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Direct3D11 GFX device.
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72
Engine/source/gfx/D3D11/gfxD3D11CardProfiler.cpp
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72
Engine/source/gfx/D3D11/gfxD3D11CardProfiler.cpp
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@ -0,0 +1,72 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2015 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// 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:
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||||
//
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||||
// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gfx/D3D11/gfxD3D11CardProfiler.h"
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#include "gfx/D3D11/gfxD3D11Device.h"
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#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
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#include "platformWin32/videoInfo/wmiVideoInfo.h"
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#include "console/console.h"
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#include "gfx/primBuilder.h"
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GFXD3D11CardProfiler::GFXD3D11CardProfiler() : GFXCardProfiler()
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{
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}
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GFXD3D11CardProfiler::~GFXD3D11CardProfiler()
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{
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}
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void GFXD3D11CardProfiler::init()
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{
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U32 adapterIndex = D3D11->getAdaterIndex();
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WMIVideoInfo wmiVidInfo;
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if (wmiVidInfo.profileAdapters())
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{
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const PlatformVideoInfo::PVIAdapter &adapter = wmiVidInfo.getAdapterInformation(adapterIndex);
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mCardDescription = adapter.description;
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mChipSet = adapter.chipSet;
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mVersionString = adapter.driverVersion;
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mVideoMemory = adapter.vram;
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}
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Parent::init();
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}
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void GFXD3D11CardProfiler::setupCardCapabilities()
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{
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setCapability("maxTextureWidth", D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION);
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setCapability("maxTextureHeight", D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION);
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setCapability("maxTextureSize", D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION);
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}
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bool GFXD3D11CardProfiler::_queryCardCap(const String &query, U32 &foundResult)
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{
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return false;
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}
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bool GFXD3D11CardProfiler::_queryFormat( const GFXFormat fmt, const GFXTextureProfile *profile, bool &inOutAutogenMips )
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{
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// D3D11 feature level should guarantee that any format is valid!
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return GFXD3D11TextureFormat[fmt] != DXGI_FORMAT_UNKNOWN;
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}
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46
Engine/source/gfx/D3D11/gfxD3D11CardProfiler.h
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46
Engine/source/gfx/D3D11/gfxD3D11CardProfiler.h
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@ -0,0 +1,46 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2015 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
|
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GFXD3D11CARDPROFILER_H_
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#define _GFXD3D11CARDPROFILER_H_
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#include "gfx/gfxCardProfile.h"
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class GFXD3D11CardProfiler : public GFXCardProfiler
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{
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private:
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typedef GFXCardProfiler Parent;
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public:
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GFXD3D11CardProfiler();
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~GFXD3D11CardProfiler();
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void init();
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protected:
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const String &getRendererString() const { static String sRS("Direct3D11"); return sRS; }
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void setupCardCapabilities();
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bool _queryCardCap(const String &query, U32 &foundResult);
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bool _queryFormat(const GFXFormat fmt, const GFXTextureProfile *profile, bool &inOutAutogenMips);
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};
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#endif
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352
Engine/source/gfx/D3D11/gfxD3D11Cubemap.cpp
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352
Engine/source/gfx/D3D11/gfxD3D11Cubemap.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2015 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
|
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// deal in the Software without restriction, including without limitation the
|
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
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// sell copies of the Software, and to permit persons to whom the Software is
|
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
|
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gfx/D3D11/gfxD3D11Cubemap.h"
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#include "gfx/gfxCardProfile.h"
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#include "gfx/gfxTextureManager.h"
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#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
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GFXD3D11Cubemap::GFXD3D11Cubemap() : mTexture(NULL), mSRView(NULL), mDSView(NULL)
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{
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mDynamic = false;
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mAutoGenMips = false;
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mFaceFormat = GFXFormatR8G8B8A8;
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for (U32 i = 0; i < CubeFaces; i++)
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{
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mRTView[i] = NULL;
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}
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}
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GFXD3D11Cubemap::~GFXD3D11Cubemap()
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{
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releaseSurfaces();
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}
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void GFXD3D11Cubemap::releaseSurfaces()
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{
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if (mDynamic)
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GFXTextureManager::removeEventDelegate(this, &GFXD3D11Cubemap::_onTextureEvent);
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for (U32 i = 0; i < CubeFaces; i++)
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{
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SAFE_RELEASE(mRTView[i]);
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}
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SAFE_RELEASE(mDSView);
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SAFE_RELEASE(mSRView);
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SAFE_RELEASE(mTexture);
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}
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void GFXD3D11Cubemap::_onTextureEvent(GFXTexCallbackCode code)
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{
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if (code == GFXZombify)
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releaseSurfaces();
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else if (code == GFXResurrect)
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initDynamic(mTexSize);
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}
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bool GFXD3D11Cubemap::isCompressed(GFXFormat format)
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{
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if (format >= GFXFormatDXT1 && format <= GFXFormatDXT5)
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return true;
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return false;
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}
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void GFXD3D11Cubemap::initStatic(GFXTexHandle *faces)
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{
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AssertFatal( faces, "GFXD3D11Cubemap::initStatic - Got null GFXTexHandle!" );
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AssertFatal( *faces, "empty texture passed to CubeMap::create" );
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// NOTE - check tex sizes on all faces - they MUST be all same size
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mTexSize = faces->getWidth();
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mFaceFormat = faces->getFormat();
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bool compressed = isCompressed(mFaceFormat);
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UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
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UINT miscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
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if (!compressed)
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{
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bindFlags |= D3D11_BIND_RENDER_TARGET;
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miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
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}
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U32 mipLevels = faces->getPointer()->getMipLevels();
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if (mipLevels > 1)
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mAutoGenMips = true;
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D3D11_TEXTURE2D_DESC desc;
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ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC));
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desc.Width = mTexSize;
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desc.Height = mTexSize;
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desc.MipLevels = mAutoGenMips ? 0 : mipLevels;
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desc.ArraySize = 6;
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desc.Format = GFXD3D11TextureFormat[mFaceFormat];
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = bindFlags;
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desc.MiscFlags = miscFlags;
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desc.CPUAccessFlags = 0;
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mTexture);
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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap:initStatic(GFXTexhandle *faces) - failed to create texcube texture");
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}
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for (U32 i = 0; i < CubeFaces; i++)
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{
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GFXD3D11TextureObject *texObj = static_cast<GFXD3D11TextureObject*>((GFXTextureObject*)faces[i]);
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U32 subResource = D3D11CalcSubresource(0, i, mipLevels);
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D3D11DEVICECONTEXT->CopySubresourceRegion(mTexture, subResource, 0, 0, 0, texObj->get2DTex(), 0, NULL);
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}
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D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
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SMViewDesc.Format = GFXD3D11TextureFormat[mFaceFormat];
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SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
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SMViewDesc.TextureCube.MipLevels = mAutoGenMips ? -1 : mipLevels;
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SMViewDesc.TextureCube.MostDetailedMip = 0;
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hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initStatic(GFXTexHandle *faces) - texcube shader resource view creation failure");
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}
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if (mAutoGenMips && !compressed)
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D3D11DEVICECONTEXT->GenerateMips(mSRView);
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}
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void GFXD3D11Cubemap::initStatic(DDSFile *dds)
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{
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AssertFatal(dds, "GFXD3D11Cubemap::initStatic - Got null DDS file!");
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AssertFatal(dds->isCubemap(), "GFXD3D11Cubemap::initStatic - Got non-cubemap DDS file!");
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AssertFatal(dds->mSurfaces.size() == 6, "GFXD3D11Cubemap::initStatic - DDS has less than 6 surfaces!");
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// NOTE - check tex sizes on all faces - they MUST be all same size
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mTexSize = dds->getWidth();
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mFaceFormat = dds->getFormat();
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U32 levels = dds->getMipLevels();
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D3D11_TEXTURE2D_DESC desc;
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desc.Width = mTexSize;
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desc.Height = mTexSize;
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desc.MipLevels = levels;
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desc.ArraySize = 6;
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desc.Format = GFXD3D11TextureFormat[mFaceFormat];
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D11_USAGE_IMMUTABLE;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE | D3D11_RESOURCE_MISC_GENERATE_MIPS;
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D3D11_SUBRESOURCE_DATA* pData = new D3D11_SUBRESOURCE_DATA[6 + levels];
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for (U32 i = 0; i<CubeFaces; i++)
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{
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if (!dds->mSurfaces[i])
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continue;
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for(U32 j = 0; j < levels; j++)
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{
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pData[i + j].pSysMem = dds->mSurfaces[i]->mMips[j];
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pData[i + j].SysMemPitch = dds->getSurfacePitch(j);
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pData[i + j].SysMemSlicePitch = dds->getSurfaceSize(j);
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}
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}
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, pData, &mTexture);
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delete [] pData;
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D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
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SMViewDesc.Format = GFXD3D11TextureFormat[mFaceFormat];
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SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
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SMViewDesc.TextureCube.MipLevels = levels;
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SMViewDesc.TextureCube.MostDetailedMip = 0;
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hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initStatic(DDSFile *dds) - CreateTexture2D call failure");
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}
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}
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void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat)
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{
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if(!mDynamic)
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GFXTextureManager::addEventDelegate(this, &GFXD3D11Cubemap::_onTextureEvent);
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mDynamic = true;
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mAutoGenMips = true;
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mTexSize = texSize;
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mFaceFormat = faceFormat;
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bool compressed = isCompressed(mFaceFormat);
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UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
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UINT miscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
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if (!compressed)
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{
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bindFlags |= D3D11_BIND_RENDER_TARGET;
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miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
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}
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D3D11_TEXTURE2D_DESC desc;
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desc.Width = mTexSize;
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desc.Height = mTexSize;
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desc.MipLevels = 0;
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desc.ArraySize = 6;
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desc.Format = GFXD3D11TextureFormat[mFaceFormat];
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = bindFlags;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = miscFlags;
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mTexture);
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D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
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SMViewDesc.Format = GFXD3D11TextureFormat[mFaceFormat];
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SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
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SMViewDesc.TextureCube.MipLevels = -1;
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SMViewDesc.TextureCube.MostDetailedMip = 0;
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hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateTexture2D call failure");
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}
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D3D11_RENDER_TARGET_VIEW_DESC viewDesc;
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viewDesc.Format = desc.Format;
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viewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
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viewDesc.Texture2DArray.ArraySize = 1;
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viewDesc.Texture2DArray.MipSlice = 0;
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for (U32 i = 0; i < CubeFaces; i++)
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{
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viewDesc.Texture2DArray.FirstArraySlice = i;
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hr = D3D11DEVICE->CreateRenderTargetView(mTexture, &viewDesc, &mRTView[i]);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateRenderTargetView call failure");
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}
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}
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D3D11_TEXTURE2D_DESC depthTexDesc;
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depthTexDesc.Width = mTexSize;
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depthTexDesc.Height = mTexSize;
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depthTexDesc.MipLevels = 1;
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depthTexDesc.ArraySize = 1;
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depthTexDesc.SampleDesc.Count = 1;
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depthTexDesc.SampleDesc.Quality = 0;
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depthTexDesc.Format = DXGI_FORMAT_D32_FLOAT;
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depthTexDesc.Usage = D3D11_USAGE_DEFAULT;
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depthTexDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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depthTexDesc.CPUAccessFlags = 0;
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depthTexDesc.MiscFlags = 0;
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ID3D11Texture2D* depthTex = 0;
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hr = D3D11DEVICE->CreateTexture2D(&depthTexDesc, 0, &depthTex);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateTexture2D for depth stencil call failure");
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}
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// Create the depth stencil view for the entire cube
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D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
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dsvDesc.Format = depthTexDesc.Format; //The format must match the depth texture we created above
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dsvDesc.Flags = 0;
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dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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dsvDesc.Texture2D.MipSlice = 0;
|
||||
hr = D3D11DEVICE->CreateDepthStencilView(depthTex, &dsvDesc, &mDSView);
|
||||
|
||||
if(FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateDepthStencilView call failure");
|
||||
}
|
||||
|
||||
SAFE_RELEASE(depthTex);
|
||||
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Set the cubemap to the specified texture unit num
|
||||
//-----------------------------------------------------------------------------
|
||||
void GFXD3D11Cubemap::setToTexUnit(U32 tuNum)
|
||||
{
|
||||
D3D11DEVICECONTEXT->PSSetShaderResources(tuNum, 1, &mSRView);
|
||||
}
|
||||
|
||||
void GFXD3D11Cubemap::zombify()
|
||||
{
|
||||
// Static cubemaps are handled by D3D
|
||||
if( mDynamic )
|
||||
releaseSurfaces();
|
||||
}
|
||||
|
||||
void GFXD3D11Cubemap::resurrect()
|
||||
{
|
||||
// Static cubemaps are handled by D3D
|
||||
if( mDynamic )
|
||||
initDynamic( mTexSize, mFaceFormat );
|
||||
}
|
||||
|
||||
ID3D11ShaderResourceView* GFXD3D11Cubemap::getSRView()
|
||||
{
|
||||
return mSRView;
|
||||
}
|
||||
|
||||
ID3D11RenderTargetView* GFXD3D11Cubemap::getRTView(U32 faceIdx)
|
||||
{
|
||||
AssertFatal(faceIdx < CubeFaces, "GFXD3D11Cubemap::getRTView - face index out of bounds");
|
||||
|
||||
return mRTView[faceIdx];
|
||||
}
|
||||
|
||||
ID3D11RenderTargetView** GFXD3D11Cubemap::getRTViewArray()
|
||||
{
|
||||
return mRTView;
|
||||
}
|
||||
|
||||
ID3D11DepthStencilView* GFXD3D11Cubemap::getDSView()
|
||||
{
|
||||
return mDSView;
|
||||
}
|
||||
|
||||
ID3D11Texture2D* GFXD3D11Cubemap::get2DTex()
|
||||
{
|
||||
return mTexture;
|
||||
}
|
||||
80
Engine/source/gfx/D3D11/gfxD3D11Cubemap.h
Normal file
80
Engine/source/gfx/D3D11/gfxD3D11Cubemap.h
Normal file
|
|
@ -0,0 +1,80 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 _GFXD3D11CUBEMAP_H_
|
||||
#define _GFXD3D11CUBEMAP_H_
|
||||
|
||||
#include "gfx/D3D11/gfxD3D11Device.h"
|
||||
#include "gfx/gfxCubemap.h"
|
||||
#include "gfx/gfxResource.h"
|
||||
#include "gfx/gfxTarget.h"
|
||||
|
||||
const U32 CubeFaces = 6;
|
||||
|
||||
class GFXD3D11Cubemap : public GFXCubemap
|
||||
{
|
||||
public:
|
||||
virtual void initStatic( GFXTexHandle *faces );
|
||||
virtual void initStatic( DDSFile *dds );
|
||||
virtual void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8 );
|
||||
virtual void setToTexUnit( U32 tuNum );
|
||||
virtual U32 getSize() const { return mTexSize; }
|
||||
virtual GFXFormat getFormat() const { return mFaceFormat; }
|
||||
|
||||
GFXD3D11Cubemap();
|
||||
virtual ~GFXD3D11Cubemap();
|
||||
|
||||
// GFXResource interface
|
||||
virtual void zombify();
|
||||
virtual void resurrect();
|
||||
|
||||
// Get functions
|
||||
ID3D11ShaderResourceView* getSRView();
|
||||
ID3D11RenderTargetView* getRTView(U32 faceIdx);
|
||||
ID3D11RenderTargetView** getRTViewArray();
|
||||
ID3D11DepthStencilView* getDSView();
|
||||
ID3D11Texture2D* get2DTex();
|
||||
|
||||
private:
|
||||
|
||||
friend class GFXD3D11TextureTarget;
|
||||
friend class GFXD3D11Device;
|
||||
|
||||
ID3D11Texture2D* mTexture;
|
||||
ID3D11ShaderResourceView* mSRView; // for shader resource input
|
||||
ID3D11RenderTargetView* mRTView[CubeFaces]; // for render targets, 6 faces of the cubemap
|
||||
ID3D11DepthStencilView* mDSView; //render target view for depth stencil
|
||||
|
||||
bool mAutoGenMips;
|
||||
bool mDynamic;
|
||||
U32 mTexSize;
|
||||
GFXFormat mFaceFormat;
|
||||
|
||||
void releaseSurfaces();
|
||||
|
||||
bool isCompressed(GFXFormat format);
|
||||
/// The callback used to get texture events.
|
||||
/// @see GFXTextureManager::addEventDelegate
|
||||
void _onTextureEvent(GFXTexCallbackCode code);
|
||||
};
|
||||
|
||||
#endif
|
||||
1721
Engine/source/gfx/D3D11/gfxD3D11Device.cpp
Normal file
1721
Engine/source/gfx/D3D11/gfxD3D11Device.cpp
Normal file
File diff suppressed because it is too large
Load diff
295
Engine/source/gfx/D3D11/gfxD3D11Device.h
Normal file
295
Engine/source/gfx/D3D11/gfxD3D11Device.h
Normal file
|
|
@ -0,0 +1,295 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.h>
|
||||
|
||||
#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;
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
class GFXD3D11Device : public GFXDevice
|
||||
{
|
||||
friend class GFXResource;
|
||||
friend class GFXD3D11PrimitiveBuffer;
|
||||
friend class GFXD3D11VertexBuffer;
|
||||
friend class GFXD3D11TextureObject;
|
||||
friend class GFXD3D11TextureTarget;
|
||||
friend class GFXD3D11WindowTarget;
|
||||
|
||||
virtual GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
|
||||
const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter);
|
||||
|
||||
virtual void enumerateVideoModes();
|
||||
|
||||
virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window);
|
||||
virtual GFXTextureTarget *allocRenderToTextureTarget();
|
||||
|
||||
virtual void enterDebugEvent(ColorI color, const char *name){};
|
||||
virtual void leaveDebugEvent(){};
|
||||
virtual void setDebugMarker(ColorI color, const char *name){};
|
||||
|
||||
protected:
|
||||
|
||||
class D3D11VertexDecl : public GFXVertexDecl
|
||||
{
|
||||
public:
|
||||
virtual ~D3D11VertexDecl()
|
||||
{
|
||||
SAFE_RELEASE( decl );
|
||||
}
|
||||
|
||||
ID3D11InputLayout *decl;
|
||||
};
|
||||
|
||||
virtual void initStates() { };
|
||||
|
||||
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;
|
||||
|
||||
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;
|
||||
|
||||
S32 mCreateFenceType;
|
||||
|
||||
IDXGISwapChain *mSwapChain;
|
||||
ID3D11Device* mD3DDevice;
|
||||
ID3D11DeviceContext* mD3DDeviceContext;
|
||||
|
||||
GFXShader* mCurrentShader;
|
||||
GFXShaderRef mGenericShader[GS_COUNT];
|
||||
GFXShaderConstBufferRef mGenericShaderBuffer[GS_COUNT];
|
||||
GFXShaderConstHandle *mModelViewProjSC[GS_COUNT];
|
||||
|
||||
U32 mAdapterIndex;
|
||||
|
||||
F32 mPixVersion;
|
||||
|
||||
bool mDebugLayers;
|
||||
|
||||
DXGI_SAMPLE_DESC mMultisampleDesc;
|
||||
|
||||
bool mOcclusionQuerySupported;
|
||||
|
||||
U32 mDrawInstancesCount;
|
||||
|
||||
/// 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 );
|
||||
|
||||
IDXGISwapChain* getSwapChain();
|
||||
// State overrides
|
||||
// {
|
||||
|
||||
///
|
||||
virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject* texture);
|
||||
|
||||
/// Called by GFXDevice to create a device specific stateblock
|
||||
virtual GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc);
|
||||
/// Called by GFXDevice to actually set a stateblock.
|
||||
virtual void setStateBlockInternal(GFXStateBlock* block, bool force);
|
||||
|
||||
/// 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
|
||||
virtual void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer);
|
||||
|
||||
virtual void setMatrix( GFXMatrixType /*mtype*/, const MatrixF &/*mat*/ ) { };
|
||||
virtual void setLightInternal(U32 /*lightStage*/, const GFXLightInfo /*light*/, bool /*lightEnable*/) { };
|
||||
virtual void setLightMaterialInternal(const GFXLightMaterial /*mat*/) { };
|
||||
virtual void setGlobalAmbientInternal(ColorF /*color*/) { };
|
||||
|
||||
// }
|
||||
|
||||
// Index buffer management
|
||||
// {
|
||||
virtual void _setPrimitiveBuffer( GFXPrimitiveBuffer *buffer );
|
||||
virtual void drawIndexedPrimitive( GFXPrimitiveType primType,
|
||||
U32 startVertex,
|
||||
U32 minIndex,
|
||||
U32 numVerts,
|
||||
U32 startIndex,
|
||||
U32 primitiveCount );
|
||||
// }
|
||||
|
||||
virtual GFXShader* createShader();
|
||||
|
||||
/// 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();
|
||||
|
||||
public:
|
||||
|
||||
static GFXDevice *createInstance( U32 adapterIndex );
|
||||
|
||||
static void enumerateAdapters( Vector<GFXAdapter*> &adapterList );
|
||||
|
||||
GFXTextureObject* createRenderSurface( U32 width, U32 height, GFXFormat format, U32 mipLevel );
|
||||
|
||||
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
|
||||
// {
|
||||
virtual void init( const GFXVideoMode &mode, PlatformWindow *window = NULL );
|
||||
|
||||
virtual void preDestroy() { GFXDevice::preDestroy(); if(mTextureManager) mTextureManager->kill(); }
|
||||
|
||||
GFXAdapterType getAdapterType(){ return Direct3D11; }
|
||||
|
||||
U32 getAdaterIndex() const { return mAdapterIndex; }
|
||||
|
||||
virtual GFXCubemap *createCubemap();
|
||||
|
||||
virtual F32 getPixelShaderVersion() const { return mPixVersion; }
|
||||
virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version;}
|
||||
|
||||
virtual void setShader(GFXShader *shader, bool force = false);
|
||||
virtual U32 getNumSamplers() const { return 16; }
|
||||
virtual U32 getNumRenderTargets() const { return 8; }
|
||||
// }
|
||||
|
||||
// Misc rendering control
|
||||
// {
|
||||
virtual void clear( U32 flags, ColorI color, F32 z, U32 stencil );
|
||||
virtual bool beginSceneInternal();
|
||||
virtual void endSceneInternal();
|
||||
|
||||
virtual void setClipRect( const RectI &rect );
|
||||
virtual const RectI& getClipRect() const { return mClipRect; }
|
||||
|
||||
// }
|
||||
|
||||
|
||||
|
||||
/// @name Render Targets
|
||||
/// @{
|
||||
virtual void _updateRenderTargets();
|
||||
/// @}
|
||||
|
||||
// Vertex/Index buffer management
|
||||
// {
|
||||
virtual GFXVertexBuffer* allocVertexBuffer( U32 numVerts,
|
||||
const GFXVertexFormat *vertexFormat,
|
||||
U32 vertSize,
|
||||
GFXBufferType bufferType,
|
||||
void* data = NULL);
|
||||
|
||||
virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices,
|
||||
U32 numPrimitives,
|
||||
GFXBufferType bufferType,
|
||||
void* data = NULL);
|
||||
|
||||
virtual GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat );
|
||||
virtual void setVertexDecl( const GFXVertexDecl *decl );
|
||||
|
||||
virtual void setVertexStream( U32 stream, GFXVertexBuffer *buffer );
|
||||
virtual void setVertexStreamFrequency( U32 stream, U32 frequency );
|
||||
// }
|
||||
|
||||
virtual U32 getMaxDynamicVerts() { return MAX_DYNAMIC_VERTS; }
|
||||
virtual U32 getMaxDynamicIndices() { return MAX_DYNAMIC_INDICES; }
|
||||
|
||||
inline U32 primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount);
|
||||
|
||||
// Rendering
|
||||
// {
|
||||
virtual void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount );
|
||||
// }
|
||||
|
||||
ID3D11DeviceContext* getDeviceContext(){ return mD3DDeviceContext; }
|
||||
ID3D11Device* getDevice(){ return mD3DDevice; }
|
||||
|
||||
/// Reset
|
||||
void reset( DXGI_SWAP_CHAIN_DESC &d3dpp );
|
||||
|
||||
virtual void setupGenericShaders( GenericShaderType type = GSColor );
|
||||
|
||||
inline virtual F32 getFillConventionOffset() const { return 0.0f; }
|
||||
virtual void doParanoidStateCheck() {};
|
||||
|
||||
GFXFence *createFence();
|
||||
|
||||
GFXOcclusionQuery* createOcclusionQuery();
|
||||
|
||||
// Default multisample parameters
|
||||
DXGI_SAMPLE_DESC getMultisampleType() const { return mMultisampleDesc; }
|
||||
};
|
||||
|
||||
#endif
|
||||
155
Engine/source/gfx/D3D11/gfxD3D11EnumTranslate.cpp
Normal file
155
Engine/source/gfx/D3D11/gfxD3D11EnumTranslate.cpp
Normal file
|
|
@ -0,0 +1,155 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "gfx/D3D11/gfxD3D11Device.h"
|
||||
#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
|
||||
#include "console/console.h"
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
DXGI_FORMAT GFXD3D11TextureFormat[GFXFormat_COUNT];
|
||||
D3D11_FILTER GFXD3D11TextureFilter[GFXTextureFilter_COUNT];
|
||||
D3D11_BLEND GFXD3D11Blend[GFXBlend_COUNT];
|
||||
D3D11_BLEND_OP GFXD3D11BlendOp[GFXBlendOp_COUNT];
|
||||
D3D11_STENCIL_OP GFXD3D11StencilOp[GFXStencilOp_COUNT];
|
||||
D3D11_COMPARISON_FUNC GFXD3D11CmpFunc[GFXCmp_COUNT];
|
||||
D3D11_CULL_MODE GFXD3D11CullMode[GFXCull_COUNT];
|
||||
D3D11_FILL_MODE GFXD3D11FillMode[GFXFill_COUNT];
|
||||
D3D11_PRIMITIVE_TOPOLOGY GFXD3D11PrimType[GFXPT_COUNT];
|
||||
D3D11_TEXTURE_ADDRESS_MODE GFXD3D11TextureAddress[GFXAddress_COUNT];
|
||||
DXGI_FORMAT GFXD3D11DeclType[GFXDeclType_COUNT];
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
void GFXD3D11EnumTranslate::init()
|
||||
{
|
||||
GFXD3D11TextureFormat[GFXFormatR8G8B8] = DXGI_FORMAT_B8G8R8X8_UNORM;
|
||||
GFXD3D11TextureFormat[GFXFormatR8G8B8A8] = DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
GFXD3D11TextureFormat[GFXFormatR8G8B8X8] = DXGI_FORMAT_B8G8R8X8_UNORM;
|
||||
GFXD3D11TextureFormat[GFXFormatB8G8R8A8] = DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
GFXD3D11TextureFormat[GFXFormatR5G6B5] = DXGI_FORMAT_B5G6R5_UNORM;
|
||||
GFXD3D11TextureFormat[GFXFormatR5G5B5A1] = DXGI_FORMAT_B5G5R5A1_UNORM;
|
||||
GFXD3D11TextureFormat[GFXFormatR5G5B5X1] = DXGI_FORMAT_UNKNOWN;
|
||||
GFXD3D11TextureFormat[GFXFormatR32F] = DXGI_FORMAT_R32_FLOAT;
|
||||
GFXD3D11TextureFormat[GFXFormatA4L4] = DXGI_FORMAT_UNKNOWN;
|
||||
GFXD3D11TextureFormat[GFXFormatA8L8] = DXGI_FORMAT_R8G8_UNORM;
|
||||
GFXD3D11TextureFormat[GFXFormatA8] = DXGI_FORMAT_A8_UNORM;
|
||||
GFXD3D11TextureFormat[GFXFormatL8] = DXGI_FORMAT_R8_UNORM;
|
||||
GFXD3D11TextureFormat[GFXFormatDXT1] = DXGI_FORMAT_BC1_UNORM;
|
||||
GFXD3D11TextureFormat[GFXFormatDXT2] = DXGI_FORMAT_BC1_UNORM;
|
||||
GFXD3D11TextureFormat[GFXFormatDXT3] = DXGI_FORMAT_BC2_UNORM;
|
||||
GFXD3D11TextureFormat[GFXFormatDXT4] = DXGI_FORMAT_BC2_UNORM;
|
||||
GFXD3D11TextureFormat[GFXFormatDXT5] = DXGI_FORMAT_BC3_UNORM;
|
||||
GFXD3D11TextureFormat[GFXFormatR32G32B32A32F] = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
||||
GFXD3D11TextureFormat[GFXFormatR16G16B16A16F] = DXGI_FORMAT_R16G16B16A16_FLOAT;
|
||||
GFXD3D11TextureFormat[GFXFormatL16] = DXGI_FORMAT_R16_UNORM;
|
||||
GFXD3D11TextureFormat[GFXFormatR16G16B16A16] = DXGI_FORMAT_R16G16B16A16_UNORM;
|
||||
GFXD3D11TextureFormat[GFXFormatR16G16] = DXGI_FORMAT_R16G16_UNORM;
|
||||
GFXD3D11TextureFormat[GFXFormatR16F] = DXGI_FORMAT_R16_FLOAT;
|
||||
GFXD3D11TextureFormat[GFXFormatR16G16F] = DXGI_FORMAT_R16G16_FLOAT;
|
||||
GFXD3D11TextureFormat[GFXFormatR10G10B10A2] = DXGI_FORMAT_R10G10B10A2_UNORM;
|
||||
GFXD3D11TextureFormat[GFXFormatD32] = DXGI_FORMAT_UNKNOWN;
|
||||
GFXD3D11TextureFormat[GFXFormatD24X8] = DXGI_FORMAT_UNKNOWN;
|
||||
GFXD3D11TextureFormat[GFXFormatD24S8] = DXGI_FORMAT_D24_UNORM_S8_UINT;
|
||||
GFXD3D11TextureFormat[GFXFormatD24FS8] = DXGI_FORMAT_UNKNOWN;
|
||||
GFXD3D11TextureFormat[GFXFormatD16] = DXGI_FORMAT_D16_UNORM;
|
||||
//------------------------------------------------------------------------------
|
||||
//------------------------------------------------------------------------------
|
||||
GFXD3D11TextureFilter[GFXTextureFilterNone] = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
||||
GFXD3D11TextureFilter[GFXTextureFilterPoint] = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
||||
GFXD3D11TextureFilter[GFXTextureFilterLinear] = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
GFXD3D11TextureFilter[GFXTextureFilterAnisotropic] = D3D11_FILTER_ANISOTROPIC;
|
||||
GFXD3D11TextureFilter[GFXTextureFilterPyramidalQuad] = D3D11_FILTER_ANISOTROPIC;
|
||||
GFXD3D11TextureFilter[GFXTextureFilterGaussianQuad] = D3D11_FILTER_ANISOTROPIC;
|
||||
//------------------------------------------------------------------------------
|
||||
//------------------------------------------------------------------------------
|
||||
GFXD3D11Blend[GFXBlendZero] = D3D11_BLEND_ZERO;
|
||||
GFXD3D11Blend[GFXBlendOne] = D3D11_BLEND_ONE;
|
||||
GFXD3D11Blend[GFXBlendSrcColor] = D3D11_BLEND_SRC_COLOR;
|
||||
GFXD3D11Blend[GFXBlendInvSrcColor] = D3D11_BLEND_INV_SRC_COLOR;
|
||||
GFXD3D11Blend[GFXBlendSrcAlpha] = D3D11_BLEND_SRC_ALPHA;
|
||||
GFXD3D11Blend[GFXBlendInvSrcAlpha] = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
GFXD3D11Blend[GFXBlendDestAlpha] = D3D11_BLEND_DEST_ALPHA;
|
||||
GFXD3D11Blend[GFXBlendInvDestAlpha] = D3D11_BLEND_INV_DEST_ALPHA;
|
||||
GFXD3D11Blend[GFXBlendDestColor] = D3D11_BLEND_DEST_COLOR;
|
||||
GFXD3D11Blend[GFXBlendInvDestColor] = D3D11_BLEND_INV_DEST_COLOR;
|
||||
GFXD3D11Blend[GFXBlendSrcAlphaSat] = D3D11_BLEND_SRC_ALPHA_SAT;
|
||||
//------------------------------------------------------------------------------
|
||||
//------------------------------------------------------------------------------
|
||||
GFXD3D11BlendOp[GFXBlendOpAdd] = D3D11_BLEND_OP_ADD;
|
||||
GFXD3D11BlendOp[GFXBlendOpSubtract] = D3D11_BLEND_OP_SUBTRACT;
|
||||
GFXD3D11BlendOp[GFXBlendOpRevSubtract] = D3D11_BLEND_OP_REV_SUBTRACT;
|
||||
GFXD3D11BlendOp[GFXBlendOpMin] = D3D11_BLEND_OP_MIN;
|
||||
GFXD3D11BlendOp[GFXBlendOpMax] = D3D11_BLEND_OP_MAX;
|
||||
//------------------------------------------------------------------------------
|
||||
//------------------------------------------------------------------------------
|
||||
GFXD3D11StencilOp[GFXStencilOpKeep] = D3D11_STENCIL_OP_KEEP;
|
||||
GFXD3D11StencilOp[GFXStencilOpZero] = D3D11_STENCIL_OP_ZERO;
|
||||
GFXD3D11StencilOp[GFXStencilOpReplace] = D3D11_STENCIL_OP_REPLACE;
|
||||
GFXD3D11StencilOp[GFXStencilOpIncrSat] = D3D11_STENCIL_OP_INCR_SAT;
|
||||
GFXD3D11StencilOp[GFXStencilOpDecrSat] = D3D11_STENCIL_OP_DECR_SAT;
|
||||
GFXD3D11StencilOp[GFXStencilOpInvert] = D3D11_STENCIL_OP_INVERT;
|
||||
GFXD3D11StencilOp[GFXStencilOpIncr] = D3D11_STENCIL_OP_INCR;
|
||||
GFXD3D11StencilOp[GFXStencilOpDecr] = D3D11_STENCIL_OP_DECR;
|
||||
//------------------------------------------------------------------------------
|
||||
//------------------------------------------------------------------------------
|
||||
GFXD3D11CmpFunc[GFXCmpNever] = D3D11_COMPARISON_NEVER;
|
||||
GFXD3D11CmpFunc[GFXCmpLess] = D3D11_COMPARISON_LESS;
|
||||
GFXD3D11CmpFunc[GFXCmpEqual] = D3D11_COMPARISON_EQUAL;
|
||||
GFXD3D11CmpFunc[GFXCmpLessEqual] = D3D11_COMPARISON_LESS_EQUAL;
|
||||
GFXD3D11CmpFunc[GFXCmpGreater] = D3D11_COMPARISON_GREATER;
|
||||
GFXD3D11CmpFunc[GFXCmpNotEqual] = D3D11_COMPARISON_NOT_EQUAL;
|
||||
GFXD3D11CmpFunc[GFXCmpGreaterEqual] = D3D11_COMPARISON_GREATER_EQUAL;
|
||||
GFXD3D11CmpFunc[GFXCmpAlways] = D3D11_COMPARISON_ALWAYS;
|
||||
//------------------------------------------------------------------------------
|
||||
//------------------------------------------------------------------------------
|
||||
GFXD3D11CullMode[GFXCullNone] = D3D11_CULL_NONE;
|
||||
GFXD3D11CullMode[GFXCullCW] = D3D11_CULL_FRONT;
|
||||
GFXD3D11CullMode[GFXCullCCW] = D3D11_CULL_BACK;
|
||||
//------------------------------------------------------------------------------
|
||||
//------------------------------------------------------------------------------
|
||||
GFXD3D11FillMode[GFXFillPoint] = D3D11_FILL_SOLID;
|
||||
GFXD3D11FillMode[GFXFillWireframe] = D3D11_FILL_WIREFRAME;
|
||||
GFXD3D11FillMode[GFXFillSolid] = D3D11_FILL_SOLID;
|
||||
//------------------------------------------------------------------------------
|
||||
//------------------------------------------------------------------------------
|
||||
GFXD3D11PrimType[GFXPointList] = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
|
||||
GFXD3D11PrimType[GFXLineList] = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
|
||||
GFXD3D11PrimType[GFXLineStrip] = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;
|
||||
GFXD3D11PrimType[GFXTriangleList] = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
|
||||
GFXD3D11PrimType[GFXTriangleStrip] = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
|
||||
//------------------------------------------------------------------------------
|
||||
//------------------------------------------------------------------------------
|
||||
GFXD3D11TextureAddress[GFXAddressWrap] = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
GFXD3D11TextureAddress[GFXAddressMirror] = D3D11_TEXTURE_ADDRESS_MIRROR;
|
||||
GFXD3D11TextureAddress[GFXAddressClamp] = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||
GFXD3D11TextureAddress[GFXAddressBorder] = D3D11_TEXTURE_ADDRESS_BORDER;
|
||||
GFXD3D11TextureAddress[GFXAddressMirrorOnce] = D3D11_TEXTURE_ADDRESS_MIRROR_ONCE;
|
||||
//------------------------------------------------------------------------------
|
||||
//------------------------------------------------------------------------------
|
||||
GFXD3D11DeclType[GFXDeclType_Float] = DXGI_FORMAT_R32_FLOAT;
|
||||
GFXD3D11DeclType[GFXDeclType_Float2] = DXGI_FORMAT_R32G32_FLOAT;
|
||||
GFXD3D11DeclType[GFXDeclType_Float3] = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
GFXD3D11DeclType[GFXDeclType_Float4] = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
||||
GFXD3D11DeclType[GFXDeclType_Color] = DXGI_FORMAT_B8G8R8A8_UNORM; // DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
}
|
||||
|
||||
51
Engine/source/gfx/D3D11/gfxD3D11EnumTranslate.h
Normal file
51
Engine/source/gfx/D3D11/gfxD3D11EnumTranslate.h
Normal file
|
|
@ -0,0 +1,51 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 _GFXD3D11ENUMTRANSLATE_H_
|
||||
#define _GFXD3D11ENUMTRANSLATE_H_
|
||||
|
||||
#include "gfx/D3D11/gfxD3D11Shader.h"
|
||||
#include "gfx/gfxEnums.h"
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
namespace GFXD3D11EnumTranslate
|
||||
{
|
||||
void init();
|
||||
};
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
extern DXGI_FORMAT GFXD3D11TextureFormat[GFXFormat_COUNT];
|
||||
extern D3D11_FILTER GFXD3D11TextureFilter[GFXTextureFilter_COUNT];
|
||||
extern D3D11_BLEND GFXD3D11Blend[GFXBlend_COUNT];
|
||||
extern D3D11_BLEND_OP GFXD3D11BlendOp[GFXBlendOp_COUNT];
|
||||
extern D3D11_STENCIL_OP GFXD3D11StencilOp[GFXStencilOp_COUNT];
|
||||
extern D3D11_COMPARISON_FUNC GFXD3D11CmpFunc[GFXCmp_COUNT];
|
||||
extern D3D11_CULL_MODE GFXD3D11CullMode[GFXCull_COUNT];
|
||||
extern D3D11_FILL_MODE GFXD3D11FillMode[GFXFill_COUNT];
|
||||
extern D3D11_PRIMITIVE_TOPOLOGY GFXD3D11PrimType[GFXPT_COUNT];
|
||||
extern D3D11_TEXTURE_ADDRESS_MODE GFXD3D11TextureAddress[GFXAddress_COUNT];
|
||||
extern DXGI_FORMAT GFXD3D11DeclType[GFXDeclType_COUNT];
|
||||
|
||||
#endif
|
||||
177
Engine/source/gfx/D3D11/gfxD3D11OcclusionQuery.cpp
Normal file
177
Engine/source/gfx/D3D11/gfxD3D11OcclusionQuery.cpp
Normal file
|
|
@ -0,0 +1,177 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "gfx/D3D11/gfxD3D11Device.h"
|
||||
#include "gfx/D3D11/gfxD3D11OcclusionQuery.h"
|
||||
|
||||
#include "gui/3d/guiTSControl.h"
|
||||
|
||||
#ifdef TORQUE_GATHER_METRICS
|
||||
// For TickMs define
|
||||
#include "T3D/gameBase/processList.h"
|
||||
#endif
|
||||
|
||||
GFXD3D11OcclusionQuery::GFXD3D11OcclusionQuery(GFXDevice *device)
|
||||
: GFXOcclusionQuery(device),
|
||||
mQuery(NULL)
|
||||
{
|
||||
#ifdef TORQUE_GATHER_METRICS
|
||||
mTimer = PlatformTimer::create();
|
||||
mTimer->getElapsedMs();
|
||||
|
||||
mTimeSinceEnd = 0;
|
||||
mBeginFrame = 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
GFXD3D11OcclusionQuery::~GFXD3D11OcclusionQuery()
|
||||
{
|
||||
SAFE_RELEASE(mQuery);
|
||||
|
||||
#ifdef TORQUE_GATHER_METRICS
|
||||
SAFE_DELETE(mTimer);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool GFXD3D11OcclusionQuery::begin()
|
||||
{
|
||||
if(GFXDevice::getDisableOcclusionQuery())
|
||||
return true;
|
||||
|
||||
if (mQuery == NULL)
|
||||
{
|
||||
D3D11_QUERY_DESC queryDesc;
|
||||
queryDesc.Query = D3D11_QUERY_OCCLUSION;
|
||||
queryDesc.MiscFlags = 0;
|
||||
|
||||
HRESULT hRes = D3D11DEVICE->CreateQuery(&queryDesc, &mQuery);
|
||||
|
||||
if(FAILED(hRes))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11OcclusionQuery::begin - Hardware does not support D3D11 Occlusion-Queries, this should be caught before this type is created");
|
||||
}
|
||||
|
||||
AssertISV(hRes != E_OUTOFMEMORY, "GFXD3D11OcclusionQuery::begin - Out of memory");
|
||||
}
|
||||
|
||||
// Add a begin marker to the command buffer queue.
|
||||
D3D11DEVICECONTEXT->Begin(mQuery);
|
||||
|
||||
#ifdef TORQUE_GATHER_METRICS
|
||||
mBeginFrame = GuiTSCtrl::getFrameCount();
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void GFXD3D11OcclusionQuery::end()
|
||||
{
|
||||
if (GFXDevice::getDisableOcclusionQuery())
|
||||
return;
|
||||
|
||||
// Add an end marker to the command buffer queue.
|
||||
D3D11DEVICECONTEXT->End(mQuery);
|
||||
|
||||
#ifdef TORQUE_GATHER_METRICS
|
||||
AssertFatal( mBeginFrame == GuiTSCtrl::getFrameCount(), "GFXD3D11OcclusionQuery::end - ended query on different frame than begin!" );
|
||||
mTimer->getElapsedMs();
|
||||
mTimer->reset();
|
||||
#endif
|
||||
}
|
||||
|
||||
GFXD3D11OcclusionQuery::OcclusionQueryStatus GFXD3D11OcclusionQuery::getStatus(bool block, U32 *data)
|
||||
{
|
||||
// If this ever shows up near the top of a profile then your system is
|
||||
// GPU bound or you are calling getStatus too soon after submitting it.
|
||||
//
|
||||
// To test if you are GPU bound resize your window very small and see if
|
||||
// this profile no longer appears at the top.
|
||||
//
|
||||
// To test if you are calling getStatus to soon after submitting it,
|
||||
// check the value of mTimeSinceEnd in a debug build. If it is < half the length
|
||||
// of time to render an individual frame you could have problems.
|
||||
PROFILE_SCOPE(GFXD3D11OcclusionQuery_getStatus);
|
||||
|
||||
if ( GFXDevice::getDisableOcclusionQuery() )
|
||||
return NotOccluded;
|
||||
|
||||
if ( mQuery == NULL )
|
||||
return Unset;
|
||||
|
||||
#ifdef TORQUE_GATHER_METRICS
|
||||
//AssertFatal( mBeginFrame < GuiTSCtrl::getFrameCount(), "GFXD3D11OcclusionQuery::getStatus - called on the same frame as begin!" );
|
||||
|
||||
//U32 mTimeSinceEnd = mTimer->getElapsedMs();
|
||||
//AssertFatal( mTimeSinceEnd >= 5, "GFXD3DOcculsionQuery::getStatus - less than TickMs since called ::end!" );
|
||||
#endif
|
||||
|
||||
HRESULT hRes;
|
||||
U64 dwOccluded = 0;
|
||||
|
||||
if ( block )
|
||||
{
|
||||
while ((hRes = D3D11DEVICECONTEXT->GetData(mQuery, &dwOccluded, sizeof(U64), 0)) == S_FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
hRes = D3D11DEVICECONTEXT->GetData(mQuery, &dwOccluded, sizeof(U64), 0);
|
||||
}
|
||||
|
||||
if (hRes == S_OK)
|
||||
{
|
||||
if (data != NULL)
|
||||
*data = (U32)dwOccluded;
|
||||
|
||||
return dwOccluded > 0 ? NotOccluded : Occluded;
|
||||
}
|
||||
|
||||
if (hRes == S_FALSE)
|
||||
return Waiting;
|
||||
|
||||
return Error;
|
||||
}
|
||||
|
||||
void GFXD3D11OcclusionQuery::zombify()
|
||||
{
|
||||
SAFE_RELEASE( mQuery );
|
||||
}
|
||||
|
||||
void GFXD3D11OcclusionQuery::resurrect()
|
||||
{
|
||||
// Recreate the query
|
||||
if( mQuery == NULL )
|
||||
{
|
||||
D3D11_QUERY_DESC queryDesc;
|
||||
queryDesc.Query = D3D11_QUERY_OCCLUSION;
|
||||
queryDesc.MiscFlags = 0;
|
||||
|
||||
HRESULT hRes = D3D11DEVICE->CreateQuery(&queryDesc, &mQuery);
|
||||
|
||||
AssertISV( hRes != E_OUTOFMEMORY, "GFXD3D9QueryFence::resurrect - Out of memory" );
|
||||
}
|
||||
}
|
||||
|
||||
const String GFXD3D11OcclusionQuery::describeSelf() const
|
||||
{
|
||||
// We've got nothing
|
||||
return String();
|
||||
}
|
||||
58
Engine/source/gfx/D3D11/gfxD3D11OcclusionQuery.h
Normal file
58
Engine/source/gfx/D3D11/gfxD3D11OcclusionQuery.h
Normal file
|
|
@ -0,0 +1,58 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 _GFX_D3D11_OCCLUSIONQUERY_H_
|
||||
#define _GFX_D3D11_OCCLUSIONQUERY_H_
|
||||
|
||||
#include "gfx/D3D11/gfxD3D11Device.h"
|
||||
#include "gfx/gfxOcclusionQuery.h"
|
||||
|
||||
#ifdef TORQUE_GATHER_METRICS
|
||||
#include "platform/platformTimer.h"
|
||||
#endif
|
||||
|
||||
class GFXD3D11OcclusionQuery : public GFXOcclusionQuery
|
||||
{
|
||||
private:
|
||||
mutable ID3D11Query *mQuery;
|
||||
|
||||
#ifdef TORQUE_GATHER_METRICS
|
||||
U32 mBeginFrame;
|
||||
U32 mTimeSinceEnd;
|
||||
PlatformTimer *mTimer;
|
||||
#endif
|
||||
|
||||
public:
|
||||
GFXD3D11OcclusionQuery(GFXDevice *device);
|
||||
virtual ~GFXD3D11OcclusionQuery();
|
||||
|
||||
virtual bool begin();
|
||||
virtual void end();
|
||||
virtual OcclusionQueryStatus getStatus(bool block, U32 *data = NULL);
|
||||
|
||||
// GFXResource
|
||||
virtual void zombify();
|
||||
virtual void resurrect();
|
||||
virtual const String describeSelf() const;
|
||||
};
|
||||
|
||||
#endif
|
||||
222
Engine/source/gfx/D3D11/gfxD3D11PrimitiveBuffer.cpp
Normal file
222
Engine/source/gfx/D3D11/gfxD3D11PrimitiveBuffer.cpp
Normal file
|
|
@ -0,0 +1,222 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "gfx/D3D11/gfxD3D11Device.h"
|
||||
#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
|
||||
#include "gfx/D3D11/gfxD3D11PrimitiveBuffer.h"
|
||||
#include "core/util/safeRelease.h"
|
||||
|
||||
void GFXD3D11PrimitiveBuffer::prepare()
|
||||
{
|
||||
D3D11->_setPrimitiveBuffer(this);
|
||||
}
|
||||
|
||||
void GFXD3D11PrimitiveBuffer::lock(U32 indexStart, U32 indexEnd, void **indexPtr)
|
||||
{
|
||||
AssertFatal(!mLocked, "GFXD3D11PrimitiveBuffer::lock - Can't lock a primitive buffer more than once!");
|
||||
|
||||
mLocked = true;
|
||||
D3D11_MAP flags = D3D11_MAP_WRITE_DISCARD;
|
||||
|
||||
switch(mBufferType)
|
||||
{
|
||||
case GFXBufferTypeImmutable:
|
||||
case GFXBufferTypeStatic:
|
||||
case GFXBufferTypeDynamic:
|
||||
flags = D3D11_MAP_WRITE_DISCARD;
|
||||
break;
|
||||
|
||||
case GFXBufferTypeVolatile:
|
||||
// Get our range now...
|
||||
AssertFatal(indexStart == 0, "Cannot get a subrange on a volatile buffer.");
|
||||
AssertFatal(indexEnd < MAX_DYNAMIC_INDICES, "Cannot get more than MAX_DYNAMIC_INDICES in a volatile buffer. Up the constant!");
|
||||
|
||||
// Get the primtive buffer
|
||||
mVolatileBuffer = D3D11->mDynamicPB;
|
||||
|
||||
AssertFatal( mVolatileBuffer, "GFXD3D11PrimitiveBuffer::lock - No dynamic primitive buffer was available!");
|
||||
|
||||
// We created the pool when we requested this volatile buffer, so assume it exists...
|
||||
if(mVolatileBuffer->mIndexCount + indexEnd > MAX_DYNAMIC_INDICES)
|
||||
{
|
||||
flags = D3D11_MAP_WRITE_DISCARD;
|
||||
mVolatileStart = indexStart = 0;
|
||||
indexEnd = indexEnd;
|
||||
}
|
||||
else
|
||||
{
|
||||
flags = D3D11_MAP_WRITE_NO_OVERWRITE;
|
||||
mVolatileStart = indexStart = mVolatileBuffer->mIndexCount;
|
||||
indexEnd += mVolatileBuffer->mIndexCount;
|
||||
}
|
||||
|
||||
mVolatileBuffer->mIndexCount = indexEnd + 1;
|
||||
ib = mVolatileBuffer->ib;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
mIndexStart = indexStart;
|
||||
mIndexEnd = indexEnd;
|
||||
|
||||
if (mBufferType == GFXBufferTypeStatic || mBufferType == GFXBufferTypeImmutable)
|
||||
{
|
||||
U32 sizeToLock = (indexEnd - indexStart) * sizeof(U16);
|
||||
*indexPtr = new U8[sizeToLock];
|
||||
mLockedBuffer = *indexPtr;
|
||||
}
|
||||
else
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE pIndexData;
|
||||
ZeroMemory(&pIndexData, sizeof(D3D11_MAPPED_SUBRESOURCE));
|
||||
|
||||
HRESULT hr = D3D11DEVICECONTEXT->Map(ib, 0, flags, 0, &pIndexData);
|
||||
|
||||
if(FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11PrimitiveBuffer::lock - Could not lock primitive buffer.");
|
||||
}
|
||||
|
||||
*indexPtr = (U8*)pIndexData.pData + (indexStart * sizeof(U16)) ;
|
||||
}
|
||||
|
||||
#ifdef TORQUE_DEBUG
|
||||
|
||||
// Allocate a debug buffer large enough for the lock
|
||||
// plus space for over and under run guard strings.
|
||||
mLockedSize = (indexEnd - indexStart) * sizeof(U16);
|
||||
const U32 guardSize = sizeof( _PBGuardString );
|
||||
mDebugGuardBuffer = new U8[mLockedSize+(guardSize*2)];
|
||||
|
||||
// Setup the guard strings.
|
||||
dMemcpy( mDebugGuardBuffer, _PBGuardString, guardSize );
|
||||
dMemcpy( mDebugGuardBuffer + mLockedSize + guardSize, _PBGuardString, guardSize );
|
||||
|
||||
// Store the real lock pointer and return our debug pointer.
|
||||
mLockedBuffer = *indexPtr;
|
||||
*indexPtr = (U16*)( mDebugGuardBuffer + guardSize );
|
||||
|
||||
#endif // TORQUE_DEBUG
|
||||
}
|
||||
|
||||
void GFXD3D11PrimitiveBuffer::unlock()
|
||||
{
|
||||
#ifdef TORQUE_DEBUG
|
||||
|
||||
if ( mDebugGuardBuffer )
|
||||
{
|
||||
const U32 guardSize = sizeof( _PBGuardString );
|
||||
|
||||
// First check the guard areas for overwrites.
|
||||
AssertFatal( dMemcmp( mDebugGuardBuffer, _PBGuardString, guardSize ) == 0,
|
||||
"GFXD3D11PrimitiveBuffer::unlock - Caught lock memory underrun!" );
|
||||
AssertFatal( dMemcmp( mDebugGuardBuffer + mLockedSize + guardSize, _PBGuardString, guardSize ) == 0,
|
||||
"GFXD3D11PrimitiveBuffer::unlock - Caught lock memory overrun!" );
|
||||
|
||||
// Copy the debug content down to the real PB.
|
||||
dMemcpy( mLockedBuffer, mDebugGuardBuffer + guardSize, mLockedSize );
|
||||
|
||||
// Cleanup.
|
||||
delete [] mDebugGuardBuffer;
|
||||
mDebugGuardBuffer = NULL;
|
||||
//mLockedBuffer = NULL;
|
||||
mLockedSize = 0;
|
||||
}
|
||||
|
||||
#endif // TORQUE_DEBUG
|
||||
|
||||
const U32 totalSize = this->mIndexCount * sizeof(U16);
|
||||
|
||||
if (mBufferType == GFXBufferTypeStatic || mBufferType == GFXBufferTypeImmutable)
|
||||
{
|
||||
//set up the update region of the buffer
|
||||
D3D11_BOX box;
|
||||
box.back = 1;
|
||||
box.front = 0;
|
||||
box.top = 0;
|
||||
box.bottom =1;
|
||||
box.left = mIndexStart *sizeof(U16);
|
||||
box.right = mIndexEnd * sizeof(U16);
|
||||
//update the real ib buffer
|
||||
D3D11DEVICECONTEXT->UpdateSubresource(ib, 0, &box,mLockedBuffer,totalSize, 0);
|
||||
//clean up the old buffer
|
||||
delete[] mLockedBuffer;
|
||||
mLockedBuffer = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
D3D11DEVICECONTEXT->Unmap(ib,0);
|
||||
}
|
||||
|
||||
mLocked = false;
|
||||
mIsFirstLock = false;
|
||||
mVolatileBuffer = NULL;
|
||||
}
|
||||
|
||||
GFXD3D11PrimitiveBuffer::~GFXD3D11PrimitiveBuffer()
|
||||
{
|
||||
if( mBufferType != GFXBufferTypeVolatile )
|
||||
{
|
||||
SAFE_RELEASE(ib);
|
||||
}
|
||||
}
|
||||
|
||||
void GFXD3D11PrimitiveBuffer::zombify()
|
||||
{
|
||||
if (mBufferType == GFXBufferTypeStatic || mBufferType == GFXBufferTypeImmutable)
|
||||
return;
|
||||
|
||||
AssertFatal(!mLocked, "GFXD3D11PrimitiveBuffer::zombify - Cannot zombify a locked buffer!");
|
||||
|
||||
if (mBufferType == GFXBufferTypeVolatile)
|
||||
{
|
||||
// We must null the volatile buffer else we're holding
|
||||
// a dead pointer which can be set on the device.
|
||||
ib = NULL;
|
||||
return;
|
||||
}
|
||||
|
||||
// Dynamic buffers get released.
|
||||
SAFE_RELEASE(ib);
|
||||
}
|
||||
|
||||
void GFXD3D11PrimitiveBuffer::resurrect()
|
||||
{
|
||||
if ( mBufferType != GFXBufferTypeDynamic )
|
||||
return;
|
||||
|
||||
D3D11_BUFFER_DESC desc;
|
||||
desc.ByteWidth = sizeof(U16) * mIndexCount;
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
desc.StructureByteStride = 0;
|
||||
|
||||
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &ib);
|
||||
|
||||
if(FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11PrimitiveBuffer::resurrect - Failed to allocate an index buffer.");
|
||||
}
|
||||
}
|
||||
83
Engine/source/gfx/D3D11/gfxD3D11PrimitiveBuffer.h
Normal file
83
Engine/source/gfx/D3D11/gfxD3D11PrimitiveBuffer.h
Normal file
|
|
@ -0,0 +1,83 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 _GFXD3D11PRIMITIVEBUFFER_H_
|
||||
#define _GFXD3D11PRIMITIVEBUFFER_H_
|
||||
|
||||
#include "gfx/gfxPrimitiveBuffer.h"
|
||||
|
||||
class GFXD3D11PrimitiveBuffer : public GFXPrimitiveBuffer
|
||||
{
|
||||
public:
|
||||
ID3D11Buffer *ib;
|
||||
StrongRefPtr<GFXD3D11PrimitiveBuffer> mVolatileBuffer;
|
||||
U32 mVolatileStart;
|
||||
U32 mIndexStart;
|
||||
U32 mIndexEnd;
|
||||
|
||||
#ifdef TORQUE_DEBUG
|
||||
#define _PBGuardString "GFX_PRIMTIVE_BUFFER_GUARD_STRING"
|
||||
U8 *mDebugGuardBuffer;
|
||||
U32 mLockedSize;
|
||||
#endif TORQUE_DEBUG
|
||||
|
||||
void *mLockedBuffer;
|
||||
bool mLocked;
|
||||
bool mIsFirstLock;
|
||||
|
||||
GFXD3D11PrimitiveBuffer( GFXDevice *device,
|
||||
U32 indexCount,
|
||||
U32 primitiveCount,
|
||||
GFXBufferType bufferType );
|
||||
|
||||
virtual ~GFXD3D11PrimitiveBuffer();
|
||||
|
||||
virtual void lock(U32 indexStart, U32 indexEnd, void **indexPtr);
|
||||
virtual void unlock();
|
||||
|
||||
virtual void prepare();
|
||||
|
||||
// GFXResource interface
|
||||
virtual void zombify();
|
||||
virtual void resurrect();
|
||||
};
|
||||
|
||||
inline GFXD3D11PrimitiveBuffer::GFXD3D11PrimitiveBuffer( GFXDevice *device,
|
||||
U32 indexCount,
|
||||
U32 primitiveCount,
|
||||
GFXBufferType bufferType )
|
||||
: GFXPrimitiveBuffer( device, indexCount, primitiveCount, bufferType )
|
||||
{
|
||||
mVolatileStart = 0;
|
||||
ib = NULL;
|
||||
mIsFirstLock = true;
|
||||
mLocked = false;
|
||||
#ifdef TORQUE_DEBUG
|
||||
mDebugGuardBuffer = NULL;
|
||||
mLockedBuffer = NULL;
|
||||
mLockedSize = 0;
|
||||
mIndexStart = 0;
|
||||
mIndexEnd = 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
110
Engine/source/gfx/D3D11/gfxD3D11QueryFence.cpp
Normal file
110
Engine/source/gfx/D3D11/gfxD3D11QueryFence.cpp
Normal file
|
|
@ -0,0 +1,110 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "gfx/D3D11/gfxD3D11Device.h"
|
||||
#include "gfx/D3D11/gfxD3D11QueryFence.h"
|
||||
|
||||
GFXD3D11QueryFence::~GFXD3D11QueryFence()
|
||||
{
|
||||
SAFE_RELEASE(mQuery);
|
||||
}
|
||||
|
||||
void GFXD3D11QueryFence::issue()
|
||||
{
|
||||
PROFILE_START(GFXD3D11QueryFence_issue);
|
||||
|
||||
// Create the query if we need to
|
||||
if(mQuery == NULL)
|
||||
{
|
||||
D3D11_QUERY_DESC QueryDesc;
|
||||
QueryDesc.Query = D3D11_QUERY_EVENT;
|
||||
QueryDesc.MiscFlags = 0;
|
||||
|
||||
HRESULT hRes = D3D11DEVICE->CreateQuery(&QueryDesc, &mQuery);
|
||||
|
||||
if(FAILED(hRes))
|
||||
{
|
||||
AssertFatal(false, "Hardware does not support D3D11 Queries, this should be caught before this fence type is created" );
|
||||
}
|
||||
|
||||
AssertISV(hRes != E_OUTOFMEMORY, "Out of memory");
|
||||
}
|
||||
|
||||
// Issue the query
|
||||
D3D11DEVICECONTEXT->End(mQuery);
|
||||
PROFILE_END();
|
||||
}
|
||||
|
||||
GFXFence::FenceStatus GFXD3D11QueryFence::getStatus() const
|
||||
{
|
||||
if(mQuery == NULL)
|
||||
return GFXFence::Unset;
|
||||
|
||||
HRESULT hRes = D3D11DEVICECONTEXT->GetData(mQuery, NULL, 0, 0);
|
||||
|
||||
return (hRes == S_OK ? GFXFence::Processed : GFXFence::Pending);
|
||||
}
|
||||
|
||||
void GFXD3D11QueryFence::block()
|
||||
{
|
||||
PROFILE_SCOPE(GFXD3D11QueryFence_block);
|
||||
|
||||
// Calling block() before issue() is valid, catch this case
|
||||
if( mQuery == NULL )
|
||||
return;
|
||||
|
||||
HRESULT hRes;
|
||||
while((hRes = D3D11DEVICECONTEXT->GetData(mQuery, NULL, 0, 0)) == S_FALSE); //D3DGETDATA_FLUSH
|
||||
|
||||
}
|
||||
|
||||
void GFXD3D11QueryFence::zombify()
|
||||
{
|
||||
// Release our query
|
||||
SAFE_RELEASE( mQuery );
|
||||
}
|
||||
|
||||
void GFXD3D11QueryFence::resurrect()
|
||||
{
|
||||
// Recreate the query
|
||||
if(mQuery == NULL)
|
||||
{
|
||||
D3D11_QUERY_DESC QueryDesc;
|
||||
QueryDesc.Query = D3D11_QUERY_EVENT;
|
||||
QueryDesc.MiscFlags = 0;
|
||||
|
||||
HRESULT hRes = D3D11DEVICE->CreateQuery(&QueryDesc, &mQuery);
|
||||
|
||||
if(FAILED(hRes))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11QueryFence::resurrect - Hardware does not support D3D11 Queries, this should be caught before this fence type is created");
|
||||
}
|
||||
|
||||
AssertISV(hRes != E_OUTOFMEMORY, "GFXD3D11QueryFence::resurrect - Out of memory");
|
||||
}
|
||||
}
|
||||
|
||||
const String GFXD3D11QueryFence::describeSelf() const
|
||||
{
|
||||
// We've got nothing
|
||||
return String();
|
||||
}
|
||||
49
Engine/source/gfx/D3D11/gfxD3D11QueryFence.h
Normal file
49
Engine/source/gfx/D3D11/gfxD3D11QueryFence.h
Normal file
|
|
@ -0,0 +1,49 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 _GFX_D3D11_QUERYFENCE_H_
|
||||
#define _GFX_D3D11_QUERYFENCE_H_
|
||||
|
||||
#include "gfx/gfxFence.h"
|
||||
#include "gfx/gfxResource.h"
|
||||
#include "gfx/D3D11/gfxD3D11Device.h"
|
||||
|
||||
class GFXD3D11QueryFence : public GFXFence
|
||||
{
|
||||
private:
|
||||
mutable ID3D11Query *mQuery;
|
||||
|
||||
public:
|
||||
GFXD3D11QueryFence( GFXDevice *device ) : GFXFence( device ), mQuery( NULL ) {};
|
||||
virtual ~GFXD3D11QueryFence();
|
||||
|
||||
virtual void issue();
|
||||
virtual FenceStatus getStatus() const;
|
||||
virtual void block();
|
||||
|
||||
// GFXResource interface
|
||||
virtual void zombify();
|
||||
virtual void resurrect();
|
||||
virtual const String describeSelf() const;
|
||||
};
|
||||
|
||||
#endif
|
||||
1542
Engine/source/gfx/D3D11/gfxD3D11Shader.cpp
Normal file
1542
Engine/source/gfx/D3D11/gfxD3D11Shader.cpp
Normal file
File diff suppressed because it is too large
Load diff
471
Engine/source/gfx/D3D11/gfxD3D11Shader.h
Normal file
471
Engine/source/gfx/D3D11/gfxD3D11Shader.h
Normal file
|
|
@ -0,0 +1,471 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 _GFXD3D11SHADER_H_
|
||||
#define _GFXD3D11SHADER_H_
|
||||
|
||||
#include <d3dcompiler.h>
|
||||
|
||||
#include "core/util/path.h"
|
||||
#include "core/util/tDictionary.h"
|
||||
#include "gfx/gfxShader.h"
|
||||
#include "gfx/gfxResource.h"
|
||||
#include "gfx/genericConstBuffer.h"
|
||||
#include "gfx/D3D11/gfxD3D11Device.h"
|
||||
|
||||
class GFXD3D11Shader;
|
||||
|
||||
enum CONST_CLASS
|
||||
{
|
||||
D3DPC_SCALAR,
|
||||
D3DPC_VECTOR,
|
||||
D3DPC_MATRIX_ROWS,
|
||||
D3DPC_MATRIX_COLUMNS,
|
||||
D3DPC_OBJECT,
|
||||
D3DPC_STRUCT
|
||||
};
|
||||
|
||||
enum CONST_TYPE
|
||||
{
|
||||
D3DPT_VOID,
|
||||
D3DPT_BOOL,
|
||||
D3DPT_INT,
|
||||
D3DPT_FLOAT,
|
||||
D3DPT_STRING,
|
||||
D3DPT_TEXTURE,
|
||||
D3DPT_TEXTURE1D,
|
||||
D3DPT_TEXTURE2D,
|
||||
D3DPT_TEXTURE3D,
|
||||
D3DPT_TEXTURECUBE,
|
||||
D3DPT_SAMPLER,
|
||||
D3DPT_SAMPLER1D,
|
||||
D3DPT_SAMPLER2D,
|
||||
D3DPT_SAMPLER3D,
|
||||
D3DPT_SAMPLERCUBE,
|
||||
D3DPT_PIXELSHADER,
|
||||
D3DPT_VERTEXSHADER,
|
||||
D3DPT_PIXELFRAGMENT,
|
||||
D3DPT_VERTEXFRAGMENT
|
||||
};
|
||||
|
||||
enum REGISTER_TYPE
|
||||
{
|
||||
D3DRS_BOOL,
|
||||
D3DRS_INT4,
|
||||
D3DRS_FLOAT4,
|
||||
D3DRS_SAMPLER
|
||||
};
|
||||
|
||||
struct ConstantDesc
|
||||
{
|
||||
String Name;
|
||||
S32 RegisterIndex;
|
||||
S32 RegisterCount;
|
||||
S32 Rows;
|
||||
S32 Columns;
|
||||
S32 Elements;
|
||||
S32 StructMembers;
|
||||
REGISTER_TYPE RegisterSet;
|
||||
CONST_CLASS Class;
|
||||
CONST_TYPE Type;
|
||||
U32 Bytes;
|
||||
};
|
||||
|
||||
class ConstantTable
|
||||
{
|
||||
public:
|
||||
bool Create(const void* data);
|
||||
|
||||
U32 GetConstantCount() const { return m_constants.size(); }
|
||||
const String& GetCreator() const { return m_creator; }
|
||||
|
||||
const ConstantDesc* GetConstantByIndex(U32 i) const { return &m_constants[i]; }
|
||||
const ConstantDesc* GetConstantByName(const String& name) const;
|
||||
|
||||
void ClearConstants() { m_constants.clear(); }
|
||||
|
||||
private:
|
||||
Vector<ConstantDesc> m_constants;
|
||||
String m_creator;
|
||||
};
|
||||
|
||||
// Structs
|
||||
struct CTHeader
|
||||
{
|
||||
U32 Size;
|
||||
U32 Creator;
|
||||
U32 Version;
|
||||
U32 Constants;
|
||||
U32 ConstantInfo;
|
||||
U32 Flags;
|
||||
U32 Target;
|
||||
};
|
||||
|
