gfxD3D11Device.h
Engine/source/gfx/D3D11/gfxD3D11Device.h
Classes:
Public Defines
define
D3D11() static_cast<*>()
define
D3D11DEVICE() ->getDevice()
define
D3D11DEVICECONTEXT() ->getDeviceContext()
Detailed Description
Public Defines
D3D11() static_cast<*>()
D3D11DEVICE() ->getDevice()
D3D11DEVICECONTEXT() ->getDeviceContext()
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2015 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _GFXD3D11DEVICE_H_ 25#define _GFXD3D11DEVICE_H_ 26 27#include <d3d11.h> 28 29#include "platform/tmm_off.h" 30#include "platformWin32/platformWin32.h" 31#include "gfx/D3D11/gfxD3D11Shader.h" 32#include "gfx/D3D11/gfxD3D11StateBlock.h" 33#include "gfx/D3D11/gfxD3D11TextureManager.h" 34#include "gfx/D3D11/gfxD3D11Cubemap.h" 35#include "gfx/D3D11/gfxD3D11PrimitiveBuffer.h" 36#include "gfx/gfxInit.h" 37#include "gfx/gfxResource.h" 38#include "platform/tmm_on.h" 39 40#define D3D11 static_cast<GFXD3D11Device*>(GFX) 41#define D3D11DEVICE D3D11->getDevice() 42#define D3D11DEVICECONTEXT D3D11->getDeviceContext() 43 44class PlatformWindow; 45class GFXD3D11ShaderConstBuffer; 46class OculusVRHMDDevice; 47class D3D11OculusTexture; 48 49//------------------------------------------------------------------------------ 50 51class GFXD3D11Device : public GFXDevice 52{ 53public: 54 typedef Map<U32, ID3D11SamplerState*> SamplerMap; 55private: 56 57 friend class GFXResource; 58 friend class GFXD3D11PrimitiveBuffer; 59 friend class GFXD3D11VertexBuffer; 60 friend class GFXD3D11TextureObject; 61 friend class GFXD3D11TextureTarget; 62 friend class GFXD3D11WindowTarget; 63 friend class OculusVRHMDDevice; 64 friend class D3D11OculusTexture; 65 66 virtual GFXFormat selectSupportedFormat(GFXTextureProfile *profile, 67 const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter); 68 69 virtual void enumerateVideoModes(); 70 71 virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window); 72 virtual GFXTextureTarget *allocRenderToTextureTarget(); 73 74 virtual void enterDebugEvent(ColorI color, const char *name); 75 virtual void leaveDebugEvent(); 76 virtual void setDebugMarker(ColorI color, const char *name); 77 78protected: 79 80 class D3D11VertexDecl : public GFXVertexDecl 81 { 82 public: 83 virtual ~D3D11VertexDecl() 84 { 85 SAFE_RELEASE( decl ); 86 } 87 88 ID3D11InputLayout *decl; 89 }; 90 91 virtual void initStates() { }; 92 93 static GFXAdapter::CreateDeviceInstanceDelegate mCreateDeviceInstance; 94 95 MatrixF mTempMatrix; ///< Temporary matrix, no assurances on value at all 96 RectI mClipRect; 97 98 typedef StrongRefPtr<GFXD3D11VertexBuffer> RPGDVB; 99 Vector<RPGDVB> mVolatileVBList; 100 101 /// Used to lookup a vertex declaration for the vertex format. 102 /// @see allocVertexDecl 103 typedef Map<String,D3D11VertexDecl*> VertexDeclMap; 104 VertexDeclMap mVertexDecls; 105 106 /// Used to lookup sampler state for a given hash key 107 SamplerMap mSamplersMap; 108 109 ID3D11RenderTargetView* mDeviceBackBufferView; 110 ID3D11DepthStencilView* mDeviceDepthStencilView; 111 112 ID3D11Texture2D *mDeviceBackbuffer; 113 ID3D11Texture2D *mDeviceDepthStencil; 114 115 /// The stream 0 vertex buffer used for volatile VB offseting. 116 GFXD3D11VertexBuffer *mVolatileVB; 117 118 //----------------------------------------------------------------------- 119 StrongRefPtr<GFXD3D11PrimitiveBuffer> mDynamicPB; 120 GFXD3D11PrimitiveBuffer *mCurrentPB; 121 122 ID3D11VertexShader *mLastVertShader; 123 ID3D11PixelShader *mLastPixShader; 124 125 S32 mCreateFenceType; 126 127 IDXGISwapChain *mSwapChain; 128 ID3D11Device* mD3DDevice; 129 ID3D11DeviceContext* mD3DDeviceContext; 130 131 GFXShader* mCurrentShader; 132 GFXShaderRef mGenericShader[GS_COUNT]; 133 GFXShaderConstBufferRef mGenericShaderBuffer[GS_COUNT]; 134 GFXShaderConstHandle *mModelViewProjSC[GS_COUNT]; 135 136 U32 mAdapterIndex; 137 138 F32 mPixVersion; 139 140 D3D_FEATURE_LEVEL mFeatureLevel; 141 // Shader Model targers 142 String mVertexShaderTarget; 143 String mPixelShaderTarget; 144 // String for use with shader macros in the form of shader model version * 10 145 String mShaderModel; 146 147 bool mDebugLayers; 148 149 DXGI_SAMPLE_DESC mMultisampleDesc; 150 151 bool mOcclusionQuerySupported; 152 153 U32 mDrawInstancesCount; 154 155 /// To manage creating and re-creating of these when device is aquired 156 void reacquireDefaultPoolResources(); 157 158 /// To release all resources we control from D3DPOOL_DEFAULT 159 void releaseDefaultPoolResources(); 160 161 virtual GFXD3D11VertexBuffer* findVBPool( const GFXVertexFormat *vertexFormat, U32 numVertsNeeded ); 162 virtual GFXD3D11VertexBuffer* createVBPool( const GFXVertexFormat *vertexFormat, U32 vertSize ); 163 164 // State overrides 165 // { 166 167 /// 168 virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject* texture); 169 170 /// Called by GFXDevice to create a device specific stateblock 171 virtual GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc); 172 /// Called by GFXDevice to actually set a stateblock. 173 virtual void setStateBlockInternal(GFXStateBlock* block, bool force); 174 175 /// Track the last const buffer we've used. Used to notify new constant buffers that 176 /// they should send all of their constants up 177 StrongRefPtr<GFXD3D11ShaderConstBuffer> mCurrentConstBuffer; 178 /// Called by base GFXDevice to actually set a const buffer 179 virtual void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer); 180 181 virtual void setMatrix( GFXMatrixType /*mtype*/, const MatrixF &/*mat*/ ) { }; 182 virtual void setLightInternal(U32 /*lightStage*/, const GFXLightInfo /*light*/, bool /*lightEnable*/) { }; 183 virtual void setLightMaterialInternal(const GFXLightMaterial /*mat*/) { }; 184 virtual void setGlobalAmbientInternal(ColorF /*color*/) { }; 185 186 // } 187 188 // Index buffer management 189 // { 190 virtual void _setPrimitiveBuffer( GFXPrimitiveBuffer *buffer ); 191 virtual void drawIndexedPrimitive( GFXPrimitiveType primType, 192 U32 startVertex, 193 U32 minIndex, 194 U32 numVerts, 195 U32 startIndex, 196 U32 primitiveCount ); 197 // } 198 199 virtual GFXShader* createShader(); 200 201 /// Device helper function 202 virtual DXGI_SWAP_CHAIN_DESC setupPresentParams( const GFXVideoMode &mode, const HWND &hwnd ); 203 204 String _createTempShaderInternal(const GFXVertexFormat *vertexFormat); 205 // Supress any debug layer messages we don't want to see 206 void _suppressDebugMessages(); 207 208public: 209 210 static GFXDevice *createInstance( U32 adapterIndex ); 211 212 static void enumerateAdapters( Vector<GFXAdapter*> &adapterList ); 213 214 ID3D11DepthStencilView* getDepthStencilView() { return mDeviceDepthStencilView; } 215 ID3D11RenderTargetView* getRenderTargetView() { return mDeviceBackBufferView; } 216 ID3D11Texture2D* getBackBufferTexture() { return mDeviceBackbuffer; } 217 218 /// Constructor 219 /// @param d3d Direct3D object to instantiate this device with 220 /// @param index Adapter index since D3D can use multiple graphics adapters 221 GFXD3D11Device( U32 index ); 222 virtual ~GFXD3D11Device(); 223 224 // Activate/deactivate 225 // { 226 virtual void init( const GFXVideoMode &mode, PlatformWindow *window = NULL ); 227 228 virtual void preDestroy() { GFXDevice::preDestroy(); if(mTextureManager) mTextureManager->kill(); } 229 230 GFXAdapterType getAdapterType(){ return Direct3D11; } 231 232 U32 getAdaterIndex() const { return mAdapterIndex; } 233 234 virtual GFXCubemap *createCubemap(); 235 236 virtual F32 getPixelShaderVersion() const { return mPixVersion; } 237 virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version;} 238 239 virtual void setShader(GFXShader *shader, bool force = false); 240 virtual U32 getNumSamplers() const { return 16; } 241 virtual U32 getNumRenderTargets() const { return 8; } 242 // } 243 244 // Misc rendering control 245 // { 246 virtual void clear( U32 flags, ColorI color, F32 z, U32 stencil ); 247 virtual bool beginSceneInternal(); 248 virtual void endSceneInternal(); 249 250 virtual void setClipRect( const RectI &rect ); 251 virtual const RectI& getClipRect() const { return mClipRect; } 252 253 // } 254 255 256 257 /// @name Render Targets 258 /// @{ 259 virtual void _updateRenderTargets(); 260 /// @} 261 262 // Vertex/Index buffer management 263 // { 264 virtual GFXVertexBuffer* allocVertexBuffer( U32 numVerts, 265 const GFXVertexFormat *vertexFormat, 266 U32 vertSize, 267 GFXBufferType bufferType, 268 void* data = NULL); 269 270 virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices, 271 U32 numPrimitives, 272 GFXBufferType bufferType, 273 void* data = NULL); 274 275 virtual GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat ); 276 virtual void setVertexDecl( const GFXVertexDecl *decl ); 277 278 virtual void setVertexStream( U32 stream, GFXVertexBuffer *buffer ); 279 virtual void setVertexStreamFrequency( U32 stream, U32 frequency ); 280 // } 281 282 virtual U32 getMaxDynamicVerts() { return MAX_DYNAMIC_VERTS; } 283 virtual U32 getMaxDynamicIndices() { return MAX_DYNAMIC_INDICES; } 284 285 inline U32 primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount); 286 287 // Rendering 288 // { 289 virtual void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount ); 290 // } 291 292 ID3D11DeviceContext* getDeviceContext(){ return mD3DDeviceContext; } 293 ID3D11Device* getDevice(){ return mD3DDevice; } 294 295 /// Reset 296 void beginReset(); 297 void endReset(GFXD3D11WindowTarget *windowTarget); 298 299 virtual void setupGenericShaders( GenericShaderType type = GSColor ); 300 301 inline virtual F32 getFillConventionOffset() const { return 0.0f; } 302 virtual void doParanoidStateCheck() {}; 303 304 GFXFence *createFence(); 305 306 GFXOcclusionQuery* createOcclusionQuery(); 307 308 // Default multisample parameters 309 DXGI_SAMPLE_DESC getMultisampleType() const { return mMultisampleDesc; } 310 311 // Get feature level this gfx device supports 312 D3D_FEATURE_LEVEL getFeatureLevel() const { return mFeatureLevel; } 313 // Shader Model targers 314 const String &getVertexShaderTarget() const { return mVertexShaderTarget; } 315 const String &getPixelShaderTarget() const { return mPixelShaderTarget; } 316 const String &getShaderModel() const { return mShaderModel; } 317 318 // grab the sampler map 319 const SamplerMap &getSamplersMap() const { return mSamplersMap; } 320 SamplerMap &getSamplersMap() { return mSamplersMap; } 321}; 322 323#endif 324
