BsD3D11RenderSystem.cpp 35 KB

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  1. #include "BsD3D11RenderSystem.h"
  2. #include "BsD3D11DriverList.h"
  3. #include "BsD3D11Driver.h"
  4. #include "BsD3D11Device.h"
  5. #include "BsD3D11TextureManager.h"
  6. #include "BsD3D11Texture.h"
  7. #include "BsD3D11HardwareBufferManager.h"
  8. #include "BsD3D11RenderWindowManager.h"
  9. #include "BsD3D11HLSLProgramFactory.h"
  10. #include "BsD3D11BlendState.h"
  11. #include "BsD3D11RasterizerState.h"
  12. #include "BsD3D11DepthStencilState.h"
  13. #include "BsD3D11SamplerState.h"
  14. #include "BsD3D11GpuProgram.h"
  15. #include "BsD3D11Mappings.h"
  16. #include "BsD3D11VertexBuffer.h"
  17. #include "BsD3D11IndexBuffer.h"
  18. #include "BsD3D11RenderStateManager.h"
  19. #include "BsD3D11GpuParamBlockBuffer.h"
  20. #include "BsD3D11InputLayoutManager.h"
  21. #include "BsD3D11TextureView.h"
  22. #include "BsD3D11RenderUtility.h"
  23. #include "BsGpuParams.h"
  24. #include "BsCoreThread.h"
  25. #include "BsD3D11QueryManager.h"
  26. #include "BsDebug.h"
  27. #include "BsException.h"
  28. #include "BsRenderStats.h"
  29. namespace BansheeEngine
  30. {
  31. D3D11RenderSystem::D3D11RenderSystem()
  32. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  33. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_11_0)
  34. , mHLSLFactory(nullptr), mIAManager(nullptr)
  35. , mStencilRef(0), mActiveDrawOp(DOT_TRIANGLE_LIST)
  36. , mViewportNorm(0.0f, 0.0f, 1.0f, 1.0f)
  37. {
  38. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  39. }
  40. D3D11RenderSystem::~D3D11RenderSystem()
  41. {
  42. }
  43. const String& D3D11RenderSystem::getName() const
  44. {
  45. static String strName("D3D11RenderSystem");
  46. return strName;
  47. }
  48. const String& D3D11RenderSystem::getShadingLanguageName() const
  49. {
  50. static String strName("hlsl");
  51. return strName;
  52. }
  53. void D3D11RenderSystem::initializePrepare()
  54. {
  55. THROW_IF_NOT_CORE_THREAD;
  56. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  57. if(FAILED(hr))
  58. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  59. mDriverList = bs_new<D3D11DriverList>(mDXGIFactory);
  60. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  61. mVideoModeInfo = mActiveD3DDriver->getVideoModeInfo();
  62. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  63. D3D_FEATURE_LEVEL requestedLevels[] = {
  64. D3D_FEATURE_LEVEL_11_0,
  65. D3D_FEATURE_LEVEL_10_1,
  66. D3D_FEATURE_LEVEL_10_0,
  67. D3D_FEATURE_LEVEL_9_3,
  68. D3D_FEATURE_LEVEL_9_2,
  69. D3D_FEATURE_LEVEL_9_1
  70. };
  71. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  72. UINT32 deviceFlags = 0;
  73. #if BS_DEBUG_MODE
  74. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  75. #endif
  76. ID3D11Device* device;
  77. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  78. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  79. if(FAILED(hr))
  80. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  81. mDevice = bs_new<D3D11Device>(device);
  82. // This must query for DirectX 10 interface as this is unsupported for DX11
  83. LARGE_INTEGER driverVersion;
  84. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device, &driverVersion)))
  85. {
  86. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  87. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  88. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  89. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  90. }
  91. // Create the texture manager for use by others
  92. TextureManager::startUp<D3D11TextureManager>();
  93. TextureCoreManager::startUp<D3D11TextureCoreManager>();
  94. // Create hardware buffer manager
  95. HardwareBufferManager::startUp<D3D11HardwareBufferManager>(std::ref(*mDevice));
  96. HardwareBufferCoreManager::startUp<D3D11HardwareBufferCoreManager>(std::ref(*mDevice));
  97. // Create render window manager
  98. RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
  99. RenderWindowCoreManager::startUp<D3D11RenderWindowCoreManager>(this);
  100. // Create & register HLSL factory
  101. mHLSLFactory = bs_new<D3D11HLSLProgramFactory>();
  102. // Create render state manager
  103. RenderStateManager::startUp<D3D11RenderStateManager>();
  104. mCurrentCapabilities = createRenderSystemCapabilities();
  105. mCurrentCapabilities->addShaderProfile("hlsl");
  106. GpuProgramManager::instance().addFactory(mHLSLFactory);
  107. mIAManager = bs_new<D3D11InputLayoutManager>();
  108. RenderSystem::initializePrepare();
  109. }
  110. void D3D11RenderSystem::initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow)
  111. {
  112. D3D11RenderUtility::startUp(mDevice);
  113. QueryManager::startUp<D3D11QueryManager>();
  114. RenderSystem::initializeFinalize(primaryWindow);
  115. }
  116. void D3D11RenderSystem::destroy_internal()
  117. {
  118. THROW_IF_NOT_CORE_THREAD;
  119. for (auto& boundUAV : mBoundUAVs)
  120. {
  121. if (boundUAV.second != nullptr)
  122. boundUAV.first->releaseView(boundUAV.second);
  123. }
  124. QueryManager::shutDown();
  125. D3D11RenderUtility::shutDown();
  126. if(mIAManager != nullptr)
  127. {
  128. bs_delete(mIAManager);
  129. mIAManager = nullptr;
  130. }
  131. if(mHLSLFactory != nullptr)
  132. {
  133. bs_delete(mHLSLFactory);
  134. mHLSLFactory = nullptr;
  135. }
  136. mActiveVertexDeclaration = nullptr;
  137. mActiveVertexShader = nullptr;
  138. RenderStateManager::shutDown();
  139. RenderWindowCoreManager::shutDown();
  140. RenderWindowManager::shutDown();
  141. HardwareBufferCoreManager::shutDown();
  142. HardwareBufferManager::shutDown();
  143. TextureCoreManager::shutDown();
  144. TextureManager::shutDown();
  145. SAFE_RELEASE(mDXGIFactory);
  146. if(mDevice != nullptr)
  147. {
  148. bs_delete(mDevice);
  149. mDevice = nullptr;
  150. }
  151. if(mDriverList != nullptr)
  152. {
  153. bs_delete(mDriverList);
  154. mDriverList = nullptr;
  155. }
  156. mActiveD3DDriver = nullptr;
  157. RenderSystem::destroy_internal();
  158. }
  159. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  160. {
  161. THROW_IF_NOT_CORE_THREAD;
  162. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  163. // and then set them all up at once before rendering? Needs testing
  164. ID3D11SamplerState* samplerArray[1];
  165. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  166. samplerArray[0] = d3d11SamplerState->getInternal();
  167. switch(gptype)
  168. {
  169. case GPT_VERTEX_PROGRAM:
  170. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  171. break;
  172. case GPT_FRAGMENT_PROGRAM:
  173. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  174. break;
  175. case GPT_GEOMETRY_PROGRAM:
  176. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  177. break;
  178. case GPT_DOMAIN_PROGRAM:
  179. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  180. break;
  181. case GPT_HULL_PROGRAM:
  182. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  183. break;
  184. case GPT_COMPUTE_PROGRAM:
  185. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  186. break;
  187. default:
  188. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  189. }
  190. BS_INC_RENDER_STAT(NumSamplerBinds);
  191. }
  192. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  193. {
  194. THROW_IF_NOT_CORE_THREAD;
  195. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  196. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  197. BS_INC_RENDER_STAT(NumBlendStateChanges);
  198. }
  199. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  200. {
  201. THROW_IF_NOT_CORE_THREAD;
  202. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  203. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  204. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  205. }
  206. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  207. {
  208. THROW_IF_NOT_CORE_THREAD;
  209. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  210. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  211. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  212. }
  213. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr)
  214. {
  215. THROW_IF_NOT_CORE_THREAD;
  216. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  217. // and then set them all up at once before rendering? Needs testing
  218. ID3D11ShaderResourceView* viewArray[1];
  219. if(texPtr != nullptr && enabled)
  220. {
  221. D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
  222. viewArray[0] = d3d11Texture->getSRV();
  223. }
  224. else
  225. viewArray[0] = nullptr;
  226. switch(gptype)
  227. {
  228. case GPT_VERTEX_PROGRAM:
  229. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  230. break;
  231. case GPT_FRAGMENT_PROGRAM:
  232. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  233. break;
  234. case GPT_GEOMETRY_PROGRAM:
  235. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  236. break;
  237. case GPT_DOMAIN_PROGRAM:
  238. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  239. break;
  240. case GPT_HULL_PROGRAM:
  241. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  242. break;
  243. case GPT_COMPUTE_PROGRAM:
  244. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  245. break;
  246. default:
  247. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  248. }
  249. BS_INC_RENDER_STAT(NumTextureBinds);
  250. }
  251. void D3D11RenderSystem::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  252. const TextureSurface& surface)
  253. {
  254. THROW_IF_NOT_CORE_THREAD;
  255. // TODO - This hasn't bee tested and might be incorrect. I might need to set UAVs together with render targets,
  256. // especially considering DX11 expects number of UAVs to match number of render targets.
  257. ID3D11UnorderedAccessView* viewArray[1];
  258. if (texPtr != nullptr && enabled)
  259. {
  260. D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
  261. TextureViewPtr texView = TextureCore::requestView(texPtr, surface.mipLevel, 1,
  262. surface.arraySlice, surface.numArraySlices, GVU_RANDOMWRITE);
  263. D3D11TextureView* d3d11texView = static_cast<D3D11TextureView*>(texView.get());
  264. viewArray[0] = d3d11texView->getUAV();
  265. if (mBoundUAVs[unit].second != nullptr)
  266. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  267. mBoundUAVs[unit] = std::make_pair(texPtr, texView);
  268. }
  269. else
  270. {
  271. viewArray[0] = nullptr;
  272. if (mBoundUAVs[unit].second != nullptr)
  273. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  274. mBoundUAVs[unit] = std::pair<SPtr<TextureCore>, TextureViewPtr>();
  275. }
  276. if (gptype == GPT_FRAGMENT_PROGRAM)
  277. {
  278. mDevice->getImmediateContext()->OMSetRenderTargetsAndUnorderedAccessViews(
  279. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, unit, 1, viewArray, nullptr);
  280. }
  281. else if (gptype == GPT_COMPUTE_PROGRAM)
  282. {
  283. mDevice->getImmediateContext()->CSSetUnorderedAccessViews(unit, 1, viewArray, nullptr);
  284. }
  285. else
  286. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  287. BS_INC_RENDER_STAT(NumTextureBinds);
  288. }
  289. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  290. {
  291. THROW_IF_NOT_CORE_THREAD;
  292. setTexture(gptype, texUnit, false, nullptr);
  293. }
  294. void D3D11RenderSystem::beginFrame()
  295. {
  296. // Not used
  297. }
  298. void D3D11RenderSystem::endFrame()
  299. {
  300. // Not used
  301. }
  302. void D3D11RenderSystem::setViewport(const Rect2& vp)
  303. {
  304. THROW_IF_NOT_CORE_THREAD;
  305. mViewportNorm = vp;
  306. applyViewport();
  307. }
  308. void D3D11RenderSystem::applyViewport()
  309. {
  310. if (mActiveRenderTarget == nullptr)
  311. return;
  312. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  313. // Set viewport dimensions
  314. mViewport.TopLeftX = (FLOAT)(rtProps.getWidth() * mViewportNorm.x);
  315. mViewport.TopLeftY = (FLOAT)(rtProps.getHeight() * mViewportNorm.y);
  316. mViewport.Width = (FLOAT)(rtProps.getWidth() * mViewportNorm.width);
  317. mViewport.Height = (FLOAT)(rtProps.getHeight() * mViewportNorm.height);
  318. if (rtProps.requiresTextureFlipping())
  319. {
  320. // Convert "top-left" to "bottom-left"
  321. mViewport.TopLeftY = rtProps.getHeight() - mViewport.Height - mViewport.TopLeftY;
  322. }
  323. mViewport.MinDepth = 0.0f;
  324. mViewport.MaxDepth = 1.0f;
  325. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  326. }
  327. void D3D11RenderSystem::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
  328. {
  329. THROW_IF_NOT_CORE_THREAD;
  330. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  331. if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
  332. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  333. ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
  334. UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
  335. UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
  336. for(UINT32 i = 0; i < numBuffers; i++)
  337. {
  338. SPtr<D3D11VertexBufferCore> vertexBuffer = std::static_pointer_cast<D3D11VertexBufferCore>(buffers[i]);
  339. const VertexBufferProperties& vbProps = vertexBuffer->getProperties();
  340. dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
  341. strides[i] = vbProps.getVertexSize();
  342. offsets[i] = 0;
  343. }
  344. mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
  345. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  346. }
  347. void D3D11RenderSystem::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
  348. {
  349. THROW_IF_NOT_CORE_THREAD;
  350. SPtr<D3D11IndexBufferCore> indexBuffer = std::static_pointer_cast<D3D11IndexBufferCore>(buffer);
  351. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  352. if(indexBuffer->getProperties().getType() == IT_16BIT)
  353. indexFormat = DXGI_FORMAT_R16_UINT;
  354. else if (indexBuffer->getProperties().getType() == IT_32BIT)
  355. indexFormat = DXGI_FORMAT_R32_UINT;
  356. else
  357. BS_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getProperties().getType()));
  358. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  359. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  360. }
  361. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  362. {
  363. THROW_IF_NOT_CORE_THREAD;
  364. mActiveVertexDeclaration = vertexDeclaration;
  365. }
  366. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  367. {
  368. THROW_IF_NOT_CORE_THREAD;
  369. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  370. }
  371. void D3D11RenderSystem::bindGpuProgram(HGpuProgram prg)