||||
struct CTInfo
|
||||
{
|
||||
U32 Name;
|
||||
U16 RegisterSet;
|
||||
U16 RegisterIndex;
|
||||
U16 RegisterCount;
|
||||
U16 Reserved;
|
||||
U32 TypeInfo;
|
||||
U32 DefaultValue;
|
||||
};
|
||||
|
||||
struct CTType
|
||||
{
|
||||
U16 Class;
|
||||
U16 Type;
|
||||
U16 Rows;
|
||||
U16 Columns;
|
||||
U16 Elements;
|
||||
U16 StructMembers;
|
||||
U32 StructMemberInfo;
|
||||
};
|
||||
|
||||
// Shader instruction opcodes
|
||||
const U32 SIO_COMMENT = 0x0000FFFE;
|
||||
const U32 SIO_END = 0x0000FFFF;
|
||||
const U32 SI_OPCODE_MASK = 0x0000FFFF;
|
||||
const U32 SI_COMMENTSIZE_MASK = 0x7FFF0000;
|
||||
const U32 CTAB_CONSTANT = 0x42415443;
|
||||
|
||||
// Member functions
|
||||
inline bool ConstantTable::Create(const void* data)
|
||||
{
|
||||
const U32* ptr = static_cast<const U32*>(data);
|
||||
while(*++ptr != SIO_END)
|
||||
{
|
||||
if((*ptr & SI_OPCODE_MASK) == SIO_COMMENT)
|
||||
{
|
||||
// Check for CTAB comment
|
||||
U32 comment_size = (*ptr & SI_COMMENTSIZE_MASK) >> 16;
|
||||
if(*(ptr+1) != CTAB_CONSTANT)
|
||||
{
|
||||
ptr += comment_size;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Read header
|
||||
const char* ctab = reinterpret_cast<const char*>(ptr+2);
|
||||
size_t ctab_size = (comment_size-1)*4;
|
||||
|
||||
const CTHeader* header = reinterpret_cast<const CTHeader*>(ctab);
|
||||
if(ctab_size < sizeof(*header) || header->Size != sizeof(*header))
|
||||
return false;
|
||||
m_creator = ctab + header->Creator;
|
||||
|
||||
// Read constants
|
||||
m_constants.reserve(header->Constants);
|
||||
const CTInfo* info = reinterpret_cast<const CTInfo*>(ctab + header->ConstantInfo);
|
||||
for(U32 i = 0; i < header->Constants; ++i)
|
||||
{
|
||||
const CTType* type = reinterpret_cast<const CTType*>(ctab + info[i].TypeInfo);
|
||||
|
||||
// Fill struct
|
||||
ConstantDesc desc;
|
||||
desc.Name = ctab + info[i].Name;
|
||||
desc.RegisterSet = static_cast<REGISTER_TYPE>(info[i].RegisterSet);
|
||||
desc.RegisterIndex = info[i].RegisterIndex;
|
||||
desc.RegisterCount = info[i].RegisterCount;
|
||||
desc.Rows = type->Rows;
|
||||
desc.Class = static_cast<CONST_CLASS>(type->Class);
|
||||
desc.Type = static_cast<CONST_TYPE>(type->Type);
|
||||
desc.Columns = type->Columns;
|
||||
desc.Elements = type->Elements;
|
||||
desc.StructMembers = type->StructMembers;
|
||||
desc.Bytes = 4 * desc.Elements * desc.Rows * desc.Columns;
|
||||
m_constants.push_back(desc);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
inline const ConstantDesc* ConstantTable::GetConstantByName(const String& name) const
|
||||
{
|
||||
Vector<ConstantDesc>::const_iterator it;
|
||||
for(it = m_constants.begin(); it != m_constants.end(); ++it)
|
||||
{
|
||||
if(it->Name == name)
|
||||
return &(*it);
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/////////////////// Constant Buffers /////////////////////////////
|
||||
|
||||
// Maximum number of CBuffers ($Globals & $Params)
|
||||
const U32 CBUFFER_MAX = 2;
|
||||
|
||||
struct ConstSubBufferDesc
|
||||
{
|
||||
U32 start;
|
||||
U32 size;
|
||||
|
||||
ConstSubBufferDesc() : start(0), size(0){}
|
||||
};
|
||||
|
||||
class GFXD3D11ConstBufferLayout : public GenericConstBufferLayout
|
||||
{
|
||||
public:
|
||||
GFXD3D11ConstBufferLayout();
|
||||
/// Get our constant sub buffer data
|
||||
Vector<ConstSubBufferDesc> &getSubBufferDesc(){ return mSubBuffers; }
|
||||
|
||||
/// We need to manually set the size due to D3D11 alignment
|
||||
void setSize(U32 size){ mBufferSize = size;}
|
||||
|
||||
/// Set a parameter, given a base pointer
|
||||
virtual bool set(const ParamDesc& pd, const GFXShaderConstType constType, const U32 size, const void* data, U8* basePointer);
|
||||
|
||||
protected:
|
||||
/// Set a matrix, given a base pointer
|
||||
virtual bool setMatrix(const ParamDesc& pd, const GFXShaderConstType constType, const U32 size, const void* data, U8* basePointer);
|
||||
|
||||
Vector<ConstSubBufferDesc> mSubBuffers;
|
||||
};
|
||||
|
||||
class GFXD3D11ShaderConstHandle : public GFXShaderConstHandle
|
||||
{
|
||||
public:
|
||||
|
||||
// GFXShaderConstHandle
|
||||
const String& getName() const;
|
||||
GFXShaderConstType getType() const;
|
||||
U32 getArraySize() const;
|
||||
|
||||
WeakRefPtr<GFXD3D11Shader> mShader;
|
||||
|
||||
bool mVertexConstant;
|
||||
GenericConstBufferLayout::ParamDesc mVertexHandle;
|
||||
bool mPixelConstant;
|
||||
GenericConstBufferLayout::ParamDesc mPixelHandle;
|
||||
|
||||
/// Is true if this constant is for hardware mesh instancing.
|
||||
///
|
||||
/// Note: We currently store its settings in mPixelHandle.
|
||||
///
|
||||
bool mInstancingConstant;
|
||||
|
||||
void setValid( bool valid ) { mValid = valid; }
|
||||
S32 getSamplerRegister() const;
|
||||
|
||||
// Returns true if this is a handle to a sampler register.
|
||||
bool isSampler() const
|
||||
{
|
||||
return ( mPixelConstant && mPixelHandle.constType >= GFXSCT_Sampler ) || ( mVertexConstant && mVertexHandle.constType >= GFXSCT_Sampler );
|
||||
}
|
||||
|
||||
/// Restore to uninitialized state.
|
||||
void clear()
|
||||
{
|
||||
mShader = NULL;
|
||||
mVertexConstant = false;
|
||||
mPixelConstant = false;
|
||||
mInstancingConstant = false;
|
||||
mVertexHandle.clear();
|
||||
mPixelHandle.clear();
|
||||
mValid = false;
|
||||
}
|
||||
|
||||
GFXD3D11ShaderConstHandle();
|
||||
};
|
||||
|
||||
/// The D3D11 implementation of a shader constant buffer.
|
||||
class GFXD3D11ShaderConstBuffer : public GFXShaderConstBuffer
|
||||
{
|
||||
friend class GFXD3D11Shader;
|
||||
|
||||
public:
|
||||
|
||||
GFXD3D11ShaderConstBuffer(GFXD3D11Shader* shader,
|
||||
GFXD3D11ConstBufferLayout* vertexLayout,
|
||||
GFXD3D11ConstBufferLayout* pixelLayout);
|
||||
|
||||
virtual ~GFXD3D11ShaderConstBuffer();
|
||||
|
||||
/// Called by GFXD3D11Device to activate this buffer.
|
||||
/// @param mPrevShaderBuffer The previously active buffer
|
||||
void activate(GFXD3D11ShaderConstBuffer *prevShaderBuffer);
|
||||
|
||||
/// Used internally by GXD3D11ShaderConstBuffer to determine if it's dirty.
|
||||
bool isDirty();
|
||||
|
||||
/// Called from GFXD3D11Shader when constants have changed and need
|
||||
/// to be the shader this buffer references is reloaded.
|
||||
void onShaderReload(GFXD3D11Shader *shader);
|
||||
|
||||
// GFXShaderConstBuffer
|
||||
virtual GFXShader* getShader();
|
||||
virtual void set(GFXShaderConstHandle* handle, const F32 fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const Point2F& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const Point3F& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const Point4F& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const PlaneF& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const ColorF& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const S32 f);
|
||||
virtual void set(GFXShaderConstHandle* handle, const Point2I& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const Point3I& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const Point4I& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType = GFXSCT_Float4x4);
|
||||
virtual void set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
|
||||
|
||||
// GFXResource
|
||||
virtual const String describeSelf() const;
|
||||
virtual void zombify();
|
||||
virtual void resurrect();
|
||||
|
||||
protected:
|
||||
|
||||
void _createBuffers();
|
||||
|
||||
template<class T>
|
||||
inline void SET_CONSTANT(GFXShaderConstHandle* handle,
|
||||
const T& fv,
|
||||
GenericConstBuffer *vBuffer,
|
||||
GenericConstBuffer *pBuffer);
|
||||
|
||||
// Constant buffers, VSSetConstantBuffers1 has issues on win 7. So unfortunately for now we have multiple constant buffers
|
||||
ID3D11Buffer* mConstantBuffersV[CBUFFER_MAX];
|
||||
ID3D11Buffer* mConstantBuffersP[CBUFFER_MAX];
|
||||
|
||||
/// We keep a weak reference to the shader
|
||||
/// because it will often be deleted.
|
||||
WeakRefPtr<GFXD3D11Shader> mShader;
|
||||
|
||||
//vertex
|
||||
GFXD3D11ConstBufferLayout* mVertexConstBufferLayout;
|
||||
GenericConstBuffer* mVertexConstBuffer;
|
||||
//pixel
|
||||
GFXD3D11ConstBufferLayout* mPixelConstBufferLayout;
|
||||
GenericConstBuffer* mPixelConstBuffer;
|
||||
};
|
||||
|
||||
class gfxD3D11Include;
|
||||
typedef StrongRefPtr<gfxD3D11Include> gfxD3DIncludeRef;
|
||||
|
||||
/////////////////// GFXShader implementation /////////////////////////////
|
||||
|
||||
class GFXD3D11Shader : public GFXShader
|
||||
{
|
||||
friend class GFXD3D11Device;
|
||||
friend class GFXD3D11ShaderConstBuffer;
|
||||
|
||||
public:
|
||||
typedef Map<String, GFXD3D11ShaderConstHandle*> HandleMap;
|
||||
|
||||
GFXD3D11Shader();
|
||||
virtual ~GFXD3D11Shader();
|
||||
|
||||
// GFXShader
|
||||
virtual GFXShaderConstBufferRef allocConstBuffer();
|
||||
virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const;
|
||||
virtual GFXShaderConstHandle* getShaderConstHandle(const String& name);
|
||||
virtual GFXShaderConstHandle* findShaderConstHandle(const String& name);
|
||||
virtual U32 getAlignmentValue(const GFXShaderConstType constType) const;
|
||||
virtual bool getDisassembly( String &outStr ) const;
|
||||
|
||||
// GFXResource
|
||||
virtual void zombify();
|
||||
virtual void resurrect();
|
||||
|
||||
protected:
|
||||
|
||||
virtual bool _init();
|
||||
|
||||
static const U32 smCompiledShaderTag;
|
||||
|
||||
ConstantTable table;
|
||||
|
||||
ID3D11VertexShader *mVertShader;
|
||||
ID3D11PixelShader *mPixShader;
|
||||
|
||||
GFXD3D11ConstBufferLayout* mVertexConstBufferLayout;
|
||||
GFXD3D11ConstBufferLayout* mPixelConstBufferLayout;
|
||||
|
||||
static gfxD3DIncludeRef smD3DInclude;
|
||||
|
||||
HandleMap mHandles;
|
||||
|
||||
/// The shader disassembly from DX when this shader is compiled.
|
||||
/// We only store this data in non-release builds.
|
||||
String mDissasembly;
|
||||
|
||||
/// Vector of sampler type descriptions consolidated from _compileShader.
|
||||
Vector<GFXShaderConstDesc> mSamplerDescriptions;
|
||||
|
||||
/// Vector of descriptions (consolidated for the getShaderConstDesc call)
|
||||
Vector<GFXShaderConstDesc> mShaderConsts;
|
||||
|
||||
// These two functions are used when compiling shaders from hlsl
|
||||
virtual bool _compileShader( const Torque::Path &filePath,
|
||||
const String &target,
|
||||
const D3D_SHADER_MACRO *defines,
|
||||
GenericConstBufferLayout *bufferLayout,
|
||||
Vector<GFXShaderConstDesc> &samplerDescriptions );
|
||||
|
||||
void _getShaderConstants( ID3D11ShaderReflection* table,
|
||||
GenericConstBufferLayout *bufferLayout,
|
||||
Vector<GFXShaderConstDesc> &samplerDescriptions );
|
||||
|
||||
bool _convertShaderVariable(const D3D11_SHADER_TYPE_DESC &typeDesc, GFXShaderConstDesc &desc);
|
||||
|
||||
|
||||
bool _saveCompiledOutput( const Torque::Path &filePath,
|
||||
ID3DBlob *buffer,
|
||||
GenericConstBufferLayout *bufferLayout,
|
||||
Vector<GFXShaderConstDesc> &samplerDescriptions );
|
||||
|
||||
// Loads precompiled shaders
|
||||
bool _loadCompiledOutput( const Torque::Path &filePath,
|
||||
const String &target,
|
||||
GenericConstBufferLayout *bufferLayoutF,
|
||||
Vector<GFXShaderConstDesc> &samplerDescriptions );
|
||||
|
||||
// This is used in both cases
|
||||
virtual void _buildShaderConstantHandles(GenericConstBufferLayout *layout, bool vertexConst);
|
||||
|
||||
virtual void _buildSamplerShaderConstantHandles( Vector<GFXShaderConstDesc> &samplerDescriptions );
|
||||
|
||||
/// Used to build the instancing shader constants from
|
||||
/// the instancing vertex format.
|
||||
void _buildInstancingShaderConstantHandles();
|
||||
};
|
||||
|
||||
inline bool GFXD3D11Shader::getDisassembly(String &outStr) const
|
||||
{
|
||||
outStr = mDissasembly;
|
||||
return (outStr.isNotEmpty());
|
||||
}
|
||||
|
||||
#endif
|
||||
285
Engine/source/gfx/D3D11/gfxD3D11StateBlock.cpp
Normal file
285
Engine/source/gfx/D3D11/gfxD3D11StateBlock.cpp
Normal file
|
|
@ -0,0 +1,285 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "gfx/gfxDevice.h"
|
||||
#include "gfx/D3D11/gfxD3D11StateBlock.h"
|
||||
#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
|
||||
|
||||
GFXD3D11StateBlock::GFXD3D11StateBlock(const GFXStateBlockDesc& desc)
|
||||
{
|
||||
AssertFatal(D3D11DEVICE, "Invalid D3DDevice!");
|
||||
|
||||
mDesc = desc;
|
||||
mCachedHashValue = desc.getHashValue();
|
||||
|
||||
// Color writes
|
||||
mColorMask = 0;
|
||||
mColorMask |= (mDesc.colorWriteRed ? D3D11_COLOR_WRITE_ENABLE_RED : 0);
|
||||
mColorMask |= (mDesc.colorWriteGreen ? D3D11_COLOR_WRITE_ENABLE_GREEN : 0);
|
||||
mColorMask |= (mDesc.colorWriteBlue ? D3D11_COLOR_WRITE_ENABLE_BLUE : 0);
|
||||
mColorMask |= (mDesc.colorWriteAlpha ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0);
|
||||
|
||||
mBlendState = NULL;
|
||||
for (U32 i = 0; i < GFX->getNumSamplers(); i++)
|
||||
{
|
||||
mSamplerStates[i] = NULL;
|
||||
}
|
||||
|
||||
mDepthStencilState = NULL;
|
||||
mRasterizerState = NULL;
|
||||
|
||||
mBlendDesc.AlphaToCoverageEnable = false;
|
||||
mBlendDesc.IndependentBlendEnable = false;
|
||||
|
||||
mBlendDesc.RenderTarget[0].BlendEnable = mDesc.blendEnable;
|
||||
mBlendDesc.RenderTarget[0].BlendOp = GFXD3D11BlendOp[mDesc.blendOp];
|
||||
mBlendDesc.RenderTarget[0].BlendOpAlpha = GFXD3D11BlendOp[mDesc.separateAlphaBlendOp];
|
||||
mBlendDesc.RenderTarget[0].DestBlend = GFXD3D11Blend[mDesc.blendDest];
|
||||
mBlendDesc.RenderTarget[0].DestBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendDest];
|
||||
mBlendDesc.RenderTarget[0].SrcBlend = GFXD3D11Blend[mDesc.blendSrc];
|
||||
mBlendDesc.RenderTarget[0].SrcBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendSrc];
|
||||
mBlendDesc.RenderTarget[0].RenderTargetWriteMask = mColorMask;
|
||||
|
||||
HRESULT hr = D3D11DEVICE->CreateBlendState(&mBlendDesc, &mBlendState);
|
||||
|
||||
if(FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateBlendState call failure.");
|
||||
}
|
||||
|
||||
mDepthStencilDesc.DepthWriteMask = mDesc.zWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
|
||||
mDepthStencilDesc.DepthEnable = mDesc.zEnable;
|
||||
mDepthStencilDesc.DepthFunc = GFXD3D11CmpFunc[mDesc.zFunc];
|
||||
mDepthStencilDesc.StencilWriteMask = mDesc.stencilWriteMask;
|
||||
mDepthStencilDesc.StencilReadMask = mDesc.stencilMask;
|
||||
mDepthStencilDesc.StencilEnable = mDesc.stencilEnable;
|
||||
|
||||
mDepthStencilDesc.FrontFace.StencilFunc = GFXD3D11CmpFunc[mDesc.stencilFunc];
|
||||
mDepthStencilDesc.FrontFace.StencilFailOp = GFXD3D11StencilOp[mDesc.stencilFailOp];
|
||||
mDepthStencilDesc.FrontFace.StencilDepthFailOp = GFXD3D11StencilOp[mDesc.stencilZFailOp];
|
||||
mDepthStencilDesc.FrontFace.StencilPassOp = GFXD3D11StencilOp[mDesc.stencilPassOp];
|
||||
mDepthStencilDesc.BackFace = mDepthStencilDesc.FrontFace;
|
||||
|
||||
hr = D3D11DEVICE->CreateDepthStencilState(&mDepthStencilDesc, &mDepthStencilState);
|
||||
|
||||
if(FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateDepthStencilState call failure.");
|
||||
}
|
||||
|
||||
mRasterizerDesc.CullMode = GFXD3D11CullMode[mDesc.cullMode];
|
||||
mRasterizerDesc.FillMode = GFXD3D11FillMode[mDesc.fillMode];
|
||||
mRasterizerDesc.DepthBias = mDesc.zBias;
|
||||
mRasterizerDesc.SlopeScaledDepthBias = mDesc.zSlopeBias;
|
||||
mRasterizerDesc.AntialiasedLineEnable = FALSE;
|
||||
mRasterizerDesc.MultisampleEnable = FALSE;
|
||||
mRasterizerDesc.ScissorEnable = FALSE;
|
||||
mRasterizerDesc.DepthClipEnable = TRUE;
|
||||
mRasterizerDesc.FrontCounterClockwise = FALSE;
|
||||
mRasterizerDesc.DepthBiasClamp = D3D11_DEFAULT_DEPTH_BIAS_CLAMP;
|
||||
|
||||
hr = D3D11DEVICE->CreateRasterizerState(&mRasterizerDesc, &mRasterizerState);
|
||||
|
||||
if(FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateDepthStencilState call failure.");
|
||||
}
|
||||
|
||||
for ( U32 i = 0; i < GFX->getNumSamplers(); i++ )
|
||||
{
|
||||
mSamplerDesc[i].AddressU = GFXD3D11TextureAddress[mDesc.samplers[i].addressModeU];
|
||||
mSamplerDesc[i].AddressV = GFXD3D11TextureAddress[mDesc.samplers[i].addressModeV];
|
||||
mSamplerDesc[i].AddressW = GFXD3D11TextureAddress[mDesc.samplers[i].addressModeW];
|
||||
mSamplerDesc[i].MaxAnisotropy = mDesc.samplers[i].maxAnisotropy;
|
||||
|
||||
mSamplerDesc[i].MipLODBias = mDesc.samplers[i].mipLODBias;
|
||||
mSamplerDesc[i].MinLOD = 0;
|
||||
mSamplerDesc[i].MaxLOD = FLT_MAX;
|
||||
|
||||
if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
else
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_ANISOTROPIC;
|
||||
|
||||
mSamplerDesc[i].BorderColor[0] = 1.0f;
|
||||
mSamplerDesc[i].BorderColor[1] = 1.0f;
|
||||
mSamplerDesc[i].BorderColor[2] = 1.0f;
|
||||
mSamplerDesc[i].BorderColor[3] = 1.0f;
|
||||
mSamplerDesc[i].ComparisonFunc = D3D11_COMPARISON_NEVER;
|
||||
|
||||
hr = D3D11DEVICE->CreateSamplerState(&mSamplerDesc[i], &mSamplerStates[i]);
|
||||
|
||||
if(FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateSamplerState call failure.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GFXD3D11StateBlock::~GFXD3D11StateBlock()
|
||||
{
|
||||
SAFE_RELEASE(mBlendState);
|
||||
SAFE_RELEASE(mRasterizerState);
|
||||
SAFE_RELEASE(mDepthStencilState);
|
||||
|
||||
//Use TEXTURE_STAGE_COUNT here, not safe to rely on GFX pointer
|
||||
for (U32 i = 0; i < TEXTURE_STAGE_COUNT; ++i)
|
||||
{
|
||||
SAFE_RELEASE(mSamplerStates[i]);
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the hash value of the desc that created this block
|
||||
U32 GFXD3D11StateBlock::getHashValue() const
|
||||
{
|
||||
return mCachedHashValue;
|
||||
}
|
||||
|
||||
/// Returns a GFXStateBlockDesc that this block represents
|
||||
const GFXStateBlockDesc& GFXD3D11StateBlock::getDesc() const
|
||||
{
|
||||
return mDesc;
|
||||
}
|
||||
|
||||
/// Called by D3D11 device to active this state block.
|
||||
/// @param oldState The current state, used to make sure we don't set redundant states on the device. Pass NULL to reset all states.
|
||||
void GFXD3D11StateBlock::activate(GFXD3D11StateBlock* oldState)
|
||||
{
|
||||
PROFILE_SCOPE( GFXD3D11StateBlock_Activate );
|
||||
|
||||
ID3D11DeviceContext* pDevCxt = D3D11DEVICECONTEXT;
|
||||
|
||||
mBlendDesc.AlphaToCoverageEnable = false;
|
||||
mBlendDesc.IndependentBlendEnable = mDesc.separateAlphaBlendEnable;
|
||||
|
||||
mBlendDesc.RenderTarget[0].BlendEnable = mDesc.blendEnable;
|
||||
mBlendDesc.RenderTarget[0].BlendOp = GFXD3D11BlendOp[mDesc.blendOp];
|
||||
mBlendDesc.RenderTarget[0].BlendOpAlpha = GFXD3D11BlendOp[mDesc.separateAlphaBlendOp];
|
||||
mBlendDesc.RenderTarget[0].DestBlend = GFXD3D11Blend[mDesc.blendDest];
|
||||
mBlendDesc.RenderTarget[0].DestBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendDest];
|
||||
mBlendDesc.RenderTarget[0].SrcBlend = GFXD3D11Blend[mDesc.blendSrc];
|
||||
mBlendDesc.RenderTarget[0].SrcBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendSrc];
|
||||
mBlendDesc.RenderTarget[0].RenderTargetWriteMask = mColorMask;
|
||||
|
||||
float blendFactor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
|
||||
pDevCxt->OMSetBlendState(mBlendState, blendFactor, 0xFFFFFFFF);
|
||||
|
||||
mDepthStencilDesc.DepthWriteMask = mDesc.zWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
|
||||
mDepthStencilDesc.DepthEnable = mDesc.zEnable;
|
||||
mDepthStencilDesc.DepthFunc = GFXD3D11CmpFunc[mDesc.zFunc];
|
||||
mDepthStencilDesc.StencilWriteMask = mDesc.stencilWriteMask;
|
||||
mDepthStencilDesc.StencilReadMask = mDesc.stencilMask;
|
||||
mDepthStencilDesc.StencilEnable = mDesc.stencilEnable;
|
||||
|
||||
mDepthStencilDesc.FrontFace.StencilFunc = GFXD3D11CmpFunc[mDesc.stencilFunc];
|
||||
mDepthStencilDesc.FrontFace.StencilFailOp = GFXD3D11StencilOp[mDesc.stencilFailOp];
|
||||
mDepthStencilDesc.FrontFace.StencilDepthFailOp = GFXD3D11StencilOp[mDesc.stencilZFailOp];
|
||||
mDepthStencilDesc.FrontFace.StencilPassOp = GFXD3D11StencilOp[mDesc.stencilPassOp];
|
||||
|
||||
if (mDesc.stencilEnable)
|
||||
mDepthStencilDesc.BackFace = mDepthStencilDesc.FrontFace;
|
||||
else
|
||||
{
|
||||
mDepthStencilDesc.BackFace.StencilFunc = GFXD3D11CmpFunc[GFXCmpAlways];
|
||||
mDepthStencilDesc.BackFace.StencilFailOp = GFXD3D11StencilOp[GFXStencilOpKeep];
|
||||
mDepthStencilDesc.BackFace.StencilDepthFailOp = GFXD3D11StencilOp[GFXStencilOpKeep];
|
||||
mDepthStencilDesc.BackFace.StencilPassOp = GFXD3D11StencilOp[GFXStencilOpKeep];
|
||||
}
|
||||
|
||||
pDevCxt->OMSetDepthStencilState(mDepthStencilState, mDesc.stencilRef);
|
||||
|
||||
mRasterizerDesc.CullMode = GFXD3D11CullMode[mDesc.cullMode];
|
||||
mRasterizerDesc.FillMode = GFXD3D11FillMode[mDesc.fillMode];
|
||||
mRasterizerDesc.DepthBias = mDesc.zBias;
|
||||
mRasterizerDesc.SlopeScaledDepthBias = mDesc.zSlopeBias;
|
||||
mRasterizerDesc.AntialiasedLineEnable = FALSE;
|
||||
mRasterizerDesc.MultisampleEnable = FALSE;
|
||||
mRasterizerDesc.ScissorEnable = FALSE;
|
||||
|
||||
if (mDesc.zEnable)
|
||||
mRasterizerDesc.DepthClipEnable = true;
|
||||
else
|
||||
mRasterizerDesc.DepthClipEnable = false;
|
||||
|
||||
mRasterizerDesc.FrontCounterClockwise = FALSE;
|
||||
mRasterizerDesc.DepthBiasClamp = 0.0f;
|
||||
|
||||
pDevCxt->RSSetState(mRasterizerState);
|
||||
|
||||
U32 numSamplers = GFX->getNumSamplers();
|
||||
for (U32 i = 0; i < numSamplers; i++)
|
||||
{
|
||||
mSamplerDesc[i].AddressU = GFXD3D11TextureAddress[mDesc.samplers[i].addressModeU];
|
||||
mSamplerDesc[i].AddressV = GFXD3D11TextureAddress[mDesc.samplers[i].addressModeV];
|
||||
mSamplerDesc[i].AddressW = GFXD3D11TextureAddress[mDesc.samplers[i].addressModeW];
|
||||
mSamplerDesc[i].MaxAnisotropy = mDesc.samplers[i].maxAnisotropy;
|
||||
|
||||
mSamplerDesc[i].MipLODBias = mDesc.samplers[i].mipLODBias;
|
||||
mSamplerDesc[i].MinLOD = 0;
|
||||
mSamplerDesc[i].MaxLOD = FLT_MAX;
|
||||
|
||||
if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
else
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_ANISOTROPIC;
|
||||
|
||||
mSamplerDesc[i].BorderColor[0] = 0.0f;
|
||||
mSamplerDesc[i].BorderColor[1] = 0.0f;
|
||||
mSamplerDesc[i].BorderColor[2] = 0.0f;
|
||||
mSamplerDesc[i].BorderColor[3] = 0.0f;
|
||||
mSamplerDesc[i].ComparisonFunc = D3D11_COMPARISON_NEVER;
|
||||
}
|
||||
|
||||
//TODO samplers for vertex shader
|
||||
// Set all the samplers with one call
|
||||
//pDevCxt->VSSetSamplers(0, numSamplers, &mSamplerStates[0]);
|
||||
pDevCxt->PSSetSamplers(0, numSamplers, &mSamplerStates[0]);
|
||||
}
|
||||
76
Engine/source/gfx/D3D11/gfxD3D11StateBlock.h
Normal file
76
Engine/source/gfx/D3D11/gfxD3D11StateBlock.h
Normal file
|
|
@ -0,0 +1,76 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 _GFXD3D11STATEBLOCK_H_
|
||||
#define _GFXD3D11STATEBLOCK_H_
|
||||
|
||||
#include "gfx/D3D11/gfxD3D11Device.h"
|
||||
#include "gfx/gfxStateBlock.h"
|
||||
|
||||
class GFXD3D11StateBlock : public GFXStateBlock
|
||||
{
|
||||
public:
|
||||
|
||||
GFXD3D11StateBlock(const GFXStateBlockDesc& desc);
|
||||
virtual ~GFXD3D11StateBlock();
|
||||
|
||||
/// Called by D3D11 device to active this state block.
|
||||
/// @param oldState The current state, used to make sure we don't set redundant states on the device. Pass NULL to reset all states.
|
||||
void activate(GFXD3D11StateBlock* oldState);
|
||||
|
||||
//
|
||||
// GFXStateBlock interface
|
||||
//
|
||||
|
||||
/// Returns the hash value of the desc that created this block
|
||||
virtual U32 getHashValue() const;
|
||||
|
||||
/// Returns a GFXStateBlockDesc that this block represents
|
||||
virtual const GFXStateBlockDesc& getDesc() const;
|
||||
|
||||
//
|
||||
// GFXResource
|
||||
//
|
||||
virtual void zombify() { }
|
||||
/// When called the resource should restore all device sensitive information destroyed by zombify()
|
||||
virtual void resurrect() { }
|
||||
private:
|
||||
|
||||
D3D11_BLEND_DESC mBlendDesc;
|
||||
D3D11_RASTERIZER_DESC mRasterizerDesc;
|
||||
D3D11_DEPTH_STENCIL_DESC mDepthStencilDesc;
|
||||
D3D11_SAMPLER_DESC mSamplerDesc[TEXTURE_STAGE_COUNT];
|
||||
|
||||
ID3D11BlendState* mBlendState;
|
||||
ID3D11DepthStencilState* mDepthStencilState;
|
||||
ID3D11RasterizerState* mRasterizerState;
|
||||
ID3D11SamplerState* mSamplerStates[TEXTURE_STAGE_COUNT];
|
||||
|
||||
GFXStateBlockDesc mDesc;
|
||||
U32 mCachedHashValue;
|
||||
// Cached D3D specific things, these are "calculated" from GFXStateBlock
|
||||
U32 mColorMask;
|
||||
};
|
||||
|
||||
typedef StrongRefPtr<GFXD3D11StateBlock> GFXD3D11StateBlockRef;
|
||||
|
||||
#endif
|
||||
409
Engine/source/gfx/D3D11/gfxD3D11Target.cpp
Normal file
409
Engine/source/gfx/D3D11/gfxD3D11Target.cpp
Normal file
|
|
@ -0,0 +1,409 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "platform/platform.h"
|
||||
#include "gfx/D3D11/gfxD3D11Target.h"
|
||||
#include "gfx/D3D11/gfxD3D11Cubemap.h"
|
||||
#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
|
||||
#include "gfx/gfxDebugEvent.h"
|
||||
#include "gfx/gfxStringEnumTranslate.h"
|
||||
#include "windowManager/win32/win32Window.h"
|
||||
|
||||
GFXD3D11TextureTarget::GFXD3D11TextureTarget()
|
||||
: mTargetSize( Point2I::Zero ),
|
||||
mTargetFormat( GFXFormatR8G8B8A8 )
|
||||
{
|
||||
for(S32 i=0; i<MaxRenderSlotId; i++)
|
||||
{
|
||||
mTargets[i] = NULL;
|
||||
mResolveTargets[i] = NULL;
|
||||
mTargetViews[i] = NULL;
|
||||
mTargetSRViews[i] = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
GFXD3D11TextureTarget::~GFXD3D11TextureTarget()
|
||||
{
|
||||
// Release anything we might be holding.
|
||||
for(S32 i=0; i<MaxRenderSlotId; i++)
|
||||
{
|
||||
mResolveTargets[i] = NULL;
|
||||
SAFE_RELEASE(mTargetViews[i]);
|
||||
SAFE_RELEASE(mTargets[i]);
|
||||
SAFE_RELEASE(mTargetSRViews[i]);
|
||||
}
|
||||
|
||||
zombify();
|
||||
}
|
||||
|
||||
void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *tex, U32 mipLevel/*=0*/, U32 zOffset /*= 0*/ )
|
||||
{
|
||||
GFXDEBUGEVENT_SCOPE( GFXPCD3D11TextureTarget_attachTexture, ColorI::RED );
|
||||
|
||||
AssertFatal(slot < MaxRenderSlotId, "GFXD3D11TextureTarget::attachTexture - out of range slot.");
|
||||
|
||||
// TODO: The way this is implemented... you can attach a texture
|
||||
// object multiple times and it will release and reset it.
|
||||
//
|
||||
// We should rework this to detect when no change has occured
|
||||
// and skip out early.
|
||||
|
||||
// Mark state as dirty so device can know to update.
|
||||
invalidateState();
|
||||
|
||||
// Release what we had, it's definitely going to change.
|
||||
SAFE_RELEASE(mTargetViews[slot]);
|
||||
SAFE_RELEASE(mTargets[slot]);
|
||||
SAFE_RELEASE(mTargetSRViews[slot]);
|
||||
|
||||
mResolveTargets[slot] = NULL;
|
||||
|
||||
if(slot == Color0)
|
||||
{
|
||||
mTargetSize = Point2I::Zero;
|
||||
mTargetFormat = GFXFormatR8G8B8A8;
|
||||
}
|
||||
|
||||
// Are we clearing?
|
||||
if(!tex)
|
||||
{
|
||||
// Yup - just exit, it'll stay NULL.
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO: Mip map generation currently only supported on dynamic cubemaps
|
||||
mTargetSRViews[slot] = NULL;
|
||||
|
||||
// Take care of default targets
|
||||
if( tex == GFXTextureTarget::sDefaultDepthStencil )
|
||||
{
|
||||
mTargets[slot] = D3D11->mDeviceDepthStencil;
|
||||
mTargetViews[slot] = D3D11->mDeviceDepthStencilView;
|
||||
mTargets[slot]->AddRef();
|
||||
mTargetViews[slot]->AddRef();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Cast the texture object to D3D...
|
||||
AssertFatal(static_cast<GFXD3D11TextureObject*>(tex), "GFXD3D11TextureTarget::attachTexture - invalid texture object.");
|
||||
|
||||
GFXD3D11TextureObject *d3dto = static_cast<GFXD3D11TextureObject*>(tex);
|
||||
|
||||
// Grab the surface level.
|
||||
if( slot == DepthStencil )
|
||||
{
|
||||
mTargets[slot] = d3dto->getSurface();
|
||||
if ( mTargets[slot] )
|
||||
mTargets[slot]->AddRef();
|
||||
|
||||
mTargetViews[slot] = d3dto->getDSView();
|
||||
if( mTargetViews[slot])
|
||||
mTargetViews[slot]->AddRef();
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// getSurface will almost always return NULL. It will only return non-NULL
|
||||
// if the surface that it needs to render to is different than the mip level
|
||||
// in the actual texture. This will happen with MSAA.
|
||||
if( d3dto->getSurface() == NULL )
|
||||
{
|
||||
|
||||
mTargets[slot] = d3dto->get2DTex();
|
||||
mTargets[slot]->AddRef();
|
||||
mTargetViews[slot] = d3dto->getRTView();
|
||||
mTargetViews[slot]->AddRef();
|
||||
}
|
||||
else
|
||||
{
|
||||
mTargets[slot] = d3dto->getSurface();
|
||||
mTargets[slot]->AddRef();
|
||||
mTargetViews[slot]->AddRef();
|
||||
// Only assign resolve target if d3dto has a surface to give us.
|
||||
//
|
||||
// That usually means there is an MSAA target involved, which is why
|
||||
// the resolve is needed to get the data out of the target.
|
||||
mResolveTargets[slot] = d3dto;
|
||||
|
||||
if ( tex && slot == Color0 )
|
||||
{
|
||||
mTargetSize.set( tex->getSize().x, tex->getSize().y );
|
||||
mTargetFormat = tex->getFormat();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update surface size
|
||||
if(slot == Color0)
|
||||
{
|
||||
ID3D11Texture2D *surface = mTargets[Color0];
|
||||
if ( surface )
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC sd;
|
||||
surface->GetDesc(&sd);
|
||||
mTargetSize = Point2I(sd.Width, sd.Height);
|
||||
|
||||
S32 format = sd.Format;
|
||||
GFXREVERSE_LOOKUP( GFXD3D11TextureFormat, GFXFormat, format );
|
||||
mTargetFormat = (GFXFormat)format;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel/*=0*/ )
|
||||
{
|
||||
GFXDEBUGEVENT_SCOPE( GFXPCD3D11TextureTarget_attachTexture_Cubemap, ColorI::RED );
|
||||
|
||||
AssertFatal(slot < MaxRenderSlotId, "GFXD3D11TextureTarget::attachTexture - out of range slot.");
|
||||
|
||||
// Mark state as dirty so device can know to update.
|
||||
invalidateState();
|
||||
|
||||
// Release what we had, it's definitely going to change.
|
||||
SAFE_RELEASE(mTargetViews[slot]);
|
||||
SAFE_RELEASE(mTargets[slot]);
|
||||
SAFE_RELEASE(mTargetSRViews[slot]);
|
||||
|
||||
mResolveTargets[slot] = NULL;
|
||||
|
||||
// Cast the texture object to D3D...
|
||||
AssertFatal(!tex || static_cast<GFXD3D11Cubemap*>(tex), "GFXD3DTextureTarget::attachTexture - invalid cubemap object.");
|
||||
|
||||
if(slot == Color0)
|
||||
{
|
||||
mTargetSize = Point2I::Zero;
|
||||
mTargetFormat = GFXFormatR8G8B8A8;
|
||||
}
|
||||
|
||||
// Are we clearing?
|
||||
if(!tex)
|
||||
{
|
||||
// Yup - just exit, it'll stay NULL.
|
||||
return;
|
||||
}
|
||||
|
||||
GFXD3D11Cubemap *cube = static_cast<GFXD3D11Cubemap*>(tex);
|
||||
|
||||
mTargets[slot] = cube->get2DTex();
|
||||
mTargets[slot]->AddRef();
|
||||
mTargetViews[slot] = cube->getRTView(face);
|
||||
mTargetViews[slot]->AddRef();
|
||||
mTargetSRViews[slot] = cube->getSRView();
|
||||
mTargetSRViews[slot]->AddRef();
|
||||
|
||||
// Update surface size
|
||||
if(slot == Color0)
|
||||
{
|
||||
ID3D11Texture2D *surface = mTargets[Color0];
|
||||
if ( surface )
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC sd;
|
||||
surface->GetDesc(&sd);
|
||||
mTargetSize = Point2I(sd.Width, sd.Height);
|
||||
|
||||
S32 format = sd.Format;
|
||||
GFXREVERSE_LOOKUP( GFXD3D11TextureFormat, GFXFormat, format );
|
||||
mTargetFormat = (GFXFormat)format;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void GFXD3D11TextureTarget::activate()
|
||||
{
|
||||
GFXDEBUGEVENT_SCOPE( GFXPCD3D11TextureTarget_activate, ColorI::RED );
|
||||
|
||||
AssertFatal( mTargets[GFXTextureTarget::Color0], "GFXD3D11TextureTarget::activate() - You can never have a NULL primary render target!" );
|
||||
|
||||
// Clear the state indicator.
|
||||
stateApplied();
|
||||
|
||||
// Now set all the new surfaces into the appropriate slots.
|
||||
ID3D11RenderTargetView* rtViews[MaxRenderSlotId] = { NULL, NULL, NULL, NULL, NULL, NULL};
|
||||
|
||||
ID3D11DepthStencilView* dsView = (ID3D11DepthStencilView*)(mTargetViews[GFXTextureTarget::DepthStencil]);
|
||||
for (U32 i = 0; i < 4; i++)
|
||||
{
|
||||
rtViews[i] = (ID3D11RenderTargetView*)mTargetViews[GFXTextureTarget::Color0 + i];
|
||||
}
|
||||
|
||||
D3D11DEVICECONTEXT->OMSetRenderTargets(MaxRenderSlotId, rtViews, dsView);
|
||||
|
||||
}
|
||||
|
||||
void GFXD3D11TextureTarget::deactivate()
|
||||
{
|
||||
//re-gen mip maps
|
||||
for (U32 i = 0; i < 4; i++)
|
||||
{
|
||||
ID3D11ShaderResourceView* pSRView = mTargetSRViews[GFXTextureTarget::Color0 + i];
|
||||
if (pSRView)
|
||||
D3D11DEVICECONTEXT->GenerateMips(pSRView);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void GFXD3D11TextureTarget::resolve()
|
||||
{
|
||||
GFXDEBUGEVENT_SCOPE( GFXPCD3D11TextureTarget_resolve, ColorI::RED );
|
||||
|
||||
for (U32 i = 0; i < MaxRenderSlotId; i++)
|
||||
{
|
||||
// We use existance @ mResolveTargets as a flag that we need to copy
|
||||
// data from the rendertarget into the texture.
|
||||
if (mResolveTargets[i])
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
mTargets[i]->GetDesc(&desc);
|
||||
D3D11DEVICECONTEXT->CopySubresourceRegion(mResolveTargets[i]->get2DTex(), 0, 0, 0, 0, mTargets[i], 0, NULL);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GFXD3D11TextureTarget::resolveTo( GFXTextureObject *tex )
|
||||
{
|
||||
GFXDEBUGEVENT_SCOPE( GFXPCD3D11TextureTarget_resolveTo, ColorI::RED );
|
||||
|
||||
if ( mTargets[Color0] == NULL )
|
||||
return;
|
||||
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
mTargets[Color0]->GetDesc(&desc);
|
||||
D3D11DEVICECONTEXT->CopySubresourceRegion(((GFXD3D11TextureObject*)(tex))->get2DTex(), 0, 0, 0, 0, mTargets[Color0], 0, NULL);
|
||||
|
||||
}
|
||||
|
||||
void GFXD3D11TextureTarget::zombify()
|
||||
{
|
||||
for(U32 i = 0; i < MaxRenderSlotId; i++)
|
||||
attachTexture(RenderSlot(i), NULL);
|
||||
}
|
||||
|
||||
void GFXD3D11TextureTarget::resurrect()
|
||||
{
|
||||
}
|
||||
|
||||
GFXD3D11WindowTarget::GFXD3D11WindowTarget()
|
||||
{
|
||||
mWindow = NULL;
|
||||
mBackbuffer = NULL;
|
||||
}
|
||||
|
||||
GFXD3D11WindowTarget::~GFXD3D11WindowTarget()
|
||||
{
|
||||
SAFE_RELEASE(mBackbuffer);
|
||||
}
|
||||
|
||||
void GFXD3D11WindowTarget::initPresentationParams()
|
||||
{
|
||||
// Get some video mode related info.
