mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-29 16:25:42 +00:00
D3D11 Feature level 10 support and D3D11 device cleanup.
This commit is contained in:
parent
38bf2b8175
commit
983b3211ed
4 changed files with 211 additions and 144 deletions
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@ -53,6 +53,127 @@ GFXDevice *GFXD3D11Device::createInstance(U32 adapterIndex)
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return dev;
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return dev;
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}
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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 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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GFXFormat GFXD3D11Device::selectSupportedFormat(GFXTextureProfile *profile, const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter)
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{
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{
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U32 features = 0;
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U32 features = 0;
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@ -186,10 +307,47 @@ void GFXD3D11Device::enumerateAdapters(Vector<GFXAdapter*> &adapterList)
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toAdd->mAvailableModes.push_back(vmAdd);
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toAdd->mAvailableModes.push_back(vmAdd);
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}
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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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delete[] displayModes;
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SAFE_RELEASE(pTmpDevice);
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SAFE_RELEASE(pOutput);
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SAFE_RELEASE(pOutput);
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SAFE_RELEASE(EnumAdapter);
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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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}
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SAFE_RELEASE(DXGIFactory);
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SAFE_RELEASE(DXGIFactory);
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@ -271,7 +429,6 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
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mDebugLayers = true;
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mDebugLayers = true;
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#endif
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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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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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// create a device & device context
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HRESULT hres = D3D11CreateDevice(NULL,
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HRESULT hres = D3D11CreateDevice(NULL,
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@ -282,7 +439,7 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
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0,
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0,
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D3D11_SDK_VERSION,
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D3D11_SDK_VERSION,
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&mD3DDevice,
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&mD3DDevice,
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&deviceFeature,
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&mFeatureLevel,
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&mD3DDeviceContext);
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&mD3DDeviceContext);
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if(FAILED(hres))
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if(FAILED(hres))
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@ -298,7 +455,7 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
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0,
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0,
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D3D11_SDK_VERSION,
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D3D11_SDK_VERSION,
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&mD3DDevice,
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&mD3DDevice,
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&deviceFeature,
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&mFeatureLevel,
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&mD3DDeviceContext);
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&mD3DDeviceContext);
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//if we failed again than we definitely have a problem
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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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if (FAILED(hres))
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@ -319,11 +476,27 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
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// Now reacquire all the resources we trashed earlier
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// Now reacquire all the resources we trashed earlier
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reacquireDefaultPoolResources();
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reacquireDefaultPoolResources();
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//TODO implement feature levels?
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//set vert/pixel shader targets
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if (deviceFeature >= D3D_FEATURE_LEVEL_11_0)
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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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mPixVersion = 5.0f;
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else
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break;
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AssertFatal(false, "GFXD3D11Device::init - We don't support anything below feature level 11.");
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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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D3D11_QUERY_DESC queryDesc;
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queryDesc.Query = D3D11_QUERY_OCCLUSION;
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queryDesc.Query = D3D11_QUERY_OCCLUSION;
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@ -475,124 +648,6 @@ void GFXD3D11Device::endReset(GFXD3D11WindowTarget *windowTarget)
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updateStates(true);
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updateStates(true);
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}
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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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void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
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{
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{
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AssertFatal(type != GSTargetRestore, ""); //not used
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AssertFatal(type != GSTargetRestore, ""); //not used
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@ -600,11 +655,12 @@ void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
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if(mGenericShader[GSColor] == NULL)
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if(mGenericShader[GSColor] == NULL)
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{
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{
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ShaderData *shaderData;
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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 = new ShaderData();
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shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/colorV.hlsl");
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shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/colorV.hlsl");
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shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/colorP.hlsl");
|
shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/colorP.hlsl");
|
||||||
shaderData->setField("pixVersion", "5.0");
|
shaderData->setField("pixVersion", shaderModel);
|
||||||
shaderData->registerObject();
|
shaderData->registerObject();
|
||||||
mGenericShader[GSColor] = shaderData->getShader();
|
mGenericShader[GSColor] = shaderData->getShader();
|
||||||
mGenericShaderBuffer[GSColor] = mGenericShader[GSColor]->allocConstBuffer();
|
mGenericShaderBuffer[GSColor] = mGenericShader[GSColor]->allocConstBuffer();
|
||||||
|
|
@ -614,7 +670,7 @@ void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
|
||||||
shaderData = new ShaderData();
|
shaderData = new ShaderData();
|
||||||
shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/modColorTextureV.hlsl");
|
shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/modColorTextureV.hlsl");
|
||||||
shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/modColorTextureP.hlsl");
|
shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/modColorTextureP.hlsl");
|
||||||
shaderData->setField("pixVersion", "5.0");
|
shaderData->setField("pixVersion", shaderModel);
|
||||||
shaderData->registerObject();
|
shaderData->registerObject();
|
||||||
mGenericShader[GSModColorTexture] = shaderData->getShader();
|
mGenericShader[GSModColorTexture] = shaderData->getShader();
|
||||||
mGenericShaderBuffer[GSModColorTexture] = mGenericShader[GSModColorTexture]->allocConstBuffer();
|
mGenericShaderBuffer[GSModColorTexture] = mGenericShader[GSModColorTexture]->allocConstBuffer();
|
||||||
|
|
@ -624,7 +680,7 @@ void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
|
||||||
shaderData = new ShaderData();
|
shaderData = new ShaderData();
|
||||||
shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/addColorTextureV.hlsl");
|
shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/addColorTextureV.hlsl");
|
||||||
shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/addColorTextureP.hlsl");
|
shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/addColorTextureP.hlsl");
|
||||||
shaderData->setField("pixVersion", "5.0");
|
shaderData->setField("pixVersion", shaderModel);
|
||||||
shaderData->registerObject();
|
shaderData->registerObject();
|
||||||
mGenericShader[GSAddColorTexture] = shaderData->getShader();
|
mGenericShader[GSAddColorTexture] = shaderData->getShader();
|
||||||
mGenericShaderBuffer[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->allocConstBuffer();
|
mGenericShaderBuffer[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->allocConstBuffer();
|
||||||
|
|
@ -634,7 +690,7 @@ void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
|
||||||
shaderData = new ShaderData();
|
shaderData = new ShaderData();
|
||||||
shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/textureV.hlsl");
|
shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/textureV.hlsl");
|
||||||
shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/textureP.hlsl");
|
shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/textureP.hlsl");
|
||||||
shaderData->setField("pixVersion", "5.0");
|
shaderData->setField("pixVersion", shaderModel);
|
||||||
shaderData->registerObject();
|
shaderData->registerObject();
|
||||||
mGenericShader[GSTexture] = shaderData->getShader();
|
mGenericShader[GSTexture] = shaderData->getShader();
|
||||||
mGenericShaderBuffer[GSTexture] = mGenericShader[GSTexture]->allocConstBuffer();
|
mGenericShaderBuffer[GSTexture] = mGenericShader[GSTexture]->allocConstBuffer();
|
||||||
|
|
|
||||||
|
|
@ -129,6 +129,11 @@ protected:
|
||||||
|
|
||||||
F32 mPixVersion;
|
F32 mPixVersion;
|
||||||
|
|
||||||
|
D3D_FEATURE_LEVEL mFeatureLevel;
|
||||||
|
// Shader Model targers
|
||||||
|
String mVertexShaderTarget;
|
||||||
|
String mPixelShaderTarget;
|
||||||
|
|
||||||
bool mDebugLayers;
|
bool mDebugLayers;
|
||||||
|
|
||||||
DXGI_SAMPLE_DESC mMultisampleDesc;
|
DXGI_SAMPLE_DESC mMultisampleDesc;
|
||||||
|
|
@ -196,8 +201,6 @@ public:
|
||||||
|
|
||||||
static void enumerateAdapters( Vector<GFXAdapter*> &adapterList );
|
static void enumerateAdapters( Vector<GFXAdapter*> &adapterList );
|
||||||
|
|
||||||
GFXTextureObject* createRenderSurface( U32 width, U32 height, GFXFormat format, U32 mipLevel );
|
|
||||||
|
|
||||||
ID3D11DepthStencilView* getDepthStencilView() { return mDeviceDepthStencilView; }
|
ID3D11DepthStencilView* getDepthStencilView() { return mDeviceDepthStencilView; }
|
||||||
ID3D11RenderTargetView* getRenderTargetView() { return mDeviceBackBufferView; }
|
ID3D11RenderTargetView* getRenderTargetView() { return mDeviceBackBufferView; }
|
||||||
ID3D11Texture2D* getBackBufferTexture() { return mDeviceBackbuffer; }
|
ID3D11Texture2D* getBackBufferTexture() { return mDeviceBackbuffer; }
|
||||||
|
|
@ -294,6 +297,12 @@ public:
|
||||||
|
|
||||||
// Default multisample parameters
|
// Default multisample parameters
|
||||||
DXGI_SAMPLE_DESC getMultisampleType() const { return mMultisampleDesc; }
|
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; }
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
|
||||||
|
|
@ -206,7 +206,6 @@ bool GFXD3D11ConstBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderCo
|
||||||
}
|
}
|
||||||
else if (pd.constType == GFXSCT_Float4x3)
|
else if (pd.constType == GFXSCT_Float4x3)
|
||||||
{
|
{
|
||||||
F32 buffer[4 * 4];
|
|
||||||
const U32 csize = 48;
|
const U32 csize = 48;
|
||||||
|
|
||||||
// Loop through and copy
|
// Loop through and copy
|
||||||
|
|
@ -811,18 +810,21 @@ bool GFXD3D11Shader::_init()
|
||||||
