BsD3D11RenderSystem.cpp 35 KB

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  1. #include "BsD3D11RenderSystem.h"
  2. #include "BsD3D11DriverList.h"
  3. #include "BsD3D11Driver.h"
  4. #include "BsD3D11Device.h"
  5. #include "BsD3D11TextureManager.h"
  6. #include "BsD3D11Texture.h"
  7. #include "BsD3D11HardwareBufferManager.h"
  8. #include "BsD3D11RenderWindowManager.h"
  9. #include "BsD3D11HLSLProgramFactory.h"
  10. #include "BsD3D11BlendState.h"
  11. #include "BsD3D11RasterizerState.h"
  12. #include "BsD3D11DepthStencilState.h"
  13. #include "BsD3D11SamplerState.h"
  14. #include "BsD3D11GpuProgram.h"
  15. #include "BsD3D11Mappings.h"
  16. #include "BsD3D11VertexBuffer.h"
  17. #include "BsD3D11IndexBuffer.h"
  18. #include "BsD3D11RenderStateManager.h"
  19. #include "BsD3D11GpuParamBlockBuffer.h"
  20. #include "BsD3D11InputLayoutManager.h"
  21. #include "BsD3D11TextureView.h"
  22. #include "BsD3D11RenderUtility.h"
  23. #include "BsGpuParams.h"
  24. #include "BsCoreThread.h"
  25. #include "BsD3D11QueryManager.h"
  26. #include "BsDebug.h"
  27. #include "BsException.h"
  28. #include "BsRenderStats.h"
  29. namespace BansheeEngine
  30. {
  31. D3D11RenderSystem::D3D11RenderSystem()
  32. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  33. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_11_0)
  34. , mHLSLFactory(nullptr), mIAManager(nullptr)
  35. , mStencilRef(0), mActiveDrawOp(DOT_TRIANGLE_LIST)
  36. , mViewportNorm(0.0f, 0.0f, 1.0f, 1.0f)
  37. {
  38. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  39. }
  40. D3D11RenderSystem::~D3D11RenderSystem()
  41. {
  42. }
  43. const String& D3D11RenderSystem::getName() const
  44. {
  45. static String strName("D3D11RenderSystem");
  46. return strName;
  47. }
  48. const String& D3D11RenderSystem::getShadingLanguageName() const
  49. {
  50. static String strName("hlsl");
  51. return strName;
  52. }
  53. void D3D11RenderSystem::initializePrepare()
  54. {
  55. THROW_IF_NOT_CORE_THREAD;
  56. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  57. if(FAILED(hr))
  58. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  59. mDriverList = bs_new<D3D11DriverList>(mDXGIFactory);
  60. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  61. mVideoModeInfo = mActiveD3DDriver->getVideoModeInfo();
  62. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  63. D3D_FEATURE_LEVEL requestedLevels[] = {
  64. D3D_FEATURE_LEVEL_11_0,
  65. D3D_FEATURE_LEVEL_10_1,
  66. D3D_FEATURE_LEVEL_10_0,
  67. D3D_FEATURE_LEVEL_9_3,
  68. D3D_FEATURE_LEVEL_9_2,
  69. D3D_FEATURE_LEVEL_9_1
  70. };
  71. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  72. UINT32 deviceFlags = 0;
  73. #if BS_DEBUG_MODE
  74. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  75. #endif
  76. ID3D11Device* device;
  77. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  78. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  79. if(FAILED(hr))
  80. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  81. mDevice = bs_new<D3D11Device>(device);
  82. // This must query for DirectX 10 interface as this is unsupported for DX11
  83. LARGE_INTEGER driverVersion;
  84. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device, &driverVersion)))
  85. {
  86. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  87. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  88. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  89. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  90. }
  91. // Create the texture manager for use by others
  92. TextureManager::startUp<D3D11TextureManager>();
  93. TextureCoreManager::startUp<D3D11TextureCoreManager>();
  94. // Create hardware buffer manager
  95. HardwareBufferManager::startUp<D3D11HardwareBufferManager>(std::ref(*mDevice));
  96. HardwareBufferCoreManager::startUp<D3D11HardwareBufferCoreManager>(std::ref(*mDevice));
  97. // Create render window manager
  98. RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
  99. RenderWindowCoreManager::startUp<D3D11RenderWindowCoreManager>(this);
  100. // Create & register HLSL factory
  101. mHLSLFactory = bs_new<D3D11HLSLProgramFactory>();
  102. // Create render state manager
  103. RenderStateManager::startUp();
  104. RenderStateCoreManager::startUp<D3D11RenderStateCoreManager>();
  105. mCurrentCapabilities = createRenderSystemCapabilities();
  106. mCurrentCapabilities->addShaderProfile("hlsl");
  107. GpuProgramManager::instance().addFactory(mHLSLFactory);
  108. mIAManager = bs_new<D3D11InputLayoutManager>();
  109. RenderSystem::initializePrepare();
  110. }
  111. void D3D11RenderSystem::initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow)
  112. {
  113. D3D11RenderUtility::startUp(mDevice);
  114. QueryManager::startUp<D3D11QueryManager>();
  115. RenderSystem::initializeFinalize(primaryWindow);
  116. }
  117. void D3D11RenderSystem::destroy_internal()
