mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-23 22:24:45 +00:00
commit
7d60b2109e
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@ -37,6 +37,7 @@
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#include "windowManager/platformWindow.h"
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#include "gfx/D3D11/screenshotD3D11.h"
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#include "materials/shaderData.h"
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#include <d3d9.h> //ok now stressing out folks, this is just for debug events(D3DPER) :)
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#ifdef TORQUE_DEBUG
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#include "d3d11sdklayers.h"
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@ -53,6 +54,132 @@ GFXDevice *GFXD3D11Device::createInstance(U32 adapterIndex)
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return dev;
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}
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class GFXPCD3D11RegisterDevice
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{
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public:
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GFXPCD3D11RegisterDevice()
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{
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GFXInit::getRegisterDeviceSignal().notify(&GFXD3D11Device::enumerateAdapters);
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}
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};
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static GFXPCD3D11RegisterDevice pPCD3D11RegisterDevice;
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//-----------------------------------------------------------------------------
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/// Parse command line arguments for window creation
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//-----------------------------------------------------------------------------
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static void sgPCD3D11DeviceHandleCommandLine(S32 argc, const char **argv)
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{
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// useful to pass parameters by command line for d3d (e.g. -dx9 -dx11)
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for (U32 i = 1; i < argc; i++)
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{
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argv[i];
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}
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}
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// Register the command line parsing hook
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static ProcessRegisterCommandLine sgCommandLine(sgPCD3D11DeviceHandleCommandLine);
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GFXD3D11Device::GFXD3D11Device(U32 index)
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{
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mDeviceSwizzle32 = &Swizzles::bgra;
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GFXVertexColor::setSwizzle(mDeviceSwizzle32);
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mDeviceSwizzle24 = &Swizzles::bgr;
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mAdapterIndex = index;
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mD3DDevice = NULL;
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mVolatileVB = NULL;
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mCurrentPB = NULL;
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mDynamicPB = NULL;
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mLastVertShader = NULL;
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mLastPixShader = NULL;
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mCanCurrentlyRender = false;
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mTextureManager = NULL;
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mCurrentStateBlock = NULL;
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mResourceListHead = NULL;
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mPixVersion = 0.0;
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mVertexShaderTarget = String::EmptyString;
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mPixelShaderTarget = String::EmptyString;
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mDrawInstancesCount = 0;
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mCardProfiler = NULL;
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mDeviceDepthStencil = NULL;
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mDeviceBackbuffer = NULL;
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mDeviceBackBufferView = NULL;
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mDeviceDepthStencilView = NULL;
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mCreateFenceType = -1; // Unknown, test on first allocate
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mCurrentConstBuffer = NULL;
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mOcclusionQuerySupported = false;
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mDebugLayers = false;
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for (U32 i = 0; i < GS_COUNT; ++i)
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mModelViewProjSC[i] = NULL;
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// Set up the Enum translation tables
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GFXD3D11EnumTranslate::init();
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}
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GFXD3D11Device::~GFXD3D11Device()
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{
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// Release our refcount on the current stateblock object
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mCurrentStateBlock = NULL;
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releaseDefaultPoolResources();
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mD3DDeviceContext->ClearState();
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mD3DDeviceContext->Flush();
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// Free the sampler states
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SamplerMap::Iterator sampIter = mSamplersMap.begin();
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for (; sampIter != mSamplersMap.end(); ++sampIter)
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SAFE_RELEASE(sampIter->value);
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// Free the vertex declarations.
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VertexDeclMap::Iterator iter = mVertexDecls.begin();
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for (; iter != mVertexDecls.end(); iter++)
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delete iter->value;
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// Forcibly clean up the pools
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mVolatileVBList.setSize(0);
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mDynamicPB = NULL;
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// And release our D3D resources.
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SAFE_RELEASE(mDeviceDepthStencilView);
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SAFE_RELEASE(mDeviceBackBufferView);
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SAFE_RELEASE(mDeviceDepthStencil);
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SAFE_RELEASE(mDeviceBackbuffer);
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SAFE_RELEASE(mD3DDeviceContext);
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SAFE_DELETE(mCardProfiler);
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SAFE_DELETE(gScreenShot);
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#ifdef TORQUE_DEBUG
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if (mDebugLayers)
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{
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ID3D11Debug *pDebug = NULL;
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mD3DDevice->QueryInterface(IID_PPV_ARGS(&pDebug));
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AssertFatal(pDebug, "~GFXD3D11Device- Failed to get debug layer");
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pDebug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
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SAFE_RELEASE(pDebug);
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}
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#endif
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SAFE_RELEASE(mSwapChain);
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SAFE_RELEASE(mD3DDevice);
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}
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GFXFormat GFXD3D11Device::selectSupportedFormat(GFXTextureProfile *profile, const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter)
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{
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U32 features = 0;
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@ -186,10 +313,47 @@ void GFXD3D11Device::enumerateAdapters(Vector<GFXAdapter*> &adapterList)
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toAdd->mAvailableModes.push_back(vmAdd);
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}
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//Check adapater can handle feature level 10
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D3D_FEATURE_LEVEL deviceFeature;
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ID3D11Device *pTmpDevice = nullptr;
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// Create temp Direct3D11 device.
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bool suitable = true;
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UINT createDeviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT;
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hr = D3D11CreateDevice(EnumAdapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, createDeviceFlags, NULL, 0, D3D11_SDK_VERSION, &pTmpDevice, &deviceFeature, NULL);
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if (FAILED(hr))
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suitable = false;
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if (deviceFeature < D3D_FEATURE_LEVEL_10_0)
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suitable = false;
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//double check we support required bgra format for LEVEL_10_0 & LEVEL_10_1
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if (deviceFeature == D3D_FEATURE_LEVEL_10_0 || deviceFeature == D3D_FEATURE_LEVEL_10_1)
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{
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U32 formatSupported = 0;
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pTmpDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupported);
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U32 flagsRequired = D3D11_FORMAT_SUPPORT_RENDER_TARGET | D3D11_FORMAT_SUPPORT_DISPLAY;
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if (!(formatSupported && flagsRequired))
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{
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Con::printf("DXGI adapter: %s does not support BGRA", Description.c_str());
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suitable = false;
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}
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}
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delete[] displayModes;
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SAFE_RELEASE(pTmpDevice);
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SAFE_RELEASE(pOutput);
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SAFE_RELEASE(EnumAdapter);
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adapterList.push_back(toAdd);
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if (suitable)
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{
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adapterList.push_back(toAdd);
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}
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else
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{
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Con::printf("DXGI adapter: %s does not support D3D11 feature level 10 or better", Description.c_str());
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delete toAdd;
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}
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}
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SAFE_RELEASE(DXGIFactory);
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@ -264,6 +428,8 @@ void GFXD3D11Device::enumerateVideoModes()
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void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
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{
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AssertFatal(window, "GFXD3D11Device::init - must specify a window!");
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HWND hwnd = (HWND)window->getSystemWindow(PlatformWindow::WindowSystem_Windows);
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SetFocus(hwnd);//ensure window has focus
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UINT createDeviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT;
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#ifdef TORQUE_DEBUG
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@ -271,7 +437,6 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
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mDebugLayers = true;
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#endif
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D3D_FEATURE_LEVEL deviceFeature;
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D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_HARDWARE;// use D3D_DRIVER_TYPE_REFERENCE for reference device
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// create a device & device context
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HRESULT hres = D3D11CreateDevice(NULL,
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@ -282,7 +447,7 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
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0,
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D3D11_SDK_VERSION,
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&mD3DDevice,
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&deviceFeature,
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&mFeatureLevel,
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&mD3DDeviceContext);
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if(FAILED(hres))
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@ -298,7 +463,7 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
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0,
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D3D11_SDK_VERSION,
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&mD3DDevice,
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&deviceFeature,
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&mFeatureLevel,
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&mD3DDeviceContext);
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//if we failed again than we definitely have a problem
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if (FAILED(hres))
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@ -319,11 +484,27 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
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// Now reacquire all the resources we trashed earlier
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reacquireDefaultPoolResources();
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//TODO implement feature levels?
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if (deviceFeature >= D3D_FEATURE_LEVEL_11_0)
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//set vert/pixel shader targets
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switch (mFeatureLevel)
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{
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case D3D_FEATURE_LEVEL_11_0:
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mVertexShaderTarget = "vs_5_0";
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mPixelShaderTarget = "ps_5_0";
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mPixVersion = 5.0f;
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else
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AssertFatal(false, "GFXD3D11Device::init - We don't support anything below feature level 11.");
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break;
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case D3D_FEATURE_LEVEL_10_1:
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mVertexShaderTarget = "vs_4_1";
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mPixelShaderTarget = "ps_4_1";
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mPixVersion = 4.1f;
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break;
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case D3D_FEATURE_LEVEL_10_0:
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mVertexShaderTarget = "vs_4_0";
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mPixelShaderTarget = "ps_4_0";
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mPixVersion = 4.0f;
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break;
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default:
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AssertFatal(false, "GFXD3D11Device::init - We don't support this feature level");
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}
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D3D11_QUERY_DESC queryDesc;
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queryDesc.Query = D3D11_QUERY_OCCLUSION;
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@ -475,124 +656,6 @@ void GFXD3D11Device::endReset(GFXD3D11WindowTarget *windowTarget)
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updateStates(true);
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}
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class GFXPCD3D11RegisterDevice
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{
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public:
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GFXPCD3D11RegisterDevice()
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{
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GFXInit::getRegisterDeviceSignal().notify(&GFXD3D11Device::enumerateAdapters);
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}
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};
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static GFXPCD3D11RegisterDevice pPCD3D11RegisterDevice;
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//-----------------------------------------------------------------------------
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/// Parse command line arguments for window creation
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//-----------------------------------------------------------------------------
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static void sgPCD3D11DeviceHandleCommandLine(S32 argc, const char **argv)
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{
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// useful to pass parameters by command line for d3d (e.g. -dx9 -dx11)
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for (U32 i = 1; i < argc; i++)
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{
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argv[i];
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}
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}
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// Register the command line parsing hook
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static ProcessRegisterCommandLine sgCommandLine( sgPCD3D11DeviceHandleCommandLine );
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GFXD3D11Device::GFXD3D11Device(U32 index)
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{
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mDeviceSwizzle32 = &Swizzles::bgra;
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GFXVertexColor::setSwizzle( mDeviceSwizzle32 );
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mDeviceSwizzle24 = &Swizzles::bgr;
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mAdapterIndex = index;
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mD3DDevice = NULL;
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mVolatileVB = NULL;
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mCurrentPB = NULL;
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mDynamicPB = NULL;
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mLastVertShader = NULL;
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mLastPixShader = NULL;
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mCanCurrentlyRender = false;
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mTextureManager = NULL;
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mCurrentStateBlock = NULL;
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mResourceListHead = NULL;
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mPixVersion = 0.0;
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mDrawInstancesCount = 0;
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mCardProfiler = NULL;
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mDeviceDepthStencil = NULL;
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mDeviceBackbuffer = NULL;
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mDeviceBackBufferView = NULL;
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mDeviceDepthStencilView = NULL;
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mCreateFenceType = -1; // Unknown, test on first allocate
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mCurrentConstBuffer = NULL;
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mOcclusionQuerySupported = false;
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mDebugLayers = false;
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for(U32 i = 0; i < GS_COUNT; ++i)
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mModelViewProjSC[i] = NULL;
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// Set up the Enum translation tables
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GFXD3D11EnumTranslate::init();
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}
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GFXD3D11Device::~GFXD3D11Device()
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{
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// Release our refcount on the current stateblock object
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mCurrentStateBlock = NULL;
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releaseDefaultPoolResources();
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mD3DDeviceContext->ClearState();
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mD3DDeviceContext->Flush();
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// Free the vertex declarations.
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VertexDeclMap::Iterator iter = mVertexDecls.begin();
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for ( ; iter != mVertexDecls.end(); iter++ )
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delete iter->value;
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// Forcibly clean up the pools
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mVolatileVBList.setSize(0);
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mDynamicPB = NULL;
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// And release our D3D resources.
