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 "CmD3D11BuiltinMaterialManager.h"
  24. #include "CmGpuParams.h"
  25. #include "CmDebug.h"
  26. #include "CmException.h"
  27. #if CM_DEBUG_MODE
  28. #define THROW_IF_NOT_RENDER_THREAD throwIfNotRenderThread();
  29. #else
  30. #define THROW_IF_NOT_RENDER_THREAD
  31. #endif
  32. namespace CamelotEngine
  33. {
  34. D3D11RenderSystem::D3D11RenderSystem()
  35. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  36. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_9_1)
  37. , mHLSLFactory(nullptr), mIAManager(nullptr)
  38. , mStencilRef(0)
  39. {
  40. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  41. }
  42. D3D11RenderSystem::~D3D11RenderSystem()
  43. {
  44. // This needs to be called from the child class, since destroy_internal is virtual
  45. queueCommand(boost::bind(&D3D11RenderSystem::destroy_internal, this), true);
  46. }
  47. const String& D3D11RenderSystem::getName() const
  48. {
  49. static String strName("D3D11RenderSystem");
  50. return strName;
  51. }
  52. const String& D3D11RenderSystem::getShadingLanguageName() const
  53. {
  54. static String strName("hlsl");
  55. return strName;
  56. }
  57. void D3D11RenderSystem::initialize_internal()
  58. {
  59. THROW_IF_NOT_RENDER_THREAD;
  60. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  61. if(FAILED(hr))
  62. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  63. mDriverList = new D3D11DriverList(mDXGIFactory);
  64. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  65. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  66. D3D_FEATURE_LEVEL requestedLevels[] = {
  67. D3D_FEATURE_LEVEL_11_0,
  68. D3D_FEATURE_LEVEL_10_1,
  69. D3D_FEATURE_LEVEL_10_0,
  70. D3D_FEATURE_LEVEL_9_3,
  71. D3D_FEATURE_LEVEL_9_2,
  72. D3D_FEATURE_LEVEL_9_1
  73. };
  74. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  75. UINT32 deviceFlags = 0;
  76. #if CM_DEBUG_MODE
  77. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  78. #endif
  79. ID3D11Device* device;
  80. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  81. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  82. if(FAILED(hr))
  83. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  84. mDevice = new D3D11Device(device);
  85. LARGE_INTEGER driverVersion;
  86. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device /* intentionally D3D10, not D3D11 */, &driverVersion)))
  87. {
  88. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  89. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  90. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  91. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  92. }
  93. // Create the texture manager for use by others
  94. TextureManager::startUp(new D3D11TextureManager());
  95. // Also create hardware buffer manager
  96. HardwareBufferManager::startUp(new D3D11HardwareBufferManager(*mDevice));
  97. // Create the GPU program manager
  98. GpuProgramManager::startUp(new D3D11GpuProgramManager(*mDevice));
  99. // Create render window manager
  100. RenderWindowManager::startUp(new D3D11RenderWindowManager(this));
  101. // Create & register HLSL factory
  102. mHLSLFactory = new D3D11HLSLProgramFactory();
  103. // Create render state manager
  104. RenderStateManager::startUp(new D3D11RenderStateManager());
  105. mCurrentCapabilities = createRenderSystemCapabilities();
  106. mCurrentCapabilities->addShaderProfile("hlsl");
  107. HighLevelGpuProgramManager::instance().addFactory(mHLSLFactory);
  108. mIAManager = new D3D11InputLayoutManager();
  109. BuiltinMaterialManager::startUp(new D3D11BuiltinMaterialManager());
  110. RenderSystem::initialize_internal();
  111. }
  112. void D3D11RenderSystem::destroy_internal()
  113. {
  114. THROW_IF_NOT_RENDER_THREAD;
  115. SAFE_DELETE(mIAManager);
  116. SAFE_DELETE(mHLSLFactory);
  117. mActiveVertexDeclaration = nullptr;
  118. mActiveVertexShader = nullptr;
  119. BuiltinMaterialManager::shutDown();
  120. RenderStateManager::shutDown();
  121. RenderWindowManager::shutDown();
  122. GpuProgramManager::shutDown();
  123. HardwareBufferManager::shutDown();
  124. TextureManager::shutDown();
  125. SAFE_RELEASE(mDXGIFactory);
  126. SAFE_DELETE(mDevice);
  127. SAFE_DELETE(mDriverList);
  128. mActiveD3DDriver = nullptr;
  129. RenderSystem::destroy_internal();
  130. }
  131. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  132. {
  133. THROW_IF_NOT_RENDER_THREAD;
  134. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  135. // and then set them all up at once before rendering? Needs testing
  136. ID3D11SamplerState* samplerArray[1];
  137. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  138. samplerArray[0] = d3d11SamplerState->getInternal();
  139. switch(gptype)
  140. {
  141. case GPT_VERTEX_PROGRAM:
