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  177. }
  178. BS_INC_RENDER_STAT(NumSamplerBinds);
  179. }
  180. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  181. {
  182. THROW_IF_NOT_CORE_THREAD;
  183. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  184. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  185. BS_INC_RENDER_STAT(NumBlendStateChanges);
  186. }
  187. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  188. {
  189. THROW_IF_NOT_CORE_THREAD;
  190. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  191. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  192. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  193. }
  194. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  195. {
  196. THROW_IF_NOT_CORE_THREAD;
  197. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  198. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  199. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  200. }
  201. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  202. {
  203. THROW_IF_NOT_CORE_THREAD;
  204. // TODO - Set up UAVs?
  205. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  206. // and then set them all up at once before rendering? Needs testing
  207. ID3D11ShaderResourceView* viewArray[1];
  208. if(texPtr != nullptr && enabled)
  209. {
  210. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  211. viewArray[0] = d3d11Texture->getSRV();
  212. }
  213. else
  214. viewArray[0] = nullptr;
  215. switch(gptype)
  216. {
  217. case GPT_VERTEX_PROGRAM:
  218. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  219. break;
  220. case GPT_FRAGMENT_PROGRAM:
  221. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  222. break;
  223. case GPT_GEOMETRY_PROGRAM:
  224. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  225. break;
  226. case GPT_DOMAIN_PROGRAM:
  227. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  228. break;
  229. case GPT_HULL_PROGRAM:
  230. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  231. break;
  232. case GPT_COMPUTE_PROGRAM:
  233. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  234. break;
  235. default:
  236. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  237. }
  238. BS_INC_RENDER_STAT(NumTextureBinds);
  239. }
  240. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  241. {
  242. THROW_IF_NOT_CORE_THREAD;
  243. setTexture(gptype, texUnit, false, nullptr);
  244. }
  245. void D3D11RenderSystem::beginFrame()
  246. {
  247. // Not used
  248. }
  249. void D3D11RenderSystem::endFrame()
  250. {
  251. // Not used
  252. }
  253. void D3D11RenderSystem::setViewport(Viewport vp)
  254. {
  255. THROW_IF_NOT_CORE_THREAD;
  256. // Set render target
  257. RenderTargetPtr target = vp.getTarget();
  258. setRenderTarget(target);
  259. // Set viewport dimensions
  260. mViewport.TopLeftX = (FLOAT)vp.getX();
  261. mViewport.TopLeftY = (FLOAT)vp.getY();
  262. mViewport.Width = (FLOAT)vp.getWidth();
  263. mViewport.Height = (FLOAT)vp.getHeight();
  264. if (target->requiresTextureFlipping())
  265. {
  266. // Convert "top-left" to "bottom-left"
  267. mViewport.TopLeftY = target->getHeight() - mViewport.Height - mViewport.TopLeftY;
  268. }
  269. mViewport.MinDepth = 0.0f;
  270. mViewport.MaxDepth = 1.0f;
  271. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  272. }
  273. void D3D11RenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers)
  274. {
  275. THROW_IF_NOT_CORE_THREAD;
  276. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  277. if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
  278. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  279. ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
  280. UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
  281. UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
  282. for(UINT32 i = 0; i < numBuffers; i++)
  283. {
  284. D3D11VertexBuffer* vertexBuffer = static_cast<D3D11VertexBuffer*>(buffers[i].get());
  285. dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
  286. strides[i] = buffers[i]->getVertexSize();
  287. offsets[i] = 0;
  288. }
  289. mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
  290. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  291. }
  292. void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  293. {
  294. THROW_IF_NOT_CORE_THREAD;
  295. D3D11IndexBuffer* indexBuffer = static_cast<D3D11IndexBuffer*>(buffer.get());
  296. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  297. if(indexBuffer->getType() == IndexBuffer::IT_16BIT)
  298. indexFormat = DXGI_FORMAT_R16_UINT;
  299. else if(indexBuffer->getType() == IndexBuffer::IT_32BIT)
  300. indexFormat = DXGI_FORMAT_R32_UINT;
  301. else
  302. BS_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
  303. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  304. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  305. }
  306. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  307. {
  308. THROW_IF_NOT_CORE_THREAD;
  309. mActiveVertexDeclaration = vertexDeclaration;
  310. }
  311. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  312. {
  313. THROW_IF_NOT_CORE_THREAD;
  314. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  315. }
  316. void D3D11RenderSystem::bindGpuProgram(HGpuProgram prg)
  317. {
  318. THROW_IF_NOT_CORE_THREAD;
  319. if(!prg.isLoaded())
  320. return;
  321. switch(prg->getType())
  322. {
  323. case GPT_VERTEX_PROGRAM:
  324. {
  325. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg.get());
  326. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  327. mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgram>(prg.getInternalPtr());
  328. break;
  329. }
  330. case GPT_FRAGMENT_PROGRAM:
  331. {
  332. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg.get());
  333. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  334. break;
  335. }
  336. case GPT_GEOMETRY_PROGRAM:
  337. {
  338. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg.get());
  339. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  340. break;
  341. }
  342. case GPT_DOMAIN_PROGRAM:
  343. {
  344. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg.get());
  345. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  346. break;
  347. }
  348. case GPT_HULL_PROGRAM:
  349. {
  350. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg.get());
  351. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  352. break;
  353. }
  354. case GPT_COMPUTE_PROGRAM:
  355. {
  356. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg.get());
  357. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  358. break;
  359. }
  360. default:
  361. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  362. }
  363. if (mDevice->hasError())
  364. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  365. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  366. }
  367. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  368. {
  369. THROW_IF_NOT_CORE_THREAD;
  370. switch(gptype)
  371. {
  372. case GPT_VERTEX_PROGRAM:
  373. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  374. mActiveVertexShader = nullptr;
  375. break;
  376. case GPT_FRAGMENT_PROGRAM:
  377. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  378. break;
  379. case GPT_GEOMETRY_PROGRAM:
  380. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  381. break;
  382. case GPT_DOMAIN_PROGRAM:
  383. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  384. break;
  385. case GPT_HULL_PROGRAM:
  386. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  387. break;
  388. case GPT_COMPUTE_PROGRAM:
  389. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  390. break;
  391. default:
  392. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  393. }
  394. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  395. }
  396. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr bindableParams)
  397. {
  398. THROW_IF_NOT_CORE_THREAD;
  399. bindableParams->updateHardwareBuffers();
  400. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  401. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  402. {
  403. HSamplerState& samplerState = bindableParams->getSamplerState(iter->second.slot);
  404. if(samplerState == nullptr)
  405. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  406. else
  407. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  408. }
  409. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  410. {
  411. HTexture texture = bindableParams->getTexture(iter->second.slot);
  412. if(!texture.isLoaded())
  413. setTexture(gptype, iter->second.slot, false, nullptr);
  414. else
  415. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  416. }
  417. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  418. ID3D11Buffer* bufferArray[1];
  419. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  420. {
  421. GpuParamBlockBufferPtr currentBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
  422. if(currentBlockBuffer != nullptr)
  423. {
  424. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer.get());
  425. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  426. }
  427. else
  428. bufferArray[0] = nullptr;
  429. switch(gptype)
  430. {
  431. case GPT_VERTEX_PROGRAM:
  432. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  433. break;
  434. case GPT_FRAGMENT_PROGRAM:
  435. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  436. break;
  437. case GPT_GEOMETRY_PROGRAM:
  438. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  439. break;
  440. case GPT_HULL_PROGRAM:
  441. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  442. break;
  443. case GPT_DOMAIN_PROGRAM:
  444. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  445. break;
  446. case GPT_COMPUTE_PROGRAM:
  447. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  448. break;
  449. };
  450. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  451. }
  452. if (mDevice->hasError())
  453. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuParams : " + mDevice->getErrorDescription());
  454. }
  455. void D3D11RenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  456. {
  457. THROW_IF_NOT_CORE_THREAD;
  458. applyInputLayout();
  459. mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
  460. #if BS_DEBUG_MODE
  461. if(mDevice->hasError())
  462. LOGWRN(mDevice->getErrorDescription());
  463. #endif
  464. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  465. BS_INC_RENDER_STAT(NumDrawCalls);
  466. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  467. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  468. }
  469. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  470. {
  471. THROW_IF_NOT_CORE_THREAD;
  472. applyInputLayout();
  473. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
  474. #if BS_DEBUG_MODE
  475. if(mDevice->hasError())
  476. LOGWRN(mDevice->getErrorDescription());
  477. #endif
  478. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  479. BS_INC_RENDER_STAT(NumDrawCalls);
  480. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  481. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  482. }
  483. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  484. {
  485. THROW_IF_NOT_CORE_THREAD;
  486. mScissorRect.left = static_cast<LONG>(left);
  487. mScissorRect.top = static_cast<LONG>(top);
  488. mScissorRect.bottom = static_cast<LONG>(bottom);
  489. mScissorRect.right = static_cast<LONG>(right);
  490. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  491. }
  492. void D3D11RenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  493. {
  494. THROW_IF_NOT_CORE_THREAD;
  495. if(mActiveRenderTarget == nullptr)
  496. return;
  497. RectI clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  498. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  499. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == mActiveRenderTarget->getWidth() && clearArea.height == mActiveRenderTarget->getHeight());
  500. if (!clearEntireTarget)
  501. {
  502. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  503. BS_INC_RENDER_STAT(NumClears);
  504. }
  505. else
  506. clearRenderTarget(buffers, color, depth, stencil);
  507. }
  508. void D3D11RenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  509. {
  510. THROW_IF_NOT_CORE_THREAD;
  511. if(mActiveRenderTarget == nullptr)
  512. return;
  513. // Clear render surfaces
  514. if (buffers & FBT_COLOR)
  515. {
  516. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  517. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  518. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  519. mActiveRenderTarget->getCustomAttribute("RTV", views);
  520. if (!views[0])
  521. {
  522. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  523. return;
  524. }
  525. float clearColor[4];
  526. clearColor[0] = color.r;
  527. clearColor[1] = color.g;
  528. clearColor[2] = color.b;
  529. clearColor[3] = color.a;
  530. for(UINT32 i = 0; i < maxRenderTargets; i++)
  531. {
  532. if(views[i] != nullptr)
  533. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  534. }
  535. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  536. }
  537. // Clear depth stencil
  538. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  539. {
  540. ID3D11DepthStencilView* depthStencilView = nullptr;
  541. mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
  542. D3D11_CLEAR_FLAG clearFlag;
  543. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  544. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  545. else if((buffers & FBT_STENCIL) != 0)
  546. clearFlag = D3D11_CLEAR_STENCIL;
  547. else
  548. clearFlag = D3D11_CLEAR_DEPTH;
  549. if(depthStencilView != nullptr)
  550. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  551. }
  552. BS_INC_RENDER_STAT(NumClears);
  553. }
  554. void D3D11RenderSystem::setRenderTarget(RenderTargetPtr target)
  555. {
  556. THROW_IF_NOT_CORE_THREAD;
  557. mActiveRenderTarget = target;
  558. // Retrieve render surfaces
  559. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  560. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  561. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  562. target->getCustomAttribute("RTV", views);
  563. if (!views[0])
  564. {
  565. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  566. return;
  567. }
  568. // Retrieve depth stencil
  569. ID3D11DepthStencilView* depthStencilView = nullptr;
  570. target->getCustomAttribute("DSV", &depthStencilView);
  571. // Bind render targets
  572. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  573. if (mDevice->hasError())
  574. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  575. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  576. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  577. }
  578. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  579. {
  580. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  581. }
  582. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  583. {
  584. THROW_IF_NOT_CORE_THREAD;
  585. RenderSystemCapabilities* rsc = bs_new<RenderSystemCapabilities>();
  586. rsc->setDriverVersion(mDriverVersion);
  587. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  588. rsc->setRenderSystemName(getName());
  589. rsc->setStencilBufferBitDepth(8);
  590. rsc->setCapability(RSC_ANISOTROPY);
  591. rsc->setCapability(RSC_AUTOMIPMAP);
  592. // Cube map
  593. rsc->setCapability(RSC_CUBEMAPPING);
  594. // We always support compression, D3DX will decompress if device does not support
  595. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  596. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  597. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  598. rsc->setCapability(RSC_STENCIL_WRAP);
  599. rsc->setCapability(RSC_HWOCCLUSION);
  600. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  601. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  602. rsc->setMaxBoundVertexBuffers(32);
  603. else
  604. rsc->setMaxBoundVertexBuffers(16);
  605. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  606. {
  607. rsc->addShaderProfile("ps_4_0");
  608. rsc->addShaderProfile("vs_4_0");
  609. rsc->addShaderProfile("gs_4_0");
  610. rsc->addGpuProgramProfile(GPP_PS_4_0, "ps_4_0");
  611. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  612. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  613. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  614. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  615. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  616. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  617. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  618. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  619. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  620. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  621. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  622. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
  623. }
  624. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  625. {
  626. rsc->addShaderProfile("ps_4_1");
  627. rsc->addShaderProfile("vs_4_1");
  628. rsc->addShaderProfile("gs_4_1");
  629. rsc->addGpuProgramProfile(GPP_PS_4_1, "ps_4_1");
  630. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  631. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  632. }
  633. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  634. {
  635. rsc->addShaderProfile("ps_5_0");
  636. rsc->addShaderProfile("vs_5_0");
  637. rsc->addShaderProfile("gs_5_0");
  638. rsc->addShaderProfile("cs_5_0");
  639. rsc->addShaderProfile("hs_5_0");
  640. rsc->addShaderProfile("ds_5_0");
  641. rsc->addGpuProgramProfile(GPP_PS_5_0, "ps_5_0");
  642. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  643. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  644. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  645. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  646. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  647. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  648. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  649. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  650. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  651. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  652. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  653. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  654. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  655. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  656. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  657. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  658. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
  659. + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
  660. + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
  661. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  662. }
  663. rsc->setCapability(RSC_USER_CLIP_PLANES);
  664. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  665. // Adapter details
  666. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  667. // Determine vendor
  668. switch(adapterID.VendorId)
  669. {
  670. case 0x10DE:
  671. rsc->setVendor(GPU_NVIDIA);
  672. break;
  673. case 0x1002:
  674. rsc->setVendor(GPU_AMD);
  675. break;
  676. case 0x163C:
  677. case 0x8086:
  678. rsc->setVendor(GPU_INTEL);
  679. break;
  680. default:
  681. rsc->setVendor(GPU_UNKNOWN);
  682. break;
  683. };
  684. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  685. rsc->setCapability(RSC_TEXTURE_3D);
  686. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  687. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  688. rsc->setCapability(RSC_TEXTURE_FLOAT);
  689. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  690. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  691. rsc->setCapability(RSC_POINT_SPRITES);
  692. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  693. rsc->setMaxPointSize(256);
  694. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  695. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  696. rsc->setCapability(RSC_PERSTAGECONSTANT);
  697. return rsc;
  698. }
  699. void D3D11RenderSystem::determineMultisampleSettings(UINT32 multisampleCount, const String& multisampleHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc)
  700. {
  701. bool ok = false;
  702. bool qualityHint = multisampleHint.find("Quality") != String::npos;
  703. size_t origCount = multisampleCount;
  704. bool tryCSAA = false;
  705. // NVIDIA, prefer CSAA if available for 8+
  706. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  707. // if this is the first window, caps will not be initialised yet
  708. if (mActiveD3DDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  709. multisampleCount >= 8)
  710. {
  711. tryCSAA = true;
  712. }
  713. while (!ok)
  714. {
  715. // Deal with special cases
  716. if (tryCSAA)
  717. {
  718. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  719. switch(multisampleCount)
  720. {
  721. case 8:
  722. if (qualityHint)
  723. {
  724. outputSampleDesc->Count = 8;
  725. outputSampleDesc->Quality = 8;
  726. }
  727. else
  728. {
  729. outputSampleDesc->Count = 4;
  730. outputSampleDesc->Quality = 8;
  731. }
  732. break;
  733. case 16:
  734. if (qualityHint)
  735. {
  736. outputSampleDesc->Count = 8;
  737. outputSampleDesc->Quality = 16;
  738. }
  739. else
  740. {
  741. outputSampleDesc->Count = 4;
  742. outputSampleDesc->Quality = 16;
  743. }
  744. break;
  745. }
  746. }
  747. else // !CSAA
  748. {
  749. outputSampleDesc->Count = multisampleCount == 0 ? 1 : multisampleCount;
  750. outputSampleDesc->Quality = 0;
  751. }
  752. HRESULT hr;
  753. UINT outQuality;
  754. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outputSampleDesc->Count, &outQuality);
  755. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outputSampleDesc->Quality))
  756. {
  757. ok = true;
  758. }
  759. else
  760. {
  761. // downgrade
  762. if (tryCSAA && multisampleCount == 8)
  763. {
  764. // for CSAA, we'll try downgrading with quality mode at all samples.
  765. // then try without quality, then drop CSAA
  766. if (qualityHint)
  767. {
  768. // drop quality first
  769. qualityHint = false;
  770. }
  771. else
  772. {
  773. // drop CSAA entirely
  774. tryCSAA = false;
  775. }
  776. // return to original requested samples
  777. multisampleCount = static_cast<UINT32>(origCount);
  778. }
  779. else
  780. {
  781. // drop samples
  782. --multisampleCount;
  783. if (multisampleCount == 1)
  784. {
  785. // ran out of options, no multisampling
  786. multisampleCount = 0;
  787. ok = true;
  788. }
  789. }
  790. }
  791. } // while !ok
  792. }
  793. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  794. {
  795. return VET_COLOR_ABGR;
  796. }
  797. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram)
  798. {
  799. dest = matrix;
  800. // Convert depth range from [-1,+1] to [0,1]
  801. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  802. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  803. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  804. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  805. if (!forGpuProgram)
  806. {
  807. // Convert right-handed to left-handed
  808. dest[0][2] = -dest[0][2];
  809. dest[1][2] = -dest[1][2];
  810. dest[2][2] = -dest[2][2];
  811. dest[3][2] = -dest[3][2];
  812. }
  813. }
  814. float D3D11RenderSystem::getHorizontalTexelOffset()
  815. {
  816. return 0.0f;
  817. }
  818. float D3D11RenderSystem::getVerticalTexelOffset()
  819. {
  820. return 0.0f;
  821. }
  822. float D3D11RenderSystem::getMinimumDepthInputValue()
  823. {
  824. return 0.0f;
  825. }
  826. float D3D11RenderSystem::getMaximumDepthInputValue()
  827. {
  828. return -1.0f;
  829. }
  830. /************************************************************************/
  831. /* PRIVATE */
  832. /************************************************************************/
  833. void D3D11RenderSystem::applyInputLayout()
  834. {
  835. if(mActiveVertexDeclaration == nullptr)
  836. {
  837. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  838. return;
  839. }
  840. if(mActiveVertexShader == nullptr)
  841. {
  842. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  843. return;
  844. }
  845. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  846. mDevice->getImmediateContext()->IASetInputLayout(ia);
  847. }
  848. }