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SAFE_RELEASE(mDeviceDepthStencilView);
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SAFE_RELEASE(mDeviceBackBufferView);
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SAFE_RELEASE(mDeviceDepthStencil);
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SAFE_RELEASE(mDeviceBackbuffer);
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SAFE_RELEASE(mD3DDeviceContext);
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SAFE_DELETE(mCardProfiler);
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SAFE_DELETE(gScreenShot);
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#ifdef TORQUE_DEBUG
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if (mDebugLayers)
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{
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ID3D11Debug *pDebug = NULL;
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mD3DDevice->QueryInterface(IID_PPV_ARGS(&pDebug));
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AssertFatal(pDebug, "~GFXD3D11Device- Failed to get debug layer");
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pDebug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
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SAFE_RELEASE(pDebug);
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}
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#endif
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SAFE_RELEASE(mSwapChain);
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SAFE_RELEASE(mD3DDevice);
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}
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void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
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{
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AssertFatal(type != GSTargetRestore, ""); //not used
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@ -600,11 +663,12 @@ void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
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if(mGenericShader[GSColor] == NULL)
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{
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ShaderData *shaderData;
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//shader model 4.0 is enough for the generic shaders
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const char* shaderModel = "4.0";
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shaderData = new ShaderData();
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shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/colorV.hlsl");
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shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/colorP.hlsl");
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shaderData->setField("pixVersion", "5.0");
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shaderData->setField("pixVersion", shaderModel);
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shaderData->registerObject();
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mGenericShader[GSColor] = shaderData->getShader();
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mGenericShaderBuffer[GSColor] = mGenericShader[GSColor]->allocConstBuffer();
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@ -614,7 +678,7 @@ void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
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shaderData = new ShaderData();
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shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/modColorTextureV.hlsl");
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shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/modColorTextureP.hlsl");
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shaderData->setField("pixVersion", "5.0");
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shaderData->setField("pixVersion", shaderModel);
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shaderData->registerObject();
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mGenericShader[GSModColorTexture] = shaderData->getShader();
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mGenericShaderBuffer[GSModColorTexture] = mGenericShader[GSModColorTexture]->allocConstBuffer();
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@ -624,7 +688,7 @@ void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
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shaderData = new ShaderData();
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shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/addColorTextureV.hlsl");
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shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/addColorTextureP.hlsl");
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shaderData->setField("pixVersion", "5.0");
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shaderData->setField("pixVersion", shaderModel);
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shaderData->registerObject();
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mGenericShader[GSAddColorTexture] = shaderData->getShader();
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mGenericShaderBuffer[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->allocConstBuffer();
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@ -634,7 +698,7 @@ void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
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shaderData = new ShaderData();
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shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/textureV.hlsl");
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shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/textureP.hlsl");
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shaderData->setField("pixVersion", "5.0");
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shaderData->setField("pixVersion", shaderModel);
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shaderData->registerObject();
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mGenericShader[GSTexture] = shaderData->getShader();
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mGenericShaderBuffer[GSTexture] = mGenericShader[GSTexture]->allocConstBuffer();
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@ -1615,4 +1679,32 @@ GFXCubemap * GFXD3D11Device::createCubemap()
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GFXD3D11Cubemap* cube = new GFXD3D11Cubemap();
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cube->registerResourceWithDevice(this);
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return cube;
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}
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//------------------------------------------------------------------------------
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void GFXD3D11Device::enterDebugEvent(ColorI color, const char *name)
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{
|
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// BJGFIX
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WCHAR eventName[260];
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MultiByteToWideChar(CP_ACP, 0, name, -1, eventName, 260);
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D3DPERF_BeginEvent(D3DCOLOR_ARGB(color.alpha, color.red, color.green, color.blue),
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(LPCWSTR)&eventName);
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}
|
||||
|
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//------------------------------------------------------------------------------
|
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void GFXD3D11Device::leaveDebugEvent()
|
||||
{
|
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D3DPERF_EndEvent();
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}
|
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|
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//------------------------------------------------------------------------------
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void GFXD3D11Device::setDebugMarker(ColorI color, const char *name)
|
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{
|
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// BJGFIX
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WCHAR eventName[260];
|
||||
MultiByteToWideChar(CP_ACP, 0, name, -1, eventName, 260);
|
||||
|
||||
D3DPERF_SetMarker(D3DCOLOR_ARGB(color.alpha, color.red, color.green, color.blue),
|
||||
(LPCWSTR)&eventName);
|
||||
}
|
||||
|
|
@ -49,6 +49,10 @@ class D3D11OculusTexture;
|
|||
|
||||
class GFXD3D11Device : public GFXDevice
|
||||
{
|
||||
public:
|
||||
typedef Map<U32, ID3D11SamplerState*> SamplerMap;
|
||||
private:
|
||||
|
||||
friend class GFXResource;
|
||||
friend class GFXD3D11PrimitiveBuffer;
|
||||
friend class GFXD3D11VertexBuffer;
|
||||
|
|
@ -66,9 +70,9 @@ class GFXD3D11Device : public GFXDevice
|
|||
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){};
|
||||
virtual void enterDebugEvent(ColorI color, const char *name);
|
||||
virtual void leaveDebugEvent();
|
||||
virtual void setDebugMarker(ColorI color, const char *name);
|
||||
|
||||
protected:
|
||||
|
||||
|
|
@ -98,6 +102,9 @@ protected:
|
|||
typedef Map<String,D3D11VertexDecl*> VertexDeclMap;
|
||||
VertexDeclMap mVertexDecls;
|
||||
|
||||
/// Used to lookup sampler state for a given hash key
|
||||
SamplerMap mSamplersMap;
|
||||
|
||||
ID3D11RenderTargetView* mDeviceBackBufferView;
|
||||
ID3D11DepthStencilView* mDeviceDepthStencilView;
|
||||
|
||||
|
|
@ -129,6 +136,11 @@ protected:
|
|||
|
||||
F32 mPixVersion;
|
||||
|
||||
D3D_FEATURE_LEVEL mFeatureLevel;
|
||||
// Shader Model targers
|
||||
String mVertexShaderTarget;
|
||||
String mPixelShaderTarget;
|
||||
|
||||
bool mDebugLayers;
|
||||
|
||||
DXGI_SAMPLE_DESC mMultisampleDesc;
|
||||
|
|
@ -196,8 +208,6 @@ public:
|
|||
|
||||
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; }
|
||||
|
|
@ -294,6 +304,16 @@ public:
|
|||
|
||||
// Default multisample parameters
|
||||
DXGI_SAMPLE_DESC getMultisampleType() const { return mMultisampleDesc; }
|
||||
|
||||
// Get feature level this gfx device supports
|
||||
D3D_FEATURE_LEVEL getFeatureLevel() const { mFeatureLevel; }
|
||||
// Shader Model targers
|
||||
const String &getVertexShaderTarget() const { return mVertexShaderTarget; }
|
||||
const String &getPixelShaderTarget() const { return mPixelShaderTarget; }
|
||||
|
||||
// grab the sampler map
|
||||
const SamplerMap &getSamplersMap() const { return mSamplersMap; }
|
||||
SamplerMap &getSamplersMap() { return mSamplersMap; }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -206,7 +206,6 @@ bool GFXD3D11ConstBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderCo
|
|||
}
|
||||
else if (pd.constType == GFXSCT_Float4x3)
|
||||
{
|
||||
F32 buffer[4 * 4];
|
||||
const U32 csize = 48;
|
||||
|
||||
// Loop through and copy
|
||||
|
|
@ -811,18 +810,21 @@ bool GFXD3D11Shader::_init()
|
|||
mSamplerDescriptions.clear();
|
||||
mShaderConsts.clear();
|
||||
|
||||
String vertTarget = D3D11->getVertexShaderTarget();
|
||||
String pixTarget = D3D11->getPixelShaderTarget();
|
||||
|
||||
if ( !Con::getBoolVariable( "$shaders::forceLoadCSF", false ) )
|
||||
{
|
||||
if (!mVertexFile.isEmpty() && !_compileShader( mVertexFile, "vs_5_0", d3dMacros, mVertexConstBufferLayout, mSamplerDescriptions ) )
|
||||
if (!mVertexFile.isEmpty() && !_compileShader( mVertexFile, vertTarget, d3dMacros, mVertexConstBufferLayout, mSamplerDescriptions ) )
|
||||
return false;
|
||||
|
||||
if (!mPixelFile.isEmpty() && !_compileShader( mPixelFile, "ps_5_0", d3dMacros, mPixelConstBufferLayout, mSamplerDescriptions ) )
|
||||
if (!mPixelFile.isEmpty() && !_compileShader( mPixelFile, pixTarget, d3dMacros, mPixelConstBufferLayout, mSamplerDescriptions ) )
|
||||
return false;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( !_loadCompiledOutput( mVertexFile, "vs_5_0", mVertexConstBufferLayout, mSamplerDescriptions ) )
|
||||
if ( !_loadCompiledOutput( mVertexFile, vertTarget, mVertexConstBufferLayout, mSamplerDescriptions ) )
|
||||
{
|
||||
if ( smLogErrors )
|
||||
Con::errorf( "GFXD3D11Shader::init - Unable to load precompiled vertex shader for '%s'.", mVertexFile.getFullPath().c_str() );
|
||||
|
|
@ -830,7 +832,7 @@ bool GFXD3D11Shader::_init()
|
|||
return false;
|
||||
}
|
||||
|
||||
if ( !_loadCompiledOutput( mPixelFile, "ps_5_0", mPixelConstBufferLayout, mSamplerDescriptions ) )
|
||||
if ( !_loadCompiledOutput( mPixelFile, pixTarget, mPixelConstBufferLayout, mSamplerDescriptions ) )
|
||||
{
|
||||
if ( smLogErrors )
|
||||
Con::errorf( "GFXD3D11Shader::init - Unable to load precompiled pixel shader for '%s'.", mPixelFile.getFullPath().c_str() );
|
||||
|
|
@ -1053,20 +1055,20 @@ bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
|
|||
|
||||
return result;
|
||||
}
|
||||
void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *table,
|
||||
void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *pTable,
|
||||
GenericConstBufferLayout *bufferLayoutIn,
|
||||
Vector<GFXShaderConstDesc> &samplerDescriptions )
|
||||
{
|
||||
PROFILE_SCOPE( GFXD3D11Shader_GetShaderConstants );
|
||||
|
||||
AssertFatal(table, "NULL constant table not allowed, is this an assembly shader?");
|
||||
AssertFatal(pTable, "NULL constant table not allowed, is this an assembly shader?");
|
||||
|
||||
GFXD3D11ConstBufferLayout *bufferLayout = (GFXD3D11ConstBufferLayout*)bufferLayoutIn;
|
||||
Vector<ConstSubBufferDesc> &subBuffers = bufferLayout->getSubBufferDesc();
|
||||
subBuffers.clear();
|
||||
|
||||
D3D11_SHADER_DESC tableDesc;
|
||||
HRESULT hr = table->GetDesc(&tableDesc);
|
||||
HRESULT hr = pTable->GetDesc(&tableDesc);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "Shader Reflection table unable to be created");
|
||||
|
|
@ -1076,7 +1078,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *table,
|
|||
U32 bufferOffset = 0;
|
||||
for (U32 i = 0; i < tableDesc.ConstantBuffers; i++)
|
||||
{
|
||||
ID3D11ShaderReflectionConstantBuffer* constantBuffer = table->GetConstantBufferByIndex(i);
|
||||
ID3D11ShaderReflectionConstantBuffer* constantBuffer = pTable->GetConstantBufferByIndex(i);
|
||||
D3D11_SHADER_BUFFER_DESC constantBufferDesc;
|
||||
|
||||
if (constantBuffer->GetDesc(&constantBufferDesc) == S_OK)
|
||||
|
|
@ -1161,7 +1163,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *table,
|
|||
{
|
||||
GFXShaderConstDesc desc;
|
||||
D3D11_SHADER_INPUT_BIND_DESC bindDesc;
|
||||
table->GetResourceBindingDesc(i, &bindDesc);
|
||||
pTable->GetResourceBindingDesc(i, &bindDesc);
|
||||
|
||||
switch (bindDesc.Type)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -434,7 +434,7 @@ protected:
|
|||
GenericConstBufferLayout *bufferLayout,
|
||||
Vector<GFXShaderConstDesc> &samplerDescriptions );
|
||||
|
||||
void _getShaderConstants( ID3D11ShaderReflection* table,
|
||||
void _getShaderConstants( ID3D11ShaderReflection* pTable,
|
||||
GenericConstBufferLayout *bufferLayout,
|
||||
Vector<GFXShaderConstDesc> &samplerDescriptions );
|
||||
|
||||
|
|
|
|||
|
|
@ -23,130 +23,172 @@
|
|||
#include "gfx/gfxDevice.h"
|
||||
#include "gfx/D3D11/gfxD3D11StateBlock.h"
|
||||
#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
|
||||
#include "core/crc.h"
|
||||
|
||||
namespace DictHash
|
||||
{
|
||||
inline U32 hash(const GFXSamplerStateDesc &data)
|
||||
{
|
||||
return CRC::calculateCRC(&data, sizeof(GFXSamplerStateDesc));;
|
||||
}
|
||||
}
|
||||
|
||||
GFXD3D11StateBlock::GFXD3D11StateBlock(const GFXStateBlockDesc& desc)
|
||||
{
|
||||
AssertFatal(D3D11DEVICE, "Invalid D3DDevice!");
|
||||
|
||||
mDesc = desc;
|
||||
mCachedHashValue = desc.getHashValue();
|
||||
AssertFatal(D3D11DEVICE, "Invalid D3DDevice!");
|
||||
PROFILE_SCOPE(GFXD3D11StateBlock_CreateStateBlock);
|
||||
|
||||
// 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);
|
||||
mDesc = desc;
|
||||
mCachedHashValue = desc.getHashValue();
|
||||
|
||||
mBlendState = NULL;
|
||||
for (U32 i = 0; i < GFX->getNumSamplers(); i++)
|
||||
{
|
||||
mSamplerStates[i] = NULL;
|
||||
}
|
||||
// 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 < 16; i++)
|
||||
{
|
||||
mSamplerStates[i] = NULL;
|
||||
}
|
||||
|
||||
mDepthStencilState = NULL;
|
||||
mRasterizerState = NULL;
|
||||
|
||||
mBlendDesc.AlphaToCoverageEnable = false;
|
||||
mBlendDesc.IndependentBlendEnable = false;
|
||||
ZeroMemory(&mBlendDesc, sizeof(D3D11_BLEND_DESC));
|
||||
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;
|
||||
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);
|
||||
HRESULT hr = D3D11DEVICE->CreateBlendState(&mBlendDesc, &mBlendState);
|
||||
|
||||
if(FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateBlendState call failure.");
|
||||
}
|
||||
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;
|
||||
ZeroMemory(&mDepthStencilDesc, sizeof(D3D11_DEPTH_STENCIL_DESC));
|
||||
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;
|
||||
mDepthStencilDesc.FrontFace.StencilFunc = GFXD3D11CmpFunc[mDesc.stencilFunc];
|
||||
mDepthStencilDesc.FrontFace.StencilFailOp = GFXD3D11StencilOp[mDesc.stencilFailOp];
|
||||
mDepthStencilDesc.FrontFace.StencilDepthFailOp = GFXD3D11StencilOp[mDesc.stencilZFailOp];
|
||||
mDepthStencilDesc.FrontFace.StencilPassOp = GFXD3D11StencilOp[mDesc.stencilPassOp];
|
||||
|
||||
hr = D3D11DEVICE->CreateDepthStencilState(&mDepthStencilDesc, &mDepthStencilState);
|
||||
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];
|
||||
}
|
||||
|
||||
if(FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateDepthStencilState call failure.");
|
||||
}
|
||||
hr = D3D11DEVICE->CreateDepthStencilState(&mDepthStencilDesc, &mDepthStencilState);
|
||||
|
||||
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;
|
||||
if (FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateDepthStencilState call failure.");
|
||||
}
|
||||
|
||||
hr = D3D11DEVICE->CreateRasterizerState(&mRasterizerDesc, &mRasterizerState);
|
||||
ZeroMemory(&mRasterizerDesc, sizeof(D3D11_RASTERIZER_DESC));
|
||||
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.FrontCounterClockwise = FALSE;
|
||||
mRasterizerDesc.DepthBiasClamp = D3D11_DEFAULT_DEPTH_BIAS_CLAMP;
|
||||
|
||||
if(FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateDepthStencilState call failure.");
|
||||
}
|
||||
if (mDesc.zEnable)
|
||||
mRasterizerDesc.DepthClipEnable = true;
|
||||
else
|
||||
mRasterizerDesc.DepthClipEnable = false;
|
||||
|
||||
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;
|
||||
hr = D3D11DEVICE->CreateRasterizerState(&mRasterizerDesc, &mRasterizerState);
|
||||
|
||||
mSamplerDesc[i].MipLODBias = mDesc.samplers[i].mipLODBias;
|
||||
mSamplerDesc[i].MinLOD = 0;
|
||||
mSamplerDesc[i].MaxLOD = FLT_MAX;
|
||||
if (FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateDepthStencilState call failure.");
|
||||
}
|
||||
|
||||
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;
|
||||
ZeroMemory(&mSamplerDesc, sizeof(D3D11_SAMPLER_DESC) * 16);
|
||||
|
||||
hr = D3D11DEVICE->CreateSamplerState(&mSamplerDesc[i], &mSamplerStates[i]);
|
||||
GFXD3D11Device::SamplerMap &dx11SamplerMap = D3D11->getSamplersMap();
|
||||
|
||||
if(FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateSamplerState call failure.");
|
||||
}
|
||||
}
|
||||
for (U32 i = 0; i < GFX->getNumSamplers(); i++)
|
||||
{
|
||||
GFXSamplerStateDesc &gfxSamplerState = mDesc.samplers[i];
|
||||
U32 hash = DictHash::hash(gfxSamplerState);
|
||||
GFXD3D11Device::SamplerMap::Iterator itr = dx11SamplerMap.find(hash);
|
||||
|
||||
if (itr == dx11SamplerMap.end())
|
||||
{
|
||||
mSamplerDesc[i].AddressU = GFXD3D11TextureAddress[gfxSamplerState.addressModeU];
|
||||
mSamplerDesc[i].AddressV = GFXD3D11TextureAddress[gfxSamplerState.addressModeV];
|
||||
mSamplerDesc[i].AddressW = GFXD3D11TextureAddress[gfxSamplerState.addressModeW];
|
||||
mSamplerDesc[i].MaxAnisotropy = gfxSamplerState.maxAnisotropy;
|
||||
|
||||
mSamplerDesc[i].MipLODBias = gfxSamplerState.mipLODBias;
|
||||
mSamplerDesc[i].MinLOD = 0;
|
||||
mSamplerDesc[i].MaxLOD = FLT_MAX;
|
||||
|
||||
if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterPoint)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
||||
else if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterLinear)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
|
||||
else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterPoint)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
|
||||
else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterLinear)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
|
||||
else if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterLinear && gfxSamplerState.mipFilter == GFXTextureFilterPoint)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
|
||||
else if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterLinear && gfxSamplerState.mipFilter == GFXTextureFilterLinear)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
|
||||
else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterLinear && gfxSamplerState.mipFilter == GFXTextureFilterPoint)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
|
||||
else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.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;
|
||||
|
||||
hr = D3D11DEVICE->CreateSamplerState(&mSamplerDesc[i], &mSamplerStates[i]);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateSamplerState call failure.");
|
||||
}
|
||||
|
||||
// add sampler state to the map
|
||||
dx11SamplerMap.insert(hash, mSamplerStates[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
mSamplerStates[i] = itr->value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GFXD3D11StateBlock::~GFXD3D11StateBlock()
|
||||
|
|
@ -155,10 +197,9 @@ GFXD3D11StateBlock::~GFXD3D11StateBlock()
|
|||
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)
|
||||
for (U32 i = 0; i < 16; ++i)
|
||||
{
|
||||
SAFE_RELEASE(mSamplerStates[i]);
|
||||
mSamplerStates[i] = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -171,115 +212,57 @@ U32 GFXD3D11StateBlock::getHashValue() const
|
|||
/// Returns a GFXStateBlockDesc that this block represents
|
||||
const GFXStateBlockDesc& GFXD3D11StateBlock::getDesc() const
|
||||
{
|
||||
return mDesc;
|
||||
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 );
|
||||
PROFILE_SCOPE(GFXD3D11StateBlock_Activate);
|
||||
|
||||
ID3D11DeviceContext* pDevCxt = D3D11DEVICECONTEXT;
|
||||
if (!oldState || (mBlendState != oldState->mBlendState))
|
||||
{
|
||||
F32 blendFactor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
D3D11DEVICECONTEXT->OMSetBlendState(mBlendState, blendFactor, 0xFFFFFFFF);
|
||||
}
|
||||
|
||||
mBlendDesc.AlphaToCoverageEnable = false;
|
||||
mBlendDesc.IndependentBlendEnable = mDesc.separateAlphaBlendEnable;
|
||||
if (!oldState || (mDepthStencilState != oldState->mDepthStencilState))
|
||||
D3D11DEVICECONTEXT->OMSetDepthStencilState(mDepthStencilState, mDesc.stencilRef);
|
||||
|
||||
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);
|
||||
if (!oldState || (mRasterizerState != oldState->mRasterizerState))
|
||||
D3D11DEVICECONTEXT->RSSetState(mRasterizerState);
|
||||
|
||||
U32 numSamplersChanged = 0;
|
||||
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;
|
||||
U32 samplerUpdateStartSlot = 0;
|
||||
|
||||
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;
|
||||
//figure out which range of samplers changed.
|
||||
for (U32 samplerSlot = 0; samplerSlot < numSamplers; samplerSlot++)
|
||||
{
|
||||
|
||||
if (oldState && (oldState->mSamplerStates[samplerSlot] == mSamplerStates[samplerSlot]))
|
||||
{
|
||||
//only change the update start slot when there hasn't been any samplers changed so far
|
||||
if (numSamplersChanged == 0) {
|
||||
samplerUpdateStartSlot++;
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
numSamplersChanged = (samplerSlot - samplerUpdateStartSlot) + 1;
|
||||
}
|
||||
|
||||
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]);
|
||||
//D3D11DEVICECONTEXT->VSSetSamplers(0, numSamplers, &mSamplerStates[0]);
|
||||
|
||||
if (numSamplersChanged > 0)
|
||||
D3D11DEVICECONTEXT->PSSetSamplers(samplerUpdateStartSlot, numSamplersChanged, &mSamplerStates[samplerUpdateStartSlot]);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -26,6 +26,11 @@
|
|||
#include "gfx/D3D11/gfxD3D11Device.h"
|
||||
#include "gfx/gfxStateBlock.h"
|
||||
|
||||
namespace DictHash
|
||||
{
|
||||
U32 hash(const GFXSamplerStateDesc &data);
|
||||
}
|
||||
|
||||
class GFXD3D11StateBlock : public GFXStateBlock
|
||||
{
|
||||
public:
|
||||
|
|
|
|||
Loading…
Reference in a new issue