gfxD3D11Device.cpp
Engine/source/gfx/D3D11/gfxD3D11Device.cpp
Classes:
Public Variables
sgCommandLine (sgPCD3D11DeviceHandleCommandLine)
Public Functions
sgPCD3D11DeviceHandleCommandLine(S32 argc, const char ** argv)
Parse command line arguments for window creation.
Detailed Description
Public Variables
GFXPCD3D11RegisterDevice pPCD3D11RegisterDevice
ProcessRegisterCommandLine sgCommandLine (sgPCD3D11DeviceHandleCommandLine)
Public Functions
sgPCD3D11DeviceHandleCommandLine(S32 argc, const char ** argv)
Parse command line arguments for window creation.
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#include "console/console.h" 25#include "core/stream/fileStream.h" 26#include "core/strings/unicode.h" 27#include "core/util/journal/process.h" 28#include "gfx/D3D11/gfxD3D11Device.h" 29#include "gfx/D3D11/gfxD3D11CardProfiler.h" 30#include "gfx/D3D11/gfxD3D11VertexBuffer.h" 31#include "gfx/D3D11/gfxD3D11EnumTranslate.h" 32#include "gfx/D3D11/gfxD3D11QueryFence.h" 33#include "gfx/D3D11/gfxD3D11OcclusionQuery.h" 34#include "gfx/D3D11/gfxD3D11Shader.h" 35#include "gfx/D3D11/gfxD3D11Target.h" 36#include "platformWin32/platformWin32.h" 37#include "windowManager/win32/win32Window.h" 38#include "windowManager/platformWindow.h" 39#include "gfx/D3D11/screenshotD3D11.h" 40#include "materials/shaderData.h" 41#include "shaderGen/shaderGen.h" 42#include <d3d9.h> //d3dperf 43 44#include "gfxD3D11TextureArray.h" 45 46#ifdef TORQUE_DEBUG 47#include "d3d11sdklayers.h" 48#endif 49 50#pragma comment(lib, "dxgi.lib") 51#pragma comment(lib, "d3d9.lib") //d3dperf 52#pragma comment(lib, "d3d11.lib") 53 54class GFXD3D11TextureArray; 55 56class GFXPCD3D11RegisterDevice 57{ 58public: 59 GFXPCD3D11RegisterDevice() 60 { 61 GFXInit::getRegisterDeviceSignal().notify(&GFXD3D11Device::enumerateAdapters); 62 } 63}; 64 65static GFXPCD3D11RegisterDevice pPCD3D11RegisterDevice; 66 67//----------------------------------------------------------------------------- 68/// Parse command line arguments for window creation 69//----------------------------------------------------------------------------- 70static void sgPCD3D11DeviceHandleCommandLine(S32 argc, const char **argv) 71{ 72 // useful to pass parameters by command line for d3d (e.g. -dx9 -dx11) 73 for (U32 i = 1; i < argc; i++) 74 { 75 argv[i]; 76 } 77} 78 79// Register the command line parsing hook 80static ProcessRegisterCommandLine sgCommandLine(sgPCD3D11DeviceHandleCommandLine); 81 82GFXAdapter::CreateDeviceInstanceDelegate GFXD3D11Device::mCreateDeviceInstance(GFXD3D11Device::createInstance); 83 84GFXDevice *GFXD3D11Device::createInstance(U32 adapterIndex) 85{ 86 GFXD3D11Device* dev = new GFXD3D11Device(adapterIndex); 87 return dev; 88} 89 90GFXD3D11Device::GFXD3D11Device(U32 index) 91{ 92 mDeviceSwizzle32 = &Swizzles::bgra; 93 GFXVertexColor::setSwizzle(mDeviceSwizzle32); 94 95 mDeviceSwizzle24 = &Swizzles::bgr; 96 97 mAdapterIndex = index; 98 mSwapChain = NULL; 99 100 mD3DDevice = NULL; 101 mD3DDeviceContext = NULL; 102 mVolatileVB = NULL; 103 104 mCurrentPB = NULL; 105 mDynamicPB = NULL; 106 107 mLastVertShader = NULL; 108 mLastPixShader = NULL; 109 110 mCanCurrentlyRender = false; 111 mTextureManager = NULL; 112 mCurrentStateBlock = NULL; 113 mResourceListHead = NULL; 114 115 mPixVersion = 0.0; 116 117 mFeatureLevel = D3D_FEATURE_LEVEL_9_1; //lowest listed. should be overridden by init 118 119 mVertexShaderTarget = String::EmptyString; 120 mPixelShaderTarget = String::EmptyString; 121 mShaderModel = String::EmptyString; 122 123 mDrawInstancesCount = 0; 124 125 mCardProfiler = NULL; 126 127 mDeviceDepthStencil = NULL; 128 mDeviceBackbuffer = NULL; 129 mDeviceBackBufferView = NULL; 130 mDeviceDepthStencilView = NULL; 131 132 mCreateFenceType = -1; // Unknown, test on first allocate 133 134 mCurrentConstBuffer = NULL; 135 mMultisampleDesc.Count = 0; 136 mMultisampleDesc.Quality = 0; 137 mOcclusionQuerySupported = false; 138 139 mDebugLayers = false; 140 141 for (U32 i = 0; i < GS_COUNT; ++i) 142 mModelViewProjSC[i] = NULL; 143 144 // Set up the Enum translation tables 145 GFXD3D11EnumTranslate::init(); 146} 147 148GFXD3D11Device::~GFXD3D11Device() 149{ 150 // Release our refcount on the current stateblock object 151 mCurrentStateBlock = NULL; 152 153 releaseDefaultPoolResources(); 154 155 mD3DDeviceContext->ClearState(); 156 mD3DDeviceContext->Flush(); 157 158 // Free the sampler states 159 SamplerMap::Iterator sampIter = mSamplersMap.begin(); 160 for (; sampIter != mSamplersMap.end(); ++sampIter) 161 SAFE_RELEASE(sampIter->value); 162 163 // Free the vertex declarations. 164 VertexDeclMap::Iterator iter = mVertexDecls.begin(); 165 for (; iter != mVertexDecls.end(); ++iter) 166 delete iter->value; 167 168 // Forcibly clean up the pools 169 mVolatileVBList.setSize(0); 170 mDynamicPB = NULL; 171 172 // And release our D3D resources. 173 SAFE_RELEASE(mDeviceDepthStencilView); 174 SAFE_RELEASE(mDeviceBackBufferView); 175 SAFE_RELEASE(mDeviceDepthStencil); 176 SAFE_RELEASE(mDeviceBackbuffer); 177 SAFE_RELEASE(mD3DDeviceContext); 178 179 SAFE_DELETE(mCardProfiler); 180 SAFE_DELETE(gScreenShot); 181 182#ifdef TORQUE_DEBUG 183 if (mDebugLayers) 184 { 185 ID3D11Debug *pDebug = NULL; 186 mD3DDevice->QueryInterface(IID_PPV_ARGS(&pDebug)); 187 AssertFatal(pDebug, "~GFXD3D11Device- Failed to get debug layer"); 188 pDebug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL); 189 SAFE_RELEASE(pDebug); 190 } 191#endif 192 193 SAFE_RELEASE(mSwapChain); 194 SAFE_RELEASE(mD3DDevice); 195} 196 197GFXFormat GFXD3D11Device::selectSupportedFormat(GFXTextureProfile *profile, const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter) 198{ 199 U32 features = 0; 200 if(texture) 201 features |= D3D11_FORMAT_SUPPORT_TEXTURE2D; 202 if(mustblend) 203 features |= D3D11_FORMAT_SUPPORT_BLENDABLE; 204 if(mustfilter) 205 features |= D3D11_FORMAT_SUPPORT_SHADER_SAMPLE; 206 207 for(U32 i = 0; i < formats.size(); i++) 208 { 209 if(GFXD3D11TextureFormat[formats[i]] == DXGI_FORMAT_UNKNOWN) 210 continue; 211 212 U32 supportFlag = 0; 213 mD3DDevice->CheckFormatSupport(GFXD3D11TextureFormat[formats[i]],&supportFlag); 214 if(supportFlag & features) 215 return formats[i]; 216 } 217 218 return GFXFormatR8G8B8A8; 219} 220 221DXGI_SWAP_CHAIN_DESC GFXD3D11Device::setupPresentParams(const GFXVideoMode &mode, const HWND &hwnd) 222{ 223 DXGI_SWAP_CHAIN_DESC d3dpp; 224 ZeroMemory(&d3dpp, sizeof(d3dpp)); 225 226 DXGI_SAMPLE_DESC sampleDesc; 227 sampleDesc.Count = 1; 228 sampleDesc.Quality = 0; 229 230 mMultisampleDesc = sampleDesc; 231 232 d3dpp.BufferCount = !smDisableVSync ? 2 : 1; // triple buffering when vsync is on. 233 d3dpp.BufferDesc.Width = mode.resolution.x; 234 d3dpp.BufferDesc.Height = mode.resolution.y; 235 d3dpp.BufferDesc.Format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB]; 236 d3dpp.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; 237 d3dpp.OutputWindow = hwnd; 238 d3dpp.SampleDesc = sampleDesc; 239 d3dpp.Windowed = !mode.fullScreen; 240 d3dpp.BufferDesc.RefreshRate.Numerator = mode.refreshRate; 241 d3dpp.BufferDesc.RefreshRate.Denominator = 1; 242 d3dpp.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; 243 244 if (mode.fullScreen) 245 { 246 d3dpp.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED; 247 d3dpp.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; 248 d3dpp.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; 249 } 250 251 return d3dpp; 252} 253 254void GFXD3D11Device::enumerateAdapters(Vector<GFXAdapter*> &adapterList) 255{ 256 IDXGIAdapter1* EnumAdapter; 257 IDXGIFactory1* DXGIFactory; 258 259 CreateDXGIFactory1(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&DXGIFactory)); 260 261 for(U32 adapterIndex = 0; DXGIFactory->EnumAdapters1(adapterIndex, &EnumAdapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex) 262 { 263 GFXAdapter *toAdd = new GFXAdapter; 264 toAdd->mType = Direct3D11; 265 toAdd->mIndex = adapterIndex; 266 toAdd->mCreateDeviceInstanceDelegate = mCreateDeviceInstance; 267 268 toAdd->mShaderModel = 5.0f; 269 DXGI_ADAPTER_DESC1 desc; 270 EnumAdapter->GetDesc1(&desc); 271 272 // LUID identifies adapter for oculus rift 273 dMemcpy(&toAdd->mLUID, &desc.AdapterLuid, sizeof(toAdd->mLUID)); 274 275 size_t size=wcslen(desc.Description); 276 char *str = new char[size+1]; 277 278 wcstombs(str, desc.Description,size); 279 str[size]='\0'; 280 String Description=str; 281 SAFE_DELETE_ARRAY(str); 282 283 dStrncpy(toAdd->mName, Description.c_str(), GFXAdapter::MaxAdapterNameLen); 284 dStrncat(toAdd->mName, " (D3D11)", GFXAdapter::MaxAdapterNameLen); 285 286 IDXGIOutput* pOutput = NULL; 287 HRESULT hr; 288 289 hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput); 290 291 if(hr == DXGI_ERROR_NOT_FOUND) 292 { 293 SAFE_RELEASE(EnumAdapter); 294 break; 295 } 296 297 if(FAILED(hr)) 298 AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> EnumOutputs call failure"); 299 300 UINT numModes = 0; 301 DXGI_MODE_DESC* displayModes = NULL; 302 DXGI_FORMAT format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB]; 303 304 // Get the number of elements 305 hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL); 306 307 if(FAILED(hr)) 308 AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure"); 309 310 displayModes = new DXGI_MODE_DESC[numModes]; 311 312 // Get the list 313 hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes); 314 315 if(FAILED(hr)) 316 AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure"); 317 318 for(U32 numMode = 0; numMode < numModes; ++numMode) 319 { 320 GFXVideoMode vmAdd; 321 322 vmAdd.fullScreen = true; 323 vmAdd.bitDepth = 32; 324 vmAdd.refreshRate = displayModes[numMode].RefreshRate.Numerator / displayModes[numMode].RefreshRate.Denominator; 325 vmAdd.resolution.x = displayModes[numMode].Width; 326 vmAdd.resolution.y = displayModes[numMode].Height; 327 toAdd->mAvailableModes.push_back(vmAdd); 328 } 329 330 //Check adapater can handle feature level 10_! 331 D3D_FEATURE_LEVEL deviceFeature; 332 ID3D11Device *pTmpDevice = nullptr; 333 // Create temp Direct3D11 device. 334 bool suitable = true; 335 UINT createDeviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT; 336 hr = D3D11CreateDevice(EnumAdapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, createDeviceFlags, NULL, 0, D3D11_SDK_VERSION, &pTmpDevice, &deviceFeature, NULL); 337 338 if (FAILED(hr)) 339 suitable = false; 340 341 if (deviceFeature < D3D_FEATURE_LEVEL_10_1) 342 suitable = false; 343 344 //double check we support required bgra format for LEVEL_10_1 345 if (deviceFeature == D3D_FEATURE_LEVEL_10_1) 346 { 347 U32 formatSupported = 0; 348 pTmpDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupported); 349 U32 flagsRequired = D3D11_FORMAT_SUPPORT_RENDER_TARGET | D3D11_FORMAT_SUPPORT_DISPLAY; 350 if (!(formatSupported && flagsRequired)) 351 { 352 Con::printf("DXGI adapter: %s does not support BGRA", Description.c_str()); 353 suitable = false; 354 } 355 } 356 357 delete[] displayModes; 358 SAFE_RELEASE(pTmpDevice); 359 SAFE_RELEASE(pOutput); 360 SAFE_RELEASE(EnumAdapter); 361 362 if (suitable) 363 { 364 adapterList.push_back(toAdd); 365 } 366 else 367 { 368 Con::printf("DXGI adapter: %s does not support D3D11 feature level 10 or better", Description.c_str()); 369 delete toAdd; 370 } 371 } 372 373 SAFE_RELEASE(DXGIFactory); 374} 375 376void GFXD3D11Device::enumerateVideoModes() 377{ 378 mVideoModes.clear(); 379 380 IDXGIAdapter1* EnumAdapter; 381 IDXGIFactory1* DXGIFactory; 382 HRESULT hr; 383 384 hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&DXGIFactory)); 385 386 if (FAILED(hr)) 387 AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> CreateDXGIFactory1 call failure"); 388 389 for(U32 adapterIndex = 0; DXGIFactory->EnumAdapters1(adapterIndex, &EnumAdapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex) 390 { 391 IDXGIOutput* pOutput = NULL; 392 393 hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput); 394 395 if(hr == DXGI_ERROR_NOT_FOUND) 396 { 397 SAFE_RELEASE(EnumAdapter); 398 break; 399 } 400 401 if(FAILED(hr)) 402 AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> EnumOutputs call failure"); 403 404 UINT numModes = 0; 405 DXGI_MODE_DESC* displayModes = NULL; 406 DXGI_FORMAT format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB]; 407 408 // Get the number of elements 409 hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL); 410 411 if(FAILED(hr)) 412 AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure"); 413 414 displayModes = new DXGI_MODE_DESC[numModes]; 415 416 // Get the list 417 hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes); 418 419 if(FAILED(hr)) 420 AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure"); 421 422 for(U32 numMode = 0; numMode < numModes; ++numMode) 423 { 424 GFXVideoMode toAdd; 425 426 toAdd.fullScreen = false; 427 toAdd.bitDepth = 32; 428 toAdd.refreshRate = displayModes[numMode].RefreshRate.Numerator / displayModes[numMode].RefreshRate.Denominator; 429 toAdd.resolution.x = displayModes[numMode].Width; 430 toAdd.resolution.y = displayModes[numMode].Height; 431 mVideoModes.push_back(toAdd); 432 } 433 434 delete[] displayModes; 435 SAFE_RELEASE(pOutput); 436 SAFE_RELEASE(EnumAdapter); 437 } 438 439 SAFE_RELEASE(DXGIFactory); 440} 441 442void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window) 443{ 444 AssertFatal(window, "GFXD3D11Device::init - must specify a window!"); 445 446 //HWND winHwnd = (HWND)window->getSystemWindow( PlatformWindow::WindowSystem_Windows ); 447 //SetFocus(winHwnd); 448 449 UINT createDeviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT; 450#ifdef TORQUE_DEBUG 451 createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; 452 mDebugLayers = true; 453#endif 454 455 // TODO support at least feature level 10 to match GL 456 D3D_FEATURE_LEVEL pFeatureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1 }; 457 U32 nFeatureCount = ARRAYSIZE(pFeatureLevels); 458 D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_HARDWARE;// use D3D_DRIVER_TYPE_REFERENCE for reference device 459 // create a device, device context and swap chain using the information in the d3dpp struct 460 HRESULT hres = D3D11CreateDevice(NULL, 461 driverType, 462 NULL, 463 createDeviceFlags, 464 pFeatureLevels, 465 nFeatureCount, 466 D3D11_SDK_VERSION, 467 &mD3DDevice, 468 &mFeatureLevel, 469 &mD3DDeviceContext); 470 471 if(FAILED(hres)) 472 { 473 #ifdef TORQUE_DEBUG 474 //try again without debug device layer enabled 475 createDeviceFlags &= ~D3D11_CREATE_DEVICE_DEBUG; 476 hres = D3D11CreateDevice(NULL, 477 driverType, 478 NULL, 479 createDeviceFlags, 480 pFeatureLevels, 481 nFeatureCount, 482 D3D11_SDK_VERSION, 483 &mD3DDevice, 484 &mFeatureLevel, 485 &mD3DDeviceContext); 486 //if we failed again than we definitely have a problem 487 if (FAILED(hres)) 488 AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!"); 489 490 Con::warnf("GFXD3D11Device::init - Debug layers not detected!"); 491 mDebugLayers = false; 492 #else 493 AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!"); 494 #endif 495 } 496 497 //set the fullscreen state here if we need to 498 if(mode.fullScreen) 499 { 500 hres = mSwapChain->SetFullscreenState(TRUE, NULL); 501 if(FAILED(hres)) 502 { 503 AssertFatal(false, "GFXD3D11Device::init- Failed to set fullscreen state!"); 504 } 505 } 506#ifdef TORQUE_DEBUG 507 _suppressDebugMessages(); 508#endif 509 510 mTextureManager = new GFXD3D11TextureManager(); 511 512 // Now reacquire all the resources we trashed earlier 513 reacquireDefaultPoolResources(); 514 //set vert/pixel shader targets 515 switch (mFeatureLevel) 516 { 517 case D3D_FEATURE_LEVEL_11_1: 518 case D3D_FEATURE_LEVEL_11_0: 519 mVertexShaderTarget = "vs_5_0"; 520 mPixelShaderTarget = "ps_5_0"; 521 mPixVersion = 5.0f; 522 mShaderModel = "50"; 523 break; 524 case D3D_FEATURE_LEVEL_10_1: 525 mVertexShaderTarget = "vs_4_1"; 526 mPixelShaderTarget = "ps_4_1"; 527 mPixVersion = 4.1f; 528 mShaderModel = "41"; 529 break; 530 default: 531 AssertFatal(false, "GFXD3D11Device::init - We don't support this feature level"); 532 } 533 534 D3D11_QUERY_DESC queryDesc; 535 queryDesc.Query = D3D11_QUERY_OCCLUSION; 536 queryDesc.MiscFlags = 0; 537 538 ID3D11Query *testQuery = NULL; 539 540 // detect occlusion query support 541 if (SUCCEEDED(mD3DDevice->CreateQuery(&queryDesc, &testQuery))) mOcclusionQuerySupported = true; 542 543 SAFE_RELEASE(testQuery); 544 545 Con::printf("Hardware occlusion query detected: %s", mOcclusionQuerySupported ? "Yes" : "No"); 546 547 mCardProfiler = new GFXD3D11CardProfiler(); 548 mCardProfiler->init(); 549 550 gScreenShot = new ScreenShotD3D11; 551 552 mInitialized = true; 553 deviceInited(); 554} 555 556// Supress any debug layer messages we don't want to see 557void GFXD3D11Device::_suppressDebugMessages() 558{ 559 if (mDebugLayers) 560 { 561 ID3D11Debug *pDebug = NULL; 562 if (SUCCEEDED(mD3DDevice->QueryInterface(__uuidof(ID3D11Debug), (void**)&pDebug))) 563 { 564 ID3D11InfoQueue *pInfoQueue = NULL; 565 if (SUCCEEDED(pDebug->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&pInfoQueue))) 566 { 567 //Disable breaking on error or corruption, this can be handy when using VS graphics debugging 568 pInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, false); 569 pInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false); 570 571 D3D11_MESSAGE_ID hide[] = 572 { 573 //this is harmless and no need to spam the console 574 D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS 575 }; 576 577 D3D11_INFO_QUEUE_FILTER filter; 578 memset(&filter, 0, sizeof(filter)); 579 filter.DenyList.NumIDs = _countof(hide); 580 filter.DenyList.pIDList = hide; 581 pInfoQueue->AddStorageFilterEntries(&filter); 582 SAFE_RELEASE(pInfoQueue); 583 } 584 SAFE_RELEASE(pDebug); 585 } 586 } 587} 588 589bool GFXD3D11Device::beginSceneInternal() 590{ 591 mCanCurrentlyRender = true; 592 return mCanCurrentlyRender; 593} 594 595GFXWindowTarget * GFXD3D11Device::allocWindowTarget(PlatformWindow *window) 596{ 597 AssertFatal(window,"GFXD3D11Device::allocWindowTarget - no window provided!"); 598 599 // Set up a new window target... 600 GFXD3D11WindowTarget *gdwt = new GFXD3D11WindowTarget(); 601 gdwt->mWindow = window; 602 gdwt->mSize = window->getClientExtent(); 603 gdwt->initPresentationParams(); 604 605 if (!mInitialized) 606 { 607 gdwt->mSecondaryWindow = false; 608 // Allocate the device. 609 init(window->getVideoMode(), window); 610 gdwt->initPresentationParams(); 611 gdwt->createSwapChain(); 612 gdwt->createBuffersAndViews(); 613 614 mSwapChain = gdwt->getSwapChain(); 615 mDeviceBackbuffer = gdwt->getBackBuffer(); 616 mDeviceDepthStencil = gdwt->getDepthStencil(); 617 mDeviceBackBufferView = gdwt->getBackBufferView(); 618 mDeviceDepthStencilView = gdwt->getDepthStencilView(); 619 620 } 621 else //additional window/s 622 { 623 gdwt->mSecondaryWindow = true; 624 gdwt->initPresentationParams(); 625 gdwt->createSwapChain(); 626 gdwt->createBuffersAndViews(); 627 } 628 629 return gdwt; 630} 631 632GFXTextureTarget* GFXD3D11Device::allocRenderToTextureTarget(bool genMips) 633{ 634 GFXD3D11TextureTarget *targ = new GFXD3D11TextureTarget(genMips); 635 targ->registerResourceWithDevice(this); 636 637 return targ; 638} 639 640void GFXD3D11Device::beginReset() 641{ 642 if (!mD3DDevice) 643 return; 644 645 mInitialized = false; 646 647 releaseDefaultPoolResources(); 648 649 // Clean up some commonly dangling state. This helps prevents issues with 650 // items that are destroyed by the texture manager callbacks and recreated 651 // later, but still left bound. 652 setVertexBuffer(NULL); 653 setPrimitiveBuffer(NULL); 654 for (S32 i = 0; i<getNumSamplers(); i++) 655 setTexture(i, NULL); 656 657 mD3DDeviceContext->ClearState(); 658 659 //release old buffers and views 660 SAFE_RELEASE(mDeviceDepthStencilView); 661 SAFE_RELEASE(mDeviceBackBufferView); 662 SAFE_RELEASE(mDeviceDepthStencil); 663 SAFE_RELEASE(mDeviceBackbuffer); 664} 665 666void GFXD3D11Device::endReset(GFXD3D11WindowTarget* windowTarget) 667{ 668 //grab new references 669 mDeviceBackbuffer = windowTarget->getBackBuffer(); 670 mDeviceDepthStencil = windowTarget->getDepthStencil(); 671 mDeviceBackBufferView = windowTarget->getBackBufferView(); 672 mDeviceDepthStencilView = windowTarget->getDepthStencilView(); 673 674 mD3DDeviceContext->OMSetRenderTargets(1, &mDeviceBackBufferView, mDeviceDepthStencilView); 675 676 // Now reacquire all the resources we trashed earlier 677 reacquireDefaultPoolResources(); 678 mD3DDeviceContext->PSSetShader(mLastPixShader, NULL, 0); 679 mD3DDeviceContext->VSSetShader(mLastVertShader, NULL, 0); 680 mInitialized = true; 681 // Mark everything dirty and flush to card, for sanity. 682 updateStates(true); 683} 684 685void GFXD3D11Device::setupGenericShaders(GenericShaderType type) 686{ 687 AssertFatal(type != GSTargetRestore, ""); //not used 688 689 if(mGenericShader[GSColor] == NULL) 690 { 691 ShaderData *shaderData; 692 //shader model 4.0 is enough for the generic shaders 693 const char* shaderModel = "4.0"; 694 shaderData = new ShaderData(); 695 shaderData->setField("DXVertexShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/colorV.hlsl")); 696 shaderData->setField("DXPixelShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/colorP.hlsl")); 697 shaderData->setField("pixVersion", shaderModel); 698 shaderData->registerObject(); 699 mGenericShader[GSColor] = shaderData->getShader(); 700 mGenericShaderBuffer[GSColor] = mGenericShader[GSColor]->allocConstBuffer(); 701 mModelViewProjSC[GSColor] = mGenericShader[GSColor]->getShaderConstHandle("$modelView"); 702 Sim::getRootGroup()->addObject(shaderData); 703 704 shaderData = new ShaderData(); 705 shaderData->setField("DXVertexShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/modColorTextureV.hlsl")); 706 shaderData->setField("DXPixelShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/modColorTextureP.hlsl")); 707 shaderData->setField("pixVersion", shaderModel); 708 shaderData->registerObject(); 709 mGenericShader[GSModColorTexture] = shaderData->getShader(); 710 mGenericShaderBuffer[GSModColorTexture] = mGenericShader[GSModColorTexture]->allocConstBuffer(); 711 mModelViewProjSC[GSModColorTexture] = mGenericShader[GSModColorTexture]->getShaderConstHandle("$modelView"); 712 Sim::getRootGroup()->addObject(shaderData); 713 714 shaderData = new ShaderData(); 715 shaderData->setField("DXVertexShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/addColorTextureV.hlsl")); 716 shaderData->setField("DXPixelShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/addColorTextureP.hlsl")); 717 shaderData->setField("pixVersion", shaderModel); 718 shaderData->registerObject(); 719 mGenericShader[GSAddColorTexture] = shaderData->getShader(); 720 mGenericShaderBuffer[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->allocConstBuffer(); 721 mModelViewProjSC[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->getShaderConstHandle("$modelView"); 722 Sim::getRootGroup()->addObject(shaderData); 723 724 shaderData = new ShaderData(); 725 shaderData->setField("DXVertexShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/textureV.hlsl")); 726 shaderData->setField("DXPixelShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/textureP.hlsl")); 727 shaderData->setField("pixVersion", shaderModel); 728 shaderData->registerObject(); 729 mGenericShader[GSTexture] = shaderData->getShader(); 730 mGenericShaderBuffer[GSTexture] = mGenericShader[GSTexture]->allocConstBuffer(); 731 mModelViewProjSC[GSTexture] = mGenericShader[GSTexture]->getShaderConstHandle("$modelView"); 732 Sim::getRootGroup()->addObject(shaderData); 733 734 //Force an update 735 mViewportDirty = true; 736 _updateRenderTargets(); 737 } 738 739 MatrixF tempMatrix = mProjectionMatrix * mViewMatrix * mWorldMatrix[mWorldStackSize]; 740 mGenericShaderBuffer[type]->setSafe(mModelViewProjSC[type], tempMatrix); 741 742 setShader(mGenericShader[type]); 743 setShaderConstBuffer(mGenericShaderBuffer[type]); 744} 745 746//----------------------------------------------------------------------------- 747/// Creates a state block object based on the desc passed in. This object 748/// represents an immutable state. 749GFXStateBlockRef GFXD3D11Device::createStateBlockInternal(const GFXStateBlockDesc& desc) 750{ 751 return GFXStateBlockRef(new GFXD3D11StateBlock(desc)); 752} 753 754/// Activates a stateblock 755void GFXD3D11Device::setStateBlockInternal(GFXStateBlock* block, bool force) 756{ 757 AssertFatal(static_cast<GFXD3D11StateBlock*>(block), "Incorrect stateblock type for this device!"); 758 GFXD3D11StateBlock* d3dBlock = static_cast<GFXD3D11StateBlock*>(block); 759 GFXD3D11StateBlock* d3dCurrent = static_cast<GFXD3D11StateBlock*>(mCurrentStateBlock.getPointer()); 760 761 if (force) 762 d3dCurrent = NULL; 763 764 d3dBlock->activate(d3dCurrent); 765} 766 767/// Called by base GFXDevice to actually set a const buffer 768void GFXD3D11Device::setShaderConstBufferInternal(GFXShaderConstBuffer* buffer) 769{ 770 if (buffer) 771 { 772 PROFILE_SCOPE(GFXD3D11Device_setShaderConstBufferInternal); 773 AssertFatal(static_cast<GFXD3D11ShaderConstBuffer*>(buffer), "Incorrect shader const buffer type for this device!"); 774 GFXD3D11ShaderConstBuffer* d3dBuffer = static_cast<GFXD3D11ShaderConstBuffer*>(buffer); 775 776 d3dBuffer->activate(mCurrentConstBuffer); 777 mCurrentConstBuffer = d3dBuffer; 778 } 779 else 780 { 781 mCurrentConstBuffer = NULL; 782 } 783} 784 785//----------------------------------------------------------------------------- 786 787void GFXD3D11Device::copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face) 788{ 789 AssertFatal(pDst, "GFXD3D11Device::copyResource: Destination texture is null"); 790 AssertFatal(pSrc, "GFXD3D11Device::copyResource: Source cubemap is null"); 791 792 GFXD3D11TextureObject *pD3DDst = static_cast<GFXD3D11TextureObject*>(pDst); 793 GFXD3D11Cubemap *pD3DSrc = static_cast<GFXD3D11Cubemap*>(pSrc); 794 795 const U32 mipLevels = pD3DSrc->getMipMapLevels(); 796 for (U32 mip = 0; mip < mipLevels; mip++) 797 { 798 const U32 srcSubResource = D3D11CalcSubresource(mip, face, mipLevels); 799 const U32 dstSubResource = D3D11CalcSubresource(mip, 0, mipLevels); 800 mD3DDeviceContext->CopySubresourceRegion(pD3DDst->get2DTex(), dstSubResource, 0, 0, 0, pD3DSrc->get2DTex(), srcSubResource, NULL); 801 } 802} 803 804//----------------------------------------------------------------------------- 805 806void GFXD3D11Device::clear(U32 flags, const LinearColorF& color, F32 z, U32 stencil) 807{ 808 // Make sure we have flushed our render target state. 809 _updateRenderTargets(); 810 811 UINT depthstencilFlag = 0; 812 813 //TODO: current support is 5 render targets, clean this up 814 ID3D11RenderTargetView* rtView[5] = { NULL }; 815 ID3D11DepthStencilView* dsView = NULL; 816 817 mD3DDeviceContext->OMGetRenderTargets(5, rtView, &dsView); 818 819 const FLOAT clearColor[4] = { color.red, color.green, color.blue, color.alpha }; 820 821 if (flags & GFXClearTarget && rtView) 822 { 823 for (U32 i = 0; i < 5; i++) 824 { 825 if (rtView[i]) 826 mD3DDeviceContext->ClearRenderTargetView(rtView[i], clearColor); 827 } 828 } 829 830 if (flags & GFXClearZBuffer) 831 depthstencilFlag |= D3D11_CLEAR_DEPTH; 832 833 if (flags & GFXClearStencil) 834 depthstencilFlag |= D3D11_CLEAR_STENCIL; 835 836 if (depthstencilFlag && dsView) 837 mD3DDeviceContext->ClearDepthStencilView(dsView, depthstencilFlag, z, stencil); 838 839 for (U32 i = 0; i < 5; i++) 840 SAFE_RELEASE(rtView[i]); 841 SAFE_RELEASE(dsView); 842} 843 844void GFXD3D11Device::clearColorAttachment(const U32 attachment, const LinearColorF& color) 845{ 846 GFXD3D11TextureTarget *pTarget = static_cast<GFXD3D11TextureTarget*>(mCurrentRT.getPointer()); 847 ID3D11RenderTargetView* rtView = NULL; 848 849 if (!pTarget) 850 { 851 rtView = mDeviceBackBufferView;// we are using the default backbuffer 852 } 853 else 854 { 855 //attachment + 1 to skip past DepthStencil which is first in the list 856 rtView = static_cast<ID3D11RenderTargetView*>(pTarget->mTargetViews[attachment + 1]); 857 } 858 859 const FLOAT clearColor[4] = { color.red, color.green, color.blue, color.alpha }; 860 mD3DDeviceContext->ClearRenderTargetView(rtView, clearColor); 861} 862 863void GFXD3D11Device::endSceneInternal() 864{ 865 mCanCurrentlyRender = false; 866} 867 868void GFXD3D11Device::_updateRenderTargets() 869{ 870 if (mRTDirty || (mCurrentRT && mCurrentRT->isPendingState())) 871 { 872 if (mRTDeactivate) 873 { 874 mRTDeactivate->deactivate(); 875 mRTDeactivate = NULL; 876 } 877 878 // NOTE: The render target changes are not really accurate 879 // as the GFXTextureTarget supports MRT internally. So when 880 // we activate a GFXTarget it could result in multiple calls 881 // to SetRenderTarget on the actual device. 882 mDeviceStatistics.mRenderTargetChanges++; 883 884 mCurrentRT->activate(); 885 886 mRTDirty = false; 887 } 888 889 if (mViewportDirty) 890 { 891 D3D11_VIEWPORT viewport; 892 893 viewport.TopLeftX = mViewport.point.x; 894 viewport.TopLeftY = mViewport.point.y; 895 viewport.Width = mViewport.extent.x; 896 viewport.Height = mViewport.extent.y; 897 viewport.MinDepth = 0.0f; 898 viewport.MaxDepth = 1.0f; 899 900 mD3DDeviceContext->RSSetViewports(1, &viewport); 901 902 mViewportDirty = false; 903 } 904} 905 906void GFXD3D11Device::releaseDefaultPoolResources() 907{ 908 // Release all the dynamic vertex buffer arrays 909 // Forcibly clean up the pools 910 for(U32 i=0; i<mVolatileVBList.size(); i++) 911 { 912 SAFE_RELEASE(mVolatileVBList[i]->vb); 913 mVolatileVBList[i] = NULL; 914 } 915 mVolatileVBList.setSize(0); 916 917 // We gotta clear the current const buffer else the next 918 // activate may erroneously think the device is still holding 919 // this state and fail to set it. 920 mCurrentConstBuffer = NULL; 921 922 // Set current VB to NULL and set state dirty 923 for (U32 i=0; i < VERTEX_STREAM_COUNT; i++) 924 { 925 mCurrentVertexBuffer[i] = NULL; 926 mVertexBufferDirty[i] = true; 927 mVertexBufferFrequency[i] = 0; 928 mVertexBufferFrequencyDirty[i] = true; 929 } 930 931 // Release dynamic index buffer 932 if(mDynamicPB != NULL) 933 { 934 SAFE_RELEASE(mDynamicPB->ib); 935 } 936 937 // Set current PB/IB to NULL and set state dirty 938 mCurrentPrimitiveBuffer = NULL; 939 mCurrentPB = NULL; 940 mPrimitiveBufferDirty = true; 941 942 // Zombify texture manager (for D3D this only modifies default pool textures) 943 if( mTextureManager ) 944 mTextureManager->zombify(); 945 946 // Set global dirty state so the IB/PB and VB get reset 947 mStateDirty = true; 948 949 // Walk the resource list and zombify everything. 950 GFXResource *walk = mResourceListHead; 951 while(walk) 952 { 953 walk->zombify(); 954 walk = walk->getNextResource(); 955 } 956} 957 958void GFXD3D11Device::reacquireDefaultPoolResources() 959{ 960 // Now do the dynamic index buffers 961 if( mDynamicPB == NULL ) 962 mDynamicPB = new GFXD3D11PrimitiveBuffer(this, 0, 0, GFXBufferTypeDynamic); 963 964 D3D11_BUFFER_DESC desc; 965 desc.ByteWidth = sizeof(U16) * GFX_MAX_DYNAMIC_INDICES; 966 desc.Usage = D3D11_USAGE_DYNAMIC; 967 desc.BindFlags = D3D11_BIND_INDEX_BUFFER; 968 desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; 969 desc.MiscFlags = 0; 970 desc.StructureByteStride = 0; 971 972 HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &mDynamicPB->ib); 973 974 if(FAILED(hr)) 975 { 976 AssertFatal(false, "Failed to allocate dynamic IB"); 977 } 978 979 // Walk the resource list and zombify everything. 980 GFXResource *walk = mResourceListHead; 981 while(walk) 982 { 983 walk->resurrect(); 984 walk = walk->getNextResource(); 985 } 986 987 if(mTextureManager) 988 mTextureManager->resurrect(); 989} 990 991GFXD3D11VertexBuffer* GFXD3D11Device::findVBPool( const GFXVertexFormat *vertexFormat, U32 vertsNeeded ) 992{ 993 PROFILE_SCOPE( GFXD3D11Device_findVBPool ); 994 995 for( U32 i=0; i<mVolatileVBList.size(); i++ ) 996 if( mVolatileVBList[i]->mVertexFormat.isEqual( *vertexFormat ) ) 997 return mVolatileVBList[i]; 998 999 return NULL; 1000} 1001 1002GFXD3D11VertexBuffer * GFXD3D11Device::createVBPool( const GFXVertexFormat *vertexFormat, U32 vertSize ) 1003{ 1004 PROFILE_SCOPE( GFXD3D11Device_createVBPool ); 1005 1006 // this is a bit funky, but it will avoid problems with (lack of) copy constructors 1007 // with a push_back() situation 1008 mVolatileVBList.increment(); 1009 StrongRefPtr<GFXD3D11VertexBuffer> newBuff; 1010 mVolatileVBList.last() = new GFXD3D11VertexBuffer(); 1011 newBuff = mVolatileVBList.last(); 1012 1013 newBuff->mNumVerts = 0; 1014 newBuff->mBufferType = GFXBufferTypeVolatile; 1015 newBuff->mVertexFormat.copy( *vertexFormat ); 1016 newBuff->mVertexSize = vertSize; 1017 newBuff->mDevice = this; 1018 1019 // Requesting it will allocate it. 1020 vertexFormat->getDecl(); 1021 1022 D3D11_BUFFER_DESC desc; 1023 desc.ByteWidth = vertSize * GFX_MAX_DYNAMIC_VERTS; 1024 desc.Usage = D3D11_USAGE_DYNAMIC; 1025 desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; 1026 desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; 1027 desc.MiscFlags = 0; 1028 desc.StructureByteStride = 0; 1029 1030 HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &newBuff->vb); 1031 1032 if(FAILED(hr)) 1033 { 1034 AssertFatal(false, "Failed to allocate dynamic VB"); 1035 } 1036 1037 return newBuff; 1038} 1039 1040//----------------------------------------------------------------------------- 1041 1042void GFXD3D11Device::setClipRect( const RectI &inRect ) 1043{ 1044 // We transform the incoming rect by the view 1045 // matrix first, so that it can be used to pan 1046 // and scale the clip rect. 1047 // 1048 // This is currently used to take tiled screenshots. 1049 Point3F pos( inRect.point.x, inRect.point.y, 0.0f ); 1050 Point3F extent( inRect.extent.x, inRect.extent.y, 0.0f ); 1051 getViewMatrix().mulP( pos ); 1052 getViewMatrix().mulV( extent ); 1053 RectI rect( pos.x, pos.y, extent.x, extent.y ); 1054 1055 // Clip the rect against the renderable size. 1056 Point2I size = mCurrentRT->getSize(); 1057 1058 RectI maxRect(Point2I(0,0), size); 1059 rect.intersect(maxRect); 1060 1061 mClipRect = rect; 1062 1063 F32 l = F32( mClipRect.point.x ); 1064 F32 r = F32( mClipRect.point.x + mClipRect.extent.x ); 1065 F32 b = F32( mClipRect.point.y + mClipRect.extent.y ); 1066 F32 t = F32( mClipRect.point.y ); 1067 1068 // Set up projection matrix, 1069 static Point4F pt; 1070 pt.set(2.0f / (r - l), 0.0f, 0.0f, 0.0f); 1071 mTempMatrix.setColumn(0, pt); 1072 1073 pt.set(0.0f, 2.0f/(t - b), 0.0f, 0.0f); 1074 mTempMatrix.setColumn(1, pt); 1075 1076 pt.set(0.0f, 0.0f, 1.0f, 0.0f); 1077 mTempMatrix.setColumn(2, pt); 1078 1079 pt.set((l+r)/(l-r), (t+b)/(b-t), 1.0f, 1.0f); 1080 mTempMatrix.setColumn(3, pt); 1081 1082 setProjectionMatrix( mTempMatrix ); 1083 1084 // Set up world/view matrix 1085 mTempMatrix.identity(); 1086 setWorldMatrix( mTempMatrix ); 1087 1088 setViewport( mClipRect ); 1089} 1090 1091void GFXD3D11Device::setVertexStream( U32 stream, GFXVertexBuffer *buffer ) 1092{ 1093 GFXD3D11VertexBuffer *d3dBuffer = static_cast<GFXD3D11VertexBuffer*>( buffer ); 1094 1095 if ( stream == 0 ) 1096 { 1097 // Set the volatile buffer which is used to 1098 // offset the start index when doing draw calls. 1099 if ( d3dBuffer && d3dBuffer->mVolatileStart > 0 ) 1100 mVolatileVB = d3dBuffer; 1101 else 1102 mVolatileVB = NULL; 1103 } 1104 1105 // NOTE: We do not use the stream offset here for stream 0 1106 // as that feature is *supposedly* not as well supported as 1107 // using the start index in drawPrimitive. 1108 // 1109 // If we can verify that this is not the case then we should 1110 // start using this method exclusively for all streams. 1111 1112 U32 strides[1] = { d3dBuffer ? d3dBuffer->mVertexSize : 0 }; 1113 U32 offset = d3dBuffer && stream != 0 ? d3dBuffer->mVolatileStart * d3dBuffer->mVertexSize : 0; 1114 ID3D11Buffer* buff = d3dBuffer ? d3dBuffer->vb : NULL; 1115 1116 getDeviceContext()->IASetVertexBuffers(stream, 1, &buff, strides, &offset); 1117} 1118 1119void GFXD3D11Device::setVertexStreamFrequency( U32 stream, U32 frequency ) 1120{ 1121 if (stream == 0) 1122 mDrawInstancesCount = frequency; // instances count 1123} 1124 1125void GFXD3D11Device::_setPrimitiveBuffer( GFXPrimitiveBuffer *buffer ) 1126{ 1127 mCurrentPB = static_cast<GFXD3D11PrimitiveBuffer *>( buffer ); 1128 1129 mD3DDeviceContext->IASetIndexBuffer(mCurrentPB->ib, DXGI_FORMAT_R16_UINT, 0); 1130} 1131 1132U32 GFXD3D11Device::primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount) 1133{ 1134 switch (primType) 1135 { 1136 case GFXPointList: 1137 return primitiveCount; 1138 break; 1139 case GFXLineList: 1140 return primitiveCount * 2; 1141 break; 1142 case GFXLineStrip: 1143 return primitiveCount + 1; 1144 break; 1145 case GFXTriangleList: 1146 return primitiveCount * 3; 1147 break; 1148 case GFXTriangleStrip: 1149 return 2 + primitiveCount; 1150 break; 1151 default: 1152 AssertFatal(false, "GFXGLDevice::primCountToIndexCount - unrecognized prim type"); 1153 break; 1154 1155 } 1156 return 0; 1157} 1158 1159 1160void GFXD3D11Device::drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount ) 1161{ 1162 // This is done to avoid the function call overhead if possible 1163 if( mStateDirty ) 1164 updateStates(); 1165 if (mCurrentShaderConstBuffer) 1166 setShaderConstBufferInternal(mCurrentShaderConstBuffer); 1167 1168 if ( mVolatileVB ) 1169 vertexStart += mVolatileVB->mVolatileStart; 1170 1171 mD3DDeviceContext->IASetPrimitiveTopology(GFXD3D11PrimType[primType]); 1172 1173 if ( mDrawInstancesCount ) 1174 mD3DDeviceContext->DrawInstanced(primCountToIndexCount(primType, primitiveCount), mDrawInstancesCount, vertexStart, 0); 1175 else 1176 mD3DDeviceContext->Draw(primCountToIndexCount(primType, primitiveCount), vertexStart); 1177 1178 mDeviceStatistics.mDrawCalls++; 1179 if ( mVertexBufferFrequency[0] > 1 ) 1180 mDeviceStatistics.mPolyCount += primitiveCount * mVertexBufferFrequency[0]; 1181 else 1182 mDeviceStatistics.mPolyCount += primitiveCount; 1183} 1184 1185void GFXD3D11Device::drawIndexedPrimitive( GFXPrimitiveType primType, 1186 U32 startVertex, 1187 U32 minIndex, 1188 U32 numVerts, 1189 U32 startIndex, 1190 U32 primitiveCount ) 1191{ 1192 // This is done to avoid the function call overhead if possible 1193 if( mStateDirty ) 1194 updateStates(); 1195 if (mCurrentShaderConstBuffer) 1196 setShaderConstBufferInternal(mCurrentShaderConstBuffer); 1197 1198 AssertFatal( mCurrentPB != NULL, "Trying to call drawIndexedPrimitive with no current index buffer, call setIndexBuffer()" ); 1199 1200 if ( mVolatileVB ) 1201 startVertex += mVolatileVB->mVolatileStart; 1202 1203 mD3DDeviceContext->IASetPrimitiveTopology(GFXD3D11PrimType[primType]); 1204 1205 if ( mDrawInstancesCount ) 1206 mD3DDeviceContext->DrawIndexedInstanced(primCountToIndexCount(primType, primitiveCount), mDrawInstancesCount, mCurrentPB->mVolatileStart + