BsD3D9RenderAPI.h 19 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsD3D9Prerequisites.h"
  5. #include "BsRenderAPI.h"
  6. #include "BsRenderAPICapabilities.h"
  7. #include "BsD3D9Mappings.h"
  8. namespace BansheeEngine
  9. {
  10. /** @addtogroup D3D9
  11. * @{
  12. */
  13. /** Implementation of a render system using DirectX 9. Provides abstracted access to various low level DX9 methods. */
  14. class BS_D3D9_EXPORT D3D9RenderAPI : public RenderAPICore
  15. {
  16. public:
  17. /** Constructs a new instance of the render system using the provided module instance. */
  18. D3D9RenderAPI(HINSTANCE hInstance);
  19. ~D3D9RenderAPI();
  20. /** @copydoc RenderAPICore::getName() */
  21. const StringID& getName() const override;
  22. /** @copydoc RenderAPICore::getShadingLanguageName() */
  23. const String& getShadingLanguageName() const override;
  24. /** @copydoc RenderAPICore::setRenderTarget() */
  25. void setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil = false) override;
  26. /** @copydoc RenderAPICore::bindGpuProgram() */
  27. void bindGpuProgram(const SPtr<GpuProgramCore>& prg) override;
  28. /** @copydoc RenderAPICore::unbindGpuProgram() */
  29. void unbindGpuProgram(GpuProgramType gptype) override;
  30. /** @copydoc RenderAPICore::setConstantBuffers() */
  31. void setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& params) override;
  32. /** @copydoc RenderAPICore::setVertexBuffers() */
  33. void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers) override;
  34. /** @copydoc RenderAPICore::setIndexBuffer() */
  35. void setIndexBuffer(const SPtr<IndexBufferCore>& buffer) override;
  36. /** @copydoc RenderAPICore::setVertexDeclaration() */
  37. void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration) override;
  38. /** @copydoc RenderAPICore::setDrawOperation() */
  39. void setDrawOperation(DrawOperationType op) override;
  40. /** @copydoc RenderAPICore::setTexture() */
  41. void setTexture(GpuProgramType gptype, UINT16 texUnit, bool enabled, const SPtr<TextureCore>& texPtr) override;
  42. /** @copydoc RenderAPICore::setLoadStoreTexture() */
  43. void setLoadStoreTexture(GpuProgramType gptype, UINT16 texUnit, bool enabled, const SPtr<TextureCore>& texPtr,
  44. const TextureSurface& surface) override;
  45. /** @copydoc RenderAPICore::setSamplerState() */
  46. void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState) override;
  47. /** @copydoc RenderAPICore::setBlendState() */
  48. void setBlendState(const SPtr<BlendStateCore>& blendState) override;
  49. /** @copydoc RenderAPICore::setRasterizerState() */
  50. void setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState) override;
  51. /** @copydoc RenderAPICore::setDepthStencilState() */
  52. void setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue) override;
  53. /** @copydoc RenderAPICore::setViewport() */
  54. void setViewport(const Rect2& area) override;
  55. /** @copydoc RenderAPICore::beginFrame() */
  56. void beginFrame() override;
  57. /** @copydoc RenderAPICore::endFrame() */
  58. void endFrame() override;
  59. /** @copydoc RenderAPICore::draw() */
  60. void draw(UINT32 vertexOffset, UINT32 vertexCount) override;
  61. /** @copydoc RenderAPICore::drawIndexed() */
  62. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount) override;
  63. /** @copydoc RenderAPICore::dispatchCompute() */
  64. void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1) override;
  65. /** @copydoc RenderAPICore::setScissorRect() */
  66. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) override;
  67. /** @copydoc RenderAPICore::clearRenderTarget() */
  68. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  69. UINT8 targetMask = 0xFF) override;
  70. /** @copydoc RenderAPICore::clearViewport() */
  71. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  72. UINT8 targetMask = 0xFF) override;
  73. /** @copydoc RenderAPICore::convertProjectionMatrix() */
  74. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override;
  75. /** @copydoc RenderAPICore::getAPIInfo */
  76. const RenderAPIInfo& getAPIInfo() const override;
  77. /** @copydoc RenderAPICore::generateParamBlockDesc() */
  78. GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) override;
  79. /************************************************************************/
  80. /* Internal use by DX9 RenderAPI only */
  81. /************************************************************************/
  82. /** Returns the resource manager instance. */
  83. static D3D9ResourceManager* getResourceManager();
  84. /** Returns the device manager instance. */
  85. static D3D9DeviceManager* getDeviceManager();
  86. /** Returns the internal DirectX 9 device object. */
  87. static IDirect3D9* getDirect3D9();
  88. /** Returns the number of devices that resources should be created on. */
  89. static UINT getResourceCreationDeviceCount();
  90. /** Returns DirectX 9 device used for resource creation at the specified index. */
  91. static IDirect3DDevice9* getResourceCreationDevice(UINT index);
  92. /** Returns the currently active DirectX 9 device. */
  93. static IDirect3DDevice9* getActiveD3D9Device();
  94. /**
  95. * Converts engine multisample options into DirectX 9 specific ones. Also test for multi-sample support on the
  96. * device and returns nearest supported type if requested type is not available.
  97. *
  98. * @param[in] d3d9Device Device to check for multisampling.
  99. * @param[in] multisampleCount Number of requested samples.
  100. * @param[in] d3dPixelFormat Pixel format used by the render target.
  101. * @param[in] fullscreen Are we testing multisampling for a full-screen render target.
  102. * @param[in] outMultisampleType Output parameter containing DirectX type representing valid multisample type.
  103. * @param[in] outMultisampleQuality Output parameter containing multisample quality.
  104. */
  105. void determineMultisampleSettings(IDirect3DDevice9* d3d9Device, UINT32 multisampleCount, D3DFORMAT d3dPixelFormat,
  106. bool fullscreen, D3DMULTISAMPLE_TYPE* outMultisampleType, DWORD* outMultisampleQuality) const;
  107. /** Register a newly open window with the render system. */
  108. void registerWindow(RenderWindowCore& renderWindow);
  109. private:
  110. friend class D3D9Texture;
  111. friend class D3D9RenderWindow;
  112. friend class D3D9Device;
  113. friend class D3D9TextureManager;
  114. friend class D3D9TextureCoreManager;
  115. friend class D3D9DeviceManager;
  116. friend class D3D9RenderWindowManager;
  117. friend class D3D9RenderWindowCoreManager;
  118. /** @copydoc RenderAPICore::initializePrepare */
  119. void initializePrepare() override;
  120. /** @copydoc RenderAPICore::initializeFinalize */
  121. void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow) override;
  122. /** @copydoc RenderAPICore::destroy_internal */
  123. void destroyCore() override;
  124. /** Returns a list of available drivers and their properties. */
  125. D3D9DriverList* getDirect3DDrivers() const;
  126. /** Sets DirectX 9 render state option. */
  127. HRESULT setRenderState(D3DRENDERSTATETYPE state, DWORD value);
  128. /** Sets DirectX 9 sampler state option for a sampler at the specified index. */
  129. HRESULT setSamplerState(DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value);
  130. /** Sets DirectX 9 texture state option for a texture unit at the specified index. */
  131. HRESULT setTextureStageState(DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value);
  132. /** Set a floating point render state option. */
  133. HRESULT setFloatRenderState(D3DRENDERSTATETYPE state, float value)
  134. {
  135. return setRenderState(state, *((LPDWORD)(&value)));
  136. }
  137. /** Returns currently active anisotropy level for the provided texture unit. */
  138. DWORD getCurrentAnisotropy(UINT32 unit);
  139. /**
  140. * Updates active render system capabilities. Requires active render window to check certain capabilities.
  141. *
  142. * @note Also performs an initialization step when called the first time.
  143. */
  144. RenderAPICapabilities* updateRenderSystemCapabilities(D3D9RenderWindowCore* renderWindow);
  145. /** Updates render system capabilities with vertex shader related data. */
  146. void updateVertexShaderCaps(RenderAPICapabilities* rsc) const;
  147. /** Updates render system capabilities with pixel shader related data. */
  148. void updatePixelShaderCaps(RenderAPICapabilities* rsc) const;
  149. /** @copydoc RenderAPICore::setClipPlanesImpl */
  150. void setClipPlanesImpl(const PlaneList& clipPlanes) override;
  151. /** Converts a HRESULT error number into an error description. */
  152. String getErrorDescription(long errorNumber) const;
  153. /** Sets a clip plane with the specified index. */
  154. void setClipPlane(UINT16 index, float A, float B, float C, float D);
  155. /** Enables or disables a clip plane at the specified index. */
  156. void enableClipPlane(UINT16 index, bool enable);
  157. /** Returns current module instance. */
  158. HINSTANCE getInstanceHandle() const { return mhInstance; }
  159. /** Returns the D3D9 specific mode used for drawing, depending on the currently set draw operation. */
  160. D3DPRIMITIVETYPE getD3D9PrimitiveType() const;
  161. /************************************************************************/
  162. /* Sampler states */
  163. /************************************************************************/
  164. /**
  165. * Sets the texture addressing mode for a texture unit. This determines how are UV address values outside of [0, 1]
  166. * range handled when sampling from texture.
  167. */
  168. void setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw);
  169. /**
  170. * Allows you to specify how is the texture bound to the specified texture unit filtered. Different filter types are
  171. * used for different situations like magnifying or minifying a texture.
  172. */
  173. void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
  174. /** Sets anisotropy value for the specified texture unit. */
  175. void setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy);
  176. /**
  177. * Sets the texture border color for a texture unit. Border color determines color returned by the texture sampler
  178. * when border addressing mode is used and texture address is outside of [0, 1] range.
  179. */
  180. void setTextureBorderColor(UINT16 stage, const Color& color);
  181. /**
  182. * Sets the mipmap bias value for a given texture unit. Bias allows you to adjust the mipmap selection calculation.
  183. * Negative values force a larger mipmap to be used, and positive values smaller. Units are in values of mip levels,
  184. * so -1 means use a mipmap one level higher than default.
  185. */
  186. void setTextureMipmapBias(UINT16 unit, float bias);
  187. /************************************************************************/
  188. /* Blend states */
  189. /************************************************************************/
  190. /**
  191. * Sets up blending mode that allows you to combine new pixels with pixels already in the render target. Final pixel
  192. * value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
  193. */
  194. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
  195. /**
  196. * Sets up blending mode that allows you to combine new pixels with pixels already in the render target. Allows you
  197. * to set up separate blend operations for alpha values.
  198. *
  199. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
  200. */
  201. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  202. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
  203. /**
  204. * Sets alpha test that allows you to reject pixels that fail the comparison function versus the provided reference
  205. * value.
  206. */
  207. void setAlphaTest(CompareFunction func, unsigned char value);
  208. /**
  209. * Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing to worry about order
  210. * of rendering like regular blending does. It requires multi-sampling to be active in order to work, and you need
  211. * to supply an alpha texture that determines object transparency.
  212. */
  213. void setAlphaToCoverage(bool enabled);
  214. /** Enables or disables writing to certain color channels of the render target. */
  215. void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
  216. /************************************************************************/
  217. /* Rasterizer states */
  218. /************************************************************************/
  219. /** Sets vertex winding order. Normally you would use this to cull back facing polygons. */
  220. void setCullingMode(CullingMode mode);
  221. /** Sets the polygon rasterization mode. Determines how are polygons interpreted. */
  222. void setPolygonMode(PolygonMode level);
  223. /**
  224. * Sets a depth bias that will offset the depth values of new pixels by the specified amount. Final depth bias value
  225. * is a combination of the constant depth bias and slope depth bias. Slope depth bias has more effect the higher the
  226. * slope of the rendered polygon.
  227. *
  228. * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
  229. */
  230. void setDepthBias(float constantBias, float slopeScaleBias);
  231. /**
  232. * Scissor test allows you to mask off rendering in all but a given rectangular area identified by the rectangle
  233. * set by setScissorRect().
  234. */
  235. void setScissorTestEnable(bool enable);
  236. /**
  237. * Only applies when rendering to a multisample render target. If disabled all of the samples will be taken from the
  238. * center of the pixel, effectively making the image aliased. Default value is true where samples are picked
  239. * randomly within the pixel.
  240. */
  241. void setMultisampleAntialiasEnable(bool enable);
  242. /**
  243. * Only applies when rendering to a non-multisample render target. If enabled, lines will be antialiased. Default
  244. * state is disabled.
  245. */
  246. void setAntialiasedLineEnable(bool enable);
  247. /************************************************************************/
  248. /* Depth stencil state */
  249. /************************************************************************/
  250. /** Should new pixels perform depth testing using the set depth comparison function before being written. */
  251. void setDepthBufferCheckEnabled(bool enabled = true);
  252. /** Should new pixels write to the depth buffer. */
  253. void setDepthBufferWriteEnabled(bool enabled = true);
  254. /**
  255. * Sets comparison function used for depth testing. Determines how are new and existing pixel values compared - if
  256. * comparison function returns true the new pixel is written.
  257. */
  258. void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
  259. /**
  260. * Turns stencil tests on or off. By default this is disabled. Stencil testing allow you to mask out a part of the
  261. * rendered image by using various stencil operations provided.
  262. */
  263. void setStencilCheckEnabled(bool enabled);
  264. /**
  265. * Allows you to set stencil operations that are performed when stencil test passes or fails.
  266. *
  267. * @param[in] stencilFailOp Operation executed when stencil test fails.
  268. * @param[in] depthFailOp Operation executed when stencil test succeeds but depth test fails.
  269. * @param[in] passOp Operation executed when stencil test succeeds and depth test succeeds.
  270. * @param[in] front Should the stencil operations be applied to front or back facing polygons.
  271. */
  272. void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
  273. StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
  274. bool ccw = true);
  275. /**
  276. * Sets a stencil buffer comparison function. The result of this will cause one of 3 actions depending on whether
  277. * the test fails, succeeds but with the depth buffer check still failing, or succeeds with the depth buffer check
  278. * passing too.
  279. *
  280. * @param[in] func Comparison function that determines whether a stencil test fails or passes. Reference value
  281. * gets compared to the value already in the buffer using this function.
  282. * @param[in] ccw If set to true, the stencil operations will be applied to counterclockwise
  283. * faces. Otherwise they will be applied to clockwise faces.
  284. */
  285. void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, bool ccw = true);
  286. /** The bitmask applied to both the stencil value and the reference value before comparison. */
  287. void setStencilBufferReadMask(UINT32 mask = 0xFFFFFFFF);
  288. /** The bitmask applied to the stencil value before writing it to the stencil buffer. */
  289. void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
  290. /**
  291. * Sets a reference values used for stencil buffer comparisons. Actual comparison function and stencil operations
  292. * are set by setting the DepthStencilState.
  293. */
  294. void setStencilRefValue(UINT32 refValue);
  295. /**
  296. * Clears an area of the currently active render target.
  297. *
  298. * @param[in] buffers Combination of one or more elements of FrameBufferType denoting which buffers are
  299. * to be cleared.
  300. * @param[in] color (optional) The color to clear the color buffer with, if enabled.
  301. * @param[in] depth (optional) The value to initialize the depth buffer with, if enabled.
  302. * @param[in] stencil (optional) The value to initialize the stencil buffer with, if enabled.
  303. * @param[in] clearArea (optional) Area in pixels to clear.
  304. */
  305. void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, const Rect2I& clearArea = Rect2I::EMPTY);
  306. /**
  307. * Recalculates actual viewport dimensions based on currently set viewport normalized dimensions and render target
  308. * and applies them for further rendering.
  309. */
  310. void applyViewport();
  311. /** Triggered when device has been lost. */
  312. void notifyOnDeviceLost(D3D9Device* device);
  313. /** Triggered when device is being reset. */
  314. void notifyOnDeviceReset(D3D9Device* device);
  315. private:
  316. /** Holds texture unit settings. */
  317. struct sD3DTextureStageDesc
  318. {
  319. D3D9Mappings::D3DTexType texType;
  320. size_t coordIndex;
  321. IDirect3DBaseTexture9 *pTex;
  322. IDirect3DBaseTexture9 *pVertexTex;
  323. };
  324. static D3D9RenderAPI* msD3D9RenderSystem;
  325. IDirect3D9* mpD3D;
  326. D3D9HLSLProgramFactory* mHLSLProgramFactory;
  327. D3D9ResourceManager* mResourceManager;
  328. D3D9DeviceManager* mDeviceManager;
  329. mutable D3D9DriverList* mDriverList;
  330. D3D9Driver* mActiveD3DDriver;
  331. UINT32 mNumTexStages;
  332. sD3DTextureStageDesc* mTexStageDesc;
  333. bool mIsFrameInProgress;
  334. bool mRestoreFrameOnReset;
  335. HINSTANCE mhInstance;
  336. Rect2 mViewportNorm;
  337. UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
  338. RECT mScissorRect;
  339. DrawOperationType mCurrentDrawOperation;
  340. };
  341. /** @} */
  342. }