mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
269 lines
11 KiB
C++
269 lines
11 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2015 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gfx/gfxDevice.h"
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#include "gfx/D3D11/gfxD3D11StateBlock.h"
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#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
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#include "core/crc.h"
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namespace DictHash
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{
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inline U32 hash(const GFXSamplerStateDesc &data)
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{
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return CRC::calculateCRC(&data, sizeof(GFXSamplerStateDesc));;
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}
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}
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GFXD3D11StateBlock::GFXD3D11StateBlock(const GFXStateBlockDesc& desc)
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{
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AssertFatal(D3D11DEVICE, "Invalid D3DDevice!");
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PROFILE_SCOPE(GFXD3D11StateBlock_CreateStateBlock);
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mDesc = desc;
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mCachedHashValue = desc.getHashValue();
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// Color writes
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mColorMask = 0;
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mColorMask |= (mDesc.colorWriteRed ? D3D11_COLOR_WRITE_ENABLE_RED : 0);
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mColorMask |= (mDesc.colorWriteGreen ? D3D11_COLOR_WRITE_ENABLE_GREEN : 0);
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mColorMask |= (mDesc.colorWriteBlue ? D3D11_COLOR_WRITE_ENABLE_BLUE : 0);
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mColorMask |= (mDesc.colorWriteAlpha ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0);
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mBlendState = NULL;
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for (U32 i = 0; i < 16; i++)
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{
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mSamplerStates[i] = NULL;
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}
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mDepthStencilState = NULL;
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mRasterizerState = NULL;
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ZeroMemory(&mBlendDesc, sizeof(D3D11_BLEND_DESC));
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mBlendDesc.AlphaToCoverageEnable = false;
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mBlendDesc.IndependentBlendEnable = mDesc.separateAlphaBlendEnable;
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mBlendDesc.RenderTarget[0].BlendEnable = mDesc.blendEnable;
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mBlendDesc.RenderTarget[0].BlendOp = GFXD3D11BlendOp[mDesc.blendOp];
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mBlendDesc.RenderTarget[0].BlendOpAlpha = GFXD3D11BlendOp[mDesc.separateAlphaBlendOp];
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mBlendDesc.RenderTarget[0].DestBlend = GFXD3D11Blend[mDesc.blendDest];
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mBlendDesc.RenderTarget[0].DestBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendDest];
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mBlendDesc.RenderTarget[0].SrcBlend = GFXD3D11Blend[mDesc.blendSrc];
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mBlendDesc.RenderTarget[0].SrcBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendSrc];
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mBlendDesc.RenderTarget[0].RenderTargetWriteMask = mColorMask;
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HRESULT hr = D3D11DEVICE->CreateBlendState(&mBlendDesc, &mBlendState);
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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateBlendState call failure.");
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}
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ZeroMemory(&mDepthStencilDesc, sizeof(D3D11_DEPTH_STENCIL_DESC));
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mDepthStencilDesc.DepthWriteMask = mDesc.zWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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mDepthStencilDesc.DepthEnable = mDesc.zEnable;
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mDepthStencilDesc.DepthFunc = GFXD3D11CmpFunc[mDesc.zFunc];
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mDepthStencilDesc.StencilWriteMask = mDesc.stencilWriteMask;
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mDepthStencilDesc.StencilReadMask = mDesc.stencilMask;
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mDepthStencilDesc.StencilEnable = mDesc.stencilEnable;
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mDepthStencilDesc.FrontFace.StencilFunc = GFXD3D11CmpFunc[mDesc.stencilFunc];
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mDepthStencilDesc.FrontFace.StencilFailOp = GFXD3D11StencilOp[mDesc.stencilFailOp];
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mDepthStencilDesc.FrontFace.StencilDepthFailOp = GFXD3D11StencilOp[mDesc.stencilZFailOp];
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mDepthStencilDesc.FrontFace.StencilPassOp = GFXD3D11StencilOp[mDesc.stencilPassOp];
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if (mDesc.stencilEnable)
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mDepthStencilDesc.BackFace = mDepthStencilDesc.FrontFace;
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else
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{
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mDepthStencilDesc.BackFace.StencilFunc = GFXD3D11CmpFunc[GFXCmpAlways];
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mDepthStencilDesc.BackFace.StencilFailOp = GFXD3D11StencilOp[GFXStencilOpKeep];
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mDepthStencilDesc.BackFace.StencilDepthFailOp = GFXD3D11StencilOp[GFXStencilOpKeep];
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mDepthStencilDesc.BackFace.StencilPassOp = GFXD3D11StencilOp[GFXStencilOpKeep];
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}
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hr = D3D11DEVICE->CreateDepthStencilState(&mDepthStencilDesc, &mDepthStencilState);
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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateDepthStencilState call failure.");
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}
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ZeroMemory(&mRasterizerDesc, sizeof(D3D11_RASTERIZER_DESC));
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mRasterizerDesc.CullMode = GFXD3D11CullMode[mDesc.cullMode];
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mRasterizerDesc.FillMode = GFXD3D11FillMode[mDesc.fillMode];
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mRasterizerDesc.DepthBias = mDesc.zBias;
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mRasterizerDesc.SlopeScaledDepthBias = mDesc.zSlopeBias;
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mRasterizerDesc.AntialiasedLineEnable = FALSE;
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mRasterizerDesc.MultisampleEnable = FALSE;
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mRasterizerDesc.ScissorEnable = FALSE;
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mRasterizerDesc.FrontCounterClockwise = FALSE;
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mRasterizerDesc.DepthBiasClamp = D3D11_DEFAULT_DEPTH_BIAS_CLAMP;
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if (mDesc.zEnable)
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mRasterizerDesc.DepthClipEnable = true;
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else
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mRasterizerDesc.DepthClipEnable = false;
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hr = D3D11DEVICE->CreateRasterizerState(&mRasterizerDesc, &mRasterizerState);
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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateDepthStencilState call failure.");
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}
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ZeroMemory(&mSamplerDesc, sizeof(D3D11_SAMPLER_DESC) * 16);
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GFXD3D11Device::SamplerMap &dx11SamplerMap = D3D11->getSamplersMap();
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for (U32 i = 0; i < GFX->getNumSamplers(); i++)
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{
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GFXSamplerStateDesc &gfxSamplerState = mDesc.samplers[i];
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U32 hash = DictHash::hash(gfxSamplerState);
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GFXD3D11Device::SamplerMap::Iterator itr = dx11SamplerMap.find(hash);
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if (itr == dx11SamplerMap.end())
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{
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mSamplerDesc[i].AddressU = GFXD3D11TextureAddress[gfxSamplerState.addressModeU];
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mSamplerDesc[i].AddressV = GFXD3D11TextureAddress[gfxSamplerState.addressModeV];
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mSamplerDesc[i].AddressW = GFXD3D11TextureAddress[gfxSamplerState.addressModeW];
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mSamplerDesc[i].MaxAnisotropy = gfxSamplerState.maxAnisotropy;
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mSamplerDesc[i].MipLODBias = gfxSamplerState.mipLODBias;
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mSamplerDesc[i].MinLOD = 0;
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mSamplerDesc[i].MaxLOD = FLT_MAX;
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if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterPoint)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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else if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterLinear)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
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else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterPoint)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
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else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterLinear)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
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else if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterLinear && gfxSamplerState.mipFilter == GFXTextureFilterPoint)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
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else if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterLinear && gfxSamplerState.mipFilter == GFXTextureFilterLinear)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
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else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterLinear && gfxSamplerState.mipFilter == GFXTextureFilterPoint)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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else
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mSamplerDesc[i].Filter = D3D11_FILTER_ANISOTROPIC;
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mSamplerDesc[i].BorderColor[0] = 1.0f;
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mSamplerDesc[i].BorderColor[1] = 1.0f;
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mSamplerDesc[i].BorderColor[2] = 1.0f;
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mSamplerDesc[i].BorderColor[3] = 1.0f;
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hr = D3D11DEVICE->CreateSamplerState(&mSamplerDesc[i], &mSamplerStates[i]);
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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateSamplerState call failure.");
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}
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// add sampler state to the map
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dx11SamplerMap.insert(hash, mSamplerStates[i]);
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}
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else
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{
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mSamplerStates[i] = itr->value;
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}
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}
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}
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GFXD3D11StateBlock::~GFXD3D11StateBlock()
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{
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SAFE_RELEASE(mBlendState);
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SAFE_RELEASE(mRasterizerState);
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SAFE_RELEASE(mDepthStencilState);
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for (U32 i = 0; i < 16; ++i)
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{
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mSamplerStates[i] = NULL;
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}
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}
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/// Returns the hash value of the desc that created this block
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U32 GFXD3D11StateBlock::getHashValue() const
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{
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return mCachedHashValue;
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}
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/// Returns a GFXStateBlockDesc that this block represents
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const GFXStateBlockDesc& GFXD3D11StateBlock::getDesc() const
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{
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return mDesc;
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}
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/// Called by D3D11 device to active this state block.
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/// @param oldState The current state, used to make sure we don't set redundant states on the device. Pass NULL to reset all states.
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void GFXD3D11StateBlock::activate(GFXD3D11StateBlock* oldState)
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{
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PROFILE_SCOPE(GFXD3D11StateBlock_Activate);
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if (!oldState || (mBlendState != oldState->mBlendState))
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{
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F32 blendFactor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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D3D11DEVICECONTEXT->OMSetBlendState(mBlendState, blendFactor, 0xFFFFFFFF);
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}
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if (!oldState || (mDepthStencilState != oldState->mDepthStencilState))
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D3D11DEVICECONTEXT->OMSetDepthStencilState(mDepthStencilState, mDesc.stencilRef);
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if (!oldState || (mRasterizerState != oldState->mRasterizerState))
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D3D11DEVICECONTEXT->RSSetState(mRasterizerState);
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U32 numSamplersChanged = 0;
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U32 numSamplers = GFX->getNumSamplers();
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U32 samplerUpdateStartSlot = 0;
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//figure out which range of samplers changed.
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for (U32 samplerSlot = 0; samplerSlot < numSamplers; samplerSlot++)
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{
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if (oldState && (oldState->mSamplerStates[samplerSlot] == mSamplerStates[samplerSlot]))
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{
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//only change the update start slot when there hasn't been any samplers changed so far
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if (numSamplersChanged == 0) {
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samplerUpdateStartSlot++;
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}
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continue;
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}
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numSamplersChanged = (samplerSlot - samplerUpdateStartSlot) + 1;
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}
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//TODO samplers for vertex shader
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// Set all the samplers with one call
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//D3D11DEVICECONTEXT->VSSetSamplers(0, numSamplers, &mSamplerStates[0]);
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if (numSamplersChanged > 0)
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D3D11DEVICECONTEXT->PSSetSamplers(samplerUpdateStartSlot, numSamplersChanged, &mSamplerStates[samplerUpdateStartSlot]);
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}
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