BsD3D11RenderAPI.h 9.5 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsD3D11Prerequisites.h"
  5. #include "BsRenderAPI.h"
  6. namespace bs
  7. {
  8. /** @addtogroup D3D11
  9. * @{
  10. */
  11. /** Implementation of a render system using DirectX 11. Provides abstracted access to various low level DX11 methods. */
  12. class BS_D3D11_EXPORT D3D11RenderAPI : public RenderAPICore
  13. {
  14. public:
  15. D3D11RenderAPI();
  16. ~D3D11RenderAPI();
  17. /** @copydoc RenderAPICore::getName */
  18. const StringID& getName() const override;
  19. /** @copydoc RenderAPICore::getShadingLanguageName */
  20. const String& getShadingLanguageName() const override;
  21. /** @copydoc RenderAPICore::setGraphicsPipeline */
  22. void setGraphicsPipeline(const SPtr<GraphicsPipelineStateCore>& pipelineState,
  23. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  24. /** @copydoc RenderAPICore::setComputePipeline */
  25. void setComputePipeline(const SPtr<ComputePipelineStateCore>& pipelineState,
  26. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  27. /** @copydoc RenderAPICore::setGpuParams */
  28. void setGpuParams(const SPtr<GpuParamsCore>& gpuParams,
  29. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  30. /** @copydoc RenderAPICore::clearRenderTarget */
  31. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  32. UINT8 targetMask = 0xFF, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  33. /** @copydoc RenderAPICore::clearViewport */
  34. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  35. UINT8 targetMask = 0xFF, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  36. /** @copydoc RenderAPICore::setRenderTarget */
  37. void setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil = false,
  38. RenderSurfaceMask loadMask = RT_NONE, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  39. /** @copydoc RenderAPICore::setViewport */
  40. void setViewport(const Rect2& area, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  41. /** @copydoc RenderAPICore::setScissorRect */
  42. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom,
  43. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  44. /** @copydoc RenderAPICore::setStencilRef */
  45. void setStencilRef(UINT32 value, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  46. /** @copydoc RenderAPICore::setVertexBuffers */
  47. void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers,
  48. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  49. /** @copydoc RenderAPICore::setIndexBuffer */
  50. void setIndexBuffer(const SPtr<IndexBufferCore>& buffer,
  51. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  52. /** @copydoc RenderAPICore::setVertexDeclaration */
  53. void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration,
  54. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  55. /** @copydoc RenderAPICore::setDrawOperation */
  56. void setDrawOperation(DrawOperationType op,
  57. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  58. /** @copydoc RenderAPICore::draw */
  59. void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0,
  60. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  61. /** @copydoc RenderAPICore::drawIndexed */
  62. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount,
  63. UINT32 instanceCount = 0, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  64. /** @copydoc RenderAPICore::dispatchCompute */
  65. void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1,
  66. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  67. /** @copydoc RenderAPICore::swapBuffers() */
  68. void swapBuffers(const SPtr<RenderTargetCore>& target, UINT32 syncMask = 0xFFFFFFFF) override;
  69. /** @copydoc RenderAPICore::addCommands() */
  70. void addCommands(const SPtr<CommandBuffer>& commandBuffer, const SPtr<CommandBuffer>& secondary) override;
  71. /** @copydoc RenderAPICore::submitCommandBuffer() */
  72. void submitCommandBuffer(const SPtr<CommandBuffer>& commandBuffer, UINT32 syncMask = 0xFFFFFFFF) override;
  73. /** @copydoc RenderAPICore::convertProjectionMatrix */
  74. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override;
  75. /** @copydoc RenderAPICore::getAPIInfo */
  76. const RenderAPIInfo& getAPIInfo() const override;
  77. /** @copydoc RenderAPICore::generateParamBlockDesc() */
  78. GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) override;
  79. /************************************************************************/
  80. /* Internal use by DX11 RenderSystem only */
  81. /************************************************************************/
  82. /**
  83. * Determines DXGI multisample settings from the provided parameters.
  84. *
  85. * @param[in] multisampleCount Number of requested samples.
  86. * @param[in] format Pixel format used by the render target.
  87. * @param[out] outputSampleDesc Output structure that will contain the requested multisample settings.
  88. */
  89. void determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc);
  90. /** Returns the main DXGI factory object. */
  91. IDXGIFactory* getDXGIFactory() const { return mDXGIFactory; }
  92. /** Returns the primary DX11 device object. */
  93. D3D11Device& getPrimaryDevice() const { return *mDevice; }
  94. /** Returns information describing all available drivers. */
  95. D3D11DriverList* getDriverList() const { return mDriverList; }
  96. protected:
  97. friend class D3D11RenderAPIFactory;
  98. /** @copydoc RenderAPICore::initialize */
  99. void initialize() override;
  100. /** @copydoc RenderAPICore::initializeWithWindow */
  101. void initializeWithWindow(const SPtr<RenderWindowCore>& primaryWindow) override;
  102. /** @copydoc RenderAPICore::destroyCore */
  103. void destroyCore() override;
  104. /**
  105. * Sets a sampler state for the specified texture unit.
  106. *
  107. * @param[in] gptype Determines to which GPU program slot to bind the sampler state.
  108. * @param[in] texUnit Texture unit index to bind the state to.
  109. * @param[in] samplerState Sampler state to bind, or null to unbind.
  110. *
  111. * @see SamplerState
  112. */
  113. void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState);
  114. /**
  115. * Binds a texture to the pipeline for the specified GPU program type at the specified slot. If the slot matches
  116. * the one configured in the GPU program the program will be able to access this texture on the GPU.
  117. *
  118. * @param[in] gptype Determines to which GPU program slot to bind the texture.
  119. * @param[in] texUnit Texture unit index to bind the texture to.
  120. * @param[in] texture Texture to bind.
  121. */
  122. void setTexture(GpuProgramType gptype, UINT16 texUnit, const SPtr<TextureCore>& texture);
  123. /**
  124. * Binds a texture that can be used for random load/store operations from a GPU program.
  125. *
  126. * @param[in] gptype Determines to which GPU program slot to bind the texture.
  127. * @param[in] texUnit Texture unit index to bind the texture to.
  128. * @param[in] texture Texture to bind.
  129. * @param[in] surface Determines which surface of the texture to bind.
  130. */
  131. void setLoadStoreTexture(GpuProgramType gptype, UINT16 texUnit, const SPtr<TextureCore>& texture,
  132. const TextureSurface& surface);
  133. /**
  134. * Binds a buffer that can be used for read or write operations on the GPU.
  135. *
  136. * @param[in] gptype Determines to which GPU program slot to bind the buffer.
  137. * @param[in] unit GPU program unit index to bind the buffer to.
  138. * @param[in] buffer Buffer to bind.
  139. * @param[in] loadStore If true the buffer will be bound with support for unordered reads and writes,
  140. * otherwise it will only be bound for reads.
  141. */
  142. void setBuffer(GpuProgramType gptype, UINT16 unit, const SPtr<GpuBufferCore>& buffer,
  143. bool loadStore = false);
  144. /**
  145. * Creates or retrieves a proper input layout depending on the currently set vertex shader and vertex buffer.
  146. *
  147. * Applies the input layout to the pipeline.
  148. */
  149. void applyInputLayout();
  150. /**
  151. * Recalculates actual viewport dimensions based on currently set viewport normalized dimensions and render target
  152. * and applies them for further rendering.
  153. */
  154. void applyViewport();
  155. /** Creates and populates a set of render system capabilities describing which functionality is available. */
  156. void initCapabilites(IDXGIAdapter* adapter, RenderAPICapabilities& caps) const;
  157. private:
  158. IDXGIFactory* mDXGIFactory;
  159. D3D11Device* mDevice;
  160. D3D11DriverList* mDriverList;
  161. D3D11Driver* mActiveD3DDriver;
  162. D3D_FEATURE_LEVEL mFeatureLevel;
  163. D3D11HLSLProgramFactory* mHLSLFactory;
  164. D3D11InputLayoutManager* mIAManager;
  165. std::pair<SPtr<TextureCore>, SPtr<TextureView>> mBoundUAVs[D3D11_PS_CS_UAV_REGISTER_COUNT];
  166. UINT32 mStencilRef;
  167. Rect2 mViewportNorm;
  168. D3D11_VIEWPORT mViewport;
  169. D3D11_RECT mScissorRect;
  170. SPtr<VertexDeclarationCore> mActiveVertexDeclaration;
  171. SPtr<D3D11GpuProgramCore> mActiveVertexShader;
  172. SPtr<D3D11DepthStencilStateCore> mActiveDepthStencilState;
  173. DrawOperationType mActiveDrawOp;
  174. };
  175. /** @} */
  176. }