Torque3D/Engine/source/gfx/D3D11/gfxD3D11Device.h
2018-11-28 17:51:52 +10:00

328 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.
//-----------------------------------------------------------------------------
#ifndef _GFXD3D11DEVICE_H_
#define _GFXD3D11DEVICE_H_
#include <d3d11_1.h>
#include "platform/tmm_off.h"
#include "platformWin32/platformWin32.h"
#include "gfx/D3D11/gfxD3D11Shader.h"
#include "gfx/D3D11/gfxD3D11StateBlock.h"
#include "gfx/D3D11/gfxD3D11TextureManager.h"
#include "gfx/D3D11/gfxD3D11Cubemap.h"
#include "gfx/D3D11/gfxD3D11PrimitiveBuffer.h"
#include "gfx/gfxInit.h"
#include "gfx/gfxResource.h"
#include "platform/tmm_on.h"
#define D3D11 static_cast<GFXD3D11Device*>(GFX)
#define D3D11DEVICE D3D11->getDevice()
#define D3D11DEVICECONTEXT D3D11->getDeviceContext()
class PlatformWindow;
class GFXD3D11ShaderConstBuffer;
class OculusVRHMDDevice;
class D3D11OculusTexture;
//------------------------------------------------------------------------------
class GFXD3D11Device : public GFXDevice
{
public:
typedef Map<U32, ID3D11SamplerState*> SamplerMap;
private:
friend class GFXResource;
friend class GFXD3D11PrimitiveBuffer;
friend class GFXD3D11VertexBuffer;
friend class GFXD3D11TextureObject;
friend class GFXD3D11TextureTarget;
friend class GFXD3D11WindowTarget;
friend class OculusVRHMDDevice;
friend class D3D11OculusTexture;
virtual GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter);
virtual void enumerateVideoModes();
virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window);
virtual GFXTextureTarget *allocRenderToTextureTarget(bool genMips = true);
virtual void enterDebugEvent(ColorI color, const char *name);
virtual void leaveDebugEvent();
virtual void setDebugMarker(ColorI color, const char *name);
protected:
class D3D11VertexDecl : public GFXVertexDecl
{
public:
virtual ~D3D11VertexDecl()
{
SAFE_RELEASE( decl );
}
ID3D11InputLayout *decl;
};
virtual void initStates() { };
static GFXAdapter::CreateDeviceInstanceDelegate mCreateDeviceInstance;
MatrixF mTempMatrix; ///< Temporary matrix, no assurances on value at all
RectI mClipRect;
typedef StrongRefPtr<GFXD3D11VertexBuffer> RPGDVB;
Vector<RPGDVB> mVolatileVBList;
/// Used to lookup a vertex declaration for the vertex format.
/// @see allocVertexDecl
typedef Map<String,D3D11VertexDecl*> VertexDeclMap;
VertexDeclMap mVertexDecls;
/// Used to lookup sampler state for a given hash key
SamplerMap mSamplersMap;
ID3D11RenderTargetView* mDeviceBackBufferView;
ID3D11DepthStencilView* mDeviceDepthStencilView;
ID3D11Texture2D *mDeviceBackbuffer;
ID3D11Texture2D *mDeviceDepthStencil;
/// The stream 0 vertex buffer used for volatile VB offseting.
GFXD3D11VertexBuffer *mVolatileVB;
//-----------------------------------------------------------------------
StrongRefPtr<GFXD3D11PrimitiveBuffer> mDynamicPB;
GFXD3D11PrimitiveBuffer *mCurrentPB;
ID3D11VertexShader *mLastVertShader;
ID3D11PixelShader *mLastPixShader;
S32 mCreateFenceType;
IDXGISwapChain *mSwapChain;
ID3D11Device* mD3DDevice;
ID3D11DeviceContext* mD3DDeviceContext;
GFXShaderRef mGenericShader[GS_COUNT];
GFXShaderConstBufferRef mGenericShaderBuffer[GS_COUNT];
GFXShaderConstHandle *mModelViewProjSC[GS_COUNT];
U32 mAdapterIndex;
F32 mPixVersion;
D3D_FEATURE_LEVEL mFeatureLevel;
// Shader Model targers
String mVertexShaderTarget;
String mPixelShaderTarget;
// String for use with shader macros in the form of shader model version * 10
String mShaderModel;
bool mDebugLayers;
DXGI_SAMPLE_DESC mMultisampleDesc;
bool mOcclusionQuerySupported;
U32 mDrawInstancesCount;
/// To manage creating and re-creating of these when device is aquired
void reacquireDefaultPoolResources();
/// To release all resources we control from D3DPOOL_DEFAULT
void releaseDefaultPoolResources();
virtual GFXD3D11VertexBuffer* findVBPool( const GFXVertexFormat *vertexFormat, U32 numVertsNeeded );
virtual GFXD3D11VertexBuffer* createVBPool( const GFXVertexFormat *vertexFormat, U32 vertSize );
// State overrides
// {
///
virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject* texture);
/// Called by GFXDevice to create a device specific stateblock
virtual GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc);
/// Called by GFXDevice to actually set a stateblock.
virtual void setStateBlockInternal(GFXStateBlock* block, bool force);
/// Track the last const buffer we've used. Used to notify new constant buffers that
/// they should send all of their constants up
StrongRefPtr<GFXD3D11ShaderConstBuffer> mCurrentConstBuffer;
/// Called by base GFXDevice to actually set a const buffer
virtual void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer);
virtual void setMatrix( GFXMatrixType /*mtype*/, const MatrixF &/*mat*/ ) { };
virtual void setLightInternal(U32 /*lightStage*/, const GFXLightInfo /*light*/, bool /*lightEnable*/) { };
virtual void setLightMaterialInternal(const GFXLightMaterial /*mat*/) { };
virtual void setGlobalAmbientInternal(LinearColorF /*color*/) { };
// }
// Index buffer management
// {
virtual void _setPrimitiveBuffer( GFXPrimitiveBuffer *buffer );
virtual void drawIndexedPrimitive( GFXPrimitiveType primType,
U32 startVertex,
U32 minIndex,
U32 numVerts,
U32 startIndex,
U32 primitiveCount );
// }
virtual GFXShader* createShader();
/// Device helper function
virtual DXGI_SWAP_CHAIN_DESC setupPresentParams( const GFXVideoMode &mode, const HWND &hwnd );
String _createTempShaderInternal(const GFXVertexFormat *vertexFormat);
// Supress any debug layer messages we don't want to see
void _suppressDebugMessages();
public:
static GFXDevice *createInstance( U32 adapterIndex );
static void enumerateAdapters( Vector<GFXAdapter*> &adapterList );
ID3D11DepthStencilView* getDepthStencilView() { return mDeviceDepthStencilView; }
ID3D11RenderTargetView* getRenderTargetView() { return mDeviceBackBufferView; }
ID3D11Texture2D* getBackBufferTexture() { return mDeviceBackbuffer; }
/// Constructor
/// @param d3d Direct3D object to instantiate this device with
/// @param index Adapter index since D3D can use multiple graphics adapters
GFXD3D11Device( U32 index );
virtual ~GFXD3D11Device();
// Activate/deactivate
// {
virtual void init( const GFXVideoMode &mode, PlatformWindow *window = NULL );
virtual void preDestroy() { GFXDevice::preDestroy(); if(mTextureManager) mTextureManager->kill(); }
GFXAdapterType getAdapterType(){ return Direct3D11; }
U32 getAdaterIndex() const { return mAdapterIndex; }
virtual GFXCubemap *createCubemap();
virtual GFXCubemapArray *createCubemapArray();
virtual F32 getPixelShaderVersion() const { return mPixVersion; }
virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version;}
virtual void setShader(GFXShader *shader, bool force = false);
virtual U32 getNumSamplers() const { return 16; }
virtual U32 getNumRenderTargets() const { return 8; }
// }
// Copy methods
// {
virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face);
// }
// Misc rendering control
// {
virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil );
virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color);
virtual bool beginSceneInternal();
virtual void endSceneInternal();
virtual void setClipRect( const RectI &rect );
virtual const RectI& getClipRect() const { return mClipRect; }
// }
/// @name Render Targets
/// @{
virtual void _updateRenderTargets();
/// @}
// Vertex/Index buffer management
// {
virtual GFXVertexBuffer* allocVertexBuffer( U32 numVerts,
const GFXVertexFormat *vertexFormat,
U32 vertSize,
GFXBufferType bufferType,
void* data = NULL);
virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices,
U32 numPrimitives,
GFXBufferType bufferType,
void* data = NULL);
virtual GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat );
virtual void setVertexDecl( const GFXVertexDecl *decl );
virtual void setVertexStream( U32 stream, GFXVertexBuffer *buffer );
virtual void setVertexStreamFrequency( U32 stream, U32 frequency );
// }
virtual U32 getMaxDynamicVerts() { return MAX_DYNAMIC_VERTS; }
virtual U32 getMaxDynamicIndices() { return MAX_DYNAMIC_INDICES; }
inline U32 primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount);
// Rendering
// {
virtual void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount );
// }
ID3D11DeviceContext* getDeviceContext(){ return mD3DDeviceContext; }
ID3D11Device* getDevice(){ return mD3DDevice; }
IDXGISwapChain* getSwapChain() { return mSwapChain; }
/// Reset
void reset( DXGI_SWAP_CHAIN_DESC &d3dpp );
virtual void setupGenericShaders( GenericShaderType type = GSColor );
inline virtual F32 getFillConventionOffset() const { return 0.0f; }
virtual void doParanoidStateCheck() {};
GFXFence *createFence();
GFXOcclusionQuery* createOcclusionQuery();
// Default multisample parameters
DXGI_SAMPLE_DESC getMultisampleType() const { return mMultisampleDesc; }
// Get feature level this gfx device supports
D3D_FEATURE_LEVEL getFeatureLevel() const { return mFeatureLevel; }
// Shader Model targers
const String &getVertexShaderTarget() const { return mVertexShaderTarget; }
const String &getPixelShaderTarget() const { return mPixelShaderTarget; }
const String &getShaderModel() const { return mShaderModel; }
// grab the sampler map
const SamplerMap &getSamplersMap() const { return mSamplersMap; }
SamplerMap &getSamplersMap(){ return mSamplersMap; }
};
#endif