  142. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  143. break;
  144. case GPT_FRAGMENT_PROGRAM:
  145. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  146. break;
  147. case GPT_GEOMETRY_PROGRAM:
  148. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  149. break;
  150. case GPT_DOMAIN_PROGRAM:
  151. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  152. break;
  153. case GPT_HULL_PROGRAM:
  154. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  155. break;
  156. case GPT_COMPUTE_PROGRAM:
  157. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  158. break;
  159. default:
  160. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  161. }
  162. }
  163. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  164. {
  165. THROW_IF_NOT_RENDER_THREAD;
  166. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  167. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  168. }
  169. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  170. {
  171. THROW_IF_NOT_RENDER_THREAD;
  172. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  173. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  174. }
  175. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  176. {
  177. THROW_IF_NOT_RENDER_THREAD;
  178. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  179. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  180. }
  181. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  182. {
  183. THROW_IF_NOT_RENDER_THREAD;
  184. // TODO - Set up UAVs?
  185. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  186. // and then set them all up at once before rendering? Needs testing
  187. ID3D11ShaderResourceView* viewArray[1];
  188. if(texPtr != nullptr && enabled)
  189. {
  190. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  191. viewArray[0] = d3d11Texture->getSRV();
  192. }
  193. else
  194. viewArray[0] = nullptr;
  195. switch(gptype)
  196. {
  197. case GPT_VERTEX_PROGRAM:
  198. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  199. break;
  200. case GPT_FRAGMENT_PROGRAM:
  201. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  202. break;
  203. case GPT_GEOMETRY_PROGRAM:
  204. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  205. break;
  206. case GPT_DOMAIN_PROGRAM:
  207. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  208. break;
  209. case GPT_HULL_PROGRAM:
  210. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  211. break;
  212. case GPT_COMPUTE_PROGRAM:
  213. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  214. break;
  215. default:
  216. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  217. }
  218. }
  219. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  220. {
  221. THROW_IF_NOT_RENDER_THREAD;
  222. setTexture(gptype, texUnit, false, nullptr);
  223. }
  224. void D3D11RenderSystem::beginFrame()
  225. {
  226. // Not used
  227. }
  228. void D3D11RenderSystem::endFrame()
  229. {
  230. // Not used
  231. }
  232. void D3D11RenderSystem::setViewport(ViewportPtr& vp)
  233. {
  234. THROW_IF_NOT_RENDER_THREAD;
  235. assert(vp != nullptr);
  236. // Set render target
  237. RenderTargetPtr target = vp->getTarget();
  238. setRenderTarget(target);
  239. // set viewport dimensions
  240. mViewport.TopLeftX = (FLOAT)vp->getActualLeft();
  241. mViewport.TopLeftY = (FLOAT)vp->getActualTop();
  242. mViewport.Width = (FLOAT)vp->getActualWidth();
  243. mViewport.Height = (FLOAT)vp->getActualHeight();
  244. if (vp->getTarget()->requiresTextureFlipping())
  245. {
  246. // Convert "top-left" to "bottom-left"
  247. mViewport.TopLeftY = vp->getTarget()->getHeight() - mViewport.Height - mViewport.TopLeftY;
  248. }
  249. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  250. mViewport.MinDepth = 0.0f;
  251. mViewport.MaxDepth = 1.0f;
  252. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  253. }
  254. void D3D11RenderSystem::setVertexBuffer(UINT32 index, const VertexBufferPtr& buffer)
  255. {
  256. THROW_IF_NOT_RENDER_THREAD;
  257. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  258. if(index < 0 || index >= maxBoundVertexBuffers)
  259. CM_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  260. ID3D11Buffer* buffers[1];
  261. D3D11VertexBuffer* vertexBuffer = static_cast<D3D11VertexBuffer*>(buffer.get());
  262. buffers[0] = vertexBuffer->getD3DVertexBuffer();
  263. UINT32 strides[1] = { buffer->getVertexSize() };
  264. UINT32 offsets[1] = { 0 };
  265. mDevice->getImmediateContext()->IASetVertexBuffers(index, 1, buffers, strides, offsets);
  266. }
  267. void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  268. {
  269. THROW_IF_NOT_RENDER_THREAD;
  270. D3D11IndexBuffer* indexBuffer = static_cast<D3D11IndexBuffer*>(buffer.get());
  271. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  272. if(indexBuffer->getType() == IndexBuffer::IT_16BIT)
