Torque3D/Engine/source/gfx/D3D11/gfxD3D11Device.h

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//-----------------------------------------------------------------------------
// Copyright (c) 2015 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _GFXD3D11DEVICE_H_
#define _GFXD3D11DEVICE_H_
#include <d3d11_1.h>
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#include "platform/tmm_off.h"
#include "platformWin32/platformWin32.h"
#include "gfx/D3D11/gfxD3D11Shader.h"
#include "gfx/D3D11/gfxD3D11StateBlock.h"
#include "gfx/D3D11/gfxD3D11TextureManager.h"
#include "gfx/D3D11/gfxD3D11Cubemap.h"
#include "gfx/D3D11/gfxD3D11PrimitiveBuffer.h"
#include "gfx/gfxInit.h"
#include "gfx/gfxResource.h"
#include "platform/tmm_on.h"
#define D3D11 static_cast<GFXD3D11Device*>(GFX)
#define D3D11DEVICE D3D11->getDevice()
#define D3D11DEVICECONTEXT D3D11->getDeviceContext()
class PlatformWindow;
class GFXD3D11ShaderConstBuffer;
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class OculusVRHMDDevice;
class D3D11OculusTexture;
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//------------------------------------------------------------------------------
class GFXD3D11Device : public GFXDevice
{
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public:
typedef Map<U32, ID3D11SamplerState*> SamplerMap;
typedef Map<String, ID3D11Buffer*> DeviceBufferMap;
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private:
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friend class GFXResource;
friend class GFXD3D11PrimitiveBuffer;
friend class GFXD3D11VertexBuffer;
friend class GFXD3D11TextureObject;
friend class GFXD3D11TextureTarget;
friend class GFXD3D11WindowTarget;
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friend class OculusVRHMDDevice;
friend class D3D11OculusTexture;
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GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter) override;
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void enumerateVideoModes() override;
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GFXWindowTarget *allocWindowTarget(PlatformWindow *window) override;
GFXTextureTarget *allocRenderToTextureTarget(bool genMips = true) override;
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void enterDebugEvent(ColorI color, const char *name) override;
void leaveDebugEvent() override;
void setDebugMarker(ColorI color, const char *name) override;
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protected:
class D3D11VertexDecl : public GFXVertexDecl
{
public:
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D3D11VertexDecl() :decl(NULL) {}
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virtual ~D3D11VertexDecl()
{
SAFE_RELEASE( decl );
}
ID3D11InputLayout *decl;
};
void initStates() override { };
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static GFXAdapter::CreateDeviceInstanceDelegate mCreateDeviceInstance;
MatrixF mTempMatrix; ///< Temporary matrix, no assurances on value at all
RectI mClipRect;
typedef StrongRefPtr<GFXD3D11VertexBuffer> RPGDVB;
Vector<RPGDVB> mVolatileVBList;
/// Used to lookup a vertex declaration for the vertex format.
/// @see allocVertexDecl
typedef Map<String,D3D11VertexDecl*> VertexDeclMap;
VertexDeclMap mVertexDecls;
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/// Used to lookup sampler state for a given hash key
SamplerMap mSamplersMap;
DeviceBufferMap mDeviceBufferMap;
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ID3D11RenderTargetView* mDeviceBackBufferView;
ID3D11DepthStencilView* mDeviceDepthStencilView;
ID3D11Texture2D *mDeviceBackbuffer;
ID3D11Texture2D *mDeviceDepthStencil;
/// The stream 0 vertex buffer used for volatile VB offseting.
GFXD3D11VertexBuffer *mVolatileVB;
//-----------------------------------------------------------------------
StrongRefPtr<GFXD3D11PrimitiveBuffer> mDynamicPB;
GFXD3D11PrimitiveBuffer *mCurrentPB;
ID3D11VertexShader *mLastVertShader;
ID3D11PixelShader *mLastPixShader;
ID3D11GeometryShader *mLastGeoShader;
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S32 mCreateFenceType;
IDXGISwapChain *mSwapChain;
ID3D11Device* mD3DDevice;
ID3D11DeviceContext* mD3DDeviceContext;
GFXShaderRef mGenericShader[GS_COUNT];
GFXShaderConstBufferRef mGenericShaderBuffer[GS_COUNT];
GFXShaderConstHandle *mModelViewProjSC[GS_COUNT];
U32 mAdapterIndex;
F32 mPixVersion;
D3D_FEATURE_LEVEL mFeatureLevel;
// Shader Model targers
String mVertexShaderTarget;
String mPixelShaderTarget;
String mGeometryShaderTarget;
// String for use with shader macros in the form of shader model version * 10
String mShaderModel;
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bool mDebugLayers;
DXGI_SAMPLE_DESC mMultisampleDesc;
bool mOcclusionQuerySupported;
U32 mDrawInstancesCount;
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/// To manage creating and re-creating of these when device is aquired
void reacquireDefaultPoolResources();
/// To release all resources we control from D3DPOOL_DEFAULT
void releaseDefaultPoolResources();
virtual GFXD3D11VertexBuffer* findVBPool( const GFXVertexFormat *vertexFormat, U32 numVertsNeeded );
virtual GFXD3D11VertexBuffer* createVBPool( const GFXVertexFormat *vertexFormat, U32 vertSize );
// State overrides
// {
///
void setTextureInternal(U32 textureUnit, const GFXTextureObject* texture) override;
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/// Called by GFXDevice to create a device specific stateblock
GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc) override;
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/// Called by GFXDevice to actually set a stateblock.
void setStateBlockInternal(GFXStateBlock* block, bool force) override;
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/// Track the last const buffer we've used. Used to notify new constant buffers that
/// they should send all of their constants up
StrongRefPtr<GFXD3D11ShaderConstBuffer> mCurrentConstBuffer;
/// Called by base GFXDevice to actually set a const buffer
void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer) override;
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// }
// Index buffer management
// {
virtual void _setPrimitiveBuffer( GFXPrimitiveBuffer *buffer );
void drawIndexedPrimitive( GFXPrimitiveType primType,
U32 startVertex,
U32 minIndex,
U32 numVerts,
U32 startIndex,
U32 primitiveCount ) override;
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// }
GFXShader* createShader() override;
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/// Device helper function
virtual DXGI_SWAP_CHAIN_DESC setupPresentParams( const GFXVideoMode &mode, const HWND &hwnd );
String _createTempShaderInternal(const GFXVertexFormat *vertexFormat);
// Supress any debug layer messages we don't want to see
void _suppressDebugMessages();
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public:
static GFXDevice *createInstance( U32 adapterIndex );
static void enumerateAdapters( Vector<GFXAdapter*> &adapterList );
ID3D11DepthStencilView* getDepthStencilView() { return mDeviceDepthStencilView; }
ID3D11RenderTargetView* getRenderTargetView() { return mDeviceBackBufferView; }
ID3D11Texture2D* getBackBufferTexture() { return mDeviceBackbuffer; }
/// Constructor
/// @param d3d Direct3D object to instantiate this device with
/// @param index Adapter index since D3D can use multiple graphics adapters
GFXD3D11Device( U32 index );
virtual ~GFXD3D11Device();
// Activate/deactivate
// {
void init( const GFXVideoMode &mode, PlatformWindow *window = NULL ) override;
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void preDestroy() override { GFXDevice::preDestroy(); if(mTextureManager) mTextureManager->kill(); }
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GFXAdapterType getAdapterType() override{ return Direct3D11; }
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U32 getAdaterIndex() const { return mAdapterIndex; }
GFXCubemap *createCubemap() override;
GFXCubemapArray *createCubemapArray() override;
GFXTextureArray* createTextureArray() override;
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F32 getPixelShaderVersion() const override { return mPixVersion; }
void setPixelShaderVersion( F32 version ) override{ mPixVersion = version;}
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void setShader(GFXShader *shader, bool force = false) override;
U32 getNumSamplers() const override { return 16; }
U32 getNumRenderTargets() const override { return 8; }
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// }
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// Copy methods
// {
void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face) override;
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// }
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// Misc rendering control
// {
void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil ) override;
void clearColorAttachment(const U32 attachment, const LinearColorF& color) override;
bool beginSceneInternal() override;
void endSceneInternal() override;
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void setClipRect( const RectI &rect ) override;
const RectI& getClipRect() const override { return mClipRect; }
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// }
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/// @name Render Targets
/// @{
void _updateRenderTargets() override;
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/// @}
// Vertex/Index buffer management
// {
GFXVertexBuffer* allocVertexBuffer( U32 numVerts,
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const GFXVertexFormat *vertexFormat,
U32 vertSize,
GFXBufferType bufferType,
void* data = NULL) override;
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GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices,
U32 numPrimitives,
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GFXBufferType bufferType,
void* data = NULL) override;
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GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat ) override;
void setVertexDecl( const GFXVertexDecl *decl ) override;
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void setVertexStream( U32 stream, GFXVertexBuffer *buffer ) override;
void setVertexStreamFrequency( U32 stream, U32 frequency ) override;
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// }
U32 getMaxDynamicVerts() override { return GFX_MAX_DYNAMIC_VERTS; }
U32 getMaxDynamicIndices() override { return GFX_MAX_DYNAMIC_INDICES; }
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inline U32 primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount);
// Rendering
// {
void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount ) override;
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// }
ID3D11DeviceContext* getDeviceContext(){ return mD3DDeviceContext; }
ID3D11Device* getDevice(){ return mD3DDevice; }
//IDXGISwapChain* getSwapChain() { return mSwapChain; }
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/// Reset
//void reset( DXGI_SWAP_CHAIN_DESC &d3dpp );
void beginReset();
void endReset(GFXD3D11WindowTarget* windowTarget);
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void setupGenericShaders( GenericShaderType type = GSColor ) override;
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inline F32 getFillConventionOffset() const override { return 0.0f; }
void doParanoidStateCheck() override {};
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GFXFence *createFence() override;
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GFXOcclusionQuery* createOcclusionQuery() override;
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// Default multisample parameters
DXGI_SAMPLE_DESC getMultisampleType() const { return mMultisampleDesc; }
// Get feature level this gfx device supports
D3D_FEATURE_LEVEL getFeatureLevel() const { return mFeatureLevel; }
// Shader Model targers
const String &getVertexShaderTarget() const { return mVertexShaderTarget; }
const String &getPixelShaderTarget() const { return mPixelShaderTarget; }
const String &getGeometryShaderTarget() const { return mGeometryShaderTarget; }
const String &getShaderModel() const { return mShaderModel; }
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// grab the sampler map
const SamplerMap &getSamplersMap() const { return mSamplersMap; }
SamplerMap &getSamplersMap(){ return mSamplersMap; }
const char* interpretDebugResult(long result) override;
// grab device buffer.
ID3D11Buffer* getDeviceBuffer(const GFXShaderConstDesc desc);
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};
#endif