Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Azaezel/Torque3D into development

This commit is contained in:
Areloch 2019-05-06 01:50:45 -05:00
commit e83ec69292
407 changed files with 47737 additions and 6168 deletions

View file

@ -38,12 +38,14 @@
#include "gfx/D3D11/screenshotD3D11.h"
#include "materials/shaderData.h"
#include "shaderGen/shaderGen.h"
#include <d3d9.h> //d3dperf
#ifdef TORQUE_DEBUG
#include "d3d11sdklayers.h"
#endif
#pragma comment(lib, "dxgi.lib")
#pragma comment(lib, "d3d9.lib") //d3dperf
#pragma comment(lib, "d3d11.lib")
class GFXPCD3D11RegisterDevice
@ -90,9 +92,6 @@ GFXD3D11Device::GFXD3D11Device(U32 index)
mAdapterIndex = index;
mD3DDevice = NULL;
mD3DDeviceContext = NULL;
mD3DDevice1 = NULL;
mD3DDeviceContext1 = NULL;
mUserAnnotation = NULL;
mVolatileVB = NULL;
mCurrentPB = NULL;
@ -126,7 +125,6 @@ GFXD3D11Device::GFXD3D11Device(U32 index)
mCurrentConstBuffer = NULL;
mOcclusionQuerySupported = false;
mCbufferPartialSupported = false;
mDebugLayers = false;
@ -166,8 +164,6 @@ GFXD3D11Device::~GFXD3D11Device()
SAFE_RELEASE(mDeviceBackBufferView);
SAFE_RELEASE(mDeviceDepthStencil);
SAFE_RELEASE(mDeviceBackbuffer);
SAFE_RELEASE(mUserAnnotation);
SAFE_RELEASE(mD3DDeviceContext1);
SAFE_RELEASE(mD3DDeviceContext);
SAFE_DELETE(mCardProfiler);
@ -185,7 +181,6 @@ GFXD3D11Device::~GFXD3D11Device()
#endif
SAFE_RELEASE(mSwapChain);
SAFE_RELEASE(mD3DDevice1);
SAFE_RELEASE(mD3DDevice);
}
@ -439,6 +434,7 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
AssertFatal(window, "GFXD3D11Device::init - must specify a window!");
HWND winHwnd = (HWND)window->getSystemWindow( PlatformWindow::WindowSystem_Windows );
SetFocus(winHwnd);
UINT createDeviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#ifdef TORQUE_DEBUG
@ -449,7 +445,7 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
DXGI_SWAP_CHAIN_DESC d3dpp = setupPresentParams(mode, winHwnd);
// TODO support at least feature level 10 to match GL
D3D_FEATURE_LEVEL pFeatureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0 };
D3D_FEATURE_LEVEL pFeatureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1 };
U32 nFeatureCount = ARRAYSIZE(pFeatureLevels);
D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_HARDWARE;// use D3D_DRIVER_TYPE_REFERENCE for reference device
// create a device, device context and swap chain using the information in the d3dpp struct
@ -489,26 +485,6 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
#endif
}
// Grab DX 11.1 device and context if available and also ID3DUserDefinedAnnotation
hres = mD3DDevice->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&mD3DDevice1));
if (SUCCEEDED(hres))
{
//11.1 context
mD3DDeviceContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&mD3DDeviceContext1));
// ID3DUserDefinedAnnotation
mD3DDeviceContext->QueryInterface(IID_PPV_ARGS(&mUserAnnotation));
//Check what is supported, windows 7 supports very little from 11.1
D3D11_FEATURE_DATA_D3D11_OPTIONS options;
mD3DDevice1->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &options,
sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS));
//Cbuffer partial updates
if (options.ConstantBufferOffsetting && options.ConstantBufferPartialUpdate)
mCbufferPartialSupported = true;
}
//set the fullscreen state here if we need to
if(mode.fullScreen)
{
@ -689,9 +665,9 @@ GFXWindowTarget * GFXD3D11Device::allocWindowTarget(PlatformWindow *window)
return gdwt;
}
GFXTextureTarget* GFXD3D11Device::allocRenderToTextureTarget()
GFXTextureTarget* GFXD3D11Device::allocRenderToTextureTarget(bool genMips)
{
GFXD3D11TextureTarget *targ = new GFXD3D11TextureTarget();
GFXD3D11TextureTarget *targ = new GFXD3D11TextureTarget(genMips);
targ->registerResourceWithDevice(this);
return targ;
@ -933,6 +909,25 @@ void GFXD3D11Device::setShaderConstBufferInternal(GFXShaderConstBuffer* buffer)
//-----------------------------------------------------------------------------
void GFXD3D11Device::copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face)
{
AssertFatal(pDst, "GFXD3D11Device::copyResource: Destination texture is null");
AssertFatal(pSrc, "GFXD3D11Device::copyResource: Source cubemap is null");
GFXD3D11TextureObject *pD3DDst = static_cast<GFXD3D11TextureObject*>(pDst);
GFXD3D11Cubemap *pD3DSrc = static_cast<GFXD3D11Cubemap*>(pSrc);
const U32 mipLevels = pD3DSrc->getMipMapLevels();
for (U32 mip = 0; mip < mipLevels; mip++)
{
const U32 srcSubResource = D3D11CalcSubresource(mip, face, mipLevels);
const U32 dstSubResource = D3D11CalcSubresource(mip, 0, mipLevels);
mD3DDeviceContext->CopySubresourceRegion(pD3DDst->get2DTex(), dstSubResource, 0, 0, 0, pD3DSrc->get2DTex(), srcSubResource, NULL);
}
}
//-----------------------------------------------------------------------------
void GFXD3D11Device::clear(U32 flags, const LinearColorF& color, F32 z, U32 stencil)
{
// Make sure we have flushed our render target state.
@ -940,15 +935,22 @@ void GFXD3D11Device::clear(U32 flags, const LinearColorF& color, F32 z, U32 sten
UINT depthstencilFlag = 0;
ID3D11RenderTargetView* rtView = NULL;
//TODO: current support is 5 render targets, clean this up
ID3D11RenderTargetView* rtView[5] = { NULL };
ID3D11DepthStencilView* dsView = NULL;
mD3DDeviceContext->OMGetRenderTargets(1, &rtView, &dsView);
mD3DDeviceContext->OMGetRenderTargets(5, rtView, &dsView);
const FLOAT clearColor[4] = { color.red, color.green, color.blue, color.alpha };
if (flags & GFXClearTarget && rtView)
mD3DDeviceContext->ClearRenderTargetView(rtView, clearColor);
{
for (U32 i = 0; i < 5; i++)
{
if (rtView[i])
mD3DDeviceContext->ClearRenderTargetView(rtView[i], clearColor);
}
}
if (flags & GFXClearZBuffer)
depthstencilFlag |= D3D11_CLEAR_DEPTH;
@ -959,10 +961,30 @@ void GFXD3D11Device::clear(U32 flags, const LinearColorF& color, F32 z, U32 sten
if (depthstencilFlag && dsView)
mD3DDeviceContext->ClearDepthStencilView(dsView, depthstencilFlag, z, stencil);
SAFE_RELEASE(rtView);
for (U32 i = 0; i < 5; i++)
SAFE_RELEASE(rtView[i]);
SAFE_RELEASE(dsView);
}
void GFXD3D11Device::clearColorAttachment(const U32 attachment, const LinearColorF& color)
{
GFXD3D11TextureTarget *pTarget = static_cast<GFXD3D11TextureTarget*>(mCurrentRT.getPointer());
ID3D11RenderTargetView* rtView = NULL;
if (!pTarget)
{
rtView = mDeviceBackBufferView;// we are using the default backbuffer
}
else
{
//attachment + 1 to skip past DepthStencil which is first in the list
rtView = static_cast<ID3D11RenderTargetView*>(pTarget->mTargetViews[attachment + 1]);
}
const FLOAT clearColor[4] = { color.red, color.green, color.blue, color.alpha };
mD3DDeviceContext->ClearRenderTargetView(rtView, clearColor);
}
void GFXD3D11Device::endSceneInternal()
{
mCanCurrentlyRender = false;
@ -1837,32 +1859,38 @@ GFXCubemap * GFXD3D11Device::createCubemap()
return cube;
}
GFXCubemapArray * GFXD3D11Device::createCubemapArray()
{
GFXD3D11CubemapArray* cubeArray = new GFXD3D11CubemapArray();
cubeArray->registerResourceWithDevice(this);
return cubeArray;
}
// Debug events
//------------------------------------------------------------------------------
void GFXD3D11Device::enterDebugEvent(ColorI color, const char *name)
{
if (mUserAnnotation)
{
WCHAR eventName[260];
MultiByteToWideChar(CP_ACP, 0, name, -1, eventName, 260);
mUserAnnotation->BeginEvent(eventName);
}
// 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()
{
if (mUserAnnotation)
mUserAnnotation->EndEvent();
D3DPERF_EndEvent();
}
//------------------------------------------------------------------------------
void GFXD3D11Device::setDebugMarker(ColorI color, const char *name)
{
if (mUserAnnotation)
{
WCHAR eventName[260];
MultiByteToWideChar(CP_ACP, 0, name, -1, eventName, 260);
mUserAnnotation->SetMarker(eventName);
}
// 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);
}