  273. indexFormat = DXGI_FORMAT_R16_UINT;
  274. else if(indexBuffer->getType() == IndexBuffer::IT_32BIT)
  275. indexFormat = DXGI_FORMAT_R32_UINT;
  276. else
  277. CM_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
  278. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  279. }
  280. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  281. {
  282. THROW_IF_NOT_RENDER_THREAD;
  283. mActiveVertexDeclaration = vertexDeclaration;
  284. }
  285. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  286. {
  287. THROW_IF_NOT_RENDER_THREAD;
  288. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  289. }
  290. void D3D11RenderSystem::bindGpuProgram(GpuProgramHandle prg)
  291. {
  292. THROW_IF_NOT_RENDER_THREAD;
  293. if(!prg.isLoaded())
  294. return;
  295. switch(prg->getType())
  296. {
  297. case GPT_VERTEX_PROGRAM:
  298. {
  299. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg->getBindingDelegate().get());
  300. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  301. mActiveVertexShader = std::static_pointer_cast<D3D11HLSLProgram>(prg.getInternalPtr());
  302. break;
  303. }
  304. case GPT_FRAGMENT_PROGRAM:
  305. {
  306. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg->getBindingDelegate().get());
  307. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  308. break;
  309. }
  310. case GPT_GEOMETRY_PROGRAM:
  311. {
  312. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg->getBindingDelegate().get());
  313. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  314. break;
  315. }
  316. case GPT_DOMAIN_PROGRAM:
  317. {
  318. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg->getBindingDelegate().get());
  319. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  320. break;
  321. }
  322. case GPT_HULL_PROGRAM:
  323. {
  324. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg->getBindingDelegate().get());
  325. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  326. break;
  327. }
  328. case GPT_COMPUTE_PROGRAM:
  329. {
  330. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg->getBindingDelegate().get());
  331. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  332. break;
  333. }
  334. default:
  335. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  336. }
  337. }
  338. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  339. {
  340. THROW_IF_NOT_RENDER_THREAD;
  341. switch(gptype)
  342. {
  343. case GPT_VERTEX_PROGRAM:
  344. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  345. mActiveVertexShader = nullptr;
  346. break;
  347. case GPT_FRAGMENT_PROGRAM:
  348. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  349. break;
  350. case GPT_GEOMETRY_PROGRAM:
  351. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  352. break;
  353. case GPT_DOMAIN_PROGRAM:
  354. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  355. break;
  356. case GPT_HULL_PROGRAM:
  357. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  358. break;
  359. case GPT_COMPUTE_PROGRAM:
  360. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  361. break;
  362. default:
  363. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  364. }
  365. }
  366. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr params)
  367. {
  368. THROW_IF_NOT_RENDER_THREAD;
  369. const GpuParamDesc& paramDesc = params->getParamDesc();
  370. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  371. {
  372. SamplerStateHandle& samplerState = params->getSamplerState(iter->second.slot);
  373. if(samplerState == nullptr)
  374. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  375. else
  376. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  377. }
  378. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  379. {
  380. TextureHandle texture = params->getTexture(iter->second.slot);
  381. if(!texture.isLoaded())
  382. setTexture(gptype, iter->second.slot, false, nullptr);
  383. else
  384. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  385. }
  386. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  387. ID3D11Buffer* bufferArray[1];
  388. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  389. {
  390. GpuParamBlockPtr currentBlock = params->getParamBlock(iter->second.slot);
  391. if(currentBlock != nullptr)
  392. {
  393. const GpuParamBlockBuffer* currentBlockBuffer = currentBlock->getBindableBuffer();
  394. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer);
  395. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  396. }
  397. else
  398. bufferArray[0] = nullptr;
  399. switch(gptype)
  400. {
  401. case GPT_VERTEX_PROGRAM:
  402. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  403. break;
  404. case GPT_FRAGMENT_PROGRAM:
  405. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  406. break;
