Torque3D/Engine/source/gfx/D3D11/gfxD3D11Device.cpp
Areloch cd82186231 Fixes setter issue for image/shape/material custom inspector fields where it was not correctly passing through the changed value from the Asset Browser select
Swapped the water's disableTrueReflections variable to be enableTrueReflections for simplicity and consistency(also fixed a persistent typo)
Swapped disableVerticalSync to be enableVerticalSync for simplicity and consistency
Swapped disableParallaxMapping to be enableParallaxMapping for simplicity and consistency
Fix click detection on slider mode entries for guiGameSettingsCtrl so the click position correctly matches the percentage
Fixed problem where postFX initialization would always exec default.postfxpreset.tscript, even if a level's got it's own preset, which can cause problems
Fixed range field type behavior so that editing the values applies in real time, and also consistently applies between slider and text field
2022-08-30 01:29:39 -05:00

1851 lines
58 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 "console/console.h"
#include "core/stream/fileStream.h"
#include "core/strings/unicode.h"
#include "core/util/journal/process.h"
#include "gfx/D3D11/gfxD3D11Device.h"
#include "gfx/D3D11/gfxD3D11CardProfiler.h"
#include "gfx/D3D11/gfxD3D11VertexBuffer.h"
#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
#include "gfx/D3D11/gfxD3D11QueryFence.h"
#include "gfx/D3D11/gfxD3D11OcclusionQuery.h"
#include "gfx/D3D11/gfxD3D11Shader.h"
#include "gfx/D3D11/gfxD3D11Target.h"
#include "platformWin32/platformWin32.h"
#include "windowManager/win32/win32Window.h"
#include "windowManager/platformWindow.h"
#include "gfx/D3D11/screenshotD3D11.h"
#include "materials/shaderData.h"
#include "shaderGen/shaderGen.h"
#include <d3d9.h> //d3dperf
#include "gfxD3D11TextureArray.h"
#ifdef TORQUE_DEBUG
#include "d3d11sdklayers.h"
#endif
#pragma comment(lib, "dxgi.lib")
#pragma comment(lib, "d3d9.lib") //d3dperf
#pragma comment(lib, "d3d11.lib")
class GFXD3D11TextureArray;
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);
GFXAdapter::CreateDeviceInstanceDelegate GFXD3D11Device::mCreateDeviceInstance(GFXD3D11Device::createInstance);
GFXDevice *GFXD3D11Device::createInstance(U32 adapterIndex)
{
GFXD3D11Device* dev = new GFXD3D11Device(adapterIndex);
return dev;
}
GFXD3D11Device::GFXD3D11Device(U32 index)
{
mDeviceSwizzle32 = &Swizzles::bgra;
GFXVertexColor::setSwizzle(mDeviceSwizzle32);
mDeviceSwizzle24 = &Swizzles::bgr;
mAdapterIndex = index;
mSwapChain = NULL;
mD3DDevice = NULL;
mD3DDeviceContext = NULL;
mVolatileVB = NULL;
mCurrentPB = NULL;
mDynamicPB = NULL;
mLastVertShader = NULL;
mLastPixShader = NULL;
mCanCurrentlyRender = false;
mTextureManager = NULL;
mCurrentStateBlock = NULL;
mResourceListHead = NULL;
mPixVersion = 0.0;
mFeatureLevel = D3D_FEATURE_LEVEL_9_1; //lowest listed. should be overridden by init
mVertexShaderTarget = String::EmptyString;
mPixelShaderTarget = String::EmptyString;
mShaderModel = String::EmptyString;
mDrawInstancesCount = 0;
mCardProfiler = NULL;
mDeviceDepthStencil = NULL;
mDeviceBackbuffer = NULL;
mDeviceBackBufferView = NULL;
mDeviceDepthStencilView = NULL;
mCreateFenceType = -1; // Unknown, test on first allocate
mCurrentConstBuffer = NULL;
mMultisampleDesc.Count = 0;
mMultisampleDesc.Quality = 0;
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;
if(texture)
features |= D3D11_FORMAT_SUPPORT_TEXTURE2D;
if(mustblend)
features |= D3D11_FORMAT_SUPPORT_BLENDABLE;
if(mustfilter)
features |= D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
for(U32 i = 0; i < formats.size(); i++)
{
if(GFXD3D11TextureFormat[formats[i]] == DXGI_FORMAT_UNKNOWN)
continue;
U32 supportFlag = 0;
mD3DDevice->CheckFormatSupport(GFXD3D11TextureFormat[formats[i]],&supportFlag);
if(supportFlag & features)
return formats[i];
}
return GFXFormatR8G8B8A8;
}
DXGI_SWAP_CHAIN_DESC GFXD3D11Device::setupPresentParams(const GFXVideoMode &mode, const HWND &hwnd)
{
DXGI_SWAP_CHAIN_DESC d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
DXGI_SAMPLE_DESC sampleDesc;
sampleDesc.Count = 1;
sampleDesc.Quality = 0;
mMultisampleDesc = sampleDesc;
d3dpp.BufferCount = smEnableVSync ? 2 : 1; // triple buffering when vsync is on.
d3dpp.BufferDesc.Width = mode.resolution.x;
d3dpp.BufferDesc.Height = mode.resolution.y;
d3dpp.BufferDesc.Format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB];
d3dpp.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
d3dpp.OutputWindow = hwnd;
d3dpp.SampleDesc = sampleDesc;
d3dpp.Windowed = !mode.fullScreen;
d3dpp.BufferDesc.RefreshRate.Numerator = mode.refreshRate;
d3dpp.BufferDesc.RefreshRate.Denominator = 1;
d3dpp.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
if (mode.fullScreen)
{
d3dpp.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED;
d3dpp.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
d3dpp.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
}
return d3dpp;
}
void GFXD3D11Device::enumerateAdapters(Vector<GFXAdapter*> &adapterList)
{
IDXGIAdapter1* EnumAdapter;
IDXGIFactory1* DXGIFactory;
CreateDXGIFactory1(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&DXGIFactory));
for(U32 adapterIndex = 0; DXGIFactory->EnumAdapters1(adapterIndex, &EnumAdapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex)
{
GFXAdapter *toAdd = new GFXAdapter;
toAdd->mType = Direct3D11;
toAdd->mIndex = adapterIndex;
toAdd->mCreateDeviceInstanceDelegate = mCreateDeviceInstance;
toAdd->mShaderModel = 5.0f;
DXGI_ADAPTER_DESC1 desc;
EnumAdapter->GetDesc1(&desc);
// LUID identifies adapter for oculus rift
dMemcpy(&toAdd->mLUID, &desc.AdapterLuid, sizeof(toAdd->mLUID));
size_t size=wcslen(desc.Description);
char *str = new char[size+1];
wcstombs(str, desc.Description,size);
str[size]='\0';
String Description=str;
SAFE_DELETE_ARRAY(str);
dStrncpy(toAdd->mName, Description.c_str(), GFXAdapter::MaxAdapterNameLen);
dStrncat(toAdd->mName, " (D3D11)", GFXAdapter::MaxAdapterNameLen);
IDXGIOutput* pOutput = NULL;
HRESULT hr;
hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput);
if(hr == DXGI_ERROR_NOT_FOUND)
{
SAFE_RELEASE(EnumAdapter);
break;
}
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> EnumOutputs call failure");
UINT numModes = 0;
DXGI_MODE_DESC* displayModes = NULL;
DXGI_FORMAT format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB];
// Get the number of elements
hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure");
displayModes = new DXGI_MODE_DESC[numModes];
// Get the list
hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure");
for(U32 numMode = 0; numMode < numModes; ++numMode)
{
GFXVideoMode vmAdd;
vmAdd.fullScreen = true;
vmAdd.bitDepth = 32;
vmAdd.refreshRate = displayModes[numMode].RefreshRate.Numerator / displayModes[numMode].RefreshRate.Denominator;
vmAdd.resolution.x = displayModes[numMode].Width;
vmAdd.resolution.y = displayModes[numMode].Height;
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_1)
suitable = false;
//double check we support required bgra format for LEVEL_10_1
if (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);
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);
}
void GFXD3D11Device::enumerateVideoModes()
{
mVideoModes.clear();
IDXGIAdapter1* EnumAdapter;
IDXGIFactory1* DXGIFactory;
HRESULT hr;
hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&DXGIFactory));
if (FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> CreateDXGIFactory1 call failure");
for(U32 adapterIndex = 0; DXGIFactory->EnumAdapters1(adapterIndex, &EnumAdapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex)
{
IDXGIOutput* pOutput = NULL;
hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput);
if(hr == DXGI_ERROR_NOT_FOUND)
{
SAFE_RELEASE(EnumAdapter);
break;
}
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> EnumOutputs call failure");
UINT numModes = 0;
DXGI_MODE_DESC* displayModes = NULL;
DXGI_FORMAT format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB];
// Get the number of elements
hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure");
displayModes = new DXGI_MODE_DESC[numModes];
// Get the list
hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure");
for(U32 numMode = 0; numMode < numModes; ++numMode)
{
GFXVideoMode toAdd;
toAdd.fullScreen = false;
toAdd.bitDepth = 32;
toAdd.refreshRate = displayModes[numMode].RefreshRate.Numerator / displayModes[numMode].RefreshRate.Denominator;
toAdd.resolution.x = displayModes[numMode].Width;
toAdd.resolution.y = displayModes[numMode].Height;
mVideoModes.push_back(toAdd);
}
delete[] displayModes;
SAFE_RELEASE(pOutput);
SAFE_RELEASE(EnumAdapter);
}
SAFE_RELEASE(DXGIFactory);
}
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
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
mDebugLayers = true;
#endif
// 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 };
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
HRESULT hres = D3D11CreateDevice(NULL,
driverType,
NULL,
createDeviceFlags,
pFeatureLevels,
nFeatureCount,
D3D11_SDK_VERSION,
&mD3DDevice,
&mFeatureLevel,
&mD3DDeviceContext);
if(FAILED(hres))
{
#ifdef TORQUE_DEBUG
//try again without debug device layer enabled
createDeviceFlags &= ~D3D11_CREATE_DEVICE_DEBUG;
hres = D3D11CreateDevice(NULL,
driverType,
NULL,
createDeviceFlags,
pFeatureLevels,
nFeatureCount,
D3D11_SDK_VERSION,
&mD3DDevice,
&mFeatureLevel,
&mD3DDeviceContext);
//if we failed again than we definitely have a problem
if (FAILED(hres))
AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
Con::warnf("GFXD3D11Device::init - Debug layers not detected!");
mDebugLayers = false;
#else
AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
#endif
}
//set the fullscreen state here if we need to
if(mode.fullScreen)
{
hres = mSwapChain->SetFullscreenState(TRUE, NULL);
if(FAILED(hres))
{
AssertFatal(false, "GFXD3D11Device::init- Failed to set fullscreen state!");
}
}
#ifdef TORQUE_DEBUG
_suppressDebugMessages();
#endif
mTextureManager = new GFXD3D11TextureManager();
// Now reacquire all the resources we trashed earlier
reacquireDefaultPoolResources();
//set vert/pixel shader targets
switch (mFeatureLevel)
{
case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
mVertexShaderTarget = "vs_5_0";
mPixelShaderTarget = "ps_5_0";
mPixVersion = 5.0f;
mShaderModel = "50";
break;
case D3D_FEATURE_LEVEL_10_1:
mVertexShaderTarget = "vs_4_1";
mPixelShaderTarget = "ps_4_1";
mPixVersion = 4.1f;
mShaderModel = "41";
break;
default:
AssertFatal(false, "GFXD3D11Device::init - We don't support this feature level");
}
D3D11_QUERY_DESC queryDesc;
queryDesc.Query = D3D11_QUERY_OCCLUSION;
queryDesc.MiscFlags = 0;
ID3D11Query *testQuery = NULL;
// detect occlusion query support
if (SUCCEEDED(mD3DDevice->CreateQuery(&queryDesc, &testQuery))) mOcclusionQuerySupported = true;
SAFE_RELEASE(testQuery);
Con::printf("Hardware occlusion query detected: %s", mOcclusionQuerySupported ? "Yes" : "No");
mCardProfiler = new GFXD3D11CardProfiler();
mCardProfiler->init();
gScreenShot = new ScreenShotD3D11;
mInitialized = true;
deviceInited();
}
// Supress any debug layer messages we don't want to see
void GFXD3D11Device::_suppressDebugMessages()
{
if (mDebugLayers)
{
ID3D11Debug *pDebug = NULL;
if (SUCCEEDED(mD3DDevice->QueryInterface(__uuidof(ID3D11Debug), (void**)&pDebug)))
{
ID3D11InfoQueue *pInfoQueue = NULL;
if (SUCCEEDED(pDebug->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&pInfoQueue)))
{
//Disable breaking on error or corruption, this can be handy when using VS graphics debugging
pInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, false);
pInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
D3D11_MESSAGE_ID hide[] =
{
//this is harmless and no need to spam the console
D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS
};
D3D11_INFO_QUEUE_FILTER filter;
memset(&filter, 0, sizeof(filter));
filter.DenyList.NumIDs = _countof(hide);
filter.DenyList.pIDList = hide;
pInfoQueue->AddStorageFilterEntries(&filter);
SAFE_RELEASE(pInfoQueue);
}
SAFE_RELEASE(pDebug);
}
}
}
bool GFXD3D11Device::beginSceneInternal()
{
mCanCurrentlyRender = true;
return mCanCurrentlyRender;
}
GFXWindowTarget * GFXD3D11Device::allocWindowTarget(PlatformWindow *window)
{
AssertFatal(window,"GFXD3D11Device::allocWindowTarget - no window provided!");
// Set up a new window target...
GFXD3D11WindowTarget *gdwt = new GFXD3D11WindowTarget();
gdwt->mWindow = window;
gdwt->mSize = window->getClientExtent();
gdwt->initPresentationParams();
if (!mInitialized)
{
gdwt->mSecondaryWindow = false;
// Allocate the device.
init(window->getVideoMode(), window);
gdwt->initPresentationParams();
gdwt->createSwapChain();
gdwt->createBuffersAndViews();
mSwapChain = gdwt->getSwapChain();
mDeviceBackbuffer = gdwt->getBackBuffer();
mDeviceDepthStencil = gdwt->getDepthStencil();
mDeviceBackBufferView = gdwt->getBackBufferView();
mDeviceDepthStencilView = gdwt->getDepthStencilView();
}
else //additional window/s
{
gdwt->mSecondaryWindow = true;
gdwt->initPresentationParams();
gdwt->createSwapChain();
gdwt->createBuffersAndViews();
}
return gdwt;
}
GFXTextureTarget* GFXD3D11Device::allocRenderToTextureTarget(bool genMips)
{
GFXD3D11TextureTarget *targ = new GFXD3D11TextureTarget(genMips);
targ->registerResourceWithDevice(this);
return targ;
}
void GFXD3D11Device::beginReset()
{
if (!mD3DDevice)
return;
mInitialized = false;
releaseDefaultPoolResources();
// Clean up some commonly dangling state. This helps prevents issues with
// items that are destroyed by the texture manager callbacks and recreated
// later, but still left bound.
setVertexBuffer(NULL);
setPrimitiveBuffer(NULL);
for (S32 i = 0; i<getNumSamplers(); i++)
setTexture(i, NULL);
mD3DDeviceContext->ClearState();
//release old buffers and views
SAFE_RELEASE(mDeviceDepthStencilView);
SAFE_RELEASE(mDeviceBackBufferView);
SAFE_RELEASE(mDeviceDepthStencil);
SAFE_RELEASE(mDeviceBackbuffer);
}
void GFXD3D11Device::endReset(GFXD3D11WindowTarget* windowTarget)
{
//grab new references
mDeviceBackbuffer = windowTarget->getBackBuffer();
mDeviceDepthStencil = windowTarget->getDepthStencil();
mDeviceBackBufferView = windowTarget->getBackBufferView();
mDeviceDepthStencilView = windowTarget->getDepthStencilView();
mD3DDeviceContext->OMSetRenderTargets(1, &mDeviceBackBufferView, mDeviceDepthStencilView);
// Now reacquire all the resources we trashed earlier
reacquireDefaultPoolResources();
mD3DDeviceContext->PSSetShader(mLastPixShader, NULL, 0);
mD3DDeviceContext->VSSetShader(mLastVertShader, NULL, 0);
mInitialized = true;
// Mark everything dirty and flush to card, for sanity.
updateStates(true);
}
void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
{
AssertFatal(type != GSTargetRestore, ""); //not used
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", ShaderGen::smCommonShaderPath + String("/fixedFunction/colorV.hlsl"));
shaderData->setField("DXPixelShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/colorP.hlsl"));
shaderData->setField("pixVersion", shaderModel);
shaderData->registerObject();
mGenericShader[GSColor] = shaderData->getShader();
mGenericShaderBuffer[GSColor] = mGenericShader[GSColor]->allocConstBuffer();
mModelViewProjSC[GSColor] = mGenericShader[GSColor]->getShaderConstHandle("$modelView");
Sim::getRootGroup()->addObject(shaderData);
shaderData = new ShaderData();
shaderData->setField("DXVertexShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/modColorTextureV.hlsl"));
shaderData->setField("DXPixelShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/modColorTextureP.hlsl"));
shaderData->setField("pixVersion", shaderModel);
shaderData->registerObject();
mGenericShader[GSModColorTexture] = shaderData->getShader();
mGenericShaderBuffer[GSModColorTexture] = mGenericShader[GSModColorTexture]->allocConstBuffer();
mModelViewProjSC[GSModColorTexture] = mGenericShader[GSModColorTexture]->getShaderConstHandle("$modelView");
Sim::getRootGroup()->addObject(shaderData);
shaderData = new ShaderData();
shaderData->setField("DXVertexShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/addColorTextureV.hlsl"));
shaderData->setField("DXPixelShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/addColorTextureP.hlsl"));
shaderData->setField("pixVersion", shaderModel);
shaderData->registerObject();
mGenericShader[GSAddColorTexture] = shaderData->getShader();
mGenericShaderBuffer[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->allocConstBuffer();
mModelViewProjSC[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->getShaderConstHandle("$modelView");
Sim::getRootGroup()->addObject(shaderData);
shaderData = new ShaderData();
shaderData->setField("DXVertexShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/textureV.hlsl"));
shaderData->setField("DXPixelShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/textureP.hlsl"));
shaderData->setField("pixVersion", shaderModel);
shaderData->registerObject();
mGenericShader[GSTexture] = shaderData->getShader();
mGenericShaderBuffer[GSTexture] = mGenericShader[GSTexture]->allocConstBuffer();
mModelViewProjSC[GSTexture] = mGenericShader[GSTexture]->getShaderConstHandle("$modelView");
Sim::getRootGroup()->addObject(shaderData);
//Force an update
mViewportDirty = true;
_updateRenderTargets();
}
MatrixF tempMatrix = mProjectionMatrix * mViewMatrix * mWorldMatrix[mWorldStackSize];
mGenericShaderBuffer[type]->setSafe(mModelViewProjSC[type], tempMatrix);
setShader(mGenericShader[type]);
setShaderConstBuffer(mGenericShaderBuffer[type]);
}
//-----------------------------------------------------------------------------
/// Creates a state block object based on the desc passed in. This object
/// represents an immutable state.
GFXStateBlockRef GFXD3D11Device::createStateBlockInternal(const GFXStateBlockDesc& desc)
{
return GFXStateBlockRef(new GFXD3D11StateBlock(desc));
}
/// Activates a stateblock
void GFXD3D11Device::setStateBlockInternal(GFXStateBlock* block, bool force)
{
AssertFatal(static_cast<GFXD3D11StateBlock*>(block), "Incorrect stateblock type for this device!");
GFXD3D11StateBlock* d3dBlock = static_cast<GFXD3D11StateBlock*>(block);
GFXD3D11StateBlock* d3dCurrent = static_cast<GFXD3D11StateBlock*>(mCurrentStateBlock.getPointer());
if (force)
d3dCurrent = NULL;
d3dBlock->activate(d3dCurrent);
}
/// Called by base GFXDevice to actually set a const buffer
void GFXD3D11Device::setShaderConstBufferInternal(GFXShaderConstBuffer* buffer)
{
if (buffer)
{
PROFILE_SCOPE(GFXD3D11Device_setShaderConstBufferInternal);
AssertFatal(static_cast<GFXD3D11ShaderConstBuffer*>(buffer), "Incorrect shader const buffer type for this device!");
GFXD3D11ShaderConstBuffer* d3dBuffer = static_cast<GFXD3D11ShaderConstBuffer*>(buffer);
d3dBuffer->activate(mCurrentConstBuffer);
mCurrentConstBuffer = d3dBuffer;
}
else
{
mCurrentConstBuffer = NULL;
}
}
//-----------------------------------------------------------------------------
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.
_updateRenderTargets();
UINT depthstencilFlag = 0;
//TODO: current support is 5 render targets, clean this up
ID3D11RenderTargetView* rtView[5] = { NULL };
ID3D11DepthStencilView* dsView = NULL;
mD3DDeviceContext->OMGetRenderTargets(5, rtView, &dsView);
const FLOAT clearColor[4] = { color.red, color.green, color.blue, color.alpha };
if (flags & GFXClearTarget && rtView)
{
for (U32 i = 0; i < 5; i++)
{
if (rtView[i])
mD3DDeviceContext->ClearRenderTargetView(rtView[i], clearColor);
}
}
if (flags & GFXClearZBuffer)
depthstencilFlag |= D3D11_CLEAR_DEPTH;
if (flags & GFXClearStencil)
depthstencilFlag |= D3D11_CLEAR_STENCIL;
if (depthstencilFlag && dsView)
mD3DDeviceContext->ClearDepthStencilView(dsView, depthstencilFlag, z, stencil);
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;
}
void GFXD3D11Device::_updateRenderTargets()
{
if (mRTDirty || (mCurrentRT && mCurrentRT->isPendingState()))
{
if (mRTDeactivate)
{
mRTDeactivate->deactivate();
mRTDeactivate = NULL;
}
// NOTE: The render target changes are not really accurate
// as the GFXTextureTarget supports MRT internally. So when
// we activate a GFXTarget it could result in multiple calls
// to SetRenderTarget on the actual device.
mDeviceStatistics.mRenderTargetChanges++;
mCurrentRT->activate();
mRTDirty = false;
}
if (mViewportDirty)
{
D3D11_VIEWPORT viewport;
viewport.TopLeftX = mViewport.point.x;
viewport.TopLeftY = mViewport.point.y;
viewport.Width = mViewport.extent.x;
viewport.Height = mViewport.extent.y;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
mD3DDeviceContext->RSSetViewports(1, &viewport);
mViewportDirty = false;
}
}
void GFXD3D11Device::releaseDefaultPoolResources()
{
// Release all the dynamic vertex buffer arrays
// Forcibly clean up the pools
for(U32 i=0; i<mVolatileVBList.size(); i++)
{
SAFE_RELEASE(mVolatileVBList[i]->vb);
mVolatileVBList[i] = NULL;
}
mVolatileVBList.setSize(0);
// We gotta clear the current const buffer else the next
// activate may erroneously think the device is still holding
// this state and fail to set it.
mCurrentConstBuffer = NULL;
// Set current VB to NULL and set state dirty
for (U32 i=0; i < VERTEX_STREAM_COUNT; i++)
{
mCurrentVertexBuffer[i] = NULL;
mVertexBufferDirty[i] = true;
mVertexBufferFrequency[i] = 0;
mVertexBufferFrequencyDirty[i] = true;
}
// Release dynamic index buffer
if(mDynamicPB != NULL)
{
SAFE_RELEASE(mDynamicPB->ib);
}
// Set current PB/IB to NULL and set state dirty
mCurrentPrimitiveBuffer = NULL;
mCurrentPB = NULL;
mPrimitiveBufferDirty = true;
// Zombify texture manager (for D3D this only modifies default pool textures)
if( mTextureManager )
mTextureManager->zombify();
// Set global dirty state so the IB/PB and VB get reset
mStateDirty = true;
// Walk the resource list and zombify everything.
GFXResource *walk = mResourceListHead;
while(walk)
{
walk->zombify();
walk = walk->getNextResource();
}
}
void GFXD3D11Device::reacquireDefaultPoolResources()
{
// Now do the dynamic index buffers
if( mDynamicPB == NULL )
mDynamicPB = new GFXD3D11PrimitiveBuffer(this, 0, 0, GFXBufferTypeDynamic);
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(U16) * GFX_MAX_DYNAMIC_INDICES;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &mDynamicPB->ib);
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate dynamic IB");
}
// Walk the resource list and zombify everything.
GFXResource *walk = mResourceListHead;
while(walk)
{
walk->resurrect();
walk = walk->getNextResource();
}
if(mTextureManager)
mTextureManager->resurrect();
}
GFXD3D11VertexBuffer* GFXD3D11Device::findVBPool( const GFXVertexFormat *vertexFormat, U32 vertsNeeded )
{
PROFILE_SCOPE( GFXD3D11Device_findVBPool );
for( U32 i=0; i<mVolatileVBList.size(); i++ )
if( mVolatileVBList[i]->mVertexFormat.isEqual( *vertexFormat ) )
return mVolatileVBList[i];
return NULL;
}
GFXD3D11VertexBuffer * GFXD3D11Device::createVBPool( const GFXVertexFormat *vertexFormat, U32 vertSize )
{
PROFILE_SCOPE( GFXD3D11Device_createVBPool );
// this is a bit funky, but it will avoid problems with (lack of) copy constructors
// with a push_back() situation
mVolatileVBList.increment();
StrongRefPtr<GFXD3D11VertexBuffer> newBuff;
mVolatileVBList.last() = new GFXD3D11VertexBuffer();
newBuff = mVolatileVBList.last();
newBuff->mNumVerts = 0;
newBuff->mBufferType = GFXBufferTypeVolatile;
newBuff->mVertexFormat.copy( *vertexFormat );
newBuff->mVertexSize = vertSize;
newBuff->mDevice = this;
// Requesting it will allocate it.
vertexFormat->getDecl();
D3D11_BUFFER_DESC desc;
desc.ByteWidth = vertSize * GFX_MAX_DYNAMIC_VERTS;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &newBuff->vb);
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate dynamic VB");
}
return newBuff;
}
//-----------------------------------------------------------------------------
void GFXD3D11Device::setClipRect( const RectI &inRect )
{
// We transform the incoming rect by the view
// matrix first, so that it can be used to pan
// and scale the clip rect.
//
// This is currently used to take tiled screenshots.
Point3F pos( inRect.point.x, inRect.point.y, 0.0f );
Point3F extent( inRect.extent.x, inRect.extent.y, 0.0f );
getViewMatrix().mulP( pos );
getViewMatrix().mulV( extent );
RectI rect( pos.x, pos.y, extent.x, extent.y );
// Clip the rect against the renderable size.
Point2I size = mCurrentRT->getSize();
RectI maxRect(Point2I(0,0), size);
rect.intersect(maxRect);
mClipRect = rect;
F32 l = F32( mClipRect.point.x );
F32 r = F32( mClipRect.point.x + mClipRect.extent.x );
F32 b = F32( mClipRect.point.y + mClipRect.extent.y );
F32 t = F32( mClipRect.point.y );
// Set up projection matrix,
static Point4F pt;
pt.set(2.0f / (r - l), 0.0f, 0.0f, 0.0f);
mTempMatrix.setColumn(0, pt);
pt.set(0.0f, 2.0f/(t - b), 0.0f, 0.0f);
mTempMatrix.setColumn(1, pt);
pt.set(0.0f, 0.0f, 1.0f, 0.0f);
mTempMatrix.setColumn(2, pt);
pt.set((l+r)/(l-r), (t+b)/(b-t), 1.0f, 1.0f);
mTempMatrix.setColumn(3, pt);
setProjectionMatrix( mTempMatrix );
// Set up world/view matrix
mTempMatrix.identity();
setWorldMatrix( mTempMatrix );
setViewport( mClipRect );
}
void GFXD3D11Device::setVertexStream( U32 stream, GFXVertexBuffer *buffer )
{
GFXD3D11VertexBuffer *d3dBuffer = static_cast<GFXD3D11VertexBuffer*>( buffer );
if ( stream == 0 )
{
// Set the volatile buffer which is used to
// offset the start index when doing draw calls.
if ( d3dBuffer && d3dBuffer->mVolatileStart > 0 )
mVolatileVB = d3dBuffer;
else
mVolatileVB = NULL;
}
// NOTE: We do not use the stream offset here for stream 0
// as that feature is *supposedly* not as well supported as
// using the start index in drawPrimitive.
//
// If we can verify that this is not the case then we should
// start using this method exclusively for all streams.
U32 strides[1] = { d3dBuffer ? d3dBuffer->mVertexSize : 0 };
U32 offset = d3dBuffer && stream != 0 ? d3dBuffer->mVolatileStart * d3dBuffer->mVertexSize : 0;
ID3D11Buffer* buff = d3dBuffer ? d3dBuffer->vb : NULL;
getDeviceContext()->IASetVertexBuffers(stream, 1, &buff, strides, &offset);
}
void GFXD3D11Device::setVertexStreamFrequency( U32 stream, U32 frequency )
{
if (stream == 0)
mDrawInstancesCount = frequency; // instances count
}
void GFXD3D11Device::_setPrimitiveBuffer( GFXPrimitiveBuffer *buffer )
{
mCurrentPB = static_cast<GFXD3D11PrimitiveBuffer *>( buffer );
mD3DDeviceContext->IASetIndexBuffer(mCurrentPB->ib, DXGI_FORMAT_R16_UINT, 0);
}
U32 GFXD3D11Device::primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount)
{
switch (primType)
{
case GFXPointList:
return primitiveCount;
break;
case GFXLineList:
return primitiveCount * 2;
break;
case GFXLineStrip:
return primitiveCount + 1;
break;
case GFXTriangleList:
return primitiveCount * 3;
break;
case GFXTriangleStrip:
return 2 + primitiveCount;
break;
default:
AssertFatal(false, "GFXGLDevice::primCountToIndexCount - unrecognized prim type");
break;
}
return 0;
}
void GFXD3D11Device::drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount )
{
// This is done to avoid the function call overhead if possible
if( mStateDirty )
updateStates();
if (mCurrentShaderConstBuffer)
setShaderConstBufferInternal(mCurrentShaderConstBuffer);
if ( mVolatileVB )
vertexStart += mVolatileVB->mVolatileStart;
mD3DDeviceContext->IASetPrimitiveTopology(GFXD3D11PrimType[primType]);
if ( mDrawInstancesCount )
mD3DDeviceContext->DrawInstanced(primCountToIndexCount(primType, primitiveCount), mDrawInstancesCount, vertexStart, 0);
else
mD3DDeviceContext->Draw(primCountToIndexCount(primType, primitiveCount), vertexStart);
mDeviceStatistics.mDrawCalls++;
if ( mVertexBufferFrequency[0] > 1 )
mDeviceStatistics.mPolyCount += primitiveCount * mVertexBufferFrequency[0];
else
mDeviceStatistics.mPolyCount += primitiveCount;
}
void GFXD3D11Device::drawIndexedPrimitive( GFXPrimitiveType primType,
U32 startVertex,
U32 minIndex,
U32 numVerts,
U32 startIndex,
U32 primitiveCount )
{
// This is done to avoid the function call overhead if possible
if( mStateDirty )
updateStates();
if (mCurrentShaderConstBuffer)
setShaderConstBufferInternal(mCurrentShaderConstBuffer);
AssertFatal( mCurrentPB != NULL, "Trying to call drawIndexedPrimitive with no current index buffer, call setIndexBuffer()" );
if ( mVolatileVB )
startVertex += mVolatileVB->mVolatileStart;
mD3DDeviceContext->IASetPrimitiveTopology(GFXD3D11PrimType[primType]);
if ( mDrawInstancesCount )
mD3DDeviceContext->DrawIndexedInstanced(primCountToIndexCount(primType, primitiveCount), mDrawInstancesCount, mCurrentPB->mVolatileStart + startIndex, startVertex, 0);
else
mD3DDeviceContext->DrawIndexed(primCountToIndexCount(primType,primitiveCount), mCurrentPB->mVolatileStart + startIndex, startVertex);
mDeviceStatistics.mDrawCalls++;
if ( mVertexBufferFrequency[0] > 1 )
mDeviceStatistics.mPolyCount += primitiveCount * mVertexBufferFrequency[0];
else
mDeviceStatistics.mPolyCount += primitiveCount;
}
GFXShader* GFXD3D11Device::createShader()
{
GFXD3D11Shader* shader = new GFXD3D11Shader();
shader->registerResourceWithDevice( this );
return shader;
}
//-----------------------------------------------------------------------------
// Set shader - this function exists to make sure this is done in one place,
// and to make sure redundant shader states are not being
// sent to the card.
//-----------------------------------------------------------------------------
void GFXD3D11Device::setShader(GFXShader *shader, bool force)
{
if(shader)
{
GFXD3D11Shader *d3dShader = static_cast<GFXD3D11Shader*>(shader);
if (d3dShader->mPixShader != mLastPixShader || force)
{
mD3DDeviceContext->PSSetShader( d3dShader->mPixShader, NULL, 0);
mLastPixShader = d3dShader->mPixShader;
}
if (d3dShader->mVertShader != mLastVertShader || force)
{
mD3DDeviceContext->VSSetShader( d3dShader->mVertShader, NULL, 0);
mLastVertShader = d3dShader->mVertShader;
}
}
else
{
setupGenericShaders();
}
}
GFXPrimitiveBuffer * GFXD3D11Device::allocPrimitiveBuffer(U32 numIndices, U32 numPrimitives, GFXBufferType bufferType, void *data )
{
// Allocate a buffer to return
GFXD3D11PrimitiveBuffer * res = new GFXD3D11PrimitiveBuffer(this, numIndices, numPrimitives, bufferType);
// Determine usage flags
D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
// Assumptions:
// - static buffers are write once, use many
// - dynamic buffers are write many, use many
// - volatile buffers are write once, use once
// You may never read from a buffer.
//TODO: enable proper support for D3D11_USAGE_IMMUTABLE
switch(bufferType)
{
case GFXBufferTypeImmutable:
case GFXBufferTypeStatic:
usage = D3D11_USAGE_DEFAULT; //D3D11_USAGE_IMMUTABLE;
break;
case GFXBufferTypeDynamic:
case GFXBufferTypeVolatile:
usage = D3D11_USAGE_DYNAMIC;
break;
}
// Register resource
res->registerResourceWithDevice(this);
// Create d3d index buffer
if(bufferType == GFXBufferTypeVolatile)
{
// Get it from the pool if it's a volatile...
AssertFatal(numIndices < GFX_MAX_DYNAMIC_INDICES, "Cannot allocate that many indices in a volatile buffer, increase GFX_MAX_DYNAMIC_INDICES.");
res->ib = mDynamicPB->ib;
res->mVolatileBuffer = mDynamicPB;
}
else
{
// Otherwise, get it as a seperate buffer...
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(U16) * numIndices;
desc.Usage = usage;
if(bufferType == GFXBufferTypeDynamic)
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // We never allow reading from a primitive buffer.
else
desc.CPUAccessFlags = 0;
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->ib);
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate an index buffer.");
}
}
if (data)
{
void* dest;
res->lock(0, numIndices, &dest);
dMemcpy(dest, data, sizeof(U16) * numIndices);
res->unlock();
}
return res;
}
GFXVertexBuffer * GFXD3D11Device::allocVertexBuffer(U32 numVerts, const GFXVertexFormat *vertexFormat, U32 vertSize, GFXBufferType bufferType, void *data)
{
PROFILE_SCOPE( GFXD3D11Device_allocVertexBuffer );
GFXD3D11VertexBuffer *res = new GFXD3D11VertexBuffer( this,
numVerts,
vertexFormat,
vertSize,
bufferType );
// Determine usage flags
D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
res->mNumVerts = 0;
// Assumptions:
// - static buffers are write once, use many
// - dynamic buffers are write many, use many
// - volatile buffers are write once, use once
// You may never read from a buffer.
//TODO: enable proper support for D3D11_USAGE_IMMUTABLE
switch(bufferType)
{
case GFXBufferTypeImmutable:
case GFXBufferTypeStatic:
usage = D3D11_USAGE_DEFAULT;
break;
case GFXBufferTypeDynamic:
case GFXBufferTypeVolatile:
usage = D3D11_USAGE_DYNAMIC;
break;
}
// Register resource
res->registerResourceWithDevice(this);
// Create vertex buffer
if(bufferType == GFXBufferTypeVolatile)
{
// NOTE: Volatile VBs are pooled and will be allocated at lock time.
AssertFatal(numVerts <= GFX_MAX_DYNAMIC_VERTS, "GFXD3D11Device::allocVertexBuffer - Volatile vertex buffer is too big... see GFX_MAX_DYNAMIC_VERTS!");
}
else
{
// Requesting it will allocate it.
vertexFormat->getDecl(); //-ALEX disabled to postpone until after shader is actually set...
// Get a new buffer...
D3D11_BUFFER_DESC desc;
desc.ByteWidth = vertSize * numVerts;
desc.Usage = usage;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
if(bufferType == GFXBufferTypeDynamic)
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // We never allow reading from a vertex buffer.
else
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->vb);
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate VB");
}
}
res->mNumVerts = numVerts;
if (data)
{
void* dest;
res->lock(0, numVerts, &dest);
dMemcpy(dest, data, vertSize * numVerts);
res->unlock();
}
return res;
}
String GFXD3D11Device::_createTempShaderInternal(const GFXVertexFormat *vertexFormat)
{
U32 elemCount = vertexFormat->getElementCount();
//Input data
StringBuilder inputData;
inputData.append("struct VertIn {");
//Output data
StringBuilder outputData;
outputData.append("struct VertOut {");
// Shader main body data
StringBuilder mainBodyData;
//make shader
mainBodyData.append("VertOut main(VertIn IN){VertOut OUT;");
for (U32 i = 0; i < elemCount; i++)
{
const GFXVertexElement &element = vertexFormat->getElement(i);
String semantic = element.getSemantic();
String semanticOut = semantic;
String type;
if (element.isSemantic(GFXSemantic::POSITION))
{
semantic = "POSITION";
semanticOut = "SV_Position";
}
else if (element.isSemantic(GFXSemantic::NORMAL))
{
semantic = "NORMAL";
semanticOut = semantic;
}
else if (element.isSemantic(GFXSemantic::COLOR))
{
semantic = "COLOR";
semanticOut = semantic;
}
else if (element.isSemantic(GFXSemantic::TANGENT))
{
semantic = "TANGENT";
semanticOut = semantic;
}
else if (element.isSemantic(GFXSemantic::BINORMAL))
{
semantic = "BINORMAL";
semanticOut = semantic;
}
else if (element.isSemantic(GFXSemantic::BLENDINDICES))
{
semantic = String::ToString("BLENDINDICES%d", element.getSemanticIndex());
semanticOut = semantic;
}
else if (element.isSemantic(GFXSemantic::BLENDWEIGHT))
{
semantic = String::ToString("BLENDWEIGHT%d", element.getSemanticIndex());
semanticOut = semantic;
}
else
{
//Anything that falls thru to here will be a texture coord.
semantic = String::ToString("TEXCOORD%d", element.getSemanticIndex());
semanticOut = semantic;
}
switch (GFXD3D11DeclType[element.getType()])
{
case DXGI_FORMAT_R32_FLOAT:
type = "float";
break;
case DXGI_FORMAT_R32G32_FLOAT:
type = "float2";
break;
case DXGI_FORMAT_R32G32B32_FLOAT:
type = "float3";
break;
case DXGI_FORMAT_R32G32B32A32_FLOAT:
case DXGI_FORMAT_B8G8R8A8_UNORM:
case DXGI_FORMAT_R8G8B8A8_UNORM:
type = "float4";
break;
case DXGI_FORMAT_R8G8B8A8_UINT:
type = "uint4";
break;
}
StringBuilder in;
in.format("%s %s%d : %s;", type.c_str(), "var", i, semantic.c_str());
inputData.append(in.data());
//SV_Position must be float4
if (semanticOut == String("SV_Position"))
{
StringBuilder out;
out.format("float4 %s%d : %s;", "var", i, semanticOut.c_str());
outputData.append(out.data());
StringBuilder body;
body.format("OUT.%s%d = float4(IN.%s%d.xyz,1);", "var", i, "var", i);
mainBodyData.append(body.data());
}
else
{
StringBuilder out;
out.format("%s %s%d : %s;", type.c_str(), "var", i, semanticOut.c_str());
outputData.append(out.data());
StringBuilder body;
body.format("OUT.%s%d = IN.%s%d;", "var", i, "var", i);
mainBodyData.append(body.data());
}
}
inputData.append("};");
outputData.append("};");
mainBodyData.append("return OUT;}");
//final data
StringBuilder finalData;
finalData.append(inputData.data());
finalData.append(outputData.data());
finalData.append(mainBodyData.data());
return String(finalData.data());
}
GFXVertexDecl* GFXD3D11Device::allocVertexDecl( const GFXVertexFormat *vertexFormat )
{
PROFILE_SCOPE( GFXD3D11Device_allocVertexDecl );
// First check the map... you shouldn't allocate VBs very often
// if you want performance. The map lookup should never become
// a performance bottleneck.
D3D11VertexDecl *decl = mVertexDecls[vertexFormat->getDescription()];
if ( decl )
return decl;
U32 elemCount = vertexFormat->getElementCount();
ID3DBlob* code = NULL;
// We have to generate a temporary shader here for now since the input layout creation
// expects a shader to be already compiled to verify the vertex layout structure. The problem
// is that most of the time the regular shaders are compiled AFTER allocVertexDecl is called.
if(!decl)
{
//TODO: Perhaps save/cache the ID3DBlob for later use on identical vertex formats,save creating/compiling the temp shader everytime
String shaderData = _createTempShaderInternal(vertexFormat);
#ifdef TORQUE_DEBUG
U32 flags = D3DCOMPILE_DEBUG | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS;
#else
U32 flags = D3DCOMPILE_ENABLE_STRICTNESS;
#endif
ID3DBlob *errorBlob = NULL;
HRESULT hr = D3DCompile(shaderData.c_str(), shaderData.length(), NULL, NULL, NULL, "main", "vs_5_0", flags, 0, &code, &errorBlob);
StringBuilder error;
if(errorBlob)
{
error.append((char*)errorBlob->GetBufferPointer(), errorBlob->GetBufferSize());
AssertFatal(hr, error.data());
}
SAFE_RELEASE(errorBlob);
}
AssertFatal(code, "D3D11Device::allocVertexDecl - compiled vert shader code missing!");
// Setup the declaration struct.
U32 stream;
D3D11_INPUT_ELEMENT_DESC *vd = new D3D11_INPUT_ELEMENT_DESC[ elemCount];
S32 elemIndex = 0;
for (S32 i = 0; i < elemCount; i++, elemIndex++)
{
const GFXVertexElement &element = vertexFormat->getElement(elemIndex);
stream = element.getStreamIndex();
vd[i].InputSlot = stream;
vd[i].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
vd[i].Format = GFXD3D11DeclType[element.getType()];
// If instancing is enabled, the per instance data is only used on stream 1.
if (vertexFormat->hasInstancing() && stream == 1)
{
vd[i].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
vd[i].InstanceDataStepRate = 1;
}
else
{
vd[i].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
vd[i].InstanceDataStepRate = 0;
}
// We force the usage index of 0 for everything but
// texture coords for now... this may change later.
vd[i].SemanticIndex = 0;
if (element.isSemantic(GFXSemantic::POSITION))
vd[i].SemanticName = "POSITION";
else if (element.isSemantic(GFXSemantic::NORMAL))
vd[i].SemanticName = "NORMAL";
else if (element.isSemantic(GFXSemantic::COLOR))
vd[i].SemanticName = "COLOR";
else if (element.isSemantic(GFXSemantic::TANGENT))
vd[i].SemanticName = "TANGENT";
else if (element.isSemantic(GFXSemantic::BINORMAL))
vd[i].SemanticName = "BINORMAL";
else if (element.isSemantic(GFXSemantic::BLENDWEIGHT))
{
vd[i].SemanticName = "BLENDWEIGHT";
vd[i].SemanticIndex = element.getSemanticIndex();
}
else if (element.isSemantic(GFXSemantic::BLENDINDICES))
{
vd[i].SemanticName = "BLENDINDICES";
vd[i].SemanticIndex = element.getSemanticIndex();
}
else
{
//Anything that falls thru to here will be a texture coord.
vd[i].SemanticName = "TEXCOORD";
vd[i].SemanticIndex = element.getSemanticIndex();
}
}
decl = new D3D11VertexDecl();
HRESULT hr = mD3DDevice->CreateInputLayout(vd, elemCount,code->GetBufferPointer(), code->GetBufferSize(), &decl->decl);
if (FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::allocVertexDecl - Failed to create vertex input layout!");
}
delete [] vd;
SAFE_RELEASE(code);
// Store it in the cache.
mVertexDecls[vertexFormat->getDescription()] = decl;
return decl;
}
void GFXD3D11Device::setVertexDecl( const GFXVertexDecl *decl )
{
ID3D11InputLayout *dx11Decl = NULL;
if (decl)
dx11Decl = static_cast<const D3D11VertexDecl*>(decl)->decl;
mD3DDeviceContext->IASetInputLayout(dx11Decl);
}
//-----------------------------------------------------------------------------
// This function should ONLY be called from GFXDevice::updateStates() !!!
//-----------------------------------------------------------------------------
void GFXD3D11Device::setTextureInternal( U32 textureUnit, const GFXTextureObject *texture)
{
if( texture == NULL )
{
ID3D11ShaderResourceView *pView = NULL;
mD3DDeviceContext->PSSetShaderResources(textureUnit, 1, &pView);
return;
}
GFXD3D11TextureObject *tex = (GFXD3D11TextureObject*)(texture);
mD3DDeviceContext->PSSetShaderResources(textureUnit, 1, tex->getSRViewPtr());
}
GFXFence *GFXD3D11Device::createFence()
{
// Figure out what fence type we should be making if we don't know
if( mCreateFenceType == -1 )
{
D3D11_QUERY_DESC desc;
desc.MiscFlags = 0;
desc.Query = D3D11_QUERY_EVENT;
ID3D11Query *testQuery = NULL;
HRESULT hRes = mD3DDevice->CreateQuery(&desc, &testQuery);
if(FAILED(hRes))
{
mCreateFenceType = true;
}
else
{
mCreateFenceType = false;
}
SAFE_RELEASE(testQuery);
}
// Cool, use queries
if(!mCreateFenceType)
{
GFXFence* fence = new GFXD3D11QueryFence( this );
fence->registerResourceWithDevice(this);
return fence;
}
// CodeReview: At some point I would like a specialized implementation of
// the method used by the general fence, only without the overhead incurred
// by using the GFX constructs. Primarily the lock() method on texture handles
// will do a data copy, and this method doesn't require a copy, just a lock
// [5/10/2007 Pat]
GFXFence* fence = new GFXGeneralFence( this );
fence->registerResourceWithDevice(this);
return fence;
}
GFXOcclusionQuery* GFXD3D11Device::createOcclusionQuery()
{
GFXOcclusionQuery *query;
if (mOcclusionQuerySupported)
query = new GFXD3D11OcclusionQuery( this );
else
return NULL;
query->registerResourceWithDevice(this);
return query;
}
GFXCubemap * GFXD3D11Device::createCubemap()
{
GFXD3D11Cubemap* cube = new GFXD3D11Cubemap();
cube->registerResourceWithDevice(this);
return cube;
}
GFXCubemapArray * GFXD3D11Device::createCubemapArray()
{
GFXD3D11CubemapArray* cubeArray = new GFXD3D11CubemapArray();
cubeArray->registerResourceWithDevice(this);
return cubeArray;
}
GFXTextureArray * GFXD3D11Device::createTextureArray()
{
GFXD3D11TextureArray* textureArray = new GFXD3D11TextureArray();
textureArray->registerResourceWithDevice(this);
return textureArray;
}
// Debug events
//------------------------------------------------------------------------------
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);
}
const char* GFXD3D11Device::interpretDebugResult(long result)
{
const char* error;
switch (result) {
case S_OK:
error = "S_OK";
break;
case S_FALSE:
error = "S_FALSE";
break;
//generics
case E_UNEXPECTED:
error = "E_UNEXPECTED";
break;
case E_NOTIMPL:
error = "E_NOTIMPL";
break;
case E_OUTOFMEMORY:
error = "E_OUTOFMEMORY";
break;
case E_INVALIDARG:
error = "E_INVALIDARG";
break;
case E_NOINTERFACE:
error = "E_NOINTERFACE";
break;
case E_POINTER:
error = "E_POINTER";
break;
case E_HANDLE:
error = "E_HANDLE";
break;
case E_ABORT:
error = "E_ABORT";
break;
case E_FAIL:
error = "E_FAIL";
break;
case E_ACCESSDENIED:
error = "E_ACCESSDENIED";
break;
//graphics specific
case DXGI_ERROR_INVALID_CALL:
error = "DXGI_ERROR_INVALID_CALL";
break;
case DXGI_ERROR_WAS_STILL_DRAWING:
error = "DXGI_ERROR_WAS_STILL_DRAWING";
break;
//dx11 specific
case D3D11_ERROR_FILE_NOT_FOUND:
error = "D3D11_ERROR_FILE_NOT_FOUND";
break;
case D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS:
error = "D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS";
break;
case D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS:
error = "D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS";
break;
case D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD:
error = "D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD";
break;
default:
error = "UNKNOWN";
break;
}
return error;
}