BsD3D11RenderAPI.cpp 38 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D11RenderAPI.h"
  4. #include "BsD3D11DriverList.h"
  5. #include "BsD3D11Driver.h"
  6. #include "BsD3D11Device.h"
  7. #include "BsD3D11TextureManager.h"
  8. #include "BsD3D11Texture.h"
  9. #include "BsD3D11HardwareBufferManager.h"
  10. #include "BsD3D11RenderWindowManager.h"
  11. #include "BsD3D11HLSLProgramFactory.h"
  12. #include "BsD3D11BlendState.h"
  13. #include "BsD3D11RasterizerState.h"
  14. #include "BsD3D11DepthStencilState.h"
  15. #include "BsD3D11SamplerState.h"
  16. #include "BsD3D11GpuProgram.h"
  17. #include "BsD3D11Mappings.h"
  18. #include "BsD3D11VertexBuffer.h"
  19. #include "BsD3D11IndexBuffer.h"
  20. #include "BsD3D11RenderStateManager.h"
  21. #include "BsD3D11GpuParamBlockBuffer.h"
  22. #include "BsD3D11InputLayoutManager.h"
  23. #include "BsD3D11TextureView.h"
  24. #include "BsD3D11RenderUtility.h"
  25. #include "BsGpuParams.h"
  26. #include "BsCoreThread.h"
  27. #include "BsD3D11QueryManager.h"
  28. #include "BsDebug.h"
  29. #include "BsException.h"
  30. #include "BsRenderStats.h"
  31. #include "BsGpuParamDesc.h"
  32. #include "BsD3D11GpuBuffer.h"
  33. namespace BansheeEngine
  34. {
  35. D3D11RenderAPI::D3D11RenderAPI()
  36. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  37. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_11_0)
  38. , mHLSLFactory(nullptr), mIAManager(nullptr)
  39. , mStencilRef(0), mActiveDrawOp(DOT_TRIANGLE_LIST)
  40. , mViewportNorm(0.0f, 0.0f, 1.0f, 1.0f)
  41. {
  42. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  43. }
  44. D3D11RenderAPI::~D3D11RenderAPI()
  45. {
  46. }
  47. const StringID& D3D11RenderAPI::getName() const
  48. {
  49. static StringID strName("D3D11RenderAPI");
  50. return strName;
  51. }
  52. const String& D3D11RenderAPI::getShadingLanguageName() const
  53. {
  54. static String strName("hlsl");
  55. return strName;
  56. }
  57. void D3D11RenderAPI::initializePrepare()
  58. {
  59. THROW_IF_NOT_CORE_THREAD;
  60. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  61. if(FAILED(hr))
  62. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  63. mDriverList = bs_new<D3D11DriverList>(mDXGIFactory);
  64. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  65. mVideoModeInfo = mActiveD3DDriver->getVideoModeInfo();
  66. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  67. D3D_FEATURE_LEVEL requestedLevels[] = {
  68. D3D_FEATURE_LEVEL_11_0,
  69. D3D_FEATURE_LEVEL_10_1,
  70. D3D_FEATURE_LEVEL_10_0,
  71. D3D_FEATURE_LEVEL_9_3,
  72. D3D_FEATURE_LEVEL_9_2,
  73. D3D_FEATURE_LEVEL_9_1
  74. };
  75. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  76. UINT32 deviceFlags = 0;
  77. #if BS_DEBUG_MODE
  78. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  79. #endif
  80. ID3D11Device* device;
  81. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  82. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  83. if(FAILED(hr))
  84. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  85. mDevice = bs_new<D3D11Device>(device);
  86. // This must query for DirectX 10 interface as this is unsupported for DX11
  87. LARGE_INTEGER driverVersion;
  88. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device, &driverVersion)))
  89. {
  90. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  91. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  92. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  93. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  94. }
  95. // Create the texture manager for use by others
  96. TextureManager::startUp<D3D11TextureManager>();
  97. TextureCoreManager::startUp<D3D11TextureCoreManager>();
  98. // Create hardware buffer manager
  99. HardwareBufferManager::startUp();
  100. HardwareBufferCoreManager::startUp<D3D11HardwareBufferCoreManager>(std::ref(*mDevice));
  101. // Create render window manager
  102. RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
  103. RenderWindowCoreManager::startUp<D3D11RenderWindowCoreManager>(this);
  104. // Create & register HLSL factory
  105. mHLSLFactory = bs_new<D3D11HLSLProgramFactory>();
  106. // Create render state manager
  107. RenderStateCoreManager::startUp<D3D11RenderStateCoreManager>();
  108. mCurrentCapabilities = createRenderSystemCapabilities();
  109. mCurrentCapabilities->addShaderProfile("hlsl");
  110. GpuProgramCoreManager::instance().addFactory(mHLSLFactory);
  111. mIAManager = bs_new<D3D11InputLayoutManager>();
  112. RenderAPICore::initializePrepare();
  113. }
  114. void D3D11RenderAPI::initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow)
  115. {
  116. D3D11RenderUtility::startUp(mDevice);
  117. QueryManager::startUp<D3D11QueryManager>();
  118. RenderAPICore::initializeFinalize(primaryWindow);
  119. }
  120. void D3D11RenderAPI::destroyCore()
  121. {
  122. THROW_IF_NOT_CORE_THREAD;
  123. for (auto& boundUAV : mBoundUAVs)
  124. {
  125. if (boundUAV.second != nullptr)
  126. boundUAV.first->releaseView(boundUAV.second);
  127. }
  128. QueryManager::shutDown();
  129. D3D11RenderUtility::shutDown();
  130. if(mIAManager != nullptr)
  131. {
  132. bs_delete(mIAManager);
  133. mIAManager = nullptr;
  134. }
  135. if(mHLSLFactory != nullptr)
  136. {
  137. bs_delete(mHLSLFactory);
  138. mHLSLFactory = nullptr;
  139. }
  140. mActiveVertexDeclaration = nullptr;
  141. mActiveVertexShader = nullptr;
  142. mActiveRenderTarget = nullptr;
  143. RenderStateCoreManager::shutDown();
  144. RenderWindowCoreManager::shutDown();
  145. RenderWindowManager::shutDown();
  146. HardwareBufferCoreManager::shutDown();
  147. HardwareBufferManager::shutDown();
  148. TextureCoreManager::shutDown();
  149. TextureManager::shutDown();
  150. SAFE_RELEASE(mDXGIFactory);
  151. if(mDevice != nullptr)
  152. {
  153. bs_delete(mDevice);
  154. mDevice = nullptr;
  155. }
  156. if(mDriverList != nullptr)
  157. {
  158. bs_delete(mDriverList);
  159. mDriverList = nullptr;
  160. }
  161. mActiveD3DDriver = nullptr;
  162. RenderAPICore::destroyCore();
  163. }
  164. void D3D11RenderAPI::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState)
  165. {
  166. THROW_IF_NOT_CORE_THREAD;
  167. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  168. // and then set them all up at once before rendering? Needs testing
  169. ID3D11SamplerState* samplerArray[1];
  170. D3D11SamplerStateCore* d3d11SamplerState = static_cast<D3D11SamplerStateCore*>(const_cast<SamplerStateCore*>(samplerState.get()));
  171. samplerArray[0] = d3d11SamplerState->getInternal();
  172. switch(gptype)
  173. {
  174. case GPT_VERTEX_PROGRAM:
  175. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  176. break;
  177. case GPT_FRAGMENT_PROGRAM:
  178. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  179. break;
  180. case GPT_GEOMETRY_PROGRAM:
  181. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  182. break;
  183. case GPT_DOMAIN_PROGRAM:
  184. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  185. break;
  186. case GPT_HULL_PROGRAM:
  187. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  188. break;
  189. case GPT_COMPUTE_PROGRAM:
  190. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  191. break;
  192. default:
  193. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  194. }
  195. BS_INC_RENDER_STAT(NumSamplerBinds);
  196. }
  197. void D3D11RenderAPI::setBlendState(const SPtr<BlendStateCore>& blendState)
  198. {
  199. THROW_IF_NOT_CORE_THREAD;
  200. D3D11BlendStateCore* d3d11BlendState = static_cast<D3D11BlendStateCore*>(const_cast<BlendStateCore*>(blendState.get()));
  201. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  202. BS_INC_RENDER_STAT(NumBlendStateChanges);
  203. }
  204. void D3D11RenderAPI::setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState)
  205. {
  206. THROW_IF_NOT_CORE_THREAD;
  207. D3D11RasterizerStateCore* d3d11RasterizerState = static_cast<D3D11RasterizerStateCore*>(const_cast<RasterizerStateCore*>(rasterizerState.get()));
  208. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  209. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  210. }
  211. void D3D11RenderAPI::setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue)
  212. {
  213. THROW_IF_NOT_CORE_THREAD;
  214. D3D11DepthStencilStateCore* d3d11RasterizerState = static_cast<D3D11DepthStencilStateCore*>(const_cast<DepthStencilStateCore*>(depthStencilState.get()));
  215. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  216. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  217. }
  218. void D3D11RenderAPI::setTexture(GpuProgramType gptype, UINT16 unit, const SPtr<TextureCore>& texPtr)
  219. {
  220. THROW_IF_NOT_CORE_THREAD;
  221. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  222. // and then set them all up at once before rendering? Needs testing
  223. ID3D11ShaderResourceView* viewArray[1];
  224. if(texPtr != nullptr)
  225. {
  226. D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
  227. viewArray[0] = d3d11Texture->getSRV();
  228. }
  229. else
  230. viewArray[0] = nullptr;
  231. switch(gptype)
  232. {
  233. case GPT_VERTEX_PROGRAM:
  234. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  235. break;
  236. case GPT_FRAGMENT_PROGRAM:
  237. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  238. break;
  239. case GPT_GEOMETRY_PROGRAM:
  240. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  241. break;
  242. case GPT_DOMAIN_PROGRAM:
  243. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  244. break;
  245. case GPT_HULL_PROGRAM:
  246. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  247. break;
  248. case GPT_COMPUTE_PROGRAM:
  249. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  250. break;
  251. default:
  252. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  253. }
  254. BS_INC_RENDER_STAT(NumTextureBinds);
  255. }
  256. void D3D11RenderAPI::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  257. const TextureSurface& surface)
  258. {
  259. THROW_IF_NOT_CORE_THREAD;
  260. ID3D11UnorderedAccessView* viewArray[1];
  261. if (texPtr != nullptr && enabled)
  262. {
  263. D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
  264. SPtr<TextureView> texView = TextureCore::requestView(texPtr, surface.mipLevel, 1,
  265. surface.arraySlice, surface.numArraySlices, GVU_RANDOMWRITE);
  266. D3D11TextureView* d3d11texView = static_cast<D3D11TextureView*>(texView.get());
  267. viewArray[0] = d3d11texView->getUAV();
  268. if (mBoundUAVs[unit].second != nullptr)
  269. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  270. mBoundUAVs[unit] = std::make_pair(texPtr, texView);
  271. }
  272. else
  273. {
  274. viewArray[0] = nullptr;
  275. if (mBoundUAVs[unit].second != nullptr)
  276. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  277. mBoundUAVs[unit] = std::pair<SPtr<TextureCore>, SPtr<TextureView>>();
  278. }
  279. if (gptype == GPT_FRAGMENT_PROGRAM)
  280. {
  281. mDevice->getImmediateContext()->OMSetRenderTargetsAndUnorderedAccessViews(
  282. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, unit, 1, viewArray, nullptr);
  283. }
  284. else if (gptype == GPT_COMPUTE_PROGRAM)
  285. {
  286. mDevice->getImmediateContext()->CSSetUnorderedAccessViews(unit, 1, viewArray, nullptr);
  287. }
  288. else
  289. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  290. BS_INC_RENDER_STAT(NumTextureBinds);
  291. }
  292. void D3D11RenderAPI::setBuffer(GpuProgramType gptype, UINT16 unit, const SPtr<GpuBufferCore>& buffer, bool loadStore)
  293. {
  294. THROW_IF_NOT_CORE_THREAD;
  295. if(!loadStore)
  296. {
  297. ID3D11ShaderResourceView* viewArray[1];
  298. if (buffer != nullptr)
  299. {
  300. D3D11GpuBufferCore* d3d11buffer = static_cast<D3D11GpuBufferCore*>(buffer.get());
  301. viewArray[0] = d3d11buffer->getSRV();
  302. }
  303. else
  304. viewArray[0] = nullptr;
  305. switch (gptype)
  306. {
  307. case GPT_VERTEX_PROGRAM:
  308. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  309. break;
  310. case GPT_FRAGMENT_PROGRAM:
  311. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  312. break;
  313. case GPT_GEOMETRY_PROGRAM:
  314. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  315. break;
  316. case GPT_DOMAIN_PROGRAM:
  317. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  318. break;
  319. case GPT_HULL_PROGRAM:
  320. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  321. break;
  322. case GPT_COMPUTE_PROGRAM:
  323. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  324. break;
  325. default:
  326. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  327. }
  328. }
  329. else
  330. {
  331. ID3D11UnorderedAccessView* viewArray[1];
  332. if (buffer != nullptr)
  333. {
  334. D3D11GpuBufferCore* d3d11buffer = static_cast<D3D11GpuBufferCore*>(buffer.get());
  335. viewArray[0] = d3d11buffer->getUAV();
  336. }
  337. else
  338. viewArray[0] = nullptr;
  339. if (gptype == GPT_FRAGMENT_PROGRAM)
  340. {
  341. mDevice->getImmediateContext()->OMSetRenderTargetsAndUnorderedAccessViews(
  342. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, unit, 1, viewArray, nullptr);
  343. }
  344. else if (gptype == GPT_COMPUTE_PROGRAM)
  345. {
  346. mDevice->getImmediateContext()->CSSetUnorderedAccessViews(unit, 1, viewArray, nullptr);
  347. }
  348. else
  349. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  350. }
  351. BS_INC_RENDER_STAT(NumTextureBinds);
  352. }
  353. void D3D11RenderAPI::beginFrame()
  354. {
  355. // Not used
  356. }
  357. void D3D11RenderAPI::endFrame()
  358. {
  359. // Not used
  360. }
  361. void D3D11RenderAPI::setViewport(const Rect2& vp)
  362. {
  363. THROW_IF_NOT_CORE_THREAD;
  364. mViewportNorm = vp;
  365. applyViewport();
  366. }
  367. void D3D11RenderAPI::applyViewport()
  368. {
  369. if (mActiveRenderTarget == nullptr)
  370. return;
  371. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  372. // Set viewport dimensions
  373. mViewport.TopLeftX = (FLOAT)(rtProps.getWidth() * mViewportNorm.x);
  374. mViewport.TopLeftY = (FLOAT)(rtProps.getHeight() * mViewportNorm.y);
  375. mViewport.Width = (FLOAT)(rtProps.getWidth() * mViewportNorm.width);
  376. mViewport.Height = (FLOAT)(rtProps.getHeight() * mViewportNorm.height);
  377. if (rtProps.requiresTextureFlipping())
  378. {
  379. // Convert "top-left" to "bottom-left"
  380. mViewport.TopLeftY = rtProps.getHeight() - mViewport.Height - mViewport.TopLeftY;
  381. }
  382. mViewport.MinDepth = 0.0f;
  383. mViewport.MaxDepth = 1.0f;
  384. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  385. }
  386. void D3D11RenderAPI::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
  387. {
  388. THROW_IF_NOT_CORE_THREAD;
  389. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  390. if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
  391. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  392. ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
  393. UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
  394. UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
  395. for(UINT32 i = 0; i < numBuffers; i++)
  396. {
  397. SPtr<D3D11VertexBufferCore> vertexBuffer = std::static_pointer_cast<D3D11VertexBufferCore>(buffers[i]);
  398. const VertexBufferProperties& vbProps = vertexBuffer->getProperties();
  399. dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
  400. strides[i] = vbProps.getVertexSize();
  401. offsets[i] = 0;
  402. }
  403. mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
  404. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  405. }
  406. void D3D11RenderAPI::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
  407. {
  408. THROW_IF_NOT_CORE_THREAD;
  409. SPtr<D3D11IndexBufferCore> indexBuffer = std::static_pointer_cast<D3D11IndexBufferCore>(buffer);
  410. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  411. if(indexBuffer->getProperties().getType() == IT_16BIT)
  412. indexFormat = DXGI_FORMAT_R16_UINT;
  413. else if (indexBuffer->getProperties().getType() == IT_32BIT)
  414. indexFormat = DXGI_FORMAT_R32_UINT;
  415. else
  416. BS_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getProperties().getType()));
  417. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  418. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  419. }
  420. void D3D11RenderAPI::setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration)
  421. {
  422. THROW_IF_NOT_CORE_THREAD;
  423. mActiveVertexDeclaration = vertexDeclaration;
  424. }
  425. void D3D11RenderAPI::setDrawOperation(DrawOperationType op)
  426. {
  427. THROW_IF_NOT_CORE_THREAD;
  428. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  429. }
  430. void D3D11RenderAPI::bindGpuProgram(const SPtr<GpuProgramCore>& prg)
  431. {
  432. THROW_IF_NOT_CORE_THREAD;
  433. switch(prg->getProperties().getType())
  434. {
  435. case GPT_VERTEX_PROGRAM:
  436. {
  437. D3D11GpuVertexProgramCore* d3d11GpuProgram = static_cast<D3D11GpuVertexProgramCore*>(prg.get());
  438. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  439. mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgramCore>(prg);
  440. break;
  441. }
  442. case GPT_FRAGMENT_PROGRAM:
  443. {
  444. D3D11GpuFragmentProgramCore* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgramCore*>(prg.get());
  445. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  446. break;
  447. }
  448. case GPT_GEOMETRY_PROGRAM:
  449. {
  450. D3D11GpuGeometryProgramCore* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgramCore*>(prg.get());
  451. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  452. break;
  453. }
  454. case GPT_DOMAIN_PROGRAM:
  455. {
  456. D3D11GpuDomainProgramCore* d3d11GpuProgram = static_cast<D3D11GpuDomainProgramCore*>(prg.get());
  457. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  458. break;
  459. }
  460. case GPT_HULL_PROGRAM:
  461. {
  462. D3D11GpuHullProgramCore* d3d11GpuProgram = static_cast<D3D11GpuHullProgramCore*>(prg.get());
  463. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  464. break;
  465. }
  466. case GPT_COMPUTE_PROGRAM:
  467. {
  468. D3D11GpuComputeProgramCore* d3d11GpuProgram = static_cast<D3D11GpuComputeProgramCore*>(prg.get());
  469. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  470. break;
  471. }
  472. default:
  473. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getProperties().getType()));
  474. }
  475. if (mDevice->hasError())
  476. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  477. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  478. }
  479. void D3D11RenderAPI::unbindGpuProgram(GpuProgramType gptype)
  480. {
  481. THROW_IF_NOT_CORE_THREAD;
  482. switch(gptype)
  483. {
  484. case GPT_VERTEX_PROGRAM:
  485. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  486. mActiveVertexShader = nullptr;
  487. break;
  488. case GPT_FRAGMENT_PROGRAM:
  489. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  490. break;
  491. case GPT_GEOMETRY_PROGRAM:
  492. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  493. break;
  494. case GPT_DOMAIN_PROGRAM:
  495. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  496. break;
  497. case GPT_HULL_PROGRAM:
  498. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  499. break;
  500. case GPT_COMPUTE_PROGRAM:
  501. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  502. break;
  503. default:
  504. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  505. }
  506. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  507. }
  508. void D3D11RenderAPI::setParamBuffer(GpuProgramType gptype, UINT32 slot, const SPtr<GpuParamBlockBufferCore>& buffer,
  509. const GpuParamDesc& paramDesc)
  510. {
  511. ID3D11Buffer* bufferArray[1];
  512. if (buffer != nullptr)
  513. {
  514. const D3D11GpuParamBlockBufferCore* d3d11paramBlockBuffer =
  515. static_cast<const D3D11GpuParamBlockBufferCore*>(buffer.get());
  516. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  517. }
  518. else
  519. bufferArray[0] = nullptr;
  520. switch (gptype)
  521. {
  522. case GPT_VERTEX_PROGRAM:
  523. mDevice->getImmediateContext()->VSSetConstantBuffers(slot, 1, bufferArray);
  524. break;
  525. case GPT_FRAGMENT_PROGRAM:
  526. mDevice->getImmediateContext()->PSSetConstantBuffers(slot, 1, bufferArray);
  527. break;
  528. case GPT_GEOMETRY_PROGRAM:
  529. mDevice->getImmediateContext()->GSSetConstantBuffers(slot, 1, bufferArray);
  530. break;
  531. case GPT_HULL_PROGRAM:
  532. mDevice->getImmediateContext()->HSSetConstantBuffers(slot, 1, bufferArray);
  533. break;
  534. case GPT_DOMAIN_PROGRAM:
  535. mDevice->getImmediateContext()->DSSetConstantBuffers(slot, 1, bufferArray);
  536. break;
  537. case GPT_COMPUTE_PROGRAM:
  538. mDevice->getImmediateContext()->CSSetConstantBuffers(slot, 1, bufferArray);
  539. break;
  540. };
  541. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  542. if (mDevice->hasError())
  543. BS_EXCEPT(RenderingAPIException, "Failed to setParamBuffer: " + mDevice->getErrorDescription());
  544. }
  545. void D3D11RenderAPI::draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount)
  546. {
  547. THROW_IF_NOT_CORE_THREAD;
  548. applyInputLayout();
  549. if(instanceCount <= 1)
  550. mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
  551. else
  552. mDevice->getImmediateContext()->DrawInstanced(vertexCount, instanceCount, vertexOffset, 0);
  553. #if BS_DEBUG_MODE
  554. if(mDevice->hasError())
  555. LOGWRN(mDevice->getErrorDescription());
  556. #endif
  557. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  558. BS_INC_RENDER_STAT(NumDrawCalls);
  559. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  560. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  561. }
  562. void D3D11RenderAPI::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount,
  563. UINT32 instanceCount)
  564. {
  565. THROW_IF_NOT_CORE_THREAD;
  566. applyInputLayout();
  567. if (instanceCount <= 1)
  568. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
  569. else
  570. mDevice->getImmediateContext()->DrawIndexedInstanced(indexCount, instanceCount, startIndex, vertexOffset, 0);
  571. #if BS_DEBUG_MODE
  572. if(mDevice->hasError())
  573. LOGWRN(mDevice->getErrorDescription());
  574. #endif
  575. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  576. BS_INC_RENDER_STAT(NumDrawCalls);
  577. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  578. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  579. }
  580. void D3D11RenderAPI::dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY, UINT32 numGroupsZ)
  581. {
  582. mDevice->getImmediateContext()->Dispatch(numGroupsX, numGroupsY, numGroupsZ);
  583. #if BS_DEBUG_MODE
  584. if (mDevice->hasError())
  585. LOGWRN(mDevice->getErrorDescription());
  586. #endif
  587. BS_INC_RENDER_STAT(NumComputeCalls);
  588. }
  589. void D3D11RenderAPI::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  590. {
  591. THROW_IF_NOT_CORE_THREAD;
  592. mScissorRect.left = static_cast<LONG>(left);
  593. mScissorRect.top = static_cast<LONG>(top);
  594. mScissorRect.bottom = static_cast<LONG>(bottom);
  595. mScissorRect.right = static_cast<LONG>(right);
  596. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  597. }
  598. void D3D11RenderAPI::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask)
  599. {
  600. THROW_IF_NOT_CORE_THREAD;
  601. if(mActiveRenderTarget == nullptr)
  602. return;
  603. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  604. Rect2I clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  605. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  606. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == rtProps.getWidth() && clearArea.height == rtProps.getHeight());
  607. if (!clearEntireTarget)
  608. {
  609. // TODO - Ignoring targetMask here
  610. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  611. BS_INC_RENDER_STAT(NumClears);
  612. }
  613. else
  614. clearRenderTarget(buffers, color, depth, stencil, targetMask);
  615. }
  616. void D3D11RenderAPI::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask)
  617. {
  618. THROW_IF_NOT_CORE_THREAD;
  619. if(mActiveRenderTarget == nullptr)
  620. return;
  621. // Clear render surfaces
  622. if (buffers & FBT_COLOR)
  623. {
  624. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  625. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*>(maxRenderTargets);
  626. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  627. mActiveRenderTarget->getCustomAttribute("RTV", views);
  628. if (!views[0])
  629. {
  630. bs_deleteN(views, maxRenderTargets);
  631. return;
  632. }
  633. float clearColor[4];
  634. clearColor[0] = color.r;
  635. clearColor[1] = color.g;
  636. clearColor[2] = color.b;
  637. clearColor[3] = color.a;
  638. for(UINT32 i = 0; i < maxRenderTargets; i++)
  639. {
  640. if(views[i] != nullptr && ((1 << i) & targetMask) != 0)
  641. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  642. }
  643. bs_deleteN(views, maxRenderTargets);
  644. }
  645. // Clear depth stencil
  646. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  647. {
  648. ID3D11DepthStencilView* depthStencilView = nullptr;
  649. mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
  650. D3D11_CLEAR_FLAG clearFlag;
  651. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  652. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  653. else if((buffers & FBT_STENCIL) != 0)
  654. clearFlag = D3D11_CLEAR_STENCIL;
  655. else
  656. clearFlag = D3D11_CLEAR_DEPTH;
  657. if(depthStencilView != nullptr)
  658. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  659. }
  660. BS_INC_RENDER_STAT(NumClears);
  661. }
  662. void D3D11RenderAPI::setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil)
  663. {
  664. THROW_IF_NOT_CORE_THREAD;
  665. mActiveRenderTarget = target;
  666. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  667. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*>(maxRenderTargets);
  668. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  669. ID3D11DepthStencilView* depthStencilView = nullptr;
  670. if (target != nullptr)
  671. {
  672. target->getCustomAttribute("RTV", views);
  673. if(readOnlyDepthStencil)
  674. target->getCustomAttribute("RODSV", &depthStencilView);
  675. else
  676. target->getCustomAttribute("DSV", &depthStencilView);
  677. }
  678. // Bind render targets
  679. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  680. if (mDevice->hasError())
  681. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  682. bs_deleteN(views, maxRenderTargets);
  683. applyViewport();
  684. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  685. }
  686. void D3D11RenderAPI::setClipPlanesImpl(const PlaneList& clipPlanes)
  687. {
  688. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  689. }
  690. RenderAPICapabilities* D3D11RenderAPI::createRenderSystemCapabilities() const
  691. {
  692. THROW_IF_NOT_CORE_THREAD;
  693. RenderAPICapabilities* rsc = bs_new<RenderAPICapabilities>();
  694. rsc->setDriverVersion(mDriverVersion);
  695. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  696. rsc->setRenderAPIName(getName());
  697. rsc->setStencilBufferBitDepth(8);
  698. rsc->setCapability(RSC_ANISOTROPY);
  699. rsc->setCapability(RSC_AUTOMIPMAP);
  700. // Cube map
  701. rsc->setCapability(RSC_CUBEMAPPING);
  702. // We always support compression, D3DX will decompress if device does not support
  703. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  704. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  705. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  706. rsc->setCapability(RSC_STENCIL_WRAP);
  707. rsc->setCapability(RSC_HWOCCLUSION);
  708. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  709. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  710. rsc->setMaxBoundVertexBuffers(32);
  711. else
  712. rsc->setMaxBoundVertexBuffers(16);
  713. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  714. {
  715. rsc->addShaderProfile("ps_4_0");
  716. rsc->addShaderProfile("vs_4_0");
  717. rsc->addShaderProfile("gs_4_0");
  718. rsc->addGpuProgramProfile(GPP_FS_4_0, "ps_4_0");
  719. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  720. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  721. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  722. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  723. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  724. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  725. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  726. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  727. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  728. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  729. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  730. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
  731. }
  732. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  733. {
  734. rsc->addShaderProfile("ps_4_1");
  735. rsc->addShaderProfile("vs_4_1");
  736. rsc->addShaderProfile("gs_4_1");
  737. rsc->addGpuProgramProfile(GPP_FS_4_1, "ps_4_1");
  738. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  739. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  740. }
  741. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  742. {
  743. rsc->addShaderProfile("ps_5_0");
  744. rsc->addShaderProfile("vs_5_0");
  745. rsc->addShaderProfile("gs_5_0");
  746. rsc->addShaderProfile("cs_5_0");
  747. rsc->addShaderProfile("hs_5_0");
  748. rsc->addShaderProfile("ds_5_0");
  749. rsc->addGpuProgramProfile(GPP_FS_5_0, "ps_5_0");
  750. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  751. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  752. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  753. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  754. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  755. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  756. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  757. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  758. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  759. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  760. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  761. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  762. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  763. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  764. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  765. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  766. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
  767. + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
  768. + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
  769. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  770. }
  771. rsc->setCapability(RSC_USER_CLIP_PLANES);
  772. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  773. // Adapter details
  774. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  775. // Determine vendor
  776. switch(adapterID.VendorId)
  777. {
  778. case 0x10DE:
  779. rsc->setVendor(GPU_NVIDIA);
  780. break;
  781. case 0x1002:
  782. rsc->setVendor(GPU_AMD);
  783. break;
  784. case 0x163C:
  785. case 0x8086:
  786. rsc->setVendor(GPU_INTEL);
  787. break;
  788. default:
  789. rsc->setVendor(GPU_UNKNOWN);
  790. break;
  791. };
  792. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  793. rsc->setCapability(RSC_TEXTURE_3D);
  794. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  795. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  796. rsc->setCapability(RSC_TEXTURE_FLOAT);
  797. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  798. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  799. rsc->setCapability(RSC_POINT_SPRITES);
  800. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  801. rsc->setMaxPointSize(256);
  802. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  803. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  804. rsc->setCapability(RSC_PERSTAGECONSTANT);
  805. return rsc;
  806. }
  807. void D3D11RenderAPI::determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc)
  808. {
  809. bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
  810. enum CSAAMode { CSAA_Normal, CSAA_Quality };
  811. CSAAMode csaaMode = CSAA_Normal;
  812. bool foundValid = false;
  813. size_t origNumSamples = multisampleCount;
  814. while (!foundValid)
  815. {
  816. // Deal with special cases
  817. if (tryCSAA)
  818. {
  819. switch(multisampleCount)
  820. {
  821. case 8:
  822. if (csaaMode == CSAA_Quality)
  823. {
  824. outputSampleDesc->Count = 8;
  825. outputSampleDesc->Quality = 8;
  826. }
  827. else
  828. {
  829. outputSampleDesc->Count = 4;
  830. outputSampleDesc->Quality = 8;
  831. }
  832. break;
  833. case 16:
  834. if (csaaMode == CSAA_Quality)
  835. {
  836. outputSampleDesc->Count = 8;
  837. outputSampleDesc->Quality = 16;
  838. }
  839. else
  840. {
  841. outputSampleDesc->Count = 4;
  842. outputSampleDesc->Quality = 16;
  843. }
  844. break;
  845. }
  846. }
  847. else // !CSAA
  848. {
  849. outputSampleDesc->Count = multisampleCount == 0 ? 1 : multisampleCount;
  850. outputSampleDesc->Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
  851. }
  852. HRESULT hr;
  853. UINT outQuality;
  854. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outputSampleDesc->Count, &outQuality);
  855. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outputSampleDesc->Quality))
  856. {
  857. foundValid = true;
  858. }
  859. else
  860. {
  861. // Downgrade
  862. if (tryCSAA && multisampleCount == 8)
  863. {
  864. // For CSAA, we'll try downgrading with quality mode at all samples.
  865. // then try without quality, then drop CSAA
  866. if (csaaMode == CSAA_Quality)
  867. {
  868. // Drop quality first
  869. csaaMode = CSAA_Normal;
  870. }
  871. else
  872. {
  873. // Drop CSAA entirely
  874. tryCSAA = false;
  875. }
  876. // Return to original requested samples
  877. multisampleCount = static_cast<UINT32>(origNumSamples);
  878. }
  879. else
  880. {
  881. // Drop samples
  882. multisampleCount--;
  883. if (multisampleCount == 1)
  884. {
  885. // Ran out of options, no multisampling
  886. multisampleCount = 0;
  887. foundValid = true;
  888. }
  889. }
  890. }
  891. }
  892. }
  893. void D3D11RenderAPI::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  894. {
  895. dest = matrix;
  896. // Convert depth range from [-1,+1] to [0,1]
  897. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  898. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  899. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  900. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  901. }
  902. const RenderAPIInfo& D3D11RenderAPI::getAPIInfo() const
  903. {
  904. static RenderAPIInfo info(0.0f, 0.0f, 0.0f, 1.0f, VET_COLOR_ABGR, false, true, false);
  905. return info;
  906. }
  907. GpuParamBlockDesc D3D11RenderAPI::generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params)
  908. {
  909. GpuParamBlockDesc block;
  910. block.blockSize = 0;
  911. block.isShareable = true;
  912. block.name = name;
  913. block.slot = 0;
  914. for (auto& param : params)
  915. {
  916. const GpuParamDataTypeInfo& typeInfo = GpuParams::PARAM_SIZES.lookup[param.type];
  917. UINT32 size = typeInfo.size / 4;
  918. if (param.arraySize > 1)
  919. {
  920. // Arrays perform no packing and their elements are always padded and aligned to four component vectors
  921. UINT32 alignOffset = size % typeInfo.baseTypeSize;
  922. if (alignOffset != 0)
  923. {
  924. UINT32 padding = (typeInfo.baseTypeSize - alignOffset);
  925. size += padding;
  926. }
  927. alignOffset = block.blockSize % typeInfo.baseTypeSize;
  928. if (alignOffset != 0)
  929. {
  930. UINT32 padding = (typeInfo.baseTypeSize - alignOffset);
  931. block.blockSize += padding;
  932. }
  933. param.elementSize = size;
  934. param.arrayElementStride = size;
  935. param.cpuMemOffset = block.blockSize;
  936. param.gpuMemOffset = 0;
  937. block.blockSize += size * param.arraySize;
  938. }
  939. else
  940. {
  941. // Pack everything as tightly as possible as long as the data doesn't cross 16 byte boundary
  942. UINT32 alignOffset = block.blockSize % 4;
  943. if (alignOffset != 0 && size > (4 - alignOffset))
  944. {
  945. UINT32 padding = (4 - alignOffset);
  946. block.blockSize += padding;
  947. }
  948. param.elementSize = size;
  949. param.arrayElementStride = size;
  950. param.cpuMemOffset = block.blockSize;
  951. param.gpuMemOffset = 0;
  952. block.blockSize += size;
  953. }
  954. param.paramBlockSlot = 0;
  955. }
  956. // Constant buffer size must always be a multiple of 16
  957. if (block.blockSize % 4 != 0)
  958. block.blockSize += (4 - (block.blockSize % 4));
  959. return block;
  960. }
  961. /************************************************************************/
  962. /* PRIVATE */
  963. /************************************************************************/
  964. void D3D11RenderAPI::applyInputLayout()
  965. {
  966. if(mActiveVertexDeclaration == nullptr)
  967. {
  968. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  969. return;
  970. }
  971. if(mActiveVertexShader == nullptr)
  972. {
  973. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  974. return;
  975. }
  976. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  977. mDevice->getImmediateContext()->IASetInputLayout(ia);
  978. }
  979. }