  407. case GPT_GEOMETRY_PROGRAM:
  408. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  409. break;
  410. case GPT_HULL_PROGRAM:
  411. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  412. break;
  413. case GPT_DOMAIN_PROGRAM:
  414. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  415. break;
  416. case GPT_COMPUTE_PROGRAM:
  417. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  418. break;
  419. };
  420. }
  421. }
  422. void D3D11RenderSystem::draw(UINT32 vertexCount)
  423. {
  424. THROW_IF_NOT_RENDER_THREAD;
  425. applyInputLayout();
  426. mDevice->getImmediateContext()->Draw(vertexCount, 0);
  427. #if CM_DEBUG_MODE
  428. if(mDevice->hasError())
  429. LOGWRN(mDevice->getErrorDescription());
  430. #endif
  431. }
  432. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexCount)
  433. {
  434. THROW_IF_NOT_RENDER_THREAD;
  435. applyInputLayout();
  436. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, 0);
  437. #if CM_DEBUG_MODE
  438. if(mDevice->hasError())
  439. LOGWRN(mDevice->getErrorDescription());
  440. #endif
  441. }
  442. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  443. {
  444. THROW_IF_NOT_RENDER_THREAD;
  445. mScissorRect.left = static_cast<LONG>(left);
  446. mScissorRect.top = static_cast<LONG>(top);
  447. mScissorRect.bottom = static_cast<LONG>(bottom);
  448. mScissorRect.right = static_cast<LONG>(right);
  449. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  450. }
  451. void D3D11RenderSystem::clear(RenderTargetPtr target, unsigned int buffers, const Color& color, float depth, unsigned short stencil)
  452. {
  453. THROW_IF_NOT_RENDER_THREAD;
  454. // Clear render surfaces
  455. if (buffers & FBT_COLOUR)
  456. {
  457. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  458. ID3D11RenderTargetView** views = new ID3D11RenderTargetView*[maxRenderTargets];
  459. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  460. target->getCustomAttribute("RTV", views);
  461. if (!views[0])
  462. {
  463. delete[] views;
  464. return;
  465. }
  466. float clearColor[4];
  467. clearColor[0] = color.r;
  468. clearColor[1] = color.g;
  469. clearColor[2] = color.b;
  470. clearColor[3] = color.a;
  471. for(UINT32 i = 0; i < maxRenderTargets; i++)
  472. {
  473. if(views[i] != nullptr)
  474. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  475. }
  476. delete[] views;
  477. }
  478. // Clear depth stencil
  479. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  480. {
  481. ID3D11DepthStencilView* depthStencilView = nullptr;
  482. target->getCustomAttribute("DSV", &depthStencilView);
  483. D3D11_CLEAR_FLAG clearFlag;
  484. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  485. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  486. else if((buffers & FBT_STENCIL) != 0)
  487. clearFlag = D3D11_CLEAR_STENCIL;
  488. else
  489. clearFlag = D3D11_CLEAR_DEPTH;
  490. if(depthStencilView != nullptr)
  491. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  492. }
  493. }
  494. void D3D11RenderSystem::setRenderTarget(RenderTargetPtr target)
  495. {
  496. THROW_IF_NOT_RENDER_THREAD;
  497. mActiveRenderTarget = target;
  498. // Retrieve render surfaces
  499. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  500. ID3D11RenderTargetView** views = new ID3D11RenderTargetView*[maxRenderTargets];
  501. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  502. target->getCustomAttribute("RTV", views);
  503. if (!views[0])
  504. {
  505. delete[] views;
  506. return;
  507. }
  508. // Retrieve depth stencil
  509. ID3D11DepthStencilView* depthStencilView = nullptr;
  510. target->getCustomAttribute("DSV", &depthStencilView);
  511. // Bind render targets
  512. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  513. if (mDevice->hasError())
  514. CM_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  515. delete[] views;
  516. }
  517. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  518. {
  519. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  520. }
  521. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  522. {
  523. THROW_IF_NOT_RENDER_THREAD;
  524. RenderSystemCapabilities* rsc = new RenderSystemCapabilities();
  525. rsc->setDriverVersion(mDriverVersion);
  526. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  527. rsc->setRenderSystemName(getName());
  528. rsc->setCapability(RSC_HWSTENCIL);
  529. rsc->setStencilBufferBitDepth(8);
  530. rsc->setCapability(RSC_ANISOTROPY);
  531. rsc->setCapability(RSC_AUTOMIPMAP);
  532. rsc->setCapability(RSC_BLENDING);
  533. rsc->setCapability(RSC_DOT3);
  534. // Cube map
  535. rsc->setCapability(RSC_CUBEMAPPING);
  536. // We always support compression, D3DX will decompress if device does not support
  537. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  538. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  539. rsc->setCapability(RSC_VBO);
  540. rsc->setCapability(RSC_SCISSOR_TEST);
  541. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  542. rsc->setCapability(RSC_STENCIL_WRAP);
  543. rsc->setCapability(RSC_HWOCCLUSION);
  544. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  545. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  546. rsc->setMaxBoundVertexBuffers(32);
  547. else
  548. rsc->setMaxBoundVertexBuffers(16);
  549. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  550. {
  551. rsc->addShaderProfile("ps_4_0");
  552. rsc->addShaderProfile("vs_4_0");
  553. rsc->addShaderProfile("gs_4_0");
  554. rsc->addGpuProgramProfile(GPP_PS_4_0, "ps_4_0");
  555. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  556. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  557. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  558. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  559. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  560. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  561. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  562. rsc->setNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  563. rsc->setNumUniformBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  564. rsc->setNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  565. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  566. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM));
  567. }
  568. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  569. {
  570. rsc->addShaderProfile("ps_4_1");
  571. rsc->addShaderProfile("vs_4_1");
  572. rsc->addShaderProfile("gs_4_1");
  573. rsc->addGpuProgramProfile(GPP_PS_4_1, "ps_4_1");
  574. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  575. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  576. }
  577. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  578. {
  579. rsc->addShaderProfile("ps_5_0");
  580. rsc->addShaderProfile("vs_5_0");
  581. rsc->addShaderProfile("gs_5_0");
  582. rsc->addShaderProfile("cs_5_0");
  583. rsc->addShaderProfile("hs_5_0");
  584. rsc->addShaderProfile("ds_5_0");
  585. rsc->addGpuProgramProfile(GPP_PS_5_0, "ps_5_0");
  586. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  587. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  588. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  589. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  590. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  591. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  592. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  593. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  594. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  595. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  596. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  597. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  598. rsc->setNumUniformBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  599. rsc->setNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  600. rsc->setNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  601. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  602. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM)
  603. + rsc->getNumUniformBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM)
  604. + rsc->getNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM));
  605. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  606. }
  607. rsc->setCapability(RSC_USER_CLIP_PLANES);
  608. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  609. // Adapter details
  610. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  611. // determine vendor
  612. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  613. switch(adapterID.VendorId)
  614. {
  615. case 0x10DE:
  616. rsc->setVendor(GPU_NVIDIA);
  617. break;
  618. case 0x1002:
  619. rsc->setVendor(GPU_ATI);
  620. break;
  621. case 0x163C:
  622. case 0x8086:
  623. rsc->setVendor(GPU_INTEL);
  624. break;
  625. case 0x5333:
  626. rsc->setVendor(GPU_S3);
  627. break;
  628. case 0x3D3D:
  629. rsc->setVendor(GPU_3DLABS);
  630. break;
  631. case 0x102B:
  632. rsc->setVendor(GPU_MATROX);
  633. break;
  634. default:
  635. rsc->setVendor(GPU_UNKNOWN);
  636. break;
  637. };
  638. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  639. rsc->setCapability(RSC_TEXTURE_3D);
  640. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  641. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  642. rsc->setCapability(RSC_TEXTURE_FLOAT);
  643. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  644. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  645. rsc->setCapability(RSC_POINT_SPRITES);
  646. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  647. rsc->setMaxPointSize(256);
  648. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  649. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  650. rsc->setCapability(RSC_PERSTAGECONSTANT);
  651. return rsc;
  652. }
  653. void D3D11RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
  654. {
  655. // Do nothing
  656. }
  657. String D3D11RenderSystem::getErrorDescription(long errorNumber) const
  658. {
  659. return mDevice->getErrorDescription();
  660. }
  661. void D3D11RenderSystem::determineFSAASettings(UINT32 fsaa, const String& fsaaHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outFSAASettings)
  662. {
  663. bool ok = false;
  664. bool qualityHint = fsaaHint.find("Quality") != String::npos;
  665. size_t origFSAA = fsaa;
  666. bool tryCSAA = false;
  667. // NVIDIA, prefer CSAA if available for 8+
  668. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  669. // if this is the first window, caps will not be initialised yet
  670. if (mActiveD3DDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  671. fsaa >= 8)
  672. {
  673. tryCSAA = true;
  674. }
  675. while (!ok)
  676. {
  677. // Deal with special cases
  678. if (tryCSAA)
  679. {
  680. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  681. switch(fsaa)
  682. {
  683. case 8:
  684. if (qualityHint)
  685. {
  686. outFSAASettings->Count = 8;
  687. outFSAASettings->Quality = 8;
  688. }
  689. else
  690. {
  691. outFSAASettings->Count = 4;
  692. outFSAASettings->Quality = 8;
  693. }
  694. break;
  695. case 16:
  696. if (qualityHint)
  697. {
  698. outFSAASettings->Count = 8;
  699. outFSAASettings->Quality = 16;
  700. }
  701. else
  702. {
  703. outFSAASettings->Count = 4;
  704. outFSAASettings->Quality = 16;
  705. }
  706. break;
  707. }
  708. }
  709. else // !CSAA
  710. {
  711. outFSAASettings->Count = fsaa == 0 ? 1 : fsaa;
  712. outFSAASettings->Quality = 0;
  713. }
  714. HRESULT hr;
  715. UINT outQuality;
  716. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outFSAASettings->Count, &outQuality);
  717. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outFSAASettings->Quality))
  718. {
  719. ok = true;
  720. }
  721. else
  722. {
  723. // downgrade
  724. if (tryCSAA && fsaa == 8)
  725. {
  726. // for CSAA, we'll try downgrading with quality mode at all samples.
  727. // then try without quality, then drop CSAA
  728. if (qualityHint)
  729. {
  730. // drop quality first
  731. qualityHint = false;
  732. }
  733. else
  734. {
  735. // drop CSAA entirely
  736. tryCSAA = false;
  737. }
  738. // return to original requested samples
  739. fsaa = static_cast<UINT32>(origFSAA);
  740. }
  741. else
  742. {
  743. // drop samples
  744. --fsaa;
  745. if (fsaa == 1)
  746. {
  747. // ran out of options, no FSAA
  748. fsaa = 0;
  749. ok = true;
  750. }
  751. }
  752. }
  753. } // while !ok
  754. }
  755. bool D3D11RenderSystem::checkTextureFilteringSupported(TextureType ttype, PixelFormat format, int usage)
  756. {
  757. return true;
  758. }
  759. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  760. {
  761. return VET_COLOR_ABGR;
  762. }
  763. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram /*= false */)
  764. {
  765. dest = matrix;
  766. // Convert depth range from [-1,+1] to [0,1]
  767. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  768. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  769. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  770. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  771. if (!forGpuProgram)
  772. {
  773. // Convert right-handed to left-handed
  774. dest[0][2] = -dest[0][2];
  775. dest[1][2] = -dest[1][2];
  776. dest[2][2] = -dest[2][2];
  777. dest[3][2] = -dest[3][2];
  778. }
  779. }
  780. float D3D11RenderSystem::getHorizontalTexelOffset()
  781. {
  782. return 0.0f;
  783. }
  784. float D3D11RenderSystem::getVerticalTexelOffset()
  785. {
  786. return 0.0f;
  787. }
  788. float D3D11RenderSystem::getMinimumDepthInputValue()
  789. {
  790. return 0.0f;
  791. }
  792. float D3D11RenderSystem::getMaximumDepthInputValue()
  793. {
  794. return -1.0f;
  795. }
  796. /************************************************************************/
  797. /* PRIVATE */
  798. /************************************************************************/
  799. void D3D11RenderSystem::applyInputLayout()
  800. {
  801. if(mActiveVertexDeclaration == nullptr)
  802. {
  803. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  804. return;
  805. }
  806. if(mActiveVertexShader == nullptr)
  807. {
  808. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  809. return;
  810. }
  811. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  812. mDevice->getImmediateContext()->IASetInputLayout(ia);
  813. }
  814. }
  815. #undef THROW_IF_NOT_RENDER_THREAD