|
||||
GFXVideoMode vm = mWindow->getVideoMode();
|
||||
Win32Window* win = static_cast<Win32Window*>(mWindow);
|
||||
HWND hwnd = win->getHWND();
|
||||
|
||||
mPresentationParams = D3D11->setupPresentParams(vm, hwnd);
|
||||
}
|
||||
|
||||
const Point2I GFXD3D11WindowTarget::getSize()
|
||||
{
|
||||
return mWindow->getVideoMode().resolution;
|
||||
}
|
||||
|
||||
GFXFormat GFXD3D11WindowTarget::getFormat()
|
||||
{
|
||||
S32 format = mPresentationParams.BufferDesc.Format;
|
||||
GFXREVERSE_LOOKUP( GFXD3D11TextureFormat, GFXFormat, format );
|
||||
return (GFXFormat)format;
|
||||
}
|
||||
|
||||
bool GFXD3D11WindowTarget::present()
|
||||
{
|
||||
return (D3D11->getSwapChain()->Present(!D3D11->smDisableVSync, 0) == S_OK);
|
||||
}
|
||||
|
||||
void GFXD3D11WindowTarget::setImplicitSwapChain()
|
||||
{
|
||||
if (!mBackbuffer)
|
||||
D3D11->mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackbuffer);
|
||||
}
|
||||
|
||||
void GFXD3D11WindowTarget::resetMode()
|
||||
{
|
||||
mWindow->setSuppressReset(true);
|
||||
|
||||
// Setup our presentation params.
|
||||
initPresentationParams();
|
||||
|
||||
// Otherwise, we have to reset the device, if we're the implicit swapchain.
|
||||
D3D11->reset(mPresentationParams);
|
||||
|
||||
// Update our size, too.
|
||||
mSize = Point2I(mPresentationParams.BufferDesc.Width, mPresentationParams.BufferDesc.Height);
|
||||
|
||||
mWindow->setSuppressReset(false);
|
||||
GFX->beginReset();
|
||||
}
|
||||
|
||||
void GFXD3D11WindowTarget::zombify()
|
||||
{
|
||||
SAFE_RELEASE(mBackbuffer);
|
||||
}
|
||||
|
||||
void GFXD3D11WindowTarget::resurrect()
|
||||
{
|
||||
setImplicitSwapChain();
|
||||
}
|
||||
|
||||
void GFXD3D11WindowTarget::activate()
|
||||
{
|
||||
GFXDEBUGEVENT_SCOPE(GFXPCD3D11WindowTarget_activate, ColorI::RED);
|
||||
|
||||
//clear ther rendertargets first
|
||||
ID3D11RenderTargetView* rtViews[8] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL };
|
||||
|
||||
D3D11DEVICECONTEXT->OMSetRenderTargets(8, rtViews, NULL);
|
||||
D3D11DEVICECONTEXT->OMSetRenderTargets(1, &D3D11->mDeviceBackBufferView, D3D11->mDeviceDepthStencilView);
|
||||
|
||||
DXGI_SWAP_CHAIN_DESC pp;
|
||||
D3D11->mSwapChain->GetDesc(&pp);
|
||||
|
||||
// Update our video mode here, too.
|
||||
GFXVideoMode vm;
|
||||
vm = mWindow->getVideoMode();
|
||||
vm.resolution.x = pp.BufferDesc.Width;
|
||||
vm.resolution.y = pp.BufferDesc.Height;
|
||||
vm.fullScreen = !pp.Windowed;
|
||||
mSize = vm.resolution;
|
||||
}
|
||||
|
||||
void GFXD3D11WindowTarget::resolveTo(GFXTextureObject *tex)
|
||||
{
|
||||
GFXDEBUGEVENT_SCOPE(GFXPCD3D11WindowTarget_resolveTo, ColorI::RED);
|
||||
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
ID3D11Texture2D* surf = ((GFXD3D11TextureObject*)(tex))->get2DTex();
|
||||
surf->GetDesc(&desc);
|
||||
D3D11DEVICECONTEXT->ResolveSubresource(surf, 0, D3D11->mDeviceBackbuffer, 0, desc.Format);
|
||||
}
|
||||
110
Engine/source/gfx/D3D11/gfxD3D11Target.h
Normal file
110
Engine/source/gfx/D3D11/gfxD3D11Target.h
Normal file
|
|
@ -0,0 +1,110 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 _GFX_D3D_GFXD3D11TARGET_H_
|
||||
#define _GFX_D3D_GFXD3D11TARGET_H_
|
||||
|
||||
#include "gfx/D3D11/gfxD3D11Device.h"
|
||||
#include "gfx/D3D11/gfxD3D11TextureObject.h"
|
||||
#include "gfx/gfxTarget.h"
|
||||
#include "math/mPoint3.h"
|
||||
#include "math/mPoint2.h"
|
||||
|
||||
class GFXD3D11TextureTarget : public GFXTextureTarget
|
||||
{
|
||||
friend class GFXD3D11Device;
|
||||
|
||||
// Array of target surfaces, this is given to us by attachTexture
|
||||
ID3D11Texture2D* mTargets[MaxRenderSlotId];
|
||||
|
||||
// Array of shader resource views
|
||||
ID3D11ShaderResourceView* mTargetSRViews[MaxRenderSlotId];
|
||||
|
||||
//ID3D11DepthStencilView* mDepthTargetView;
|
||||
ID3D11View* mTargetViews[MaxRenderSlotId];
|
||||
// Array of texture objects which correspond to the target surfaces above,
|
||||
// needed for copy from RenderTarget to texture situations. Current only valid in those situations
|
||||
GFXD3D11TextureObject* mResolveTargets[MaxRenderSlotId];
|
||||
|
||||
Point2I mTargetSize;
|
||||
|
||||
GFXFormat mTargetFormat;
|
||||
|
||||
public:
|
||||
|
||||
GFXD3D11TextureTarget();
|
||||
~GFXD3D11TextureTarget();
|
||||
|
||||
// Public interface.
|
||||
virtual const Point2I getSize() { return mTargetSize; }
|
||||
virtual GFXFormat getFormat() { return mTargetFormat; }
|
||||
virtual void attachTexture(RenderSlot slot, GFXTextureObject *tex, U32 mipLevel=0, U32 zOffset = 0);
|
||||
virtual void attachTexture(RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0);
|
||||
virtual void resolve();
|
||||
|
||||
/// Note we always copy the Color0 RenderSlot.
|
||||
virtual void resolveTo( GFXTextureObject *tex );
|
||||
|
||||
virtual void activate();
|
||||
virtual void deactivate();
|
||||
|
||||
void zombify();
|
||||
void resurrect();
|
||||
};
|
||||
|
||||
class GFXD3D11WindowTarget : public GFXWindowTarget
|
||||
{
|
||||
friend class GFXD3D11Device;
|
||||
|
||||
/// Our backbuffer
|
||||
ID3D11Texture2D *mBackbuffer;
|
||||
|
||||
/// Maximum size we can render to.
|
||||
Point2I mSize;
|
||||
|
||||
/// D3D presentation info.
|
||||
DXGI_SWAP_CHAIN_DESC mPresentationParams;
|
||||
|
||||
/// Internal interface that notifies us we need to reset our video mode.
|
||||
void resetMode();
|
||||
|
||||
public:
|
||||
|
||||
GFXD3D11WindowTarget();
|
||||
~GFXD3D11WindowTarget();
|
||||
|
||||
virtual const Point2I getSize();
|
||||
virtual GFXFormat getFormat();
|
||||
virtual bool present();
|
||||
|
||||
void initPresentationParams();
|
||||
void setImplicitSwapChain();
|
||||
|
||||
virtual void activate();
|
||||
|
||||
void zombify();
|
||||
void resurrect();
|
||||
|
||||
virtual void resolveTo( GFXTextureObject *tex );
|
||||
};
|
||||
|
||||
#endif
|
||||
587
Engine/source/gfx/D3D11/gfxD3D11TextureManager.cpp
Normal file
587
Engine/source/gfx/D3D11/gfxD3D11TextureManager.cpp
Normal file
|
|
@ -0,0 +1,587 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "gfx/D3D11/gfxD3D11Device.h"
|
||||
#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
|
||||
#include "gfx/bitmap/bitmapUtils.h"
|
||||
#include "gfx/gfxCardProfile.h"
|
||||
#include "gfx/gfxStringEnumTranslate.h"
|
||||
#include "core/strings/unicode.h"
|
||||
#include "core/util/swizzle.h"
|
||||
#include "core/util/safeDelete.h"
|
||||
#include "console/console.h"
|
||||
#include "core/resourceManager.h"
|
||||
|
||||
GFXD3D11TextureManager::GFXD3D11TextureManager()
|
||||
{
|
||||
ZeroMemory(mCurTexSet, sizeof(mCurTexSet));
|
||||
}
|
||||
|
||||
GFXD3D11TextureManager::~GFXD3D11TextureManager()
|
||||
{
|
||||
// Destroy texture table now so just in case some texture objects
|
||||
// are still left, we don't crash on a pure virtual method call.
|
||||
SAFE_DELETE_ARRAY( mHashTable );
|
||||
}
|
||||
|
||||
void GFXD3D11TextureManager::_innerCreateTexture( GFXD3D11TextureObject *retTex,
|
||||
U32 height,
|
||||
U32 width,
|
||||
U32 depth,
|
||||
GFXFormat format,
|
||||
GFXTextureProfile *profile,
|
||||
U32 numMipLevels,
|
||||
bool forceMips,
|
||||
S32 antialiasLevel)
|
||||
{
|
||||
U32 usage = 0;
|
||||
U32 bindFlags = 0;
|
||||
U32 miscFlags = 0;
|
||||
|
||||
if(!retTex->mProfile->isZTarget() && !retTex->mProfile->isSystemMemory())
|
||||
bindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
|
||||
U32 cpuFlags = 0;
|
||||
|
||||
retTex->mProfile = profile;
|
||||
retTex->isManaged = false;
|
||||
DXGI_FORMAT d3dTextureFormat = GFXD3D11TextureFormat[format];
|
||||
|
||||
if( retTex->mProfile->isDynamic() )
|
||||
{
|
||||
usage = D3D11_USAGE_DYNAMIC;
|
||||
cpuFlags |= D3D11_CPU_ACCESS_WRITE;
|
||||
retTex->isManaged = false;
|
||||
}
|
||||
else if ( retTex->mProfile->isSystemMemory() )
|
||||
{
|
||||
usage |= D3D11_USAGE_STAGING;
|
||||
cpuFlags |= D3D11_CPU_ACCESS_READ;
|
||||
}
|
||||
else
|
||||
{
|
||||
usage = D3D11_USAGE_DEFAULT;
|
||||
retTex->isManaged = true;
|
||||
}
|
||||
|
||||
if( retTex->mProfile->isRenderTarget() )
|
||||
{
|
||||
bindFlags |= D3D11_BIND_RENDER_TARGET;
|
||||
//need to check to make sure this format supports render targets
|
||||
U32 supportFlag = 0;
|
||||
|
||||
D3D11DEVICE->CheckFormatSupport(d3dTextureFormat, &supportFlag);
|
||||
//if it doesn't support render targets then default to R8G8B8A8
|
||||
if(!(supportFlag & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
|
||||
d3dTextureFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
|
||||
retTex->isManaged =false;
|
||||
}
|
||||
|
||||
if( retTex->mProfile->isZTarget() )
|
||||
{
|
||||
bindFlags |= D3D11_BIND_DEPTH_STENCIL;
|
||||
retTex->isManaged = false;
|
||||
}
|
||||
|
||||
if( !forceMips && !retTex->mProfile->isSystemMemory() &&
|
||||
numMipLevels == 0 &&
|
||||
!(depth > 0) )
|
||||
{
|
||||
miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
|
||||
bindFlags |= D3D11_BIND_RENDER_TARGET; // in order to automatically generate mips. Resource needs to be a rendertarget and shader resource
|
||||
}
|
||||
|
||||
if( depth > 0 )
|
||||
{
|
||||
D3D11_TEXTURE3D_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(D3D11_TEXTURE3D_DESC));
|
||||
|
||||
desc.BindFlags = bindFlags;
|
||||
desc.CPUAccessFlags = cpuFlags;
|
||||
desc.Depth = depth;
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.Format = d3dTextureFormat;
|
||||
desc.Usage = (D3D11_USAGE)usage;
|
||||
desc.MipLevels = numMipLevels;
|
||||
|
||||
HRESULT hr = D3D11DEVICE->CreateTexture3D(&desc, NULL, retTex->get3DTexPtr());
|
||||
|
||||
if(FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11TextureManager::_createTexture - failed to create volume texture!");
|
||||
}
|
||||
|
||||
retTex->mTextureSize.set(width, height, depth);
|
||||
retTex->get3DTex()->GetDesc(&desc);
|
||||
retTex->mMipLevels = numMipLevels;
|
||||
retTex->mFormat = format;
|
||||
}
|
||||
else
|
||||
{
|
||||
UINT numQualityLevels = 0;
|
||||
|
||||
switch (antialiasLevel)
|
||||
{
|
||||
case 0:
|
||||
case AA_MATCH_BACKBUFFER:
|
||||
antialiasLevel = 1;
|
||||
break;
|
||||
|
||||
default:
|
||||
{
|
||||
antialiasLevel = 0;
|
||||
UINT numQualityLevels;
|
||||
D3D11DEVICE->CheckMultisampleQualityLevels(d3dTextureFormat, antialiasLevel, &numQualityLevels);
|
||||
AssertFatal(numQualityLevels, "Invalid AA level!");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if(retTex->mProfile->isZTarget())
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
|
||||
ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC));
|
||||
desc.ArraySize = 1;
|
||||
desc.BindFlags = bindFlags;
|
||||
desc.CPUAccessFlags = cpuFlags;
|
||||
//depth stencil must be a typeless format if it is bound on render target and shader resource simultaneously
|
||||
// we'll send the real format for the creation of the views
|
||||
desc.Format = DXGI_FORMAT_R24G8_TYPELESS;
|
||||
desc.MipLevels = numMipLevels;
|
||||
desc.SampleDesc.Count = antialiasLevel;
|
||||
desc.SampleDesc.Quality = numQualityLevels;
|
||||
desc.Height = height;
|
||||
desc.Width = width;
|
||||
desc.Usage = (D3D11_USAGE)usage;
|
||||
HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, retTex->getSurfacePtr());
|
||||
|
||||
if(FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "Failed to create Zbuffer texture");
|
||||
}
|
||||
|
||||
retTex->mFormat = format; // Assigning format like this should be fine.
|
||||
}
|
||||
else
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
|
||||
ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC));
|
||||
desc.ArraySize = 1;
|
||||
desc.BindFlags = bindFlags;
|
||||
desc.CPUAccessFlags = cpuFlags;
|
||||
desc.Format = d3dTextureFormat;
|
||||
desc.MipLevels = numMipLevels;
|
||||
desc.SampleDesc.Count = antialiasLevel;
|
||||
desc.SampleDesc.Quality = numQualityLevels;
|
||||
desc.Height = height;
|
||||
desc.Width = width;
|
||||
desc.Usage = (D3D11_USAGE)usage;
|
||||
desc.MiscFlags = miscFlags;
|
||||
HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, retTex->get2DTexPtr());
|
||||
|
||||
if(FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11TextureManager::_createTexture - failed to create texture!");
|
||||
}
|
||||
|
||||
retTex->get2DTex()->GetDesc(&desc);
|
||||
retTex->mMipLevels = desc.MipLevels;
|
||||
}
|
||||
|
||||
// start creating the resource views...
|
||||
// don't bother creating views for system memory/staging textures
|
||||
// they are just used for copying
|
||||
|
||||
if (!retTex->mProfile->isSystemMemory())
|
||||
{
|
||||
createResourceView(height, width, depth, d3dTextureFormat, numMipLevels, bindFlags, retTex);
|
||||
}
|
||||
|
||||
// Get the actual size of the texture...
|
||||
D3D11_TEXTURE2D_DESC probeDesc;
|
||||
ZeroMemory(&probeDesc, sizeof(D3D11_TEXTURE2D_DESC));
|
||||
|
||||
if( retTex->get2DTex() != NULL )
|
||||
{
|
||||
retTex->get2DTex()->GetDesc(&probeDesc);
|
||||
}
|
||||
else if( retTex->getSurface() != NULL )
|
||||
{
|
||||
retTex->getSurface()->GetDesc(&probeDesc);
|
||||
}
|
||||
|
||||
retTex->mTextureSize.set(probeDesc.Width, probeDesc.Height, 0);
|
||||
S32 fmt = 0;
|
||||
|
||||
if(!profile->isZTarget())
|
||||
fmt = probeDesc.Format;
|
||||
else
|
||||
fmt = DXGI_FORMAT_D24_UNORM_S8_UINT; // we need to assign this manually.
|
||||
|
||||
GFXREVERSE_LOOKUP( GFXD3D11TextureFormat, GFXFormat, fmt );
|
||||
retTex->mFormat = (GFXFormat)fmt;
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// createTexture
|
||||
//-----------------------------------------------------------------------------
|
||||
GFXTextureObject *GFXD3D11TextureManager::_createTextureObject( U32 height,
|
||||
U32 width,
|
||||
U32 depth,
|
||||
GFXFormat format,
|
||||
GFXTextureProfile *profile,
|
||||
U32 numMipLevels,
|
||||
bool forceMips,
|
||||
S32 antialiasLevel,
|
||||
GFXTextureObject *inTex )
|
||||
{
|
||||
GFXD3D11TextureObject *retTex;
|
||||
if ( inTex )
|
||||
{
|
||||
AssertFatal(static_cast<GFXD3D11TextureObject*>( inTex ), "GFXD3D11TextureManager::_createTexture() - Bad inTex type!");
|
||||
retTex = static_cast<GFXD3D11TextureObject*>( inTex );
|
||||
retTex->release();
|
||||
}
|
||||
else
|
||||
{
|
||||
retTex = new GFXD3D11TextureObject(GFX, profile);
|
||||
retTex->registerResourceWithDevice(GFX);
|
||||
}
|
||||
|
||||
_innerCreateTexture(retTex, height, width, depth, format, profile, numMipLevels, forceMips, antialiasLevel);
|
||||
|
||||
return retTex;
|
||||
}
|
||||
|
||||
bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *pDL)
|
||||
{
|
||||
PROFILE_SCOPE(GFXD3D11TextureManager_loadTexture);
|
||||
|
||||
GFXD3D11TextureObject *texture = static_cast<GFXD3D11TextureObject*>(aTexture);
|
||||
|
||||
// Check with profiler to see if we can do automatic mipmap generation.
|
||||
const bool supportsAutoMips = GFX->getCardProfiler()->queryProfile("autoMipMapLevel", true);
|
||||
|
||||
// Helper bool
|
||||
const bool isCompressedTexFmt = aTexture->mFormat >= GFXFormatDXT1 && aTexture->mFormat <= GFXFormatDXT5;
|
||||
|
||||
// Settings for mipmap generation
|
||||
U32 maxDownloadMip = pDL->getNumMipLevels();
|
||||
U32 nbMipMapLevel = pDL->getNumMipLevels();
|
||||
|
||||
if( supportsAutoMips && !isCompressedTexFmt )
|
||||
{
|
||||
maxDownloadMip = 1;
|
||||
nbMipMapLevel = aTexture->mMipLevels;
|
||||
}
|
||||
GFXD3D11Device* dev = D3D11;
|
||||
|
||||
bool isDynamic = texture->mProfile->isDynamic();
|
||||
// Fill the texture...
|
||||
for( U32 i = 0; i < maxDownloadMip; i++ )
|
||||
{
|
||||
U32 subResource = D3D11CalcSubresource(i, 0, aTexture->mMipLevels);
|
||||
|
||||
if(!isDynamic)
|
||||
{
|
||||
U8* copyBuffer = NULL;
|
||||
|
||||
switch(texture->mFormat)
|
||||
{
|
||||
case GFXFormatR8G8B8:
|
||||
{
|
||||
PROFILE_SCOPE(Swizzle24_Upload);
|
||||
AssertFatal(pDL->getFormat() == GFXFormatR8G8B8, "Assumption failed");
|
||||
|
||||
U8* Bits = new U8[pDL->getWidth(i) * pDL->getHeight(i) * 4];
|
||||
dMemcpy(Bits, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * 3);
|
||||
bitmapConvertRGB_to_RGBX(&Bits, pDL->getWidth(i) * pDL->getHeight(i));
|
||||
copyBuffer = new U8[pDL->getWidth(i) * pDL->getHeight(i) * 4];
|
||||
|
||||
dev->getDeviceSwizzle32()->ToBuffer(copyBuffer, Bits, pDL->getWidth(i) * pDL->getHeight(i) * 4);
|
||||
dev->getDeviceContext()->UpdateSubresource(texture->get2DTex(), subResource, NULL, copyBuffer, pDL->getWidth() * 4, pDL->getHeight() *4);
|
||||
SAFE_DELETE_ARRAY(Bits);
|
||||
break;
|
||||
}
|
||||
|
||||
case GFXFormatR8G8B8A8:
|
||||
case GFXFormatR8G8B8X8:
|
||||
{
|
||||
PROFILE_SCOPE(Swizzle32_Upload);
|
||||
copyBuffer = new U8[pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel()];
|
||||
dev->getDeviceSwizzle32()->ToBuffer(copyBuffer, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel());
|
||||
dev->getDeviceContext()->UpdateSubresource(texture->get2DTex(), subResource, NULL, copyBuffer, pDL->getWidth() * pDL->getBytesPerPixel(), pDL->getHeight() *pDL->getBytesPerPixel());
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
{
|
||||
// Just copy the bits in no swizzle or padding
|
||||
PROFILE_SCOPE(SwizzleNull_Upload);
|
||||
AssertFatal( pDL->getFormat() == texture->mFormat, "Format mismatch");
|
||||
dev->getDeviceContext()->UpdateSubresource(texture->get2DTex(), subResource, NULL, pDL->getBits(i), pDL->getWidth() *pDL->getBytesPerPixel(), pDL->getHeight() *pDL->getBytesPerPixel());
|
||||
}
|
||||
}
|
||||
|
||||
SAFE_DELETE_ARRAY(copyBuffer);
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE mapping;
|
||||
HRESULT res = dev->getDeviceContext()->Map(texture->get2DTex(), subResource, D3D11_MAP_WRITE, 0, &mapping);
|
||||
|
||||
AssertFatal(res, "tex2d map call failure");
|
||||
|
||||
switch( texture->mFormat )
|
||||
{
|
||||
case GFXFormatR8G8B8:
|
||||
{
|
||||
PROFILE_SCOPE(Swizzle24_Upload);
|
||||
AssertFatal(pDL->getFormat() == GFXFormatR8G8B8, "Assumption failed");
|
||||
|
||||
U8* Bits = new U8[pDL->getWidth(i) * pDL->getHeight(i) * 4];
|
||||
dMemcpy(Bits, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * 3);
|
||||
bitmapConvertRGB_to_RGBX(&Bits, pDL->getWidth(i) * pDL->getHeight(i));
|
||||
|
||||
dev->getDeviceSwizzle32()->ToBuffer(mapping.pData, Bits, pDL->getWidth(i) * pDL->getHeight(i) * 4);
|
||||
SAFE_DELETE_ARRAY(Bits);
|
||||
}
|
||||
break;
|
||||
|
||||
case GFXFormatR8G8B8A8:
|
||||
case GFXFormatR8G8B8X8:
|
||||
{
|
||||
PROFILE_SCOPE(Swizzle32_Upload);
|
||||
dev->getDeviceSwizzle32()->ToBuffer(mapping.pData, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel());
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
{
|
||||
// Just copy the bits in no swizzle or padding
|
||||
PROFILE_SCOPE(SwizzleNull_Upload);
|
||||
AssertFatal( pDL->getFormat() == texture->mFormat, "Format mismatch");
|
||||
dMemcpy(mapping.pData, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel());
|
||||
}
|
||||
}
|
||||
|
||||
dev->getDeviceContext()->Unmap(texture->get2DTex(), subResource);
|
||||
}
|
||||
}
|
||||
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
// if the texture asked for mip generation. lets generate it.
|
||||
texture->get2DTex()->GetDesc(&desc);
|
||||
if (desc.MiscFlags &D3D11_RESOURCE_MISC_GENERATE_MIPS)
|
||||
{
|
||||
dev->getDeviceContext()->GenerateMips(texture->getSRView());
|
||||
//texture->mMipLevels = desc.MipLevels;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *inTex, void *raw)
|
||||
{
|
||||
PROFILE_SCOPE(GFXD3D11TextureManager_loadTextureRaw);
|
||||
|
||||
GFXD3D11TextureObject *texture = (GFXD3D11TextureObject *) inTex;
|
||||
GFXD3D11Device* dev = static_cast<GFXD3D11Device *>(GFX);
|
||||
// currently only for volume textures...
|
||||
if(texture->getDepth() < 1) return false;
|
||||
|
||||
U8* Bits = NULL;
|
||||
|
||||
if(texture->mFormat == GFXFormatR8G8B8)
|
||||
{
|
||||
// convert 24 bit to 32 bit
|
||||
Bits = new U8[texture->getWidth() * texture->getHeight() * texture->getDepth() * 4];
|
||||
dMemcpy(Bits, raw, texture->getWidth() * texture->getHeight() * texture->getDepth() * 3);
|
||||
bitmapConvertRGB_to_RGBX(&Bits, texture->getWidth() * texture->getHeight() * texture->getDepth());
|
||||
}
|
||||
|
||||
U32 bytesPerPix = 1;
|
||||
|
||||
switch(texture->mFormat)
|
||||
{
|
||||
case GFXFormatR8G8B8:
|
||||
case GFXFormatR8G8B8A8:
|
||||
case GFXFormatR8G8B8X8:
|
||||
bytesPerPix = 4;
|
||||
break;
|
||||
}
|
||||
|
||||
D3D11_BOX box;
|
||||
box.left = 0;
|
||||
box.right = texture->getWidth();
|
||||
box.front = 0;
|
||||
box.back = texture->getDepth();
|
||||
box.top = 0;
|
||||
box.bottom = texture->getHeight();
|
||||
|
||||
if(texture->mFormat == GFXFormatR8G8B8) // converted format also for volume textures
|
||||
dev->getDeviceContext()->UpdateSubresource(texture->get3DTex(), 0, &box, Bits, texture->getWidth() * bytesPerPix, texture->getHeight() * bytesPerPix);
|
||||
else
|
||||
dev->getDeviceContext()->UpdateSubresource(texture->get3DTex(), 0, &box, raw, texture->getWidth() * bytesPerPix, texture->getHeight() * bytesPerPix);
|
||||
|
||||
SAFE_DELETE_ARRAY(Bits);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GFXD3D11TextureManager::_refreshTexture(GFXTextureObject *texture)
|
||||
{
|
||||
U32 usedStrategies = 0;
|
||||
GFXD3D11TextureObject *realTex = static_cast<GFXD3D11TextureObject *>(texture);
|
||||
|
||||
if(texture->mProfile->doStoreBitmap())
|
||||
{
|
||||
if(texture->mBitmap)
|
||||
_loadTexture(texture, texture->mBitmap);
|
||||
|
||||
if(texture->mDDS)
|
||||
_loadTexture(texture, texture->mDDS);
|
||||
|
||||
usedStrategies++;
|
||||
}
|
||||
|
||||
if(texture->mProfile->isRenderTarget() || texture->mProfile->isDynamic() || texture->mProfile->isZTarget())
|
||||
{
|
||||
realTex->release();
|
||||
_innerCreateTexture(realTex, texture->getHeight(), texture->getWidth(), texture->getDepth(), texture->mFormat, texture->mProfile, texture->mMipLevels, false, texture->mAntialiasLevel);
|
||||
usedStrategies++;
|
||||
}
|
||||
|
||||
AssertFatal(usedStrategies < 2, "GFXD3D11TextureManager::_refreshTexture - Inconsistent profile flags!");
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GFXD3D11TextureManager::_freeTexture(GFXTextureObject *texture, bool zombify)
|
||||
{
|
||||
AssertFatal(dynamic_cast<GFXD3D11TextureObject *>(texture),"Not an actual d3d texture object!");
|
||||
GFXD3D11TextureObject *tex = static_cast<GFXD3D11TextureObject *>( texture );
|
||||
|
||||
// If it's a managed texture and we're zombifying, don't blast it, D3D allows
|
||||
// us to keep it.
|
||||
if(zombify && tex->isManaged)
|
||||
return true;
|
||||
|
||||
tex->release();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// Load a texture from a proper DDSFile instance.
|
||||
bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *aTexture, DDSFile *dds)
|
||||
{
|
||||
PROFILE_SCOPE(GFXD3D11TextureManager_loadTextureDDS);
|
||||
|
||||
GFXD3D11TextureObject *texture = static_cast<GFXD3D11TextureObject*>(aTexture);
|
||||
GFXD3D11Device* dev = static_cast<GFXD3D11Device *>(GFX);
|
||||
// Fill the texture...
|
||||
for( U32 i = 0; i < aTexture->mMipLevels; i++ )
|
||||
{
|
||||
PROFILE_SCOPE(GFXD3DTexMan_loadSurface);
|
||||
|
||||
AssertFatal( dds->mSurfaces.size() > 0, "Assumption failed. DDSFile has no surfaces." );
|
||||
|
||||
U32 subresource = D3D11CalcSubresource(i, 0, aTexture->mMipLevels);
|
||||
dev->getDeviceContext()->UpdateSubresource(texture->get2DTex(), subresource, 0, dds->mSurfaces[0]->mMips[i], dds->getSurfacePitch(i), 0);
|
||||
}
|
||||
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
// if the texture asked for mip generation. lets generate it.
|
||||
texture->get2DTex()->GetDesc(&desc);
|
||||
if (desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS)
|
||||
dev->getDeviceContext()->GenerateMips(texture->getSRView());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void GFXD3D11TextureManager::createResourceView(U32 height, U32 width, U32 depth, DXGI_FORMAT format, U32 numMipLevels,U32 usageFlags, GFXTextureObject *inTex)
|
||||
{
|
||||
GFXD3D11TextureObject *tex = static_cast<GFXD3D11TextureObject*>(inTex);
|
||||
ID3D11Resource* resource = NULL;
|
||||
|
||||
if(tex->get2DTex())
|
||||
resource = tex->get2DTex();
|
||||
else if(tex->getSurface())
|
||||
resource = tex->getSurface();
|
||||
else
|
||||
resource = tex->get3DTex();
|
||||
|
||||
HRESULT hr;
|
||||
//TODO: add MSAA support later.
|
||||
if(usageFlags & D3D11_BIND_SHADER_RESOURCE)
|
||||
{
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC desc;
|
||||
|
||||
if(usageFlags & D3D11_BIND_DEPTH_STENCIL)
|
||||
desc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS; // reads the depth
|
||||
else
|
||||
desc.Format = format;
|
||||
|
||||
if(depth > 0)
|
||||
{
|
||||
desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
|
||||
desc.Texture3D.MipLevels = -1;
|
||||
desc.Texture3D.MostDetailedMip = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
desc.Texture2D.MipLevels = -1;
|
||||
desc.Texture2D.MostDetailedMip = 0;
|
||||
}
|
||||
|
||||
hr = D3D11DEVICE->CreateShaderResourceView(resource,&desc, tex->getSRViewPtr());
|
||||
AssertFatal(SUCCEEDED(hr), "CreateShaderResourceView:: failed to create view!");
|
||||
}
|
||||
|
||||
if(usageFlags & D3D11_BIND_RENDER_TARGET)
|
||||
{
|
||||
D3D11_RENDER_TARGET_VIEW_DESC desc;
|
||||
desc.Format = format;
|
||||
desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
|
||||
desc.Texture2D.MipSlice = 0;
|
||||
hr = D3D11DEVICE->CreateRenderTargetView(resource, &desc, tex->getRTViewPtr());
|
||||
AssertFatal(SUCCEEDED(hr), "CreateRenderTargetView:: failed to create view!");
|
||||
}
|
||||
|
||||
if(usageFlags & D3D11_BIND_DEPTH_STENCIL)
|
||||
{
|
||||
D3D11_DEPTH_STENCIL_VIEW_DESC desc;
|
||||
desc.Format = format;
|
||||
desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
|
||||
desc.Texture2D.MipSlice = 0;
|
||||
desc.Flags = 0;
|
||||
hr = D3D11DEVICE->CreateDepthStencilView(resource,&desc, tex->getDSViewPtr());
|
||||
AssertFatal(SUCCEEDED(hr), "CreateDepthStencilView:: failed to create view!");
|
||||
}
|
||||
}
|
||||
62
Engine/source/gfx/D3D11/gfxD3D11TextureManager.h
Normal file
62
Engine/source/gfx/D3D11/gfxD3D11TextureManager.h
Normal file
|
|
@ -0,0 +1,62 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 _GFXD3DTEXTUREMANAGER_H_
|
||||
#define _GFXD3DTEXTUREMANAGER_H_
|
||||
|
||||
#include "gfx/D3D11/gfxD3D11TextureObject.h"
|
||||
#include "core/util/safeRelease.h"
|
||||
|
||||
class GFXD3D11TextureManager : public GFXTextureManager
|
||||
{
|
||||
friend class GFXD3D11TextureObject;
|
||||
|
||||
public:
|
||||
GFXD3D11TextureManager();
|
||||
virtual ~GFXD3D11TextureManager();
|
||||
void createResourceView(U32 height, U32 width, U32 depth, DXGI_FORMAT format, U32 numMipLevels,U32 usageFlags, GFXTextureObject *inTex);
|
||||
protected:
|
||||
|
||||
// GFXTextureManager
|
||||
GFXTextureObject *_createTextureObject( U32 height,
|
||||
U32 width,
|
||||
U32 depth,
|
||||
GFXFormat format,
|
||||
GFXTextureProfile *profile,
|
||||
U32 numMipLevels,
|
||||
bool forceMips = false,
|
||||
S32 antialiasLevel = 0,
|
||||
GFXTextureObject *inTex = NULL );
|
||||
|
||||
bool _loadTexture(GFXTextureObject *texture, DDSFile *dds);
|
||||
bool _loadTexture(GFXTextureObject *texture, GBitmap *bmp);
|
||||
bool _loadTexture(GFXTextureObject *texture, void *raw);
|
||||
bool _refreshTexture(GFXTextureObject *texture);
|
||||
bool _freeTexture(GFXTextureObject *texture, bool zombify = false);
|
||||
|
||||
private:
|
||||
U32 mCurTexSet[TEXTURE_STAGE_COUNT];
|
||||
|
||||
void _innerCreateTexture(GFXD3D11TextureObject *obj, U32 height, U32 width, U32 depth, GFXFormat format, GFXTextureProfile *profile, U32 numMipLevels, bool forceMips = false, S32 antialiasLevel = 0);
|
||||
};
|
||||
|
||||
#endif
|
||||
280
Engine/source/gfx/D3D11/gfxD3D11TextureObject.cpp
Normal file
280
Engine/source/gfx/D3D11/gfxD3D11TextureObject.cpp
Normal file
|
|
@ -0,0 +1,280 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "gfx/D3D11/gfxD3D11Device.h"
|
||||
#include "gfx/D3D11/gfxD3D11TextureObject.h"
|
||||
#include "platform/profiler.h"
|
||||
#include "console/console.h"
|
||||
|
||||
#ifdef TORQUE_DEBUG
|
||||
U32 GFXD3D11TextureObject::mTexCount = 0;
|
||||
#endif
|
||||
|
||||
|
||||
// GFXFormatR8G8B8 has now the same behaviour as GFXFormatR8G8B8X8.
|
||||
// This is because 24 bit format are now deprecated by microsoft, for data alignment reason there's no changes beetween 24 and 32 bit formats.
|
||||
// DirectX 10-11 both have 24 bit format no longer.
|
||||
|
||||
|
||||
GFXD3D11TextureObject::GFXD3D11TextureObject( GFXDevice * d, GFXTextureProfile *profile) : GFXTextureObject( d, profile )
|
||||
{
|
||||
#ifdef D3D11_DEBUG_SPEW
|
||||
mTexCount++;
|
||||
Con::printf("+ texMake %d %x", mTexCount, this);
|
||||
#endif
|
||||
|
||||
mD3DTexture = NULL;
|
||||
mLocked = false;
|
||||
|
||||
mD3DSurface = NULL;
|
||||
mLockedSubresource = 0;
|
||||
mDSView = NULL;
|
||||
mRTView = NULL;
|
||||
mSRView = NULL;
|
||||
}
|
||||
|
||||
GFXD3D11TextureObject::~GFXD3D11TextureObject()
|
||||
{
|
||||
kill();
|
||||
#ifdef D3D11_DEBUG_SPEW
|
||||
mTexCount--;
|
||||
Con::printf("+ texkill %d %x", mTexCount, this);
|
||||
#endif
|
||||
}
|
||||
|
||||
GFXLockedRect *GFXD3D11TextureObject::lock(U32 mipLevel /*= 0*/, RectI *inRect /*= NULL*/)
|
||||
{
|
||||
AssertFatal( !mLocked, "GFXD3D11TextureObject::lock - The texture is already locked!" );
|
||||
|
||||
D3D11_MAPPED_SUBRESOURCE mapInfo;
|
||||
|
||||
if( mProfile->isRenderTarget() )
|
||||
{
|
||||
//AssertFatal( 0, "GFXD3D11TextureObject::lock - Need to handle mapping render targets" );
|
||||
if( !mLockTex ||
|
||||
mLockTex->getWidth() != getWidth() ||
|
||||
mLockTex->getHeight() != getHeight() )
|
||||
{
|
||||
mLockTex.set( getWidth(), getHeight(), mFormat, &GFXSystemMemProfile, avar("%s() - mLockTex (line %d)", __FUNCTION__, __LINE__) );
|
||||
}
|
||||
|
||||
PROFILE_START(GFXD3D11TextureObject_lockRT);
|
||||
|
||||
GFXD3D11Device* dev = D3D11;
|
||||
|
||||
GFXD3D11TextureObject* to = (GFXD3D11TextureObject*) &(*mLockTex);
|
||||
dev->getDeviceContext()->CopyResource(to->get2DTex(), mD3DTexture);
|
||||
|
||||
mLockedSubresource = D3D11CalcSubresource(0, 0, 1);
|
||||
HRESULT hr = dev->getDeviceContext()->Map(to->get2DTex(), mLockedSubresource, D3D11_MAP_READ, 0, &mapInfo);
|
||||
|
||||
if (FAILED(hr))
|
||||
AssertFatal(false, "GFXD3D11TextureObject:lock- failed to map render target resource!");
|
||||
|
||||
mLocked = true;
|
||||
|
||||
|
||||
PROFILE_END();
|
||||
}
|
||||
else
|
||||
{
|
||||
RECT r;
|
||||
|
||||
if(inRect)
|
||||
{
|
||||
r.top = inRect->point.y;
|
||||
r.left = inRect->point.x;
|
||||
r.bottom = inRect->point.y + inRect->extent.y;
|
||||
r.right = inRect->point.x + inRect->extent.x;
|
||||
}
|
||||
|
||||
mLockedSubresource = D3D11CalcSubresource(mipLevel, 0, getMipLevels());
|
||||
HRESULT hr = D3D11DEVICECONTEXT->Map(mD3DTexture, mLockedSubresource, D3D11_MAP_WRITE_DISCARD, 0, &mapInfo);
|
||||
|
||||
if ( FAILED(hr) )
|
||||
AssertFatal(false, "GFXD3D11TextureObject::lock - Failed to map subresource.");
|
||||
|
||||
mLocked = true;
|
||||
|
||||
}
|
||||
|
||||
mLockRect.pBits = static_cast<U8*>(mapInfo.pData);
|
||||
mLockRect.Pitch = mapInfo.RowPitch;
|
||||
|
||||
return (GFXLockedRect*)&mLockRect;
|
||||
}
|
||||
|
||||
void GFXD3D11TextureObject::unlock(U32 mipLevel)
|
||||
{
|
||||
AssertFatal( mLocked, "GFXD3D11TextureObject::unlock - Attempting to unlock a surface that has not been locked" );
|
||||
|
||||
if( mProfile->isRenderTarget() )
|
||||
{
|
||||
//AssertFatal( 0, "GFXD3D11TextureObject::unlock - Need to handle mapping render targets" );
|
||||
GFXD3D11TextureObject* to = (GFXD3D11TextureObject*)&(*mLockTex);
|
||||
|
||||
D3D11->getDeviceContext()->Unmap(to->get2DTex(), mLockedSubresource);
|
||||
|
||||
mLockedSubresource = 0;
|
||||
mLocked = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
D3D11DEVICECONTEXT->Unmap(get2DTex(), mLockedSubresource);
|
||||
mLockedSubresource = 0;
|
||||
mLocked = false;
|
||||
}
|
||||
}
|
||||
|
||||
void GFXD3D11TextureObject::release()
|
||||
{
|
||||
SAFE_RELEASE(mSRView);
|
||||
SAFE_RELEASE(mRTView);
|
||||
SAFE_RELEASE(mDSView);
|
||||
SAFE_RELEASE(mD3DTexture);
|
||||
SAFE_RELEASE(mD3DSurface);
|
||||
}
|
||||
|
||||
void GFXD3D11TextureObject::zombify()
|
||||
{
|
||||
// Managed textures are managed by D3D
|
||||
AssertFatal(!mLocked, "GFXD3D11TextureObject::zombify - Cannot zombify a locked texture!");
|
||||
if(isManaged)
|
||||
return;
|
||||
release();
|
||||
}
|
||||
|
||||
void GFXD3D11TextureObject::resurrect()
|
||||
{
|
||||
// Managed textures are managed by D3D
|
||||
if(isManaged)
|
||||
return;
|
||||
|
||||
static_cast<GFXD3D11TextureManager*>(TEXMGR)->refreshTexture(this);
|
||||
}
|
||||
|
||||
bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
|
||||
{
|
||||
if (!bmp)
|
||||
return false;
|
||||
|
||||
// check format limitations
|
||||
// at the moment we only support RGBA for the source (other 4 byte formats should
|
||||
// be easy to add though)
|
||||
AssertFatal(mFormat == GFXFormatR8G8B8A8, "copyToBmp: invalid format");
|
||||
if (mFormat != GFXFormatR8G8B8A8)
|
||||
return false;
|
||||
|
||||
PROFILE_START(GFXD3D11TextureObject_copyToBmp);
|
||||
|
||||
AssertFatal(bmp->getWidth() == getWidth(), "doh");
|
||||
AssertFatal(bmp->getHeight() == getHeight(), "doh");
|
||||
U32 width = getWidth();
|
||||
U32 height = getHeight();
|
||||
|
||||
bmp->setHasTransparency(mHasTransparency);
|
||||
|
||||
// set some constants
|
||||
const U32 sourceBytesPerPixel = 4;
|
||||
U32 destBytesPerPixel = 0;
|
||||
|
||||
if(bmp->getFormat() == GFXFormatR8G8B8A8)
|
||||
destBytesPerPixel = 4;
|
||||
else if(bmp->getFormat() == GFXFormatR8G8B8)
|
||||
destBytesPerPixel = 3;
|
||||
else
|
||||
// unsupported
|
||||
AssertFatal(false, "unsupported bitmap format");
|
||||
|
||||
|
||||
// lock the texture
|
||||
DXGI_MAPPED_RECT* lockRect = (DXGI_MAPPED_RECT*) lock();
|
||||
|
||||
// set pointers
|
||||
U8* srcPtr = (U8*)lockRect->pBits;
|
||||
U8* destPtr = bmp->getWritableBits();
|
||||
|
||||
// we will want to skip over any D3D cache data in the source texture
|
||||
const S32 sourceCacheSize = lockRect->Pitch - width * sourceBytesPerPixel;
|
||||
AssertFatal(sourceCacheSize >= 0, "copyToBmp: cache size is less than zero?");
|
||||
|
||||
PROFILE_START(GFXD3D11TextureObject_copyToBmp_pixCopy);
|
||||
// copy data into bitmap
|
||||
for (U32 row = 0; row < height; ++row)
|
||||
{
|
||||
for (U32 col = 0; col < width; ++col)
|
||||
{
|
||||
destPtr[0] = srcPtr[2]; // red
|
||||
destPtr[1] = srcPtr[1]; // green
|
||||
destPtr[2] = srcPtr[0]; // blue
|
||||
if (destBytesPerPixel == 4)
|
||||
destPtr[3] = srcPtr[3]; // alpha
|
||||
|
||||
// go to next pixel in src
|
||||
srcPtr += sourceBytesPerPixel;
|
||||
|
||||
// go to next pixel in dest
|
||||
destPtr += destBytesPerPixel;
|
||||
}
|
||||
// skip past the cache data for this row (if any)
|
||||
srcPtr += sourceCacheSize;
|
||||
}
|
||||
PROFILE_END();
|
||||
|
||||
// assert if we stomped or underran memory
|
||||
AssertFatal(U32(destPtr - bmp->getWritableBits()) == width * height * destBytesPerPixel, "copyToBmp: doh, memory error");
|
||||
AssertFatal(U32(srcPtr - (U8*)lockRect->pBits) == height * lockRect->Pitch, "copyToBmp: doh, memory error");
|
||||
|
||||
// unlock
|
||||
unlock();
|
||||
|
||||
PROFILE_END();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
ID3D11ShaderResourceView* GFXD3D11TextureObject::getSRView()
|
||||
{
|
||||
return mSRView;
|
||||
}
|
||||
ID3D11RenderTargetView* GFXD3D11TextureObject::getRTView()
|
||||
{
|
||||
return mRTView;
|
||||
}
|
||||
ID3D11DepthStencilView* GFXD3D11TextureObject::getDSView()
|
||||
{
|
||||
return mDSView;
|
||||
}
|
||||
|
||||
ID3D11ShaderResourceView** GFXD3D11TextureObject::getSRViewPtr()
|
||||
{
|
||||
return &mSRView;
|
||||
}
|
||||
ID3D11RenderTargetView** GFXD3D11TextureObject::getRTViewPtr()
|
||||
{
|
||||
return &mRTView;
|
||||
}
|
||||
|
||||
ID3D11DepthStencilView** GFXD3D11TextureObject::getDSViewPtr()
|
||||
{
|
||||
return &mDSView;
|
||||
}
|
||||
89
Engine/source/gfx/D3D11/gfxD3D11TextureObject.h
Normal file
89
Engine/source/gfx/D3D11/gfxD3D11TextureObject.h
Normal file
|
|
@ -0,0 +1,89 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 _GFXD3D11TEXTUREOBJECT_H_
|
||||
#define _GFXD3D11TEXTUREOBJECT_H_
|
||||
|
||||
#include "gfx/D3D11/gfxD3D11Device.h"
|
||||
#include "gfx/gfxTextureHandle.h"
|
||||
#include "gfx/gfxTextureManager.h"
|
||||
|
||||
class GFXD3D11TextureObject : public GFXTextureObject
|
||||
{
|
||||
protected:
|
||||
static U32 mTexCount;
|
||||
GFXTexHandle mLockTex;
|
||||
DXGI_MAPPED_RECT mLockRect;
|
||||
bool mLocked;
|
||||
|
||||
U32 mLockedSubresource;
|
||||
ID3D11Resource *mD3DTexture;
|
||||
|
||||
// used for z buffers...
