CmD3D11RenderSystem.cpp 31 KB

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  1. #include "CmD3D11RenderSystem.h"
  2. #include "CmD3D11DriverList.h"
  3. #include "CmD3D11Driver.h"
  4. #include "CmD3D11Device.h"
  5. #include "CmD3D11TextureManager.h"
  6. #include "CmD3D11Texture.h"
  7. #include "CmD3D11HardwareBufferManager.h"
  8. #include "CmD3D11GpuProgramManager.h"
  9. #include "CmD3D11RenderWindowManager.h"
  10. #include "CmD3D11HLSLProgramFactory.h"
  11. #include "CmD3D11BlendState.h"
  12. #include "CmD3D11RasterizerState.h"
  13. #include "CmD3D11DepthStencilState.h"
  14. #include "CmD3D11SamplerState.h"
  15. #include "CmD3D11GpuProgram.h"
  16. #include "CmD3D11Mappings.h"
  17. #include "CmD3D11VertexBuffer.h"
  18. #include "CmD3D11IndexBuffer.h"
  19. #include "CmD3D11RenderStateManager.h"
  20. #include "CmD3D11GpuParamBlock.h"
  21. #include "CmD3D11InputLayoutManager.h"
  22. #include "CmD3D11HLSLProgram.h"
  23. #include "CmGpuParams.h"
  24. #include "CmDebug.h"
  25. #include "CmException.h"
  26. #if CM_DEBUG_MODE
  27. #define THROW_IF_NOT_RENDER_THREAD throwIfNotRenderThread();
  28. #else
  29. #define THROW_IF_NOT_RENDER_THREAD
  30. #endif
  31. namespace CamelotEngine
  32. {
  33. D3D11RenderSystem::D3D11RenderSystem()
  34. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  35. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_9_1)
  36. , mHLSLFactory(nullptr), mIAManager(nullptr)
  37. , mStencilRef(0), mActiveVertexShader(nullptr)
  38. {
  39. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  40. }
  41. D3D11RenderSystem::~D3D11RenderSystem()
  42. {
  43. // This needs to be called from the child class, since destroy_internal is virtual
  44. queueCommand(boost::bind(&D3D11RenderSystem::destroy_internal, this), true);
  45. }
  46. const String& D3D11RenderSystem::getName() const
  47. {
  48. static String strName("D3D11RenderSystem");
  49. return strName;
  50. }
  51. const String& D3D11RenderSystem::getShadingLanguageName() const
  52. {
  53. static String strName("hlsl");
  54. return strName;
  55. }
  56. void D3D11RenderSystem::initialize_internal()
  57. {
  58. THROW_IF_NOT_RENDER_THREAD;
  59. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  60. if(FAILED(hr))
  61. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  62. mDriverList = new D3D11DriverList(mDXGIFactory);
  63. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  64. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  65. D3D_FEATURE_LEVEL requestedLevels[] = {
  66. D3D_FEATURE_LEVEL_11_0,
  67. D3D_FEATURE_LEVEL_10_1,
  68. D3D_FEATURE_LEVEL_10_0,
  69. D3D_FEATURE_LEVEL_9_3,
  70. D3D_FEATURE_LEVEL_9_2,
  71. D3D_FEATURE_LEVEL_9_1
  72. };
  73. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  74. UINT32 deviceFlags = 0;
  75. #if CM_DEBUG_MODE
  76. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  77. #endif
  78. ID3D11Device* device;
  79. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  80. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  81. if(FAILED(hr))
  82. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  83. mDevice = new D3D11Device(device);
  84. LARGE_INTEGER driverVersion;
  85. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device /* intentionally D3D10, not D3D11 */, &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(new D3D11TextureManager());
  94. // Also create hardware buffer manager
  95. HardwareBufferManager::startUp(new D3D11HardwareBufferManager(*mDevice));
  96. // Create the GPU program manager
  97. GpuProgramManager::startUp(new D3D11GpuProgramManager(*mDevice));
  98. // Create render window manager
  99. RenderWindowManager::startUp(new D3D11RenderWindowManager(this));
  100. // Create & register HLSL factory
  101. mHLSLFactory = new D3D11HLSLProgramFactory();
  102. // Create render state manager
  103. RenderStateManager::startUp(new D3D11RenderStateManager());
  104. mCurrentCapabilities = createRenderSystemCapabilities();
  105. mCurrentCapabilities->addShaderProfile("hlsl");
  106. HighLevelGpuProgramManager::instance().addFactory(mHLSLFactory);
  107. mIAManager = new D3D11InputLayoutManager();
  108. RenderSystem::initialize_internal();
  109. }
  110. void D3D11RenderSystem::destroy_internal()
  111. {
  112. THROW_IF_NOT_RENDER_THREAD;
  113. SAFE_DELETE(mIAManager);
  114. SAFE_DELETE(mHLSLFactory);
  115. RenderStateManager::shutDown();
  116. RenderWindowManager::shutDown();
  117. GpuProgramManager::shutDown();
  118. HardwareBufferManager::shutDown();
  119. TextureManager::shutDown();
  120. SAFE_RELEASE(mDXGIFactory);
  121. SAFE_DELETE(mDevice);
  122. SAFE_DELETE(mDriverList);
  123. mActiveD3DDriver = nullptr;
  124. RenderSystem::destroy_internal();
  125. }
  126. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  127. {
  128. THROW_IF_NOT_RENDER_THREAD;
  129. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  130. // and then set them all up at once before rendering? Needs testing
  131. ID3D11SamplerState* samplerArray[1];
  132. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  133. samplerArray[0] = d3d11SamplerState->getInternal();
  134. switch(gptype)
  135. {
  136. case GPT_VERTEX_PROGRAM:
  137. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  138. break;
  139. case GPT_FRAGMENT_PROGRAM:
  140. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  141. break;
  142. case GPT_GEOMETRY_PROGRAM:
  143. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  144. break;
  145. case GPT_DOMAIN_PROGRAM:
  146. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  147. break;
  148. case GPT_HULL_PROGRAM:
  149. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  150. break;
  151. case GPT_COMPUTE_PROGRAM:
  152. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  153. break;
  154. default:
  155. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  156. }
  157. }
  158. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  159. {
  160. THROW_IF_NOT_RENDER_THREAD;
  161. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  162. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  163. }
  164. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  165. {
  166. THROW_IF_NOT_RENDER_THREAD;
  167. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  168. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  169. }
  170. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  171. {
  172. THROW_IF_NOT_RENDER_THREAD;
  173. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  174. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  175. }
  176. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  177. {
  178. THROW_IF_NOT_RENDER_THREAD;
  179. // TODO - Set up UAVs?
  180. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  181. // and then set them all up at once before rendering? Needs testing
  182. ID3D11ShaderResourceView* viewArray[1];
  183. if(texPtr != nullptr && enabled)
  184. {
  185. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  186. viewArray[0] = d3d11Texture->getSRV();
  187. }
  188. else
  189. viewArray[0] = nullptr;
  190. switch(gptype)
  191. {
  192. case GPT_VERTEX_PROGRAM:
  193. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  194. break;
  195. case GPT_FRAGMENT_PROGRAM:
  196. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  197. break;
  198. case GPT_GEOMETRY_PROGRAM:
  199. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  200. break;
  201. case GPT_DOMAIN_PROGRAM:
  202. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  203. break;
  204. case GPT_HULL_PROGRAM:
  205. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  206. break;
  207. case GPT_COMPUTE_PROGRAM:
  208. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  209. break;
  210. default:
  211. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  212. }
  213. }
  214. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  215. {
  216. THROW_IF_NOT_RENDER_THREAD;
  217. setTexture(gptype, texUnit, false, nullptr);
  218. }
  219. void D3D11RenderSystem::beginFrame()
  220. {
  221. // Not used
  222. }
  223. void D3D11RenderSystem::endFrame()
  224. {
  225. // Not used
  226. }
  227. void D3D11RenderSystem::setViewport(const Viewport* vp)
  228. {
  229. THROW_IF_NOT_RENDER_THREAD;
  230. assert(vp != nullptr);
  231. mActiveViewport = vp;
  232. // Set render target
  233. RenderTargetPtr target = vp->getTarget();
  234. setRenderTarget(target.get());
  235. // set viewport dimensions
  236. mViewport.TopLeftX = (FLOAT)vp->getActualLeft();
  237. mViewport.TopLeftY = (FLOAT)vp->getActualTop();
  238. mViewport.Width = (FLOAT)vp->getActualWidth();
  239. mViewport.Height = (FLOAT)vp->getActualHeight();
  240. if (vp->getTarget()->requiresTextureFlipping())
  241. {
  242. // Convert "top-left" to "bottom-left"
  243. mViewport.TopLeftY = vp->getTarget()->getHeight() - mViewport.Height - mViewport.TopLeftY;
  244. }
  245. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  246. mViewport.MinDepth = 0.0f;
  247. mViewport.MaxDepth = 1.0f;
  248. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  249. }
  250. void D3D11RenderSystem::setVertexBuffer(UINT32 index, const VertexBufferPtr& buffer)
  251. {
  252. THROW_IF_NOT_RENDER_THREAD;
  253. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  254. if(index < 0 || index >= maxBoundVertexBuffers)
  255. CM_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  256. ID3D11Buffer* buffers[1];
  257. D3D11VertexBuffer* vertexBuffer = static_cast<D3D11VertexBuffer*>(buffer.get());
  258. buffers[0] = vertexBuffer->getD3DVertexBuffer();
  259. UINT32 strides[1] = { buffer->getVertexSize() };
  260. UINT32 offsets[1] = { 0 };
  261. mDevice->getImmediateContext()->IASetVertexBuffers(index, 1, buffers, strides, offsets);
  262. }
  263. void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  264. {
  265. THROW_IF_NOT_RENDER_THREAD;
  266. D3D11IndexBuffer* indexBuffer = static_cast<D3D11IndexBuffer*>(buffer.get());
  267. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  268. if(indexBuffer->getType() == IndexBuffer::IT_16BIT)
  269. indexFormat = DXGI_FORMAT_R16_UINT;
  270. else if(indexBuffer->getType() == IndexBuffer::IT_32BIT)
  271. indexFormat = DXGI_FORMAT_R32_UINT;
  272. else
  273. CM_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
  274. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  275. }
  276. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  277. {
  278. THROW_IF_NOT_RENDER_THREAD;
  279. mActiveVertexDeclaration = vertexDeclaration;
  280. }
  281. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  282. {
  283. THROW_IF_NOT_RENDER_THREAD;
  284. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  285. }
  286. void D3D11RenderSystem::bindGpuProgram(GpuProgramHandle prg)
  287. {
  288. THROW_IF_NOT_RENDER_THREAD;
  289. if(!prg.isLoaded())
  290. return;
  291. switch(prg->getType())
  292. {
  293. case GPT_VERTEX_PROGRAM:
  294. {
  295. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg->getBindingDelegate());
  296. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  297. mActiveVertexShader = static_cast<D3D11HLSLProgram*>(prg.get());
  298. break;
  299. }
  300. case GPT_FRAGMENT_PROGRAM:
  301. {
  302. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg->getBindingDelegate());
  303. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  304. break;
  305. }
  306. case GPT_GEOMETRY_PROGRAM:
  307. {
  308. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg->getBindingDelegate());
  309. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  310. break;
  311. }
  312. case GPT_DOMAIN_PROGRAM:
  313. {
  314. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg->getBindingDelegate());
  315. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  316. break;
  317. }
  318. case GPT_HULL_PROGRAM:
  319. {
  320. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg->getBindingDelegate());
  321. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  322. break;
  323. }
  324. case GPT_COMPUTE_PROGRAM:
  325. {
  326. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg->getBindingDelegate());
  327. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  328. break;
  329. }
  330. default:
  331. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  332. }
  333. }
  334. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  335. {
  336. THROW_IF_NOT_RENDER_THREAD;
  337. switch(gptype)
  338. {
  339. case GPT_VERTEX_PROGRAM:
  340. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  341. mActiveVertexShader = nullptr;
  342. break;
  343. case GPT_FRAGMENT_PROGRAM:
  344. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  345. break;
  346. case GPT_GEOMETRY_PROGRAM:
  347. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  348. break;
  349. case GPT_DOMAIN_PROGRAM:
  350. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  351. break;
  352. case GPT_HULL_PROGRAM:
  353. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  354. break;
  355. case GPT_COMPUTE_PROGRAM:
  356. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  357. break;
  358. default:
  359. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  360. }
  361. }
  362. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr params)
  363. {
  364. THROW_IF_NOT_RENDER_THREAD;
  365. const GpuParamDesc& paramDesc = params->getParamDesc();
  366. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  367. {
  368. SamplerStateHandle& samplerState = params->getSamplerState(iter->second.slot);
  369. if(samplerState == nullptr)
  370. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  371. else
  372. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  373. }
  374. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  375. {
  376. TextureHandle texture = params->getTexture(iter->second.slot);
  377. if(!texture.isLoaded())
  378. setTexture(gptype, iter->second.slot, false, nullptr);
  379. else
  380. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  381. }
  382. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  383. ID3D11Buffer* bufferArray[1];
  384. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  385. {
  386. GpuParamBlockPtr currentBlock = params->getParamBlock(iter->second.slot);
  387. if(currentBlock != nullptr)
  388. {
  389. const GpuParamBlockBuffer* currentBlockBuffer = currentBlock->getBindableBuffer();
  390. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer);