  372. {
  373. THROW_IF_NOT_CORE_THREAD;
  374. if(!prg.isLoaded())
  375. return;
  376. switch(prg->getType())
  377. {
  378. case GPT_VERTEX_PROGRAM:
  379. {
  380. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg.get());
  381. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  382. mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgram>(prg.getInternalPtr());
  383. break;
  384. }
  385. case GPT_FRAGMENT_PROGRAM:
  386. {
  387. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg.get());
  388. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  389. break;
  390. }
  391. case GPT_GEOMETRY_PROGRAM:
  392. {
  393. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg.get());
  394. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  395. break;
  396. }
  397. case GPT_DOMAIN_PROGRAM:
  398. {
  399. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg.get());
  400. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  401. break;
  402. }
  403. case GPT_HULL_PROGRAM:
  404. {
  405. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg.get());
  406. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  407. break;
  408. }
  409. case GPT_COMPUTE_PROGRAM:
  410. {
  411. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg.get());
  412. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  413. break;
  414. }
  415. default:
  416. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  417. }
  418. if (mDevice->hasError())
  419. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  420. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  421. }
  422. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  423. {
  424. THROW_IF_NOT_CORE_THREAD;
  425. switch(gptype)
  426. {
  427. case GPT_VERTEX_PROGRAM:
  428. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  429. mActiveVertexShader = nullptr;
  430. break;
  431. case GPT_FRAGMENT_PROGRAM:
  432. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  433. break;
  434. case GPT_GEOMETRY_PROGRAM:
  435. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  436. break;
  437. case GPT_DOMAIN_PROGRAM:
  438. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  439. break;
  440. case GPT_HULL_PROGRAM:
  441. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  442. break;
  443. case GPT_COMPUTE_PROGRAM:
  444. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  445. break;
  446. default:
  447. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  448. }
  449. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  450. }
  451. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr bindableParams)
  452. {
  453. THROW_IF_NOT_CORE_THREAD;
  454. bindableParams->updateHardwareBuffers();
  455. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  456. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  457. {
  458. HSamplerState& samplerState = bindableParams->getSamplerState(iter->second.slot);
  459. if(samplerState == nullptr)
  460. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  461. else
  462. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  463. }
  464. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  465. {
  466. HTexture texture = bindableParams->getTexture(iter->second.slot);
  467. if (!bindableParams->isLoadStoreTexture(iter->second.slot))
  468. {
  469. if (!texture.isLoaded())
  470. setTexture(gptype, iter->second.slot, false, nullptr);
  471. else
  472. setTexture(gptype, iter->second.slot, true, texture->getCore());
  473. }
  474. else
  475. {
  476. const TextureSurface& surface = bindableParams->getLoadStoreSurface(iter->second.slot);
  477. if (!texture.isLoaded())
  478. setLoadStoreTexture(gptype, iter->second.slot, false, nullptr, surface);
  479. else
  480. setLoadStoreTexture(gptype, iter->second.slot, true, texture->getCore(), surface);
  481. }
  482. }
  483. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  484. ID3D11Buffer* bufferArray[1];
  485. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  486. {
  487. GpuParamBlockBufferPtr currentBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
  488. if(currentBlockBuffer != nullptr)
  489. {
  490. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer.get());
  491. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  492. }
  493. else
  494. bufferArray[0] = nullptr;
  495. switch(gptype)
  496. {
  497. case GPT_VERTEX_PROGRAM:
  498. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  499. break;
  500. case GPT_FRAGMENT_PROGRAM:
  501. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  502. break;
  503. case GPT_GEOMETRY_PROGRAM:
  504. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  505. break;
  506. case GPT_HULL_PROGRAM:
  507. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  508. break;
  509. case GPT_DOMAIN_PROGRAM:
  510. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  511. break;
  512. case GPT_COMPUTE_PROGRAM:
  513. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  514. break;
  515. };
  516. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  517. }
  518. if (mDevice->hasError())
  519. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuParams : " + mDevice->getErrorDescription());
  520. }
  521. void D3D11RenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  522. {
  523. THROW_IF_NOT_CORE_THREAD;
  524. applyInputLayout();
  525. mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
  526. #if BS_DEBUG_MODE
  527. if(mDevice->hasError())
  528. LOGWRN(mDevice->getErrorDescription());
  529. #endif
  530. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  531. BS_INC_RENDER_STAT(NumDrawCalls);
  532. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  533. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  534. }
  535. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  536. {
  537. THROW_IF_NOT_CORE_THREAD;
  538. applyInputLayout();
  539. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
  540. #if BS_DEBUG_MODE
  541. if(mDevice->hasError())
  542. LOGWRN(mDevice->getErrorDescription());
  543. #endif
  544. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  545. BS_INC_RENDER_STAT(NumDrawCalls);
  546. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  547. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  548. }
  549. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  550. {
  551. THROW_IF_NOT_CORE_THREAD;
  552. mScissorRect.left = static_cast<LONG>(left);
  553. mScissorRect.top = static_cast<LONG>(top);
  554. mScissorRect.bottom = static_cast<LONG>(bottom);
  555. mScissorRect.right = static_cast<LONG>(right);
  556. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  557. }
  558. void D3D11RenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  559. {
  560. THROW_IF_NOT_CORE_THREAD;
  561. if(mActiveRenderTarget == nullptr)
  562. return;
  563. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  564. Rect2I clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  565. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  566. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == rtProps.getWidth() && clearArea.height == rtProps.getHeight());
  567. if (!clearEntireTarget)
  568. {
  569. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  570. BS_INC_RENDER_STAT(NumClears);
  571. }
  572. else
  573. clearRenderTarget(buffers, color, depth, stencil);
  574. }
  575. void D3D11RenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  576. {
  577. THROW_IF_NOT_CORE_THREAD;
  578. if(mActiveRenderTarget == nullptr)
  579. return;
  580. // Clear render surfaces
  581. if (buffers & FBT_COLOR)
  582. {
  583. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  584. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  585. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  586. mActiveRenderTarget->getCustomAttribute("RTV", views);
  587. if (!views[0])
  588. {
  589. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  590. return;
  591. }
  592. float clearColor[4];
  593. clearColor[0] = color.r;
  594. clearColor[1] = color.g;
  595. clearColor[2] = color.b;
  596. clearColor[3] = color.a;
  597. for(UINT32 i = 0; i < maxRenderTargets; i++)
  598. {
  599. if(views[i] != nullptr)
  600. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  601. }
  602. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  603. }
  604. // Clear depth stencil
  605. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  606. {
  607. ID3D11DepthStencilView* depthStencilView = nullptr;
  608. mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
  609. D3D11_CLEAR_FLAG clearFlag;
  610. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  611. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  612. else if((buffers & FBT_STENCIL) != 0)
  613. clearFlag = D3D11_CLEAR_STENCIL;
  614. else
  615. clearFlag = D3D11_CLEAR_DEPTH;
  616. if(depthStencilView != nullptr)
  617. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  618. }
  619. BS_INC_RENDER_STAT(NumClears);
  620. }
  621. void D3D11RenderSystem::setRenderTarget(const SPtr<RenderTargetCore>& target)
  622. {
  623. THROW_IF_NOT_CORE_THREAD;
  624. mActiveRenderTarget = target;
  625. // Retrieve render surfaces
  626. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  627. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  628. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  629. target->getCustomAttribute("RTV", views);
  630. if (!views[0])
  631. {
  632. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  633. return;
  634. }
  635. // Retrieve depth stencil
  636. ID3D11DepthStencilView* depthStencilView = nullptr;
  637. target->getCustomAttribute("DSV", &depthStencilView);
  638. // Bind render targets
  639. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  640. if (mDevice->hasError())
  641. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  642. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  643. applyViewport();
  644. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  645. }
  646. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  647. {
  648. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  649. }
  650. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  651. {
  652. THROW_IF_NOT_CORE_THREAD;
  653. RenderSystemCapabilities* rsc = bs_new<RenderSystemCapabilities>();
  654. rsc->setDriverVersion(mDriverVersion);
  655. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  656. rsc->setRenderSystemName(getName());
  657. rsc->setStencilBufferBitDepth(8);
  658. rsc->setCapability(RSC_ANISOTROPY);
  659. rsc->setCapability(RSC_AUTOMIPMAP);
  660. // Cube map
  661. rsc->setCapability(RSC_CUBEMAPPING);
  662. // We always support compression, D3DX will decompress if device does not support
  663. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  664. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  665. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  666. rsc->setCapability(RSC_STENCIL_WRAP);
  667. rsc->setCapability(RSC_HWOCCLUSION);
  668. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  669. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  670. rsc->setMaxBoundVertexBuffers(32);
  671. else
  672. rsc->setMaxBoundVertexBuffers(16);
  673. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  674. {
  675. rsc->addShaderProfile("ps_4_0");
  676. rsc->addShaderProfile("vs_4_0");
  677. rsc->addShaderProfile("gs_4_0");
  678. rsc->addGpuProgramProfile(GPP_FS_4_0, "ps_4_0");
  679. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  680. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  681. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  682. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  683. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  684. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  685. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  686. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  687. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  688. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  689. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  690. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
  691. }
  692. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  693. {
  694. rsc->addShaderProfile("ps_4_1");
  695. rsc->addShaderProfile("vs_4_1");
  696. rsc->addShaderProfile("gs_4_1");
  697. rsc->addGpuProgramProfile(GPP_FS_4_1, "ps_4_1");
  698. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  699. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  700. }
  701. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  702. {
  703. rsc->addShaderProfile("ps_5_0");
  704. rsc->addShaderProfile("vs_5_0");
  705. rsc->addShaderProfile("gs_5_0");
  706. rsc->addShaderProfile("cs_5_0");
  707. rsc->addShaderProfile("hs_5_0");
  708. rsc->addShaderProfile("ds_5_0");
  709. rsc->addGpuProgramProfile(GPP_FS_5_0, "ps_5_0");
  710. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  711. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  712. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  713. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  714. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  715. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  716. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  717. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  718. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  719. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  720. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  721. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  722. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  723. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  724. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  725. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  726. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
  727. + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
  728. + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
  729. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  730. }
  731. rsc->setCapability(RSC_USER_CLIP_PLANES);
  732. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  733. // Adapter details
  734. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  735. // Determine vendor
  736. switch(adapterID.VendorId)
  737. {
  738. case 0x10DE:
  739. rsc->setVendor(GPU_NVIDIA);
  740. break;
  741. case 0x1002:
  742. rsc->setVendor(GPU_AMD);
  743. break;
  744. case 0x163C:
  745. case 0x8086:
  746. rsc->setVendor(GPU_INTEL);
  747. break;
  748. default:
  749. rsc->setVendor(GPU_UNKNOWN);
  750. break;
  751. };
  752. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  753. rsc->setCapability(RSC_TEXTURE_3D);
  754. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  755. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  756. rsc->setCapability(RSC_TEXTURE_FLOAT);
  757. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  758. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  759. rsc->setCapability(RSC_POINT_SPRITES);
  760. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  761. rsc->setMaxPointSize(256);
  762. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  763. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  764. rsc->setCapability(RSC_PERSTAGECONSTANT);
  765. return rsc;
  766. }
  767. void D3D11RenderSystem::determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc)
  768. {
  769. bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
  770. enum CSAAMode { CSAA_Normal, CSAA_Quality };
  771. CSAAMode csaaMode = CSAA_Normal;
  772. bool foundValid = false;
  773. size_t origNumSamples = multisampleCount;
  774. while (!foundValid)
  775. {
  776. // Deal with special cases
  777. if (tryCSAA)
  778. {
  779. switch(multisampleCount)
  780. {
  781. case 8:
  782. if (csaaMode == CSAA_Quality)
  783. {
  784. outputSampleDesc->Count = 8;
  785. outputSampleDesc->Quality = 8;
  786. }
  787. else
  788. {
  789. outputSampleDesc->Count = 4;
  790. outputSampleDesc->Quality = 8;
  791. }
  792. break;
  793. case 16:
  794. if (csaaMode == CSAA_Quality)
  795. {
  796. outputSampleDesc->Count = 8;
  797. outputSampleDesc->Quality = 16;
  798. }
  799. else
  800. {
  801. outputSampleDesc->Count = 4;
  802. outputSampleDesc->Quality = 16;
  803. }
  804. break;
  805. }
  806. }
  807. else // !CSAA
  808. {
  809. outputSampleDesc->Count = multisampleCount == 0 ? 1 : multisampleCount;
  810. outputSampleDesc->Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
  811. }
  812. HRESULT hr;
  813. UINT outQuality;
  814. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outputSampleDesc->Count, &outQuality);
  815. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outputSampleDesc->Quality))
  816. {
  817. foundValid = true;
  818. }
  819. else
  820. {
  821. // Downgrade
  822. if (tryCSAA && multisampleCount == 8)
  823. {
  824. // For CSAA, we'll try downgrading with quality mode at all samples.
  825. // then try without quality, then drop CSAA
  826. if (csaaMode == CSAA_Quality)
  827. {
  828. // Drop quality first
  829. csaaMode = CSAA_Normal;
  830. }
  831. else
  832. {
  833. // Drop CSAA entirely
  834. tryCSAA = false;
  835. }
  836. // Return to original requested samples
  837. multisampleCount = static_cast<UINT32>(origNumSamples);
  838. }
  839. else
  840. {
  841. // Drop samples
  842. multisampleCount--;
  843. if (multisampleCount == 1)
  844. {
  845. // Ran out of options, no multisampling
  846. multisampleCount = 0;
  847. foundValid = true;
  848. }
  849. }
  850. }
  851. }
  852. }
  853. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  854. {
  855. return VET_COLOR_ABGR;
  856. }
  857. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  858. {
  859. dest = matrix;
  860. // Convert depth range from [-1,+1] to [0,1]
  861. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  862. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  863. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  864. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  865. }
  866. float D3D11RenderSystem::getHorizontalTexelOffset()
  867. {
  868. return 0.0f;
  869. }
  870. float D3D11RenderSystem::getVerticalTexelOffset()
  871. {
  872. return 0.0f;
  873. }
  874. float D3D11RenderSystem::getMinimumDepthInputValue()
  875. {
  876. return 0.0f;
  877. }
  878. float D3D11RenderSystem::getMaximumDepthInputValue()
  879. {
  880. return 1.0f;
  881. }
  882. /************************************************************************/
  883. /* PRIVATE */
  884. /************************************************************************/
  885. void D3D11RenderSystem::applyInputLayout()
  886. {
  887. if(mActiveVertexDeclaration == nullptr)
  888. {
  889. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  890. return;
  891. }
  892. if(mActiveVertexShader == nullptr)
  893. {
  894. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  895. return;
  896. }
  897. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  898. mDevice->getImmediateContext()->IASetInputLayout(ia);
  899. }
  900. }