|
||||
ID3D11Texture2D *mD3DSurface;
|
||||
|
||||
ID3D11ShaderResourceView* mSRView; // for shader resource input
|
||||
ID3D11RenderTargetView* mRTView; // for render targets
|
||||
ID3D11DepthStencilView* mDSView; //render target view for depth stencil
|
||||
|
||||
public:
|
||||
|
||||
GFXD3D11TextureObject( GFXDevice * d, GFXTextureProfile *profile);
|
||||
~GFXD3D11TextureObject();
|
||||
|
||||
ID3D11Resource* getResource(){ return mD3DTexture; }
|
||||
ID3D11Texture2D* get2DTex(){ return (ID3D11Texture2D*) mD3DTexture; }
|
||||
ID3D11Texture2D** get2DTexPtr(){ return (ID3D11Texture2D**) &mD3DTexture; }
|
||||
ID3D11Texture3D* get3DTex(){ return (ID3D11Texture3D*) mD3DTexture; }
|
||||
ID3D11Texture3D** get3DTexPtr(){ return (ID3D11Texture3D**) &mD3DTexture; }
|
||||
|
||||
ID3D11ShaderResourceView* getSRView();
|
||||
ID3D11RenderTargetView* getRTView();
|
||||
ID3D11DepthStencilView* getDSView();
|
||||
|
||||
ID3D11ShaderResourceView** getSRViewPtr();
|
||||
ID3D11RenderTargetView** getRTViewPtr();
|
||||
ID3D11DepthStencilView** getDSViewPtr();
|
||||
|
||||
|
||||
void release();
|
||||
|
||||
bool isManaged; //setting to true tells this texture not to be released from being zombify
|
||||
|
||||
virtual GFXLockedRect * lock(U32 mipLevel = 0, RectI *inRect = NULL);
|
||||
virtual void unlock(U32 mipLevel = 0 );
|
||||
|
||||
virtual bool copyToBmp(GBitmap* bmp);
|
||||
ID3D11Texture2D* getSurface() {return mD3DSurface;}
|
||||
ID3D11Texture2D** getSurfacePtr() {return &mD3DSurface;}
|
||||
|
||||
// GFXResource
|
||||
void zombify();
|
||||
void resurrect();
|
||||
|
||||
#ifdef TORQUE_DEBUG
|
||||
virtual void pureVirtualCrash() {};
|
||||
#endif
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
233
Engine/source/gfx/D3D11/gfxD3D11VertexBuffer.cpp
Normal file
233
Engine/source/gfx/D3D11/gfxD3D11VertexBuffer.cpp
Normal file
|
|
@ -0,0 +1,233 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "platform/platform.h"
|
||||
#include "gfx/D3D11/gfxD3D11VertexBuffer.h"
|
||||
#include "console/console.h"
|
||||
|
||||
GFXD3D11VertexBuffer::~GFXD3D11VertexBuffer()
|
||||
{
|
||||
if(getOwningDevice() != NULL)
|
||||
{
|
||||
if(mBufferType != GFXBufferTypeVolatile)
|
||||
{
|
||||
SAFE_RELEASE(vb);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GFXD3D11VertexBuffer::lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr)
|
||||
{
|
||||
PROFILE_SCOPE(GFXD3D11VertexBuffer_lock);
|
||||
|
||||
AssertFatal(lockedVertexStart == 0 && lockedVertexEnd == 0, "Cannot lock a buffer more than once!");
|
||||
|
||||
D3D11_MAP flags = D3D11_MAP_WRITE_DISCARD;
|
||||
|
||||
switch(mBufferType)
|
||||
{
|
||||
case GFXBufferTypeStatic:
|
||||
case GFXBufferTypeDynamic:
|
||||
flags = D3D11_MAP_WRITE_DISCARD;
|
||||
break;
|
||||
|
||||
case GFXBufferTypeVolatile:
|
||||
|
||||
// Get or create the volatile buffer...
|
||||
mVolatileBuffer = D3D11->findVBPool( &mVertexFormat, vertexEnd );
|
||||
|
||||
if( !mVolatileBuffer )
|
||||
mVolatileBuffer = D3D11->createVBPool( &mVertexFormat, mVertexSize );
|
||||
|
||||
vb = mVolatileBuffer->vb;
|
||||
|
||||
// Get our range now...
|
||||
AssertFatal(vertexStart == 0, "Cannot get a subrange on a volatile buffer.");
|
||||
AssertFatal(vertexEnd <= MAX_DYNAMIC_VERTS, "Cannot get more than MAX_DYNAMIC_VERTS in a volatile buffer. Up the constant!");
|
||||
AssertFatal(mVolatileBuffer->lockedVertexStart == 0 && mVolatileBuffer->lockedVertexEnd == 0, "Got more than one lock on the volatile pool.");
|
||||
|
||||
// We created the pool when we requested this volatile buffer, so assume it exists...
|
||||
if( mVolatileBuffer->mNumVerts + vertexEnd > MAX_DYNAMIC_VERTS )
|
||||
{
|
||||
flags = D3D11_MAP_WRITE_DISCARD;
|
||||
mVolatileStart = vertexStart = 0;
|
||||
vertexEnd = vertexEnd;
|
||||
}
|
||||
else
|
||||
{
|
||||
flags = D3D11_MAP_WRITE_NO_OVERWRITE;
|
||||
mVolatileStart = vertexStart = mVolatileBuffer->mNumVerts;
|
||||
vertexEnd += mVolatileBuffer->mNumVerts;
|
||||
}
|
||||
|
||||
mVolatileBuffer->mNumVerts = vertexEnd+1;
|
||||
|
||||
mVolatileBuffer->lockedVertexStart = vertexStart;
|
||||
mVolatileBuffer->lockedVertexEnd = vertexEnd;
|
||||
break;
|
||||
}
|
||||
|
||||
lockedVertexStart = vertexStart;
|
||||
lockedVertexEnd = vertexEnd;
|
||||
|
||||
// uncomment it for debugging purpose. called many times per frame... spammy!
|
||||
//Con::printf("%x: Locking %s range (%d, %d)", this, (mBufferType == GFXBufferTypeVolatile ? "volatile" : "static"), lockedVertexStart, lockedVertexEnd);
|
||||
|
||||
U32 sizeToLock = (vertexEnd - vertexStart) * mVertexSize;
|
||||
if(mBufferType == GFXBufferTypeStatic)
|
||||
{
|
||||
*vertexPtr = new U8[sizeToLock];
|
||||
mLockedBuffer = *vertexPtr;
|
||||
}
|
||||
else
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE pVertexData;
|
||||
ZeroMemory(&pVertexData, sizeof(D3D11_MAPPED_SUBRESOURCE));
|
||||
|
||||
HRESULT hr = D3D11DEVICECONTEXT->Map(vb, 0, flags, 0, &pVertexData);
|
||||
|
||||
if(FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "Unable to lock vertex buffer.");
|
||||
}
|
||||
|
||||
*vertexPtr = (U8*)pVertexData.pData + (vertexStart * mVertexSize);
|
||||
}
|
||||
|
||||
|
||||
|
||||
#ifdef TORQUE_DEBUG
|
||||
|
||||
// Allocate a debug buffer large enough for the lock
|
||||
// plus space for over and under run guard strings.
|
||||
const U32 guardSize = sizeof( _VBGuardString );
|
||||
mDebugGuardBuffer = new U8[sizeToLock+(guardSize*2)];
|
||||
|
||||
// Setup the guard strings.
|
||||
dMemcpy( mDebugGuardBuffer, _VBGuardString, guardSize );
|
||||
dMemcpy( mDebugGuardBuffer + sizeToLock + guardSize, _VBGuardString, guardSize );
|
||||
|
||||
// Store the real lock pointer and return our debug pointer.
|
||||
mLockedBuffer = *vertexPtr;
|
||||
*vertexPtr = mDebugGuardBuffer + guardSize;
|
||||
|
||||
#endif // TORQUE_DEBUG
|
||||
}
|
||||
|
||||
void GFXD3D11VertexBuffer::unlock()
|
||||
{
|
||||
PROFILE_SCOPE(GFXD3D11VertexBuffer_unlock);
|
||||
|
||||
#ifdef TORQUE_DEBUG
|
||||
|
||||
if ( mDebugGuardBuffer )
|
||||
{
|
||||
const U32 guardSize = sizeof( _VBGuardString );
|
||||
const U32 sizeLocked = (lockedVertexEnd - lockedVertexStart) * mVertexSize;
|
||||
|
||||
// First check the guard areas for overwrites.
|
||||
AssertFatal(dMemcmp( mDebugGuardBuffer, _VBGuardString, guardSize) == 0,
|
||||
"GFXD3D11VertexBuffer::unlock - Caught lock memory underrun!" );
|
||||
AssertFatal(dMemcmp( mDebugGuardBuffer + sizeLocked + guardSize, _VBGuardString, guardSize) == 0,
|
||||
"GFXD3D11VertexBuffer::unlock - Caught lock memory overrun!" );
|
||||
|
||||
// Copy the debug content down to the real VB.
|
||||
dMemcpy(mLockedBuffer, mDebugGuardBuffer + guardSize, sizeLocked);
|
||||
|
||||
// Cleanup.
|
||||
delete [] mDebugGuardBuffer;
|
||||
mDebugGuardBuffer = NULL;
|
||||
//mLockedBuffer = NULL;
|
||||
}
|
||||
|
||||
#endif // TORQUE_DEBUG
|
||||
|
||||
if(mBufferType == GFXBufferTypeStatic)
|
||||
{
|
||||
const U32 sizeLocked = (lockedVertexEnd - lockedVertexStart) * mVertexSize;
|
||||
//set up the update region of the buffer
|
||||
D3D11_BOX box;
|
||||
box.back = 1;
|
||||
box.front = 0;
|
||||
box.top = 0;
|
||||
box.bottom = 1;
|
||||
box.left = lockedVertexStart * mVertexSize;
|
||||
box.right = lockedVertexEnd * mVertexSize;
|
||||
//update the real vb buffer
|
||||
D3D11DEVICECONTEXT->UpdateSubresource(vb, 0, &box,mLockedBuffer,sizeLocked, 0);
|
||||
//clean up the old buffer
|
||||
delete[] mLockedBuffer;
|
||||
mLockedBuffer = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
D3D11DEVICECONTEXT->Unmap(vb,0);
|
||||
}
|
||||
|
||||
|
||||
mIsFirstLock = false;
|
||||
|
||||
//uncomment it for debugging purpose. called many times per frame... spammy!
|
||||
//Con::printf("%x: Unlocking %s range (%d, %d)", this, (mBufferType == GFXBufferTypeVolatile ? "volatile" : "static"), lockedVertexStart, lockedVertexEnd);
|
||||
|
||||
lockedVertexEnd = lockedVertexStart = 0;
|
||||
|
||||
if(mVolatileBuffer.isValid())
|
||||
{
|
||||
mVolatileBuffer->lockedVertexStart = 0;
|
||||
mVolatileBuffer->lockedVertexEnd = 0;
|
||||
mVolatileBuffer = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void GFXD3D11VertexBuffer::zombify()
|
||||
{
|
||||
AssertFatal(lockedVertexStart == 0 && lockedVertexEnd == 0, "GFXD3D11VertexBuffer::zombify - Cannot zombify a locked buffer!");
|
||||
// Static buffers are managed by D3D11 so we don't deal with them.
|
||||
if(mBufferType == GFXBufferTypeDynamic)
|
||||
{
|
||||
SAFE_RELEASE(vb);
|
||||
}
|
||||
}
|
||||
|
||||
void GFXD3D11VertexBuffer::resurrect()
|
||||
{
|
||||
// Static buffers are managed by D3D11 so we don't deal with them.
|
||||
if(mBufferType == GFXBufferTypeDynamic)
|
||||
{
|
||||
D3D11_BUFFER_DESC desc;
|
||||
desc.ByteWidth = mVertexSize * mNumVerts;
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
desc.StructureByteStride = 0;
|
||||
|
||||
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &vb);
|
||||
|
||||
if(FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11VertexBuffer::resurrect - Failed to allocate VB");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
95
Engine/source/gfx/D3D11/gfxD3D11VertexBuffer.h
Normal file
95
Engine/source/gfx/D3D11/gfxD3D11VertexBuffer.h
Normal file
|
|
@ -0,0 +1,95 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 _GFXD3D_VERTEXBUFFER_H_
|
||||
#define _GFXD3D_VERTEXBUFFER_H_
|
||||
|
||||
#include "gfx/D3D11/gfxD3D11Device.h"
|
||||
#include "core/util/safeDelete.h"
|
||||
|
||||
class GFXD3D11VertexBuffer : public GFXVertexBuffer
|
||||
{
|
||||
public:
|
||||
ID3D11Buffer *vb;
|
||||
StrongRefPtr<GFXD3D11VertexBuffer> mVolatileBuffer;
|
||||
void *mLockedBuffer;
|
||||
#ifdef TORQUE_DEBUG
|
||||
#define _VBGuardString "GFX_VERTEX_BUFFER_GUARD_STRING"
|
||||
U8 *mDebugGuardBuffer;
|
||||
|
||||
#endif TORQUE_DEBUG
|
||||
|
||||
bool mIsFirstLock;
|
||||
bool mClearAtFrameEnd;
|
||||
|
||||
GFXD3D11VertexBuffer();
|
||||
GFXD3D11VertexBuffer( GFXDevice *device,
|
||||
U32 numVerts,
|
||||
const GFXVertexFormat *vertexFormat,
|
||||
U32 vertexSize,
|
||||
GFXBufferType bufferType );
|
||||
virtual ~GFXD3D11VertexBuffer();
|
||||
|
||||
void lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr);
|
||||
void unlock();
|
||||
void prepare() {}
|
||||
|
||||
// GFXResource interface
|
||||
virtual void zombify();
|
||||
virtual void resurrect();
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// This is for debugging vertex buffers and trying to track down which vbs
|
||||
// aren't getting free'd
|
||||
|
||||
inline GFXD3D11VertexBuffer::GFXD3D11VertexBuffer() : GFXVertexBuffer(0,0,0,0,(GFXBufferType)0)
|
||||
{
|
||||
vb = NULL;
|
||||
mIsFirstLock = true;
|
||||
lockedVertexEnd = lockedVertexStart = 0;
|
||||
mClearAtFrameEnd = false;
|
||||
|
||||
#ifdef TORQUE_DEBUG
|
||||
mDebugGuardBuffer = NULL;
|
||||
mLockedBuffer = NULL;
|
||||
#endif
|
||||
}
|
||||
|
||||
inline GFXD3D11VertexBuffer::GFXD3D11VertexBuffer( GFXDevice *device,
|
||||
U32 numVerts,
|
||||
const GFXVertexFormat *vertexFormat,
|
||||
U32 vertexSize,
|
||||
GFXBufferType bufferType )
|
||||
: GFXVertexBuffer( device, numVerts, vertexFormat, vertexSize, bufferType )
|
||||
{
|
||||
vb = NULL;
|
||||
mIsFirstLock = true;
|
||||
mClearAtFrameEnd = false;
|
||||
lockedVertexEnd = lockedVertexStart = 0;
|
||||
mLockedBuffer = NULL;
|
||||
#ifdef TORQUE_DEBUG
|
||||
mDebugGuardBuffer = NULL;
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif // _GFXD3D_VERTEXBUFFER_H_
|
||||
98
Engine/source/gfx/D3D11/screenshotD3D11.cpp
Normal file
98
Engine/source/gfx/D3D11/screenshotD3D11.cpp
Normal file
|
|
@ -0,0 +1,98 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2016 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "platform/platform.h"
|
||||
#include "gfx/D3D11/screenshotD3D11.h"
|
||||
#include "gfx/D3D11/gfxD3D11Device.h"
|
||||
|
||||
//Note if MSAA is ever enabled this will need fixing
|
||||
GBitmap* ScreenShotD3D11::_captureBackBuffer()
|
||||
{
|
||||
ID3D11Texture2D* backBuf = D3D11->getBackBufferTexture();
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
backBuf->GetDesc(&desc);
|
||||
desc.BindFlags = 0;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
|
||||
desc.Usage = D3D11_USAGE_STAGING;
|
||||
|
||||
//create temp texure
|
||||
ID3D11Texture2D* pNewTexture = NULL;
|
||||
HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &pNewTexture);
|
||||
if (FAILED(hr))
|
||||
return NULL;
|
||||
|
||||
U32 width = desc.Width;
|
||||
U32 height = desc.Height;
|
||||
// pixel data
|
||||
U8 *pData = new U8[width * height * 4];
|
||||
|
||||
D3D11DEVICECONTEXT->CopyResource(pNewTexture, backBuf);
|
||||
D3D11_MAPPED_SUBRESOURCE Resource;
|
||||
|
||||
hr = D3D11DEVICECONTEXT->Map(pNewTexture, 0, D3D11_MAP_READ, 0, &Resource);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
//cleanup
|
||||
SAFE_DELETE(pData);
|
||||
SAFE_RELEASE(pNewTexture);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
const U32 pitch = width << 2;
|
||||
const U8* pSource = (U8*)Resource.pData;
|
||||
U32 totalPitch = 0;
|
||||
for (U32 i = 0; i < height; ++i)
|
||||
{
|
||||
dMemcpy(pData, pSource, width * 4);
|
||||
pSource += Resource.RowPitch;
|
||||
pData += pitch;
|
||||
totalPitch += pitch;
|
||||
}
|
||||
|
||||
D3D11DEVICECONTEXT->Unmap(pNewTexture, 0);
|
||||
pData -= totalPitch;
|
||||
GBitmap *gb = new GBitmap(width, height);
|
||||
|
||||
//Set GBitmap data and convert from bgr to rgb
|
||||
ColorI c;
|
||||
for (S32 i = 0; i<height; i++)
|
||||
{
|
||||
const U8 *a = pData + i * width * 4;
|
||||
for (S32 j = 0; j<width; j++)
|
||||
{
|
||||
c.blue = *(a++);
|
||||
c.green = *(a++);
|
||||
c.red = *(a++);
|
||||
a++; // Ignore alpha.
|
||||
gb->setColor(j, i, c);
|
||||
}
|
||||
}
|
||||
|
||||
//cleanup
|
||||
SAFE_DELETE(pData);
|
||||
SAFE_RELEASE(pNewTexture);
|
||||
|
||||
|
||||
return gb;
|
||||
|
||||
}
|
||||
|
||||
39
Engine/source/gfx/D3D11/screenshotD3D11.h
Normal file
39
Engine/source/gfx/D3D11/screenshotD3D11.h
Normal file
|
|
@ -0,0 +1,39 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2016 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 _SCREENSHOTD3D11_H_
|
||||
#define _SCREENSHOTD3D11_H_
|
||||
|
||||
#include "gfx/screenshot.h"
|
||||
|
||||
//**************************************************************************
|
||||
// D3D implementation of screenshot
|
||||
//**************************************************************************
|
||||
class ScreenShotD3D11 : public ScreenShot
|
||||
{
|
||||
protected:
|
||||
|
||||
GBitmap* _captureBackBuffer();
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif // _SCREENSHOTD3D11_H_
|
||||
Loading…
Reference in a new issue