BsD3D11RenderAPI.h 7.0 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 "BsD3D11Prerequisites.h"
  5. #include "RenderAPI/BsRenderAPI.h"
  6. namespace bs { namespace ct
  7. {
  8. /** @addtogroup D3D11
  9. * @{
  10. */
  11. /** Implementation of a render system using DirectX 11. Provides abstracted access to various low level DX11 methods. */
  12. class D3D11RenderAPI : public RenderAPI
  13. {
  14. public:
  15. D3D11RenderAPI();
  16. ~D3D11RenderAPI();
  17. /** @copydoc RenderAPI::getName */
  18. const StringID& getName() const override;
  19. /** @copydoc RenderAPI::setGraphicsPipeline */
  20. void setGraphicsPipeline(const SPtr<GraphicsPipelineState>& pipelineState,
  21. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  22. /** @copydoc RenderAPI::setComputePipeline */
  23. void setComputePipeline(const SPtr<ComputePipelineState>& pipelineState,
  24. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  25. /** @copydoc RenderAPI::setGpuParams */
  26. void setGpuParams(const SPtr<GpuParams>& gpuParams,
  27. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  28. /** @copydoc RenderAPI::clearRenderTarget */
  29. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  30. UINT8 targetMask = 0xFF, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  31. /** @copydoc RenderAPI::clearViewport */
  32. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  33. UINT8 targetMask = 0xFF, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  34. /** @copydoc RenderAPI::setRenderTarget */
  35. void setRenderTarget(const SPtr<RenderTarget>& target, UINT32 readOnlyFlags,
  36. RenderSurfaceMask loadMask = RT_NONE, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  37. /** @copydoc RenderAPI::setViewport */
  38. void setViewport(const Rect2& area, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  39. /** @copydoc RenderAPI::setScissorRect */
  40. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom,
  41. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  42. /** @copydoc RenderAPI::setStencilRef */
  43. void setStencilRef(UINT32 value, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  44. /** @copydoc RenderAPI::setVertexBuffers */
  45. void setVertexBuffers(UINT32 index, SPtr<VertexBuffer>* buffers, UINT32 numBuffers,
  46. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  47. /** @copydoc RenderAPI::setIndexBuffer */
  48. void setIndexBuffer(const SPtr<IndexBuffer>& buffer,
  49. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  50. /** @copydoc RenderAPI::setVertexDeclaration */
  51. void setVertexDeclaration(const SPtr<VertexDeclaration>& vertexDeclaration,
  52. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  53. /** @copydoc RenderAPI::setDrawOperation */
  54. void setDrawOperation(DrawOperationType op,
  55. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  56. /** @copydoc RenderAPI::draw */
  57. void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0,
  58. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  59. /** @copydoc RenderAPI::drawIndexed */
  60. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount,
  61. UINT32 instanceCount = 0, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  62. /** @copydoc RenderAPI::dispatchCompute */
  63. void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1,
  64. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  65. /** @copydoc RenderAPI::swapBuffers() */
  66. void swapBuffers(const SPtr<RenderTarget>& target, UINT32 syncMask = 0xFFFFFFFF) override;
  67. /** @copydoc RenderAPI::addCommands() */
  68. void addCommands(const SPtr<CommandBuffer>& commandBuffer, const SPtr<CommandBuffer>& secondary) override;
  69. /** @copydoc RenderAPI::submitCommandBuffer() */
  70. void submitCommandBuffer(const SPtr<CommandBuffer>& commandBuffer, UINT32 syncMask = 0xFFFFFFFF) override;
  71. /** @copydoc RenderAPI::convertProjectionMatrix */
  72. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override;
  73. /** @copydoc RenderAPI::getAPIInfo */
  74. const RenderAPIInfo& getAPIInfo() const override;
  75. /** @copydoc RenderAPI::generateParamBlockDesc() */
  76. GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) override;
  77. /************************************************************************/
  78. /* Internal use by DX11 backend only */
  79. /************************************************************************/
  80. /**
  81. * Determines DXGI multisample settings from the provided parameters.
  82. *
  83. * @param[in] multisampleCount Number of requested samples.
  84. * @param[in] format Pixel format used by the render target.
  85. * @param[out] outputSampleDesc Output structure that will contain the requested multisample settings.
  86. */
  87. void determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc);
  88. /** Returns the main DXGI factory object. */
  89. IDXGIFactory* getDXGIFactory() const { return mDXGIFactory; }
  90. /** Returns the primary DX11 device object. */
  91. D3D11Device& getPrimaryDevice() const { return *mDevice; }
  92. /** Returns information describing all available drivers. */
  93. D3D11DriverList* getDriverList() const { return mDriverList; }
  94. protected:
  95. friend class D3D11RenderAPIFactory;
  96. /** @copydoc RenderAPI::initialize */
  97. void initialize() override;
  98. /** @copydoc RenderAPI::initializeWithWindow */
  99. void initializeWithWindow(const SPtr<RenderWindow>& primaryWindow) override;
  100. /** @copydoc RenderAPI::destroyCore */
  101. void destroyCore() override;
  102. /**
  103. * Creates or retrieves a proper input layout depending on the currently set vertex shader and vertex buffer.
  104. *
  105. * Applies the input layout to the pipeline.
  106. */
  107. void applyInputLayout();
  108. /**
  109. * Recalculates actual viewport dimensions based on currently set viewport normalized dimensions and render target
  110. * and applies them for further rendering.
  111. */
  112. void applyViewport();
  113. /** Creates and populates a set of render system capabilities describing which functionality is available. */
  114. void initCapabilites(IDXGIAdapter* adapter, RenderAPICapabilities& caps) const;
  115. private:
  116. IDXGIFactory* mDXGIFactory;
  117. D3D11Device* mDevice;
  118. D3D11DriverList* mDriverList;
  119. D3D11Driver* mActiveD3DDriver;
  120. D3D_FEATURE_LEVEL mFeatureLevel;
  121. D3D11HLSLProgramFactory* mHLSLFactory;
  122. D3D11InputLayoutManager* mIAManager;
  123. bool mPSUAVsBound;
  124. bool mCSUAVsBound;
  125. UINT32 mStencilRef;
  126. Rect2 mViewportNorm;
  127. D3D11_VIEWPORT mViewport;
  128. D3D11_RECT mScissorRect;
  129. SPtr<VertexDeclaration> mActiveVertexDeclaration;
  130. SPtr<D3D11GpuProgram> mActiveVertexShader;
  131. SPtr<D3D11DepthStencilState> mActiveDepthStencilState;
  132. DrawOperationType mActiveDrawOp;
  133. };
  134. /** @} */
  135. }}