  118. {
  119. THROW_IF_NOT_CORE_THREAD;
  120. for (auto& boundUAV : mBoundUAVs)
  121. {
  122. if (boundUAV.second != nullptr)
  123. boundUAV.first->releaseView(boundUAV.second);
  124. }
  125. QueryManager::shutDown();
  126. D3D11RenderUtility::shutDown();
  127. if(mIAManager != nullptr)
  128. {
  129. bs_delete(mIAManager);
  130. mIAManager = nullptr;
  131. }
  132. if(mHLSLFactory != nullptr)
  133. {
  134. bs_delete(mHLSLFactory);
  135. mHLSLFactory = nullptr;
  136. }
  137. mActiveVertexDeclaration = nullptr;
  138. mActiveVertexShader = nullptr;
  139. RenderStateCoreManager::shutDown();
  140. RenderStateManager::shutDown();
  141. RenderWindowCoreManager::shutDown();
  142. RenderWindowManager::shutDown();
  143. HardwareBufferCoreManager::shutDown();
  144. HardwareBufferManager::shutDown();
  145. TextureCoreManager::shutDown();
  146. TextureManager::shutDown();
  147. SAFE_RELEASE(mDXGIFactory);
  148. if(mDevice != nullptr)
  149. {
  150. bs_delete(mDevice);
  151. mDevice = nullptr;
  152. }
  153. if(mDriverList != nullptr)
  154. {
  155. bs_delete(mDriverList);
  156. mDriverList = nullptr;
  157. }
  158. mActiveD3DDriver = nullptr;
  159. RenderSystem::destroy_internal();
  160. }
  161. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState)
  162. {
  163. THROW_IF_NOT_CORE_THREAD;
  164. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  165. // and then set them all up at once before rendering? Needs testing
  166. ID3D11SamplerState* samplerArray[1];
  167. D3D11SamplerStateCore* d3d11SamplerState = static_cast<D3D11SamplerStateCore*>(const_cast<SamplerStateCore*>(samplerState.get()));
  168. samplerArray[0] = d3d11SamplerState->getInternal();
  169. switch(gptype)
  170. {
  171. case GPT_VERTEX_PROGRAM:
  172. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  173. break;
  174. case GPT_FRAGMENT_PROGRAM:
  175. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  176. break;
  177. case GPT_GEOMETRY_PROGRAM:
  178. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  179. break;
  180. case GPT_DOMAIN_PROGRAM:
  181. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  182. break;
  183. case GPT_HULL_PROGRAM:
  184. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  185. break;
  186. case GPT_COMPUTE_PROGRAM:
  187. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  188. break;
  189. default:
  190. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  191. }
  192. BS_INC_RENDER_STAT(NumSamplerBinds);
  193. }
  194. void D3D11RenderSystem::setBlendState(const SPtr<BlendStateCore>& blendState)
  195. {
  196. THROW_IF_NOT_CORE_THREAD;
  197. D3D11BlendStateCore* d3d11BlendState = static_cast<D3D11BlendStateCore*>(const_cast<BlendStateCore*>(blendState.get()));
  198. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  199. BS_INC_RENDER_STAT(NumBlendStateChanges);
  200. }
  201. void D3D11RenderSystem::setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState)
  202. {
  203. THROW_IF_NOT_CORE_THREAD;
  204. D3D11RasterizerStateCore* d3d11RasterizerState = static_cast<D3D11RasterizerStateCore*>(const_cast<RasterizerStateCore*>(rasterizerState.get()));
  205. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  206. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  207. }
  208. void D3D11RenderSystem::setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue)
  209. {
  210. THROW_IF_NOT_CORE_THREAD;
  211. D3D11DepthStencilStateCore* d3d11RasterizerState = static_cast<D3D11DepthStencilStateCore*>(const_cast<DepthStencilStateCore*>(depthStencilState.get()));
  212. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  213. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  214. }
  215. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr)
  216. {
  217. THROW_IF_NOT_CORE_THREAD;
  218. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  219. // and then set them all up at once before rendering? Needs testing
  220. ID3D11ShaderResourceView* viewArray[1];
  221. if(texPtr != nullptr && enabled)
  222. {
  223. D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
  224. viewArray[0] = d3d11Texture->getSRV();
  225. }
  226. else
  227. viewArray[0] = nullptr;
  228. switch(gptype)
  229. {
  230. case GPT_VERTEX_PROGRAM:
  231. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  232. break;
  233. case GPT_FRAGMENT_PROGRAM:
  234. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  235. break;
  236. case GPT_GEOMETRY_PROGRAM:
  237. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  238. break;
  239. case GPT_DOMAIN_PROGRAM:
  240. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  241. break;
  242. case GPT_HULL_PROGRAM:
  243. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  244. break;
  245. case GPT_COMPUTE_PROGRAM:
  246. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  247. break;
  248. default:
  249. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  250. }
  251. BS_INC_RENDER_STAT(NumTextureBinds);
  252. }
  253. void D3D11RenderSystem::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  254. const TextureSurface& surface)
  255. {
  256. THROW_IF_NOT_CORE_THREAD;
  257. // TODO - This hasn't bee tested and might be incorrect. I might need to set UAVs together with render targets,
  258. // especially considering DX11 expects number of UAVs to match number of render targets.
  259. ID3D11UnorderedAccessView* viewArray[1];
  260. if (texPtr != nullptr && enabled)
  261. {
  262. D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
  263. TextureViewPtr texView = TextureCore::requestView(texPtr, surface.mipLevel, 1,
  264. surface.arraySlice, surface.numArraySlices, GVU_RANDOMWRITE);
  265. D3D11TextureView* d3d11texView = static_cast<D3D11TextureView*>(texView.get());
  266. viewArray[0] = d3d11texView->getUAV();
  267. if (mBoundUAVs[unit].second != nullptr)
  268. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  269. mBoundUAVs[unit] = std::make_pair(texPtr, texView);
  270. }
  271. else
  272. {
  273. viewArray[0] = nullptr;
  274. if (mBoundUAVs[unit].second != nullptr)
  275. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  276. mBoundUAVs[unit] = std::pair<SPtr<TextureCore>, TextureViewPtr>();
  277. }
  278. if (gptype == GPT_FRAGMENT_PROGRAM)
  279. {
  280. mDevice->getImmediateContext()->OMSetRenderTargetsAndUnorderedAccessViews(
  281. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, unit, 1, viewArray, nullptr);
  282. }
  283. else if (gptype == GPT_COMPUTE_PROGRAM)
  284. {
  285. mDevice->getImmediateContext()->CSSetUnorderedAccessViews(unit, 1, viewArray, nullptr);
  286. }
  287. else
  288. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  289. BS_INC_RENDER_STAT(NumTextureBinds);
  290. }
  291. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  292. {
  293. THROW_IF_NOT_CORE_THREAD;
  294. setTexture(gptype, texUnit, false, nullptr);
  295. }
  296. void D3D11RenderSystem::beginFrame()
  297. {
  298. // Not used
  299. }
  300. void D3D11RenderSystem::endFrame()
  301. {
  302. // Not used
  303. }
  304. void D3D11RenderSystem::setViewport(const Rect2& vp)
  305. {
  306. THROW_IF_NOT_CORE_THREAD;
  307. mViewportNorm = vp;
  308. applyViewport();
  309. }
  310. void D3D11RenderSystem::applyViewport()
  311. {
  312. if (mActiveRenderTarget == nullptr)
  313. return;
  314. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  315. // Set viewport dimensions
  316. mViewport.TopLeftX = (FLOAT)(rtProps.getWidth() * mViewportNorm.x);
  317. mViewport.TopLeftY = (FLOAT)(rtProps.getHeight() * mViewportNorm.y);
  318. mViewport.Width = (FLOAT)(rtProps.getWidth() * mViewportNorm.width);
  319. mViewport.Height = (FLOAT)(rtProps.getHeight() * mViewportNorm.height);
  320. if (rtProps.requiresTextureFlipping())
  321. {
  322. // Convert "top-left" to "bottom-left"
  323. mViewport.TopLeftY = rtProps.getHeight() - mViewport.Height - mViewport.TopLeftY;
  324. }
  325. mViewport.MinDepth = 0.0f;
  326. mViewport.MaxDepth = 1.0f;
  327. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  328. }
  329. void D3D11RenderSystem::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
  330. {
  331. THROW_IF_NOT_CORE_THREAD;
  332. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  333. if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
  334. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  335. ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
  336. UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
  337. UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
  338. for(UINT32 i = 0; i < numBuffers; i++)
  339. {
  340. SPtr<D3D11VertexBufferCore> vertexBuffer = std::static_pointer_cast<D3D11VertexBufferCore>(buffers[i]);
  341. const VertexBufferProperties& vbProps = vertexBuffer->getProperties();
  342. dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
  343. strides[i] = vbProps.getVertexSize();
  344. offsets[i] = 0;
  345. }
  346. mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
  347. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  348. }
  349. void D3D11RenderSystem::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
  350. {
  351. THROW_IF_NOT_CORE_THREAD;
  352. SPtr<D3D11IndexBufferCore> indexBuffer = std::static_pointer_cast<D3D11IndexBufferCore>(buffer);
  353. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  354. if(indexBuffer->getProperties().getType() == IT_16BIT)
  355. indexFormat = DXGI_FORMAT_R16_UINT;
  356. else if (indexBuffer->getProperties().getType() == IT_32BIT)
  357. indexFormat = DXGI_FORMAT_R32_UINT;
  358. else
  359. BS_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getProperties().getType()));
  360. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  361. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  362. }
  363. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  364. {
  365. THROW_IF_NOT_CORE_THREAD;
  366. mActiveVertexDeclaration = vertexDeclaration;
  367. }
  368. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  369. {
  370. THROW_IF_NOT_CORE_THREAD;
  371. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  372. }
  373. void D3D11RenderSystem::bindGpuProgram(HGpuProgram prg)
  374. {
  375. THROW_IF_NOT_CORE_THREAD;
  376. if(!prg.isLoaded())
  377. return;
  378. switch(prg->getType())
  379. {
  380. case GPT_VERTEX_PROGRAM:
  381. {
  382. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg.get());
  383. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  384. mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgram>(prg.getInternalPtr());
  385. break;
  386. }
  387. case GPT_FRAGMENT_PROGRAM:
  388. {
  389. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg.get());
  390. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  391. break;
  392. }
  393. case GPT_GEOMETRY_PROGRAM:
  394. {
  395. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg.get());
  396. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  397. break;
  398. }
  399. case GPT_DOMAIN_PROGRAM:
  400. {
  401. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg.get());
  402. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  403. break;
  404. }
  405. case GPT_HULL_PROGRAM:
  406. {
  407. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg.get());
  408. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  409. break;
  410. }
  411. case GPT_COMPUTE_PROGRAM:
  412. {
  413. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg.get());
  414. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  415. break;
  416. }
  417. default:
  418. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  419. }
  420. if (mDevice->hasError())
  421. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  422. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  423. }
  424. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  425. {
  426. THROW_IF_NOT_CORE_THREAD;
  427. switch(gptype)
  428. {
  429. case GPT_VERTEX_PROGRAM:
  430. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  431. mActiveVertexShader = nullptr;
  432. break;
  433. case GPT_FRAGMENT_PROGRAM:
  434. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  435. break;
  436. case GPT_GEOMETRY_PROGRAM:
  437. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  438. break;
  439. case GPT_DOMAIN_PROGRAM:
  440. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  441. break;
  442. case GPT_HULL_PROGRAM:
  443. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  444. break;
  445. case GPT_COMPUTE_PROGRAM:
  446. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  447. break;
  448. default:
  449. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  450. }
  451. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  452. }
  453. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr bindableParams)
  454. {
  455. THROW_IF_NOT_CORE_THREAD;
  456. bindableParams->updateHardwareBuffers();
  457. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  458. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  459. {
  460. HSamplerState& samplerState = bindableParams->getSamplerState(iter->second.slot);
  461. if(samplerState == nullptr)
  462. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault()->getCore());
  463. else
  464. setSamplerState(gptype, iter->second.slot, samplerState->getCore());
  465. }
  466. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  467. {
  468. HTexture texture = bindableParams->getTexture(iter->second.slot);
  469. if (!bindableParams->isLoadStoreTexture(iter->second.slot))
  470. {
  471. if (!texture.isLoaded())
  472. setTexture(gptype, iter->second.slot, false, nullptr);
  473. else
  474. setTexture(gptype, iter->second.slot, true, texture->getCore());
  475. }
  476. else
  477. {
  478. const TextureSurface& surface = bindableParams->getLoadStoreSurface(iter->second.slot);
  479. if (!texture.isLoaded())
  480. setLoadStoreTexture(gptype, iter->second.slot, false, nullptr, surface);
  481. else
  482. setLoadStoreTexture(gptype, iter->second.slot, true, texture->getCore(), surface);
  483. }
  484. }
  485. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  486. ID3D11Buffer* bufferArray[1];
  487. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  488. {
  489. GpuParamBlockBufferPtr currentBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
  490. if(currentBlockBuffer != nullptr)
  491. {
  492. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer.get());
  493. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  494. }
  495. else
  496. bufferArray[0] = nullptr;
  497. switch(gptype)
  498. {
  499. case GPT_VERTEX_PROGRAM:
  500. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  501. break;