mSamplerDescriptions.clear();
|
mSamplerDescriptions.clear();
|
||||||
mShaderConsts.clear();
|
mShaderConsts.clear();
|
||||||
|
|
||||||
|
String vertTarget = D3D11->getVertexShaderTarget();
|
||||||
|
String pixTarget = D3D11->getPixelShaderTarget();
|
||||||
|
|
||||||
if ( !Con::getBoolVariable( "$shaders::forceLoadCSF", false ) )
|
if ( !Con::getBoolVariable( "$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;
|
return false;
|
||||||
|
|
||||||
if (!mPixelFile.isEmpty() && !_compileShader( mPixelFile, "ps_5_0", d3dMacros, mPixelConstBufferLayout, mSamplerDescriptions ) )
|
if (!mPixelFile.isEmpty() && !_compileShader( mPixelFile, pixTarget, d3dMacros, mPixelConstBufferLayout, mSamplerDescriptions ) )
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if ( !_loadCompiledOutput( mVertexFile, "vs_5_0", mVertexConstBufferLayout, mSamplerDescriptions ) )
|
if ( !_loadCompiledOutput( mVertexFile, vertTarget, mVertexConstBufferLayout, mSamplerDescriptions ) )
|
||||||
{
|
{
|
||||||
if ( smLogErrors )
|
if ( smLogErrors )
|
||||||
Con::errorf( "GFXD3D11Shader::init - Unable to load precompiled vertex shader for '%s'.", mVertexFile.getFullPath().c_str() );
|
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;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if ( !_loadCompiledOutput( mPixelFile, "ps_5_0", mPixelConstBufferLayout, mSamplerDescriptions ) )
|
if ( !_loadCompiledOutput( mPixelFile, pixTarget, mPixelConstBufferLayout, mSamplerDescriptions ) )
|
||||||
{
|
{
|
||||||
if ( smLogErrors )
|
if ( smLogErrors )
|
||||||
Con::errorf( "GFXD3D11Shader::init - Unable to load precompiled pixel shader for '%s'.", mPixelFile.getFullPath().c_str() );
|
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;
|
return result;
|
||||||
}
|
}
|
||||||
void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *table,
|
void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *pTable,
|
||||||
GenericConstBufferLayout *bufferLayoutIn,
|
GenericConstBufferLayout *bufferLayoutIn,
|
||||||
Vector<GFXShaderConstDesc> &samplerDescriptions )
|
Vector<GFXShaderConstDesc> &samplerDescriptions )
|
||||||
{
|
{
|
||||||
PROFILE_SCOPE( GFXD3D11Shader_GetShaderConstants );
|
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;
|
GFXD3D11ConstBufferLayout *bufferLayout = (GFXD3D11ConstBufferLayout*)bufferLayoutIn;
|
||||||
Vector<ConstSubBufferDesc> &subBuffers = bufferLayout->getSubBufferDesc();
|
Vector<ConstSubBufferDesc> &subBuffers = bufferLayout->getSubBufferDesc();
|
||||||
subBuffers.clear();
|
subBuffers.clear();
|
||||||
|
|
||||||
D3D11_SHADER_DESC tableDesc;
|
D3D11_SHADER_DESC tableDesc;
|
||||||
HRESULT hr = table->GetDesc(&tableDesc);
|
HRESULT hr = pTable->GetDesc(&tableDesc);
|
||||||
if (FAILED(hr))
|
if (FAILED(hr))
|
||||||
{
|
{
|
||||||
AssertFatal(false, "Shader Reflection table unable to be created");
|
AssertFatal(false, "Shader Reflection table unable to be created");
|
||||||
|
|
@ -1076,7 +1078,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *table,
|
||||||
U32 bufferOffset = 0;
|
U32 bufferOffset = 0;
|
||||||
for (U32 i = 0; i < tableDesc.ConstantBuffers; i++)
|
for (U32 i = 0; i < tableDesc.ConstantBuffers; i++)
|
||||||
{
|
{
|
||||||
ID3D11ShaderReflectionConstantBuffer* constantBuffer = table->GetConstantBufferByIndex(i);
|
ID3D11ShaderReflectionConstantBuffer* constantBuffer = pTable->GetConstantBufferByIndex(i);
|
||||||
D3D11_SHADER_BUFFER_DESC constantBufferDesc;
|
D3D11_SHADER_BUFFER_DESC constantBufferDesc;
|
||||||
|
|
||||||
if (constantBuffer->GetDesc(&constantBufferDesc) == S_OK)
|
if (constantBuffer->GetDesc(&constantBufferDesc) == S_OK)
|
||||||
|
|
@ -1161,7 +1163,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *table,
|
||||||
{
|
{
|
||||||
GFXShaderConstDesc desc;
|
GFXShaderConstDesc desc;
|
||||||
D3D11_SHADER_INPUT_BIND_DESC bindDesc;
|
D3D11_SHADER_INPUT_BIND_DESC bindDesc;
|
||||||
table->GetResourceBindingDesc(i, &bindDesc);
|
pTable->GetResourceBindingDesc(i, &bindDesc);
|
||||||
|
|
||||||
switch (bindDesc.Type)
|
switch (bindDesc.Type)
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -434,7 +434,7 @@ protected:
|
||||||
GenericConstBufferLayout *bufferLayout,
|
GenericConstBufferLayout *bufferLayout,
|
||||||
Vector<GFXShaderConstDesc> &samplerDescriptions );
|
Vector<GFXShaderConstDesc> &samplerDescriptions );
|
||||||
|
|
||||||
void _getShaderConstants( ID3D11ShaderReflection* table,
|
void _getShaderConstants( ID3D11ShaderReflection* pTable,
|
||||||
GenericConstBufferLayout *bufferLayout,
|
GenericConstBufferLayout *bufferLayout,
|
||||||
Vector<GFXShaderConstDesc> &samplerDescriptions );
|
Vector<GFXShaderConstDesc> &samplerDescriptions );
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue