Merge pull request #1883 from rextimmy/dx11_updates

DX11 updates
This commit is contained in:
Areloch 2016-12-27 22:14:01 -06:00 committed by GitHub
commit 7d60b2109e
6 changed files with 448 additions and 346 deletions

View file

@ -37,6 +37,7 @@
#include "windowManager/platformWindow.h"
#include "gfx/D3D11/screenshotD3D11.h"
#include "materials/shaderData.h"
#include <d3d9.h> //ok now stressing out folks, this is just for debug events(D3DPER) :)
#ifdef TORQUE_DEBUG
#include "d3d11sdklayers.h"
@ -53,6 +54,132 @@ GFXDevice *GFXD3D11Device::createInstance(U32 adapterIndex)
return dev;
}
class GFXPCD3D11RegisterDevice
{
public:
GFXPCD3D11RegisterDevice()
{
GFXInit::getRegisterDeviceSignal().notify(&GFXD3D11Device::enumerateAdapters);
}
};
static GFXPCD3D11RegisterDevice pPCD3D11RegisterDevice;
//-----------------------------------------------------------------------------
/// Parse command line arguments for window creation
//-----------------------------------------------------------------------------
static void sgPCD3D11DeviceHandleCommandLine(S32 argc, const char **argv)
{
// useful to pass parameters by command line for d3d (e.g. -dx9 -dx11)
for (U32 i = 1; i < argc; i++)
{
argv[i];
}
}
// Register the command line parsing hook
static ProcessRegisterCommandLine sgCommandLine(sgPCD3D11DeviceHandleCommandLine);
GFXD3D11Device::GFXD3D11Device(U32 index)
{
mDeviceSwizzle32 = &Swizzles::bgra;
GFXVertexColor::setSwizzle(mDeviceSwizzle32);
mDeviceSwizzle24 = &Swizzles::bgr;
mAdapterIndex = index;
mD3DDevice = NULL;
mVolatileVB = NULL;
mCurrentPB = NULL;
mDynamicPB = NULL;
mLastVertShader = NULL;
mLastPixShader = NULL;
mCanCurrentlyRender = false;
mTextureManager = NULL;
mCurrentStateBlock = NULL;
mResourceListHead = NULL;
mPixVersion = 0.0;
mVertexShaderTarget = String::EmptyString;
mPixelShaderTarget = String::EmptyString;
mDrawInstancesCount = 0;
mCardProfiler = NULL;
mDeviceDepthStencil = NULL;
mDeviceBackbuffer = NULL;
mDeviceBackBufferView = NULL;
mDeviceDepthStencilView = NULL;
mCreateFenceType = -1; // Unknown, test on first allocate
mCurrentConstBuffer = NULL;
mOcclusionQuerySupported = false;
mDebugLayers = false;
for (U32 i = 0; i < GS_COUNT; ++i)
mModelViewProjSC[i] = NULL;
// Set up the Enum translation tables
GFXD3D11EnumTranslate::init();
}
GFXD3D11Device::~GFXD3D11Device()
{
// Release our refcount on the current stateblock object
mCurrentStateBlock = NULL;
releaseDefaultPoolResources();
mD3DDeviceContext->ClearState();
mD3DDeviceContext->Flush();
// Free the sampler states
SamplerMap::Iterator sampIter = mSamplersMap.begin();
for (; sampIter != mSamplersMap.end(); ++sampIter)
SAFE_RELEASE(sampIter->value);
// Free the vertex declarations.
VertexDeclMap::Iterator iter = mVertexDecls.begin();
for (; iter != mVertexDecls.end(); iter++)
delete iter->value;
// Forcibly clean up the pools
mVolatileVBList.setSize(0);
mDynamicPB = NULL;
// And release our D3D resources.
SAFE_RELEASE(mDeviceDepthStencilView);
SAFE_RELEASE(mDeviceBackBufferView);
SAFE_RELEASE(mDeviceDepthStencil);
SAFE_RELEASE(mDeviceBackbuffer);
SAFE_RELEASE(mD3DDeviceContext);
SAFE_DELETE(mCardProfiler);
SAFE_DELETE(gScreenShot);
#ifdef TORQUE_DEBUG
if (mDebugLayers)
{
ID3D11Debug *pDebug = NULL;
mD3DDevice->QueryInterface(IID_PPV_ARGS(&pDebug));
AssertFatal(pDebug, "~GFXD3D11Device- Failed to get debug layer");
pDebug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
SAFE_RELEASE(pDebug);
}
#endif
SAFE_RELEASE(mSwapChain);
SAFE_RELEASE(mD3DDevice);
}
GFXFormat GFXD3D11Device::selectSupportedFormat(GFXTextureProfile *profile, const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter)
{
U32 features = 0;
@ -186,10 +313,47 @@ void GFXD3D11Device::enumerateAdapters(Vector<GFXAdapter*> &adapterList)
toAdd->mAvailableModes.push_back(vmAdd);
}
//Check adapater can handle feature level 10
D3D_FEATURE_LEVEL deviceFeature;
ID3D11Device *pTmpDevice = nullptr;
// Create temp Direct3D11 device.
bool suitable = true;
UINT createDeviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT;
hr = D3D11CreateDevice(EnumAdapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, createDeviceFlags, NULL, 0, D3D11_SDK_VERSION, &pTmpDevice, &deviceFeature, NULL);
if (FAILED(hr))
suitable = false;
if (deviceFeature < D3D_FEATURE_LEVEL_10_0)
suitable = false;
//double check we support required bgra format for LEVEL_10_0 & LEVEL_10_1
if (deviceFeature == D3D_FEATURE_LEVEL_10_0 || deviceFeature == D3D_FEATURE_LEVEL_10_1)
{
U32 formatSupported = 0;
pTmpDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupported);
U32 flagsRequired = D3D11_FORMAT_SUPPORT_RENDER_TARGET | D3D11_FORMAT_SUPPORT_DISPLAY;
if (!(formatSupported && flagsRequired))
{
Con::printf("DXGI adapter: %s does not support BGRA", Description.c_str());
suitable = false;
}
}
delete[] displayModes;
SAFE_RELEASE(pTmpDevice);
SAFE_RELEASE(pOutput);
SAFE_RELEASE(EnumAdapter);
adapterList.push_back(toAdd);
if (suitable)
{
adapterList.push_back(toAdd);
}
else
{
Con::printf("DXGI adapter: %s does not support D3D11 feature level 10 or better", Description.c_str());
delete toAdd;
}
}
SAFE_RELEASE(DXGIFactory);
@ -264,6 +428,8 @@ void GFXD3D11Device::enumerateVideoModes()
void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
{
AssertFatal(window, "GFXD3D11Device::init - must specify a window!");
HWND hwnd = (HWND)window->getSystemWindow(PlatformWindow::WindowSystem_Windows);
SetFocus(hwnd);//ensure window has focus
UINT createDeviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#ifdef TORQUE_DEBUG
@ -271,7 +437,6 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
mDebugLayers = true;
#endif
D3D_FEATURE_LEVEL deviceFeature;
D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_HARDWARE;// use D3D_DRIVER_TYPE_REFERENCE for reference device
// create a device & device context
HRESULT hres = D3D11CreateDevice(NULL,
@ -282,7 +447,7 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
0,
D3D11_SDK_VERSION,
&mD3DDevice,
&deviceFeature,
&mFeatureLevel,
&mD3DDeviceContext);
if(FAILED(hres))
@ -298,7 +463,7 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
0,
D3D11_SDK_VERSION,
&mD3DDevice,
&deviceFeature,
&mFeatureLevel,
&mD3DDeviceContext);
//if we failed again than we definitely have a problem
if (FAILED(hres))
@ -319,11 +484,27 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
// Now reacquire all the resources we trashed earlier
reacquireDefaultPoolResources();
//TODO implement feature levels?
if (deviceFeature >= D3D_FEATURE_LEVEL_11_0)
//set vert/pixel shader targets
switch (mFeatureLevel)
{
case D3D_FEATURE_LEVEL_11_0:
mVertexShaderTarget = "vs_5_0";
mPixelShaderTarget = "ps_5_0";
mPixVersion = 5.0f;
else
AssertFatal(false, "GFXD3D11Device::init - We don't support anything below feature level 11.");
break;
case D3D_FEATURE_LEVEL_10_1:
mVertexShaderTarget = "vs_4_1";
mPixelShaderTarget = "ps_4_1";
mPixVersion = 4.1f;
break;
case D3D_FEATURE_LEVEL_10_0:
mVertexShaderTarget = "vs_4_0";
mPixelShaderTarget = "ps_4_0";
mPixVersion = 4.0f;
break;
default:
AssertFatal(false, "GFXD3D11Device::init - We don't support this feature level");
}
D3D11_QUERY_DESC queryDesc;
queryDesc.Query = D3D11_QUERY_OCCLUSION;
@ -475,124 +656,6 @@ void GFXD3D11Device::endReset(GFXD3D11WindowTarget *windowTarget)
updateStates(true);
}
class GFXPCD3D11RegisterDevice
{
public:
GFXPCD3D11RegisterDevice()
{
GFXInit::getRegisterDeviceSignal().notify(&GFXD3D11Device::enumerateAdapters);
}
};
static GFXPCD3D11RegisterDevice pPCD3D11RegisterDevice;
//-----------------------------------------------------------------------------
/// Parse command line arguments for window creation
//-----------------------------------------------------------------------------
static void sgPCD3D11DeviceHandleCommandLine(S32 argc, const char **argv)
{
// useful to pass parameters by command line for d3d (e.g. -dx9 -dx11)
for (U32 i = 1; i < argc; i++)
{
argv[i];
}
}
// Register the command line parsing hook
static ProcessRegisterCommandLine sgCommandLine( sgPCD3D11DeviceHandleCommandLine );
GFXD3D11Device::GFXD3D11Device(U32 index)
{
mDeviceSwizzle32 = &Swizzles::bgra;
GFXVertexColor::setSwizzle( mDeviceSwizzle32 );
mDeviceSwizzle24 = &Swizzles::bgr;
mAdapterIndex = index;
mD3DDevice = NULL;
mVolatileVB = NULL;
mCurrentPB = NULL;
mDynamicPB = NULL;
mLastVertShader = NULL;
mLastPixShader = NULL;
mCanCurrentlyRender = false;
mTextureManager = NULL;
mCurrentStateBlock = NULL;
mResourceListHead = NULL;
mPixVersion = 0.0;
mDrawInstancesCount = 0;
mCardProfiler = NULL;
mDeviceDepthStencil = NULL;
mDeviceBackbuffer = NULL;
mDeviceBackBufferView = NULL;
mDeviceDepthStencilView = NULL;
mCreateFenceType = -1; // Unknown, test on first allocate
mCurrentConstBuffer = NULL;
mOcclusionQuerySupported = false;
mDebugLayers = false;
for(U32 i = 0; i < GS_COUNT; ++i)
mModelViewProjSC[i] = NULL;
// Set up the Enum translation tables
GFXD3D11EnumTranslate::init();
}
GFXD3D11Device::~GFXD3D11Device()
{
// Release our refcount on the current stateblock object
mCurrentStateBlock = NULL;
releaseDefaultPoolResources();
mD3DDeviceContext->ClearState();
mD3DDeviceContext->Flush();
// Free the vertex declarations.
VertexDeclMap::Iterator iter = mVertexDecls.begin();
for ( ; iter != mVertexDecls.end(); iter++ )
delete iter->value;
// Forcibly clean up the pools
mVolatileVBList.setSize(0);
mDynamicPB = NULL;
// And release our D3D resources.
SAFE_RELEASE(mDeviceDepthStencilView);
SAFE_RELEASE(mDeviceBackBufferView);
SAFE_RELEASE(mDeviceDepthStencil);
SAFE_RELEASE(mDeviceBackbuffer);
SAFE_RELEASE(mD3DDeviceContext);
SAFE_DELETE(mCardProfiler);
SAFE_DELETE(gScreenShot);
#ifdef TORQUE_DEBUG
if (mDebugLayers)
{
ID3D11Debug *pDebug = NULL;
mD3DDevice->QueryInterface(IID_PPV_ARGS(&pDebug));
AssertFatal(pDebug, "~GFXD3D11Device- Failed to get debug layer");
pDebug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
SAFE_RELEASE(pDebug);
}
#endif
SAFE_RELEASE(mSwapChain);
SAFE_RELEASE(mD3DDevice);
}
void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
{
AssertFatal(type != GSTargetRestore, ""); //not used
@ -600,11 +663,12 @@ void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
if(mGenericShader[GSColor] == NULL)
{
ShaderData *shaderData;
//shader model 4.0 is enough for the generic shaders
const char* shaderModel = "4.0";
shaderData = new ShaderData();
shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/colorV.hlsl");
shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/colorP.hlsl");
shaderData->setField("pixVersion", "5.0");
shaderData->setField("pixVersion", shaderModel);
shaderData->registerObject();
mGenericShader[GSColor] = shaderData->getShader();
mGenericShaderBuffer[GSColor] = mGenericShader[GSColor]->allocConstBuffer();
@ -614,7 +678,7 @@ void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
shaderData = new ShaderData();
shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/modColorTextureV.hlsl");
shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/modColorTextureP.hlsl");
shaderData->setField("pixVersion", "5.0");
shaderData->setField("pixVersion", shaderModel);
shaderData->registerObject();
mGenericShader[GSModColorTexture] = shaderData->getShader();
mGenericShaderBuffer[GSModColorTexture] = mGenericShader[GSModColorTexture]->allocConstBuffer();
@ -624,7 +688,7 @@ void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
shaderData = new ShaderData();
shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/addColorTextureV.hlsl");
shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/addColorTextureP.hlsl");
shaderData->setField("pixVersion", "5.0");
shaderData->setField("pixVersion", shaderModel);
shaderData->registerObject();
mGenericShader[GSAddColorTexture] = shaderData->getShader();
mGenericShaderBuffer[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->allocConstBuffer();
@ -634,7 +698,7 @@ void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
shaderData = new ShaderData();
shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/textureV.hlsl");
shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/textureP.hlsl");
shaderData->setField("pixVersion", "5.0");
shaderData->setField("pixVersion", shaderModel);
shaderData->registerObject();
mGenericShader[GSTexture] = shaderData->getShader();
mGenericShaderBuffer[GSTexture] = mGenericShader[GSTexture]->allocConstBuffer();
@ -1615,4 +1679,32 @@ GFXCubemap * GFXD3D11Device::createCubemap()
GFXD3D11Cubemap* cube = new GFXD3D11Cubemap();
cube->registerResourceWithDevice(this);
return cube;
}
//------------------------------------------------------------------------------
void GFXD3D11Device::enterDebugEvent(ColorI color, const char *name)
{
// BJGFIX
WCHAR eventName[260];
MultiByteToWideChar(CP_ACP, 0, name, -1, eventName, 260);
D3DPERF_BeginEvent(D3DCOLOR_ARGB(color.alpha, color.red, color.green, color.blue),
(LPCWSTR)&eventName);
}
//------------------------------------------------------------------------------
void GFXD3D11Device::leaveDebugEvent()
{
D3DPERF_EndEvent();
}
//------------------------------------------------------------------------------
void GFXD3D11Device::setDebugMarker(ColorI color, const char *name)
{
// BJGFIX
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);
}

View file

@ -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

View file

@ -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)
{

View file

@ -434,7 +434,7 @@ protected:
GenericConstBufferLayout *bufferLayout,
Vector<GFXShaderConstDesc> &samplerDescriptions );
void _getShaderConstants( ID3D11ShaderReflection* table,
void _getShaderConstants( ID3D11ShaderReflection* pTable,
GenericConstBufferLayout *bufferLayout,
Vector<GFXShaderConstDesc> &samplerDescriptions );

View file

@ -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]);
}

View file

@ -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: