CmD3D11RenderSystem.cpp 32 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 "CmD3D11GpuParamBlockBuffer.h"
  21. #include "CmD3D11InputLayoutManager.h"
  22. #include "CmD3D11HLSLProgram.h"
  23. #include "CmGpuParams.h"
  24. #include "CmCoreThread.h"
  25. #include "CmDebug.h"
  26. #include "CmException.h"
  27. namespace CamelotFramework
  28. {
  29. D3D11RenderSystem::D3D11RenderSystem()
  30. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  31. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_9_1)
  32. , mHLSLFactory(nullptr), mIAManager(nullptr)
  33. , mStencilRef(0)
  34. {
  35. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  36. }
  37. D3D11RenderSystem::~D3D11RenderSystem()
  38. {
  39. // This needs to be called from the child class, since destroy_internal is virtual
  40. gCoreThread().queueCommand(boost::bind(&D3D11RenderSystem::destroy_internal, this), true);
  41. }
  42. const String& D3D11RenderSystem::getName() const
  43. {
  44. static String strName("D3D11RenderSystem");
  45. return strName;
  46. }
  47. const String& D3D11RenderSystem::getShadingLanguageName() const
  48. {
  49. static String strName("hlsl");
  50. return strName;
  51. }
  52. void D3D11RenderSystem::initialize_internal(AsyncOp& asyncOp)
  53. {
  54. THROW_IF_NOT_CORE_THREAD;
  55. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  56. if(FAILED(hr))
  57. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  58. mDriverList = cm_new<D3D11DriverList>(mDXGIFactory);
  59. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  60. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  61. D3D_FEATURE_LEVEL requestedLevels[] = {
  62. D3D_FEATURE_LEVEL_11_0,
  63. D3D_FEATURE_LEVEL_10_1,
  64. D3D_FEATURE_LEVEL_10_0,
  65. D3D_FEATURE_LEVEL_9_3,
  66. D3D_FEATURE_LEVEL_9_2,
  67. D3D_FEATURE_LEVEL_9_1
  68. };
  69. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  70. UINT32 deviceFlags = 0;
  71. #if CM_DEBUG_MODE
  72. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  73. #endif
  74. ID3D11Device* device;
  75. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  76. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  77. if(FAILED(hr))
  78. CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  79. mDevice = cm_new<D3D11Device>(device);
  80. LARGE_INTEGER driverVersion;
  81. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device /* intentionally D3D10, not D3D11 */, &driverVersion)))
  82. {
  83. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  84. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  85. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  86. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  87. }
  88. // Create the texture manager for use by others
  89. TextureManager::startUp(cm_new<D3D11TextureManager>());
  90. // Also create hardware buffer manager
  91. HardwareBufferManager::startUp(cm_new<D3D11HardwareBufferManager>(std::ref(*mDevice)));
  92. // Create the GPU program manager
  93. GpuProgramManager::startUp(cm_new<D3D11GpuProgramManager>(std::ref(*mDevice)));
  94. // Create render window manager
  95. RenderWindowManager::startUp(cm_new<D3D11RenderWindowManager>(this));
  96. // Create & register HLSL factory
  97. mHLSLFactory = cm_new<D3D11HLSLProgramFactory>();
  98. // Create render state manager
  99. RenderStateManager::startUp(cm_new<D3D11RenderStateManager>());
  100. mCurrentCapabilities = createRenderSystemCapabilities();
  101. mCurrentCapabilities->addShaderProfile("hlsl");
  102. HighLevelGpuProgramManager::instance().addFactory(mHLSLFactory);
  103. mIAManager = cm_new<D3D11InputLayoutManager>();
  104. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  105. RenderSystem::initialize_internal(asyncOp);
  106. asyncOp.completeOperation(primaryWindow);
  107. }
  108. void D3D11RenderSystem::destroy_internal()
  109. {
  110. THROW_IF_NOT_CORE_THREAD;
  111. if(mIAManager != nullptr)
  112. {
  113. cm_delete(mIAManager);
  114. mIAManager = nullptr;
  115. }
  116. if(mHLSLFactory != nullptr)
  117. {
  118. cm_delete(mHLSLFactory);
  119. mHLSLFactory = nullptr;
  120. }
  121. mActiveVertexDeclaration = nullptr;
  122. mActiveVertexShader = nullptr;
  123. RenderStateManager::shutDown();
  124. RenderWindowManager::shutDown();
  125. GpuProgramManager::shutDown();
  126. HardwareBufferManager::shutDown();
  127. TextureManager::shutDown();
  128. SAFE_RELEASE(mDXGIFactory);
  129. if(mDevice != nullptr)
  130. {
  131. cm_delete(mDevice);
  132. mDevice = nullptr;
  133. }
  134. if(mDriverList != nullptr)
  135. {
  136. cm_delete(mDriverList);
  137. mDriverList = nullptr;
  138. }
  139. mActiveD3DDriver = nullptr;
  140. RenderSystem::destroy_internal();
  141. }
  142. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  143. {
  144. THROW_IF_NOT_CORE_THREAD;
  145. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  146. // and then set them all up at once before rendering? Needs testing
  147. ID3D11SamplerState* samplerArray[1];
  148. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  149. samplerArray[0] = d3d11SamplerState->getInternal();
  150. switch(gptype)
  151. {
  152. case GPT_VERTEX_PROGRAM:
  153. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  154. break;
  155. case GPT_FRAGMENT_PROGRAM:
  156. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  157. break;
  158. case GPT_GEOMETRY_PROGRAM:
  159. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  160. break;
  161. case GPT_DOMAIN_PROGRAM:
  162. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  163. break;
  164. case GPT_HULL_PROGRAM:
  165. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  166. break;
  167. case GPT_COMPUTE_PROGRAM:
  168. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  169. break;
  170. default:
  171. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  172. }
  173. }
  174. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  175. {
  176. THROW_IF_NOT_CORE_THREAD;
  177. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  178. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  179. }
  180. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  181. {
  182. THROW_IF_NOT_CORE_THREAD;
  183. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  184. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  185. }
  186. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  187. {
  188. THROW_IF_NOT_CORE_THREAD;
  189. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  190. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  191. }
  192. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  193. {
  194. THROW_IF_NOT_CORE_THREAD;
  195. // TODO - Set up UAVs?
  196. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  197. // and then set them all up at once before rendering? Needs testing
  198. ID3D11ShaderResourceView* viewArray[1];
  199. if(texPtr != nullptr && enabled)
  200. {
  201. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  202. viewArray[0] = d3d11Texture->getSRV();
  203. }
  204. else
  205. viewArray[0] = nullptr;
  206. switch(gptype)
  207. {
  208. case GPT_VERTEX_PROGRAM:
  209. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  210. break;
  211. case GPT_FRAGMENT_PROGRAM:
  212. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  213. break;
  214. case GPT_GEOMETRY_PROGRAM:
  215. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  216. break;
  217. case GPT_DOMAIN_PROGRAM:
  218. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  219. break;
  220. case GPT_HULL_PROGRAM:
  221. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  222. break;
  223. case GPT_COMPUTE_PROGRAM:
  224. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  225. break;
  226. default:
  227. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  228. }
  229. }
  230. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  231. {
  232. THROW_IF_NOT_CORE_THREAD;
  233. setTexture(gptype, texUnit, false, nullptr);
  234. }
  235. void D3D11RenderSystem::beginFrame()
  236. {
  237. // Not used
  238. }
  239. void D3D11RenderSystem::endFrame()
  240. {
  241. // Not used
  242. }
  243. void D3D11RenderSystem::setViewport(ViewportPtr& vp)
  244. {
  245. THROW_IF_NOT_CORE_THREAD;
  246. assert(vp != nullptr);
  247. // Set render target
  248. RenderTargetPtr target = vp->getTarget();
  249. setRenderTarget(target);
  250. // set viewport dimensions
  251. mViewport.TopLeftX = (FLOAT)vp->getLeft();
  252. mViewport.TopLeftY = (FLOAT)vp->getTop();
  253. mViewport.Width = (FLOAT)vp->getWidth();
  254. mViewport.Height = (FLOAT)vp->getHeight();
  255. if (vp->getTarget()->requiresTextureFlipping())
  256. {
  257. // Convert "top-left" to "bottom-left"
  258. mViewport.TopLeftY = vp->getTarget()->getHeight() - mViewport.Height - mViewport.TopLeftY;
  259. }
  260. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  261. mViewport.MinDepth = 0.0f;
  262. mViewport.MaxDepth = 1.0f;
  263. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  264. }
  265. void D3D11RenderSystem::setVertexBuffer(UINT32 index, const VertexBufferPtr& buffer)
  266. {
  267. THROW_IF_NOT_CORE_THREAD;
  268. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  269. if(index < 0 || index >= maxBoundVertexBuffers)
  270. CM_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  271. ID3D11Buffer* buffers[1];
  272. D3D11VertexBuffer* vertexBuffer = static_cast<D3D11VertexBuffer*>(buffer.get());
  273. buffers[0] = vertexBuffer->getD3DVertexBuffer();
  274. UINT32 strides[1] = { buffer->getVertexSize() };
  275. UINT32 offsets[1] = { 0 };
  276. mDevice->getImmediateContext()->IASetVertexBuffers(index, 1, buffers, strides, offsets);
  277. }
  278. void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  279. {
  280. THROW_IF_NOT_CORE_THREAD;
  281. D3D11IndexBuffer* indexBuffer = static_cast<D3D11IndexBuffer*>(buffer.get());
  282. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  283. if(indexBuffer->getType() == IndexBuffer::IT_16BIT)
  284. indexFormat = DXGI_FORMAT_R16_UINT;
  285. else if(indexBuffer->getType() == IndexBuffer::IT_32BIT)
  286. indexFormat = DXGI_FORMAT_R32_UINT;
  287. else
  288. CM_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
  289. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  290. }
  291. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  292. {
  293. THROW_IF_NOT_CORE_THREAD;
  294. mActiveVertexDeclaration = vertexDeclaration;
  295. }
  296. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  297. {
  298. THROW_IF_NOT_CORE_THREAD;
  299. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  300. }
  301. void D3D11RenderSystem::bindGpuProgram(HGpuProgram prg)
  302. {
  303. THROW_IF_NOT_CORE_THREAD;
  304. if(!prg.isLoaded())
  305. return;
  306. switch(prg->getType())
  307. {
  308. case GPT_VERTEX_PROGRAM:
  309. {
  310. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg->getBindingDelegate().get());
  311. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  312. mActiveVertexShader = std::static_pointer_cast<D3D11HLSLProgram>(prg.getInternalPtr());
  313. break;
  314. }
  315. case GPT_FRAGMENT_PROGRAM:
  316. {
  317. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg->getBindingDelegate().get());
  318. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  319. break;
  320. }
  321. case GPT_GEOMETRY_PROGRAM:
  322. {
  323. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg->getBindingDelegate().get());
  324. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  325. break;
  326. }
  327. case GPT_DOMAIN_PROGRAM:
  328. {
  329. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg->getBindingDelegate().get());
  330. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  331. break;
  332. }
  333. case GPT_HULL_PROGRAM:
  334. {
  335. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg->getBindingDelegate().get());
  336. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  337. break;
  338. }
  339. case GPT_COMPUTE_PROGRAM:
  340. {
  341. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg->getBindingDelegate().get());
  342. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  343. break;
  344. }
  345. default:
  346. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  347. }
  348. }
  349. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  350. {
  351. THROW_IF_NOT_CORE_THREAD;
  352. switch(gptype)
  353. {
  354. case GPT_VERTEX_PROGRAM:
  355. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  356. mActiveVertexShader = nullptr;
  357. break;
  358. case GPT_FRAGMENT_PROGRAM:
  359. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  360. break;
  361. case GPT_GEOMETRY_PROGRAM:
  362. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  363. break;
  364. case GPT_DOMAIN_PROGRAM:
  365. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  366. break;
  367. case GPT_HULL_PROGRAM:
  368. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  369. break;
  370. case GPT_COMPUTE_PROGRAM:
  371. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  372. break;
  373. default:
  374. CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  375. }
  376. }
  377. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, BindableGpuParams& bindableParams)
  378. {
  379. THROW_IF_NOT_CORE_THREAD;
  380. GpuParams& params = bindableParams.getParams();
  381. params.updateHardwareBuffers();
  382. const GpuParamDesc& paramDesc = params.getParamDesc();
  383. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  384. {
  385. HSamplerState& samplerState = params.getSamplerState(iter->second.slot);
  386. if(samplerState == nullptr)
  387. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  388. else
  389. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  390. }
  391. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  392. {
  393. HTexture texture = params.getTexture(iter->second.slot);
  394. if(!texture.isLoaded())
  395. setTexture(gptype, iter->second.slot, false, nullptr);
  396. else
  397. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  398. }
  399. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  400. ID3D11Buffer* bufferArray[1];
  401. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  402. {
  403. GpuParamBlockBufferPtr currentBlockBuffer = params.getParamBlockBuffer(iter->second.slot);
  404. if(currentBlockBuffer != nullptr)
  405. {
  406. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer.get());
  407. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  408. }
  409. else
  410. bufferArray[0] = nullptr;
  411. switch(gptype)
  412. {
  413. case GPT_VERTEX_PROGRAM:
  414. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  415. break;
  416. case GPT_FRAGMENT_PROGRAM:
  417. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  418. break;
  419. case GPT_GEOMETRY_PROGRAM:
  420. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  421. break;
  422. case GPT_HULL_PROGRAM:
  423. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  424. break;
  425. case GPT_DOMAIN_PROGRAM:
  426. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  427. break;
  428. case GPT_COMPUTE_PROGRAM:
  429. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  430. break;
  431. };
  432. }
  433. }
  434. void D3D11RenderSystem::draw(UINT32 vertexCount)
  435. {
  436. THROW_IF_NOT_CORE_THREAD;
  437. applyInputLayout();
  438. mDevice->getImmediateContext()->Draw(vertexCount, 0);
  439. #if CM_DEBUG_MODE
  440. if(mDevice->hasError())
  441. LOGWRN(mDevice->getErrorDescription());
  442. #endif
  443. }
  444. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexCount)
  445. {
  446. THROW_IF_NOT_CORE_THREAD;
  447. applyInputLayout();
  448. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, 0);
  449. #if CM_DEBUG_MODE
  450. if(mDevice->hasError())
  451. LOGWRN(mDevice->getErrorDescription());
  452. #endif
  453. }
  454. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  455. {
  456. THROW_IF_NOT_CORE_THREAD;
  457. mScissorRect.left = static_cast<LONG>(left);
  458. mScissorRect.top = static_cast<LONG>(top);
  459. mScissorRect.bottom = static_cast<LONG>(bottom);
  460. mScissorRect.right = static_cast<LONG>(right);
  461. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  462. }
  463. void D3D11RenderSystem::clear(RenderTargetPtr target, unsigned int buffers, const Color& color, float depth, unsigned short stencil)
  464. {
  465. THROW_IF_NOT_CORE_THREAD;
  466. // Clear render surfaces
  467. if (buffers & FBT_COLOR)
  468. {
  469. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  470. ID3D11RenderTargetView** views = cm_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  471. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  472. target->getCustomAttribute("RTV", views);
  473. if (!views[0])
  474. {
  475. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  476. return;
  477. }
  478. float clearColor[4];
  479. clearColor[0] = color.r;
  480. clearColor[1] = color.g;
  481. clearColor[2] = color.b;
  482. clearColor[3] = color.a;
  483. for(UINT32 i = 0; i < maxRenderTargets; i++)
  484. {
  485. if(views[i] != nullptr)
  486. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  487. }
  488. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  489. }
  490. // Clear depth stencil
  491. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  492. {
  493. ID3D11DepthStencilView* depthStencilView = nullptr;
  494. target->getCustomAttribute("DSV", &depthStencilView);
  495. D3D11_CLEAR_FLAG clearFlag;
  496. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  497. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  498. else if((buffers & FBT_STENCIL) != 0)
  499. clearFlag = D3D11_CLEAR_STENCIL;
  500. else
  501. clearFlag = D3D11_CLEAR_DEPTH;
  502. if(depthStencilView != nullptr)
  503. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  504. }
  505. }
  506. void D3D11RenderSystem::setRenderTarget(RenderTargetPtr target)
  507. {
  508. THROW_IF_NOT_CORE_THREAD;
  509. mActiveRenderTarget = target;
  510. // Retrieve render surfaces
  511. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  512. ID3D11RenderTargetView** views = cm_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  513. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  514. target->getCustomAttribute("RTV", views);
  515. if (!views[0])
  516. {
  517. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  518. return;
  519. }
  520. // Retrieve depth stencil
  521. ID3D11DepthStencilView* depthStencilView = nullptr;
  522. target->getCustomAttribute("DSV", &depthStencilView);
  523. // Bind render targets
  524. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  525. if (mDevice->hasError())
  526. CM_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  527. cm_deleteN<ScratchAlloc>(views, maxRenderTargets);
  528. }
  529. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  530. {
  531. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  532. }
  533. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  534. {
  535. THROW_IF_NOT_CORE_THREAD;
  536. RenderSystemCapabilities* rsc = cm_new<RenderSystemCapabilities>();
  537. rsc->setDriverVersion(mDriverVersion);
  538. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  539. rsc->setRenderSystemName(getName());
  540. rsc->setCapability(RSC_HWSTENCIL);
  541. rsc->setStencilBufferBitDepth(8);
  542. rsc->setCapability(RSC_ANISOTROPY);
  543. rsc->setCapability(RSC_AUTOMIPMAP);
  544. rsc->setCapability(RSC_BLENDING);
  545. rsc->setCapability(RSC_DOT3);
  546. // Cube map
  547. rsc->setCapability(RSC_CUBEMAPPING);
  548. // We always support compression, D3DX will decompress if device does not support
  549. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  550. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  551. rsc->setCapability(RSC_VBO);
  552. rsc->setCapability(RSC_SCISSOR_TEST);
  553. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  554. rsc->setCapability(RSC_STENCIL_WRAP);
  555. rsc->setCapability(RSC_HWOCCLUSION);
  556. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  557. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  558. rsc->setMaxBoundVertexBuffers(32);
  559. else
  560. rsc->setMaxBoundVertexBuffers(16);
  561. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  562. {
  563. rsc->addShaderProfile("ps_4_0");
  564. rsc->addShaderProfile("vs_4_0");
  565. rsc->addShaderProfile("gs_4_0");
  566. rsc->addGpuProgramProfile(GPP_PS_4_0, "ps_4_0");
  567. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  568. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  569. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  570. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  571. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  572. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  573. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  574. rsc->setNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  575. rsc->setNumUniformBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  576. rsc->setNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  577. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  578. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM));
  579. }
  580. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  581. {
  582. rsc->addShaderProfile("ps_4_1");
  583. rsc->addShaderProfile("vs_4_1");
  584. rsc->addShaderProfile("gs_4_1");
  585. rsc->addGpuProgramProfile(GPP_PS_4_1, "ps_4_1");
  586. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  587. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  588. }
  589. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  590. {
  591. rsc->addShaderProfile("ps_5_0");
  592. rsc->addShaderProfile("vs_5_0");
  593. rsc->addShaderProfile("gs_5_0");
  594. rsc->addShaderProfile("cs_5_0");
  595. rsc->addShaderProfile("hs_5_0");
  596. rsc->addShaderProfile("ds_5_0");
  597. rsc->addGpuProgramProfile(GPP_PS_5_0, "ps_5_0");
  598. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  599. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  600. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  601. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  602. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  603. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  604. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  605. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  606. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  607. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  608. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  609. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  610. rsc->setNumUniformBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  611. rsc->setNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  612. rsc->setNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  613. rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
  614. + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM)
  615. + rsc->getNumUniformBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM)
  616. + rsc->getNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM));
  617. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  618. }
  619. rsc->setCapability(RSC_USER_CLIP_PLANES);
  620. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  621. // Adapter details
  622. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  623. // determine vendor
  624. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  625. switch(adapterID.VendorId)
  626. {
  627. case 0x10DE:
  628. rsc->setVendor(GPU_NVIDIA);
  629. break;
  630. case 0x1002:
  631. rsc->setVendor(GPU_ATI);
  632. break;
  633. case 0x163C:
  634. case 0x8086:
  635. rsc->setVendor(GPU_INTEL);
  636. break;
  637. case 0x5333:
  638. rsc->setVendor(GPU_S3);
  639. break;
  640. case 0x3D3D:
  641. rsc->setVendor(GPU_3DLABS);
  642. break;
  643. case 0x102B:
  644. rsc->setVendor(GPU_MATROX);
  645. break;
  646. default:
  647. rsc->setVendor(GPU_UNKNOWN);
  648. break;
  649. };
  650. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  651. rsc->setCapability(RSC_TEXTURE_3D);
  652. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  653. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  654. rsc->setCapability(RSC_TEXTURE_FLOAT);
  655. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  656. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  657. rsc->setCapability(RSC_POINT_SPRITES);
  658. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  659. rsc->setMaxPointSize(256);
  660. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  661. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  662. rsc->setCapability(RSC_PERSTAGECONSTANT);
  663. return rsc;
  664. }
  665. void D3D11RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
  666. {
  667. // Do nothing
  668. }
  669. String D3D11RenderSystem::getErrorDescription(long errorNumber) const
  670. {
  671. return mDevice->getErrorDescription();
  672. }
  673. void D3D11RenderSystem::determineFSAASettings(UINT32 fsaa, const String& fsaaHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outFSAASettings)
  674. {
  675. bool ok = false;
  676. bool qualityHint = fsaaHint.find("Quality") != String::npos;
  677. size_t origFSAA = fsaa;
  678. bool tryCSAA = false;
  679. // NVIDIA, prefer CSAA if available for 8+
  680. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  681. // if this is the first window, caps will not be initialised yet
  682. if (mActiveD3DDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  683. fsaa >= 8)
  684. {
  685. tryCSAA = true;
  686. }
  687. while (!ok)
  688. {
  689. // Deal with special cases
  690. if (tryCSAA)
  691. {
  692. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  693. switch(fsaa)
  694. {
  695. case 8:
  696. if (qualityHint)
  697. {
  698. outFSAASettings->Count = 8;
  699. outFSAASettings->Quality = 8;
  700. }
  701. else
  702. {
  703. outFSAASettings->Count = 4;
  704. outFSAASettings->Quality = 8;
  705. }
  706. break;
  707. case 16:
  708. if (qualityHint)
  709. {
  710. outFSAASettings->Count = 8;
  711. outFSAASettings->Quality = 16;
  712. }
  713. else
  714. {
  715. outFSAASettings->Count = 4;
  716. outFSAASettings->Quality = 16;
  717. }
  718. break;
  719. }
  720. }
  721. else // !CSAA
  722. {
  723. outFSAASettings->Count = fsaa == 0 ? 1 : fsaa;
  724. outFSAASettings->Quality = 0;
  725. }
  726. HRESULT hr;
  727. UINT outQuality;
  728. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outFSAASettings->Count, &outQuality);
  729. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outFSAASettings->Quality))
  730. {
  731. ok = true;
  732. }
  733. else
  734. {
  735. // downgrade
  736. if (tryCSAA && fsaa == 8)
  737. {
  738. // for CSAA, we'll try downgrading with quality mode at all samples.
  739. // then try without quality, then drop CSAA
  740. if (qualityHint)
  741. {
  742. // drop quality first
  743. qualityHint = false;
  744. }
  745. else
  746. {
  747. // drop CSAA entirely
  748. tryCSAA = false;
  749. }
  750. // return to original requested samples
  751. fsaa = static_cast<UINT32>(origFSAA);
  752. }
  753. else
  754. {
  755. // drop samples
  756. --fsaa;
  757. if (fsaa == 1)
  758. {
  759. // ran out of options, no FSAA
  760. fsaa = 0;
  761. ok = true;
  762. }
  763. }
  764. }
  765. } // while !ok
  766. }
  767. bool D3D11RenderSystem::checkTextureFilteringSupported(TextureType ttype, PixelFormat format, int usage)
  768. {
  769. return true;
  770. }
  771. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  772. {
  773. return VET_COLOR_ABGR;
  774. }
  775. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram /*= false */)
  776. {
  777. dest = matrix;
  778. // Convert depth range from [-1,+1] to [0,1]
  779. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  780. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  781. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  782. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  783. if (!forGpuProgram)
  784. {
  785. // Convert right-handed to left-handed
  786. dest[0][2] = -dest[0][2];
  787. dest[1][2] = -dest[1][2];
  788. dest[2][2] = -dest[2][2];
  789. dest[3][2] = -dest[3][2];
  790. }
  791. }
  792. float D3D11RenderSystem::getHorizontalTexelOffset()
  793. {
  794. return 0.0f;
  795. }
  796. float D3D11RenderSystem::getVerticalTexelOffset()
  797. {
  798. return 0.0f;
  799. }
  800. float D3D11RenderSystem::getMinimumDepthInputValue()
  801. {
  802. return 0.0f;
  803. }
  804. float D3D11RenderSystem::getMaximumDepthInputValue()
  805. {
  806. return -1.0f;
  807. }
  808. /************************************************************************/
  809. /* PRIVATE */
  810. /************************************************************************/
  811. void D3D11RenderSystem::applyInputLayout()
  812. {
  813. if(mActiveVertexDeclaration == nullptr)
  814. {
  815. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  816. return;
  817. }
  818. if(mActiveVertexShader == nullptr)
  819. {
  820. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  821. return;
  822. }
  823. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  824. mDevice->getImmediateContext()->IASetInputLayout(ia);
  825. }
  826. }