  391. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  392. }
  393. else
  394. bufferArray[0] = nullptr;
  395. switch(gptype)
  396. {
  397. case GPT_VERTEX_PROGRAM:
  398. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  399. break;
  400. case GPT_FRAGMENT_PROGRAM:
  401. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  402. break;
  403. case GPT_GEOMETRY_PROGRAM:
  404. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  405. break;
  406. case GPT_HULL_PROGRAM:
  407. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  408. break;
  409. case GPT_DOMAIN_PROGRAM:
  410. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  411. break;
  412. case GPT_COMPUTE_PROGRAM:
  413. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  414. break;
  415. };
  416. }
  417. }
  418. void D3D11RenderSystem::draw(UINT32 vertexCount)
  419. {
  420. THROW_IF_NOT_RENDER_THREAD;
  421. applyInputLayout();
  422. mDevice->getImmediateContext()->Draw(vertexCount, 0);
  423. }
  424. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexCount)
  425. {
  426. THROW_IF_NOT_RENDER_THREAD;
  427. applyInputLayout();
  428. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, 0);
  429. }
  430. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  431. {
  432. THROW_IF_NOT_RENDER_THREAD;
  433. mScissorRect.left = static_cast<LONG>(left);
  434. mScissorRect.top = static_cast<LONG>(top);
  435. mScissorRect.bottom = static_cast<LONG>(bottom);
  436. mScissorRect.right = static_cast<LONG>(right);
  437. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  438. }
  439. void D3D11RenderSystem::clear(RenderTargetPtr target, unsigned int buffers, const Color& color, float depth, unsigned short stencil)
  440. {
  441. THROW_IF_NOT_RENDER_THREAD;
  442. // Clear render surfaces
  443. if (buffers & FBT_COLOUR)
  444. {
  445. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  446. ID3D11RenderTargetView** views = new ID3D11RenderTargetView*[maxRenderTargets];
  447. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  448. target->getCustomAttribute("RTV", views);
  449. if (!views[0])
  450. {
  451. delete[] views;
  452. return;
  453. }
  454. float clearColor[4];
  455. clearColor[0] = color.r;
  456. clearColor[1] = color.g;
  457. clearColor[2] = color.b;
  458. clearColor[3] = color.a;
  459. for(UINT32 i = 0; i < maxRenderTargets; i++)
  460. {
  461. if(views[i] != nullptr)
  462. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  463. }
  464. delete[] views;
  465. }
  466. // Clear depth stencil
  467. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  468. {
  469. ID3D11DepthStencilView* depthStencilView = nullptr;
  470. target->getCustomAttribute("DSV", &depthStencilView);
  471. D3D11_CLEAR_FLAG clearFlag;
  472. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  473. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  474. else if((buffers & FBT_STENCIL) != 0)
  475. clearFlag = D3D11_CLEAR_STENCIL;
  476. else
  477. clearFlag = D3D11_CLEAR_DEPTH;
  478. if(depthStencilView != nullptr)
  479. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  480. }
  481. }
  482. void D3D11RenderSystem::setRenderTarget(RenderTarget* target)
  483. {
  484. THROW_IF_NOT_RENDER_THREAD;
  485. mActiveRenderTarget = target;
  486. // Retrieve render surfaces
  487. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  488. ID3D11RenderTargetView** views = new ID3D11RenderTargetView*[maxRenderTargets];
  489. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  490. target->getCustomAttribute("RTV", views);
  491. if (!views[0])
  492. {
  493. delete[] views;
  494. return;
  495. }
  496. // Retrieve depth stencil
  497. ID3D11DepthStencilView* depthStencilView = nullptr;
  498. target->getCustomAttribute("DSV", &depthStencilView);
  499. // Bind render targets
  500. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  501. if (mDevice->hasError())
  502. CM_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  503. delete[] views;
  504. }
  505. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  506. {
  507. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  508. }
  509. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  510. {
  511. THROW_IF_NOT_RENDER_THREAD;
  512. RenderSystemCapabilities* rsc = new RenderSystemCapabilities();
  513. rsc->setDriverVersion(mDriverVersion);
  514. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  515. rsc->setRenderSystemName(getName());
  516. rsc->setCapability(RSC_HWSTENCIL);
  517. rsc->setStencilBufferBitDepth(8);
  518. rsc->setCapability(RSC_ANISOTROPY);
  519. rsc->setCapability(RSC_AUTOMIPMAP);
  520. rsc->setCapability(RSC_BLENDING);
  521. rsc->setCapability(RSC_DOT3);
  522. // Cube map
  523. rsc->setCapability(RSC_CUBEMAPPING);
  524. // We always support compression, D3DX will decompress if device does not support
  525. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  526. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  527. rsc->setCapability(RSC_VBO);
  528. rsc->setCapability(RSC_SCISSOR_TEST);
  529. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  530. rsc->setCapability(RSC_STENCIL_WRAP);
  531. rsc->setCapability(RSC_HWOCCLUSION);
  532. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  533. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  534. rsc->setMaxBoundVertexBuffers(32);
  535. else
  536. rsc->setMaxBoundVertexBuffers(16);
  537. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  538. {
  539. rsc->addShaderProfile("ps_4_0");
  540. rsc->addShaderProfile("vs_4_0");
  541. rsc->addShaderProfile("gs_4_0");
  542. rsc->addGpuProgramProfile(GPP_PS_4_0, "ps_4_0");
  543. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  544. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  545. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  546. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  547. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  548. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  549. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  550. rsc->setNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  551. rsc->setNumUniformBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  552. rsc->setNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  553. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  554. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM));
  555. }
  556. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  557. {
  558. rsc->addShaderProfile("ps_4_1");
  559. rsc->addShaderProfile("vs_4_1");
  560. rsc->addShaderProfile("gs_4_1");
  561. rsc->addGpuProgramProfile(GPP_PS_4_1, "ps_4_1");
  562. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  563. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  564. }
  565. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  566. {
  567. rsc->addShaderProfile("ps_5_0");
  568. rsc->addShaderProfile("vs_5_0");
  569. rsc->addShaderProfile("gs_5_0");
  570. rsc->addShaderProfile("cs_5_0");
  571. rsc->addShaderProfile("hs_5_0");
  572. rsc->addShaderProfile("ds_5_0");
  573. rsc->addGpuProgramProfile(GPP_PS_5_0, "ps_5_0");
  574. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  575. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  576. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  577. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  578. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  579. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  580. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  581. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  582. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  583. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  584. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  585. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  586. rsc->setNumUniformBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  587. rsc->setNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  588. rsc->setNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  589. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  590. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM)
  591. + rsc->getNumUniformBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM)
  592. + rsc->getNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM));
  593. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  594. }
  595. rsc->setCapability(RSC_USER_CLIP_PLANES);
  596. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  597. // Adapter details
  598. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  599. // determine vendor
  600. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  601. switch(adapterID.VendorId)
  602. {
  603. case 0x10DE:
  604. rsc->setVendor(GPU_NVIDIA);
  605. break;
  606. case 0x1002:
  607. rsc->setVendor(GPU_ATI);
  608. break;
  609. case 0x163C:
  610. case 0x8086:
  611. rsc->setVendor(GPU_INTEL);
  612. break;
  613. case 0x5333:
  614. rsc->setVendor(GPU_S3);
  615. break;
  616. case 0x3D3D:
  617. rsc->setVendor(GPU_3DLABS);
  618. break;
  619. case 0x102B:
  620. rsc->setVendor(GPU_MATROX);
  621. break;
  622. default:
  623. rsc->setVendor(GPU_UNKNOWN);
  624. break;
  625. };
  626. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  627. rsc->setCapability(RSC_TEXTURE_3D);
  628. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  629. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  630. rsc->setCapability(RSC_TEXTURE_FLOAT);
  631. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  632. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  633. rsc->setCapability(RSC_POINT_SPRITES);
  634. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  635. rsc->setMaxPointSize(256);
  636. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  637. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  638. rsc->setCapability(RSC_PERSTAGECONSTANT);
  639. return rsc;
  640. }
  641. void D3D11RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
  642. {
  643. // Do nothing
  644. }
  645. String D3D11RenderSystem::getErrorDescription(long errorNumber) const
  646. {
  647. return mDevice->getErrorDescription();
  648. }
  649. void D3D11RenderSystem::determineFSAASettings(UINT32 fsaa, const String& fsaaHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outFSAASettings)
  650. {
  651. bool ok = false;
  652. bool qualityHint = fsaaHint.find("Quality") != String::npos;
  653. size_t origFSAA = fsaa;
  654. bool tryCSAA = false;
  655. // NVIDIA, prefer CSAA if available for 8+
  656. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  657. // if this is the first window, caps will not be initialised yet
  658. if (mActiveD3DDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  659. fsaa >= 8)
  660. {
  661. tryCSAA = true;
  662. }
  663. while (!ok)
  664. {
  665. // Deal with special cases
  666. if (tryCSAA)
  667. {
  668. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  669. switch(fsaa)
  670. {
  671. case 8:
  672. if (qualityHint)
  673. {
  674. outFSAASettings->Count = 8;
  675. outFSAASettings->Quality = 8;
  676. }
  677. else
  678. {
  679. outFSAASettings->Count = 4;
  680. outFSAASettings->Quality = 8;
  681. }
  682. break;
  683. case 16:
  684. if (qualityHint)
  685. {
  686. outFSAASettings->Count = 8;
  687. outFSAASettings->Quality = 16;
  688. }
  689. else
  690. {
  691. outFSAASettings->Count = 4;
  692. outFSAASettings->Quality = 16;
  693. }
  694. break;
  695. }
  696. }
  697. else // !CSAA
  698. {
  699. outFSAASettings->Count = fsaa == 0 ? 1 : fsaa;
  700. outFSAASettings->Quality = 0;
  701. }
  702. HRESULT hr;
  703. UINT outQuality;
  704. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outFSAASettings->Count, &outQuality);
  705. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outFSAASettings->Quality))
  706. {
  707. ok = true;
  708. }
  709. else
  710. {
  711. // downgrade
  712. if (tryCSAA && fsaa == 8)
  713. {
  714. // for CSAA, we'll try downgrading with quality mode at all samples.
  715. // then try without quality, then drop CSAA
  716. if (qualityHint)
  717. {
  718. // drop quality first
  719. qualityHint = false;
  720. }
  721. else
  722. {
  723. // drop CSAA entirely
  724. tryCSAA = false;
  725. }
  726. // return to original requested samples
  727. fsaa = static_cast<UINT32>(origFSAA);
  728. }
  729. else
  730. {
  731. // drop samples
  732. --fsaa;
  733. if (fsaa == 1)
  734. {
  735. // ran out of options, no FSAA
  736. fsaa = 0;
  737. ok = true;
  738. }
  739. }
  740. }
  741. } // while !ok
  742. }
  743. bool D3D11RenderSystem::checkTextureFilteringSupported(TextureType ttype, PixelFormat format, int usage)
  744. {
  745. return true;
  746. }
  747. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  748. {
  749. return VET_COLOR_ABGR;
  750. }
  751. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram /*= false */)
  752. {
  753. dest = matrix;
  754. // Convert depth range from [-1,+1] to [0,1]
  755. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  756. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  757. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  758. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  759. if (!forGpuProgram)
  760. {
  761. // Convert right-handed to left-handed
  762. dest[0][2] = -dest[0][2];
  763. dest[1][2] = -dest[1][2];
  764. dest[2][2] = -dest[2][2];
  765. dest[3][2] = -dest[3][2];
  766. }
  767. }
  768. float D3D11RenderSystem::getHorizontalTexelOffset()
  769. {
  770. return 0.0f;
  771. }
  772. float D3D11RenderSystem::getVerticalTexelOffset()
  773. {
  774. return 0.0f;
  775. }
  776. float D3D11RenderSystem::getMinimumDepthInputValue()
  777. {
  778. return 0.0f;
  779. }
  780. float D3D11RenderSystem::getMaximumDepthInputValue()
  781. {
  782. return -1.0f;
  783. }
  784. /************************************************************************/
  785. /* PRIVATE */
  786. /************************************************************************/
  787. void D3D11RenderSystem::applyInputLayout()
  788. {
  789. if(mActiveVertexDeclaration == nullptr)
  790. {
  791. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  792. return;
  793. }
  794. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  795. mDevice->getImmediateContext()->IASetInputLayout(ia);
  796. }
  797. }
  798. #undef THROW_IF_NOT_RENDER_THREAD