mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-16 05:03:47 +00:00
328 lines
12 KiB
C++
328 lines
12 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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#ifndef _GFXD3D11DEVICE_H_
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#define _GFXD3D11DEVICE_H_
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#include <d3d11_1.h>
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#include "platform/tmm_off.h"
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#include "platformWin32/platformWin32.h"
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#include "gfx/D3D11/gfxD3D11Shader.h"
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#include "gfx/D3D11/gfxD3D11StateBlock.h"
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#include "gfx/D3D11/gfxD3D11TextureManager.h"
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#include "gfx/D3D11/gfxD3D11Cubemap.h"
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#include "gfx/D3D11/gfxD3D11PrimitiveBuffer.h"
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#include "gfx/gfxInit.h"
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#include "gfx/gfxResource.h"
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#include "platform/tmm_on.h"
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#define D3D11 static_cast<GFXD3D11Device*>(GFX)
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#define D3D11DEVICE D3D11->getDevice()
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#define D3D11DEVICECONTEXT D3D11->getDeviceContext()
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class PlatformWindow;
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class GFXD3D11ShaderConstBuffer;
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class OculusVRHMDDevice;
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class D3D11OculusTexture;
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//------------------------------------------------------------------------------
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class GFXD3D11Device : public GFXDevice
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{
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public:
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typedef Map<U32, ID3D11SamplerState*> SamplerMap;
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private:
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friend class GFXResource;
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friend class GFXD3D11PrimitiveBuffer;
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friend class GFXD3D11VertexBuffer;
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friend class GFXD3D11TextureObject;
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friend class GFXD3D11TextureTarget;
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friend class GFXD3D11WindowTarget;
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friend class OculusVRHMDDevice;
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friend class D3D11OculusTexture;
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virtual GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
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const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter);
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virtual void enumerateVideoModes();
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virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window);
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virtual GFXTextureTarget *allocRenderToTextureTarget(bool genMips = true);
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virtual void enterDebugEvent(ColorI color, const char *name);
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virtual void leaveDebugEvent();
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virtual void setDebugMarker(ColorI color, const char *name);
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protected:
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class D3D11VertexDecl : public GFXVertexDecl
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{
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public:
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virtual ~D3D11VertexDecl()
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{
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SAFE_RELEASE( decl );
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}
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ID3D11InputLayout *decl;
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};
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virtual void initStates() { };
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static GFXAdapter::CreateDeviceInstanceDelegate mCreateDeviceInstance;
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MatrixF mTempMatrix; ///< Temporary matrix, no assurances on value at all
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RectI mClipRect;
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typedef StrongRefPtr<GFXD3D11VertexBuffer> RPGDVB;
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Vector<RPGDVB> mVolatileVBList;
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/// Used to lookup a vertex declaration for the vertex format.
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/// @see allocVertexDecl
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typedef Map<String,D3D11VertexDecl*> VertexDeclMap;
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VertexDeclMap mVertexDecls;
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/// Used to lookup sampler state for a given hash key
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SamplerMap mSamplersMap;
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ID3D11RenderTargetView* mDeviceBackBufferView;
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ID3D11DepthStencilView* mDeviceDepthStencilView;
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ID3D11Texture2D *mDeviceBackbuffer;
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ID3D11Texture2D *mDeviceDepthStencil;
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/// The stream 0 vertex buffer used for volatile VB offseting.
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GFXD3D11VertexBuffer *mVolatileVB;
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//-----------------------------------------------------------------------
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StrongRefPtr<GFXD3D11PrimitiveBuffer> mDynamicPB;
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GFXD3D11PrimitiveBuffer *mCurrentPB;
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ID3D11VertexShader *mLastVertShader;
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ID3D11PixelShader *mLastPixShader;
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S32 mCreateFenceType;
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IDXGISwapChain *mSwapChain;
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ID3D11Device* mD3DDevice;
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ID3D11DeviceContext* mD3DDeviceContext;
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GFXShaderRef mGenericShader[GS_COUNT];
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GFXShaderConstBufferRef mGenericShaderBuffer[GS_COUNT];
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GFXShaderConstHandle *mModelViewProjSC[GS_COUNT];
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U32 mAdapterIndex;
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F32 mPixVersion;
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D3D_FEATURE_LEVEL mFeatureLevel;
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// Shader Model targers
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String mVertexShaderTarget;
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String mPixelShaderTarget;
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// String for use with shader macros in the form of shader model version * 10
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String mShaderModel;
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bool mDebugLayers;
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DXGI_SAMPLE_DESC mMultisampleDesc;
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bool mOcclusionQuerySupported;
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U32 mDrawInstancesCount;
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/// To manage creating and re-creating of these when device is aquired
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void reacquireDefaultPoolResources();
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/// To release all resources we control from D3DPOOL_DEFAULT
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void releaseDefaultPoolResources();
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virtual GFXD3D11VertexBuffer* findVBPool( const GFXVertexFormat *vertexFormat, U32 numVertsNeeded );
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virtual GFXD3D11VertexBuffer* createVBPool( const GFXVertexFormat *vertexFormat, U32 vertSize );
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// State overrides
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// {
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///
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virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject* texture);
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/// Called by GFXDevice to create a device specific stateblock
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virtual GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc);
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/// Called by GFXDevice to actually set a stateblock.
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virtual void setStateBlockInternal(GFXStateBlock* block, bool force);
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/// Track the last const buffer we've used. Used to notify new constant buffers that
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/// they should send all of their constants up
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StrongRefPtr<GFXD3D11ShaderConstBuffer> mCurrentConstBuffer;
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/// Called by base GFXDevice to actually set a const buffer
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virtual void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer);
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virtual void setMatrix( GFXMatrixType /*mtype*/, const MatrixF &/*mat*/ ) { };
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virtual void setLightInternal(U32 /*lightStage*/, const GFXLightInfo /*light*/, bool /*lightEnable*/) { };
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virtual void setLightMaterialInternal(const GFXLightMaterial /*mat*/) { };
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virtual void setGlobalAmbientInternal(LinearColorF /*color*/) { };
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// }
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// Index buffer management
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// {
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virtual void _setPrimitiveBuffer( GFXPrimitiveBuffer *buffer );
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virtual void drawIndexedPrimitive( GFXPrimitiveType primType,
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U32 startVertex,
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U32 minIndex,
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U32 numVerts,
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U32 startIndex,
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U32 primitiveCount );
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// }
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virtual GFXShader* createShader();
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/// Device helper function
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virtual DXGI_SWAP_CHAIN_DESC setupPresentParams( const GFXVideoMode &mode, const HWND &hwnd );
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String _createTempShaderInternal(const GFXVertexFormat *vertexFormat);
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// Supress any debug layer messages we don't want to see
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void _suppressDebugMessages();
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public:
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static GFXDevice *createInstance( U32 adapterIndex );
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static void enumerateAdapters( Vector<GFXAdapter*> &adapterList );
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ID3D11DepthStencilView* getDepthStencilView() { return mDeviceDepthStencilView; }
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ID3D11RenderTargetView* getRenderTargetView() { return mDeviceBackBufferView; }
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ID3D11Texture2D* getBackBufferTexture() { return mDeviceBackbuffer; }
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/// Constructor
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/// @param d3d Direct3D object to instantiate this device with
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/// @param index Adapter index since D3D can use multiple graphics adapters
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GFXD3D11Device( U32 index );
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virtual ~GFXD3D11Device();
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// Activate/deactivate
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// {
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virtual void init( const GFXVideoMode &mode, PlatformWindow *window = NULL );
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virtual void preDestroy() { GFXDevice::preDestroy(); if(mTextureManager) mTextureManager->kill(); }
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GFXAdapterType getAdapterType(){ return Direct3D11; }
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U32 getAdaterIndex() const { return mAdapterIndex; }
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virtual GFXCubemap *createCubemap();
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virtual GFXCubemapArray *createCubemapArray();
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virtual F32 getPixelShaderVersion() const { return mPixVersion; }
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virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version;}
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virtual void setShader(GFXShader *shader, bool force = false);
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virtual U32 getNumSamplers() const { return 16; }
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virtual U32 getNumRenderTargets() const { return 8; }
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// }
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// Copy methods
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// {
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virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face);
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// }
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// Misc rendering control
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// {
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virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil );
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virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color);
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virtual bool beginSceneInternal();
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virtual void endSceneInternal();
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virtual void setClipRect( const RectI &rect );
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virtual const RectI& getClipRect() const { return mClipRect; }
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// }
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/// @name Render Targets
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/// @{
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virtual void _updateRenderTargets();
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/// @}
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// Vertex/Index buffer management
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// {
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virtual GFXVertexBuffer* allocVertexBuffer( U32 numVerts,
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const GFXVertexFormat *vertexFormat,
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U32 vertSize,
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GFXBufferType bufferType,
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void* data = NULL);
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virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices,
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U32 numPrimitives,
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GFXBufferType bufferType,
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void* data = NULL);
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virtual GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat );
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virtual void setVertexDecl( const GFXVertexDecl *decl );
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virtual void setVertexStream( U32 stream, GFXVertexBuffer *buffer );
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virtual void setVertexStreamFrequency( U32 stream, U32 frequency );
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// }
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virtual U32 getMaxDynamicVerts() { return MAX_DYNAMIC_VERTS; }
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virtual U32 getMaxDynamicIndices() { return MAX_DYNAMIC_INDICES; }
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inline U32 primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount);
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// Rendering
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// {
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virtual void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount );
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// }
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ID3D11DeviceContext* getDeviceContext(){ return mD3DDeviceContext; }
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ID3D11Device* getDevice(){ return mD3DDevice; }
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IDXGISwapChain* getSwapChain() { return mSwapChain; }
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/// Reset
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void reset( DXGI_SWAP_CHAIN_DESC &d3dpp );
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virtual void setupGenericShaders( GenericShaderType type = GSColor );
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inline virtual F32 getFillConventionOffset() const { return 0.0f; }
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virtual void doParanoidStateCheck() {};
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GFXFence *createFence();
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GFXOcclusionQuery* createOcclusionQuery();
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// Default multisample parameters
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DXGI_SAMPLE_DESC getMultisampleType() const { return mMultisampleDesc; }
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// Get feature level this gfx device supports
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D3D_FEATURE_LEVEL getFeatureLevel() const { return mFeatureLevel; }
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// Shader Model targers
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const String &getVertexShaderTarget() const { return mVertexShaderTarget; }
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const String &getPixelShaderTarget() const { return mPixelShaderTarget; }
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const String &getShaderModel() const { return mShaderModel; }
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// grab the sampler map
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const SamplerMap &getSamplersMap() const { return mSamplersMap; }
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SamplerMap &getSamplersMap(){ return mSamplersMap; }
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};
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#endif
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