Torque3D/Engine/source/gfx/D3D11/gfxD3D11Target.cpp

416 lines
12 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2015 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gfx/D3D11/gfxD3D11Target.h"
#include "gfx/D3D11/gfxD3D11Cubemap.h"
#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
#include "gfx/gfxDebugEvent.h"
#include "gfx/gfxStringEnumTranslate.h"
#include "windowManager/win32/win32Window.h"
GFXD3D11TextureTarget::GFXD3D11TextureTarget()
: mTargetSize( Point2I::Zero ),
mTargetFormat( GFXFormatR8G8B8A8 )
{
for(S32 i=0; i<MaxRenderSlotId; i++)
{
mTargets[i] = NULL;
mResolveTargets[i] = NULL;
mTargetViews[i] = NULL;
mTargetSRViews[i] = NULL;
}
}
GFXD3D11TextureTarget::~GFXD3D11TextureTarget()
{
// Release anything we might be holding.
for(S32 i=0; i<MaxRenderSlotId; i++)
{
mResolveTargets[i] = NULL;
SAFE_RELEASE(mTargetViews[i]);
SAFE_RELEASE(mTargets[i]);
SAFE_RELEASE(mTargetSRViews[i]);
}
zombify();
}
void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *tex, U32 mipLevel/*=0*/, U32 zOffset /*= 0*/ )
{
GFXDEBUGEVENT_SCOPE( GFXPCD3D11TextureTarget_attachTexture, ColorI::RED );
AssertFatal(slot < MaxRenderSlotId, "GFXD3D11TextureTarget::attachTexture - out of range slot.");
// TODO: The way this is implemented... you can attach a texture
// object multiple times and it will release and reset it.
//
// We should rework this to detect when no change has occured
// and skip out early.
// Mark state as dirty so device can know to update.
invalidateState();
// Release what we had, it's definitely going to change.
SAFE_RELEASE(mTargetViews[slot]);
SAFE_RELEASE(mTargets[slot]);
SAFE_RELEASE(mTargetSRViews[slot]);
mResolveTargets[slot] = NULL;
if(slot == Color0)
{
mTargetSize = Point2I::Zero;
mTargetFormat = GFXFormatR8G8B8A8;
}
// Are we clearing?
if(!tex)
{
// Yup - just exit, it'll stay NULL.
return;
}
// TODO: Mip map generation currently only supported on dynamic cubemaps
mTargetSRViews[slot] = NULL;
// Take care of default targets
if( tex == GFXTextureTarget::sDefaultDepthStencil )
{
mTargets[slot] = D3D11->mDeviceDepthStencil;
mTargetViews[slot] = D3D11->mDeviceDepthStencilView;
mTargets[slot]->AddRef();
mTargetViews[slot]->AddRef();
}
else
{
// Cast the texture object to D3D...
AssertFatal(static_cast<GFXD3D11TextureObject*>(tex), "GFXD3D11TextureTarget::attachTexture - invalid texture object.");
GFXD3D11TextureObject *d3dto = static_cast<GFXD3D11TextureObject*>(tex);
// Grab the surface level.
if( slot == DepthStencil )
{
mTargets[slot] = d3dto->getSurface();
if ( mTargets[slot] )
mTargets[slot]->AddRef();
mTargetViews[slot] = d3dto->getDSView();
if( mTargetViews[slot])
mTargetViews[slot]->AddRef();
}
else
{
// getSurface will almost always return NULL. It will only return non-NULL
// if the surface that it needs to render to is different than the mip level
// in the actual texture. This will happen with MSAA.
if( d3dto->getSurface() == NULL )
{
mTargets[slot] = d3dto->get2DTex();
mTargets[slot]->AddRef();
mTargetViews[slot] = d3dto->getRTView();
mTargetViews[slot]->AddRef();
}
else
{
mTargets[slot] = d3dto->getSurface();
mTargets[slot]->AddRef();
mTargetViews[slot]->AddRef();
// Only assign resolve target if d3dto has a surface to give us.
//
// That usually means there is an MSAA target involved, which is why
// the resolve is needed to get the data out of the target.
mResolveTargets[slot] = d3dto;
if ( tex && slot == Color0 )
{
mTargetSize.set( tex->getSize().x, tex->getSize().y );
mTargetFormat = tex->getFormat();
}
}
}
// Update surface size
if(slot == Color0)
{
ID3D11Texture2D *surface = mTargets[Color0];
if ( surface )
{
D3D11_TEXTURE2D_DESC sd;
surface->GetDesc(&sd);
mTargetSize = Point2I(sd.Width, sd.Height);
S32 format = sd.Format;
if (format == DXGI_FORMAT_R8G8B8A8_TYPELESS || format == DXGI_FORMAT_B8G8R8A8_TYPELESS)
{
mTargetFormat = GFXFormatR8G8B8A8;
return;
}
GFXREVERSE_LOOKUP( GFXD3D11TextureFormat, GFXFormat, format );
mTargetFormat = (GFXFormat)format;
}
}
}
}
void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel/*=0*/ )
{
GFXDEBUGEVENT_SCOPE( GFXPCD3D11TextureTarget_attachTexture_Cubemap, ColorI::RED );
AssertFatal(slot < MaxRenderSlotId, "GFXD3D11TextureTarget::attachTexture - out of range slot.");
// Mark state as dirty so device can know to update.
invalidateState();
// Release what we had, it's definitely going to change.
SAFE_RELEASE(mTargetViews[slot]);
SAFE_RELEASE(mTargets[slot]);
SAFE_RELEASE(mTargetSRViews[slot]);
mResolveTargets[slot] = NULL;
// Cast the texture object to D3D...
AssertFatal(!tex || static_cast<GFXD3D11Cubemap*>(tex), "GFXD3DTextureTarget::attachTexture - invalid cubemap object.");
if(slot == Color0)
{
mTargetSize = Point2I::Zero;
mTargetFormat = GFXFormatR8G8B8A8;
}
// Are we clearing?
if(!tex)
{
// Yup - just exit, it'll stay NULL.
return;
}
GFXD3D11Cubemap *cube = static_cast<GFXD3D11Cubemap*>(tex);
mTargets[slot] = cube->get2DTex();
mTargets[slot]->AddRef();
mTargetViews[slot] = cube->getRTView(face);
mTargetViews[slot]->AddRef();
mTargetSRViews[slot] = cube->getSRView();
mTargetSRViews[slot]->AddRef();
// Update surface size
if(slot == Color0)
{
ID3D11Texture2D *surface = mTargets[Color0];
if ( surface )
{
D3D11_TEXTURE2D_DESC sd;
surface->GetDesc(&sd);
mTargetSize = Point2I(sd.Width, sd.Height);
S32 format = sd.Format;
GFXREVERSE_LOOKUP( GFXD3D11TextureFormat, GFXFormat, format );
mTargetFormat = (GFXFormat)format;
}
}
}
void GFXD3D11TextureTarget::activate()
{
GFXDEBUGEVENT_SCOPE( GFXPCD3D11TextureTarget_activate, ColorI::RED );
AssertFatal( mTargets[GFXTextureTarget::Color0], "GFXD3D11TextureTarget::activate() - You can never have a NULL primary render target!" );
// Clear the state indicator.
stateApplied();
// Now set all the new surfaces into the appropriate slots.
ID3D11RenderTargetView* rtViews[MaxRenderSlotId] = { NULL, NULL, NULL, NULL, NULL, NULL };
ID3D11DepthStencilView* dsView = (ID3D11DepthStencilView*)(mTargetViews[GFXTextureTarget::DepthStencil]);
for (U32 i = 0; i < 6; i++)
{
rtViews[i] = (ID3D11RenderTargetView*)mTargetViews[GFXTextureTarget::Color0 + i];
}
D3D11DEVICECONTEXT->OMSetRenderTargets(MaxRenderSlotId, rtViews, dsView);
}
void GFXD3D11TextureTarget::deactivate()
{
//re-gen mip maps
for (U32 i = 0; i < 6; i++)
{
ID3D11ShaderResourceView* pSRView = mTargetSRViews[GFXTextureTarget::Color0 + i];
if (pSRView)
D3D11DEVICECONTEXT->GenerateMips(pSRView);
}
}
void GFXD3D11TextureTarget::resolve()
{
GFXDEBUGEVENT_SCOPE( GFXPCD3D11TextureTarget_resolve, ColorI::RED );
for (U32 i = 0; i < MaxRenderSlotId; i++)
{
// We use existance @ mResolveTargets as a flag that we need to copy
// data from the rendertarget into the texture.
if (mResolveTargets[i])
{
D3D11_TEXTURE2D_DESC desc;
mTargets[i]->GetDesc(&desc);
D3D11DEVICECONTEXT->CopySubresourceRegion(mResolveTargets[i]->get2DTex(), 0, 0, 0, 0, mTargets[i], 0, NULL);
}
}
}
void GFXD3D11TextureTarget::resolveTo( GFXTextureObject *tex )
{
GFXDEBUGEVENT_SCOPE( GFXPCD3D11TextureTarget_resolveTo, ColorI::RED );
if ( mTargets[Color0] == NULL )
return;
D3D11_TEXTURE2D_DESC desc;
mTargets[Color0]->GetDesc(&desc);
D3D11DEVICECONTEXT->CopySubresourceRegion(((GFXD3D11TextureObject*)(tex))->get2DTex(), 0, 0, 0, 0, mTargets[Color0], 0, NULL);
}
void GFXD3D11TextureTarget::zombify()
{
for(U32 i = 0; i < MaxRenderSlotId; i++)
attachTexture(RenderSlot(i), NULL);
}
void GFXD3D11TextureTarget::resurrect()
{
}
GFXD3D11WindowTarget::GFXD3D11WindowTarget()
{
mWindow = NULL;
mBackbuffer = NULL;
}
GFXD3D11WindowTarget::~GFXD3D11WindowTarget()
{
SAFE_RELEASE(mBackbuffer);
}
void GFXD3D11WindowTarget::initPresentationParams()
{
// Get some video mode related info.
GFXVideoMode vm = mWindow->getVideoMode();
Win32Window* win = static_cast<Win32Window*>(mWindow);
HWND hwnd = win->getHWND();
mPresentationParams = D3D11->setupPresentParams(vm, hwnd);
}
const Point2I GFXD3D11WindowTarget::getSize()
{
return mWindow->getVideoMode().resolution;
}
GFXFormat GFXD3D11WindowTarget::getFormat()
{
S32 format = mPresentationParams.BufferDesc.Format;
GFXREVERSE_LOOKUP( GFXD3D11TextureFormat, GFXFormat, format );
return (GFXFormat)format;
}
bool GFXD3D11WindowTarget::present()
{
return (D3D11->getSwapChain()->Present(!D3D11->smDisableVSync, 0) == S_OK);
}
void GFXD3D11WindowTarget::setImplicitSwapChain()
{
if (!mBackbuffer)
D3D11->mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackbuffer);
}
void GFXD3D11WindowTarget::resetMode()
{
mWindow->setSuppressReset(true);
// Setup our presentation params.
initPresentationParams();
// Otherwise, we have to reset the device, if we're the implicit swapchain.
D3D11->reset(mPresentationParams);
// Update our size, too.
mSize = Point2I(mPresentationParams.BufferDesc.Width, mPresentationParams.BufferDesc.Height);
mWindow->setSuppressReset(false);
GFX->beginReset();
}
void GFXD3D11WindowTarget::zombify()
{
SAFE_RELEASE(mBackbuffer);
}
void GFXD3D11WindowTarget::resurrect()
{
setImplicitSwapChain();
}
void GFXD3D11WindowTarget::activate()
{
GFXDEBUGEVENT_SCOPE(GFXPCD3D11WindowTarget_activate, ColorI::RED);
//clear ther rendertargets first
ID3D11RenderTargetView* rtViews[8] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL };
D3D11DEVICECONTEXT->OMSetRenderTargets(8, rtViews, NULL);
D3D11DEVICECONTEXT->OMSetRenderTargets(1, &D3D11->mDeviceBackBufferView, D3D11->mDeviceDepthStencilView);
DXGI_SWAP_CHAIN_DESC pp;
D3D11->mSwapChain->GetDesc(&pp);
// Update our video mode here, too.
GFXVideoMode vm;
vm = mWindow->getVideoMode();
vm.resolution.x = pp.BufferDesc.Width;
vm.resolution.y = pp.BufferDesc.Height;
vm.fullScreen = !pp.Windowed;
mSize = vm.resolution;
}
void GFXD3D11WindowTarget::resolveTo(GFXTextureObject *tex)
{
GFXDEBUGEVENT_SCOPE(GFXPCD3D11WindowTarget_resolveTo, ColorI::RED);
D3D11_TEXTURE2D_DESC desc;
ID3D11Texture2D* surf = ((GFXD3D11TextureObject*)(tex))->get2DTex();
surf->GetDesc(&desc);
D3D11DEVICECONTEXT->ResolveSubresource(surf, 0, D3D11->mDeviceBackbuffer, 0, desc.Format);
}