  502. case GPT_FRAGMENT_PROGRAM:
  503. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  504. break;
  505. case GPT_GEOMETRY_PROGRAM:
  506. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  507. break;
  508. case GPT_HULL_PROGRAM:
  509. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  510. break;
  511. case GPT_DOMAIN_PROGRAM:
  512. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  513. break;
  514. case GPT_COMPUTE_PROGRAM:
  515. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  516. break;
  517. };
  518. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  519. }
  520. if (mDevice->hasError())
  521. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuParams : " + mDevice->getErrorDescription());
  522. }
  523. void D3D11RenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  524. {
  525. THROW_IF_NOT_CORE_THREAD;
  526. applyInputLayout();
  527. mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
  528. #if BS_DEBUG_MODE
  529. if(mDevice->hasError())
  530. LOGWRN(mDevice->getErrorDescription());
  531. #endif
  532. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  533. BS_INC_RENDER_STAT(NumDrawCalls);
  534. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  535. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  536. }
  537. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  538. {
  539. THROW_IF_NOT_CORE_THREAD;
  540. applyInputLayout();
  541. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
  542. #if BS_DEBUG_MODE
  543. if(mDevice->hasError())
  544. LOGWRN(mDevice->getErrorDescription());
  545. #endif
  546. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  547. BS_INC_RENDER_STAT(NumDrawCalls);
  548. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  549. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  550. }
  551. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  552. {
  553. THROW_IF_NOT_CORE_THREAD;
  554. mScissorRect.left = static_cast<LONG>(left);
  555. mScissorRect.top = static_cast<LONG>(top);
  556. mScissorRect.bottom = static_cast<LONG>(bottom);
  557. mScissorRect.right = static_cast<LONG>(right);
  558. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  559. }
  560. void D3D11RenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  561. {
  562. THROW_IF_NOT_CORE_THREAD;
  563. if(mActiveRenderTarget == nullptr)
  564. return;
  565. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  566. Rect2I clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  567. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  568. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == rtProps.getWidth() && clearArea.height == rtProps.getHeight());
  569. if (!clearEntireTarget)
  570. {
  571. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  572. BS_INC_RENDER_STAT(NumClears);
  573. }
  574. else
  575. clearRenderTarget(buffers, color, depth, stencil);
  576. }
  577. void D3D11RenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  578. {
  579. THROW_IF_NOT_CORE_THREAD;
  580. if(mActiveRenderTarget == nullptr)
  581. return;
  582. // Clear render surfaces
  583. if (buffers & FBT_COLOR)
  584. {
  585. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  586. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  587. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  588. mActiveRenderTarget->getCustomAttribute("RTV", views);
  589. if (!views[0])
  590. {
  591. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  592. return;
  593. }
  594. float clearColor[4];
  595. clearColor[0] = color.r;
  596. clearColor[1] = color.g;
  597. clearColor[2] = color.b;
  598. clearColor[3] = color.a;
  599. for(UINT32 i = 0; i < maxRenderTargets; i++)
  600. {
  601. if(views[i] != nullptr)
  602. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  603. }
  604. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  605. }
  606. // Clear depth stencil
  607. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  608. {
  609. ID3D11DepthStencilView* depthStencilView = nullptr;
  610. mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
  611. D3D11_CLEAR_FLAG clearFlag;
  612. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  613. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  614. else if((buffers & FBT_STENCIL) != 0)
  615. clearFlag = D3D11_CLEAR_STENCIL;
  616. else
  617. clearFlag = D3D11_CLEAR_DEPTH;
  618. if(depthStencilView != nullptr)
  619. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  620. }
  621. BS_INC_RENDER_STAT(NumClears);
  622. }
  623. void D3D11RenderSystem::setRenderTarget(const SPtr<RenderTargetCore>& target)
  624. {
  625. THROW_IF_NOT_CORE_THREAD;
  626. mActiveRenderTarget = target;
  627. // Retrieve render surfaces
  628. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  629. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  630. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  631. target->getCustomAttribute("RTV", views);
  632. if (!views[0])
  633. {
  634. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  635. return;
  636. }
  637. // Retrieve depth stencil
  638. ID3D11DepthStencilView* depthStencilView = nullptr;
  639. target->getCustomAttribute("DSV", &depthStencilView);
  640. // Bind render targets
  641. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  642. if (mDevice->hasError())
  643. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  644. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  645. applyViewport();
  646. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  647. }
  648. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  649. {
  650. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  651. }
  652. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  653. {
  654. THROW_IF_NOT_CORE_THREAD;
  655. RenderSystemCapabilities* rsc = bs_new<RenderSystemCapabilities>();
  656. rsc->setDriverVersion(mDriverVersion);
  657. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  658. rsc->setRenderSystemName(getName());
  659. rsc->setStencilBufferBitDepth(8);
  660. rsc->setCapability(RSC_ANISOTROPY);
  661. rsc->setCapability(RSC_AUTOMIPMAP);
  662. // Cube map
  663. rsc->setCapability(RSC_CUBEMAPPING);
  664. // We always support compression, D3DX will decompress if device does not support
  665. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  666. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  667. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  668. rsc->setCapability(RSC_STENCIL_WRAP);
  669. rsc->setCapability(RSC_HWOCCLUSION);
  670. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  671. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  672. rsc->setMaxBoundVertexBuffers(32);
  673. else
  674. rsc->setMaxBoundVertexBuffers(16);
  675. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  676. {
  677. rsc->addShaderProfile("ps_4_0");
  678. rsc->addShaderProfile("vs_4_0");
  679. rsc->addShaderProfile("gs_4_0");
  680. rsc->addGpuProgramProfile(GPP_FS_4_0, "ps_4_0");
  681. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  682. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  683. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  684. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  685. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  686. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  687. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  688. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  689. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  690. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  691. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  692. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
  693. }
  694. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  695. {
  696. rsc->addShaderProfile("ps_4_1");
  697. rsc->addShaderProfile("vs_4_1");
  698. rsc->addShaderProfile("gs_4_1");
  699. rsc->addGpuProgramProfile(GPP_FS_4_1, "ps_4_1");
  700. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  701. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  702. }
  703. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  704. {
  705. rsc->addShaderProfile("ps_5_0");
  706. rsc->addShaderProfile("vs_5_0");
  707. rsc->addShaderProfile("gs_5_0");
  708. rsc->addShaderProfile("cs_5_0");
  709. rsc->addShaderProfile("hs_5_0");
  710. rsc->addShaderProfile("ds_5_0");
  711. rsc->addGpuProgramProfile(GPP_FS_5_0, "ps_5_0");
  712. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  713. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  714. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  715. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  716. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  717. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  718. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  719. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  720. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  721. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  722. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  723. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  724. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  725. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  726. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  727. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  728. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
  729. + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
  730. + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
  731. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  732. }
  733. rsc->setCapability(RSC_USER_CLIP_PLANES);
  734. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  735. // Adapter details
  736. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  737. // Determine vendor
  738. switch(adapterID.VendorId)
  739. {
  740. case 0x10DE:
  741. rsc->setVendor(GPU_NVIDIA);
  742. break;
  743. case 0x1002:
  744. rsc->setVendor(GPU_AMD);
  745. break;
  746. case 0x163C:
  747. case 0x8086:
  748. rsc->setVendor(GPU_INTEL);
  749. break;
  750. default:
  751. rsc->setVendor(GPU_UNKNOWN);
  752. break;
  753. };
  754. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  755. rsc->setCapability(RSC_TEXTURE_3D);
  756. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  757. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  758. rsc->setCapability(RSC_TEXTURE_FLOAT);
  759. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  760. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  761. rsc->setCapability(RSC_POINT_SPRITES);
  762. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  763. rsc->setMaxPointSize(256);
  764. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  765. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  766. rsc->setCapability(RSC_PERSTAGECONSTANT);
  767. return rsc;
  768. }
  769. void D3D11RenderSystem::determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc)
  770. {
  771. bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
  772. enum CSAAMode { CSAA_Normal, CSAA_Quality };
  773. CSAAMode csaaMode = CSAA_Normal;
  774. bool foundValid = false;
  775. size_t origNumSamples = multisampleCount;
  776. while (!foundValid)
  777. {
  778. // Deal with special cases
  779. if (tryCSAA)
  780. {
  781. switch(multisampleCount)
  782. {
  783. case 8:
  784. if (csaaMode == CSAA_Quality)
  785. {
  786. outputSampleDesc->Count = 8;
  787. outputSampleDesc->Quality = 8;
  788. }
  789. else
  790. {
  791. outputSampleDesc->Count = 4;
  792. outputSampleDesc->Quality = 8;
  793. }
  794. break;
  795. case 16:
  796. if (csaaMode == CSAA_Quality)
  797. {
  798. outputSampleDesc->Count = 8;
  799. outputSampleDesc->Quality = 16;
  800. }
  801. else
  802. {
  803. outputSampleDesc->Count = 4;
  804. outputSampleDesc->Quality = 16;
  805. }
  806. break;
  807. }
  808. }
  809. else // !CSAA
  810. {
  811. outputSampleDesc->Count = multisampleCount == 0 ? 1 : multisampleCount;
  812. outputSampleDesc->Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
  813. }
  814. HRESULT hr;
  815. UINT outQuality;
  816. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outputSampleDesc->Count, &outQuality);
  817. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outputSampleDesc->Quality))
  818. {
  819. foundValid = true;
  820. }
  821. else
  822. {
  823. // Downgrade
  824. if (tryCSAA && multisampleCount == 8)
  825. {
  826. // For CSAA, we'll try downgrading with quality mode at all samples.
  827. // then try without quality, then drop CSAA
  828. if (csaaMode == CSAA_Quality)
  829. {
  830. // Drop quality first
  831. csaaMode = CSAA_Normal;
  832. }
  833. else
  834. {
  835. // Drop CSAA entirely
  836. tryCSAA = false;
  837. }
  838. // Return to original requested samples
  839. multisampleCount = static_cast<UINT32>(origNumSamples);
  840. }
  841. else
  842. {
  843. // Drop samples
  844. multisampleCount--;
  845. if (multisampleCount == 1)
  846. {
  847. // Ran out of options, no multisampling
  848. multisampleCount = 0;
  849. foundValid = true;
  850. }
  851. }
  852. }
  853. }
  854. }
  855. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  856. {
  857. return VET_COLOR_ABGR;
  858. }
  859. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  860. {
  861. dest = matrix;
  862. // Convert depth range from [-1,+1] to [0,1]
  863. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  864. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  865. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  866. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  867. }
  868. float D3D11RenderSystem::getHorizontalTexelOffset()
  869. {
  870. return 0.0f;
  871. }
  872. float D3D11RenderSystem::getVerticalTexelOffset()
  873. {
  874. return 0.0f;
  875. }
  876. float D3D11RenderSystem::getMinimumDepthInputValue()
  877. {
  878. return 0.0f;
  879. }
  880. float D3D11RenderSystem::getMaximumDepthInputValue()
  881. {
  882. return 1.0f;
  883. }
  884. /************************************************************************/
  885. /* PRIVATE */
  886. /************************************************************************/
  887. void D3D11RenderSystem::applyInputLayout()
  888. {
  889. if(mActiveVertexDeclaration == nullptr)
  890. {
  891. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  892. return;
  893. }
  894. if(mActiveVertexShader == nullptr)
  895. {
  896. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  897. return;
  898. }
  899. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  900. mDevice->getImmediateContext()->IASetInputLayout(ia);
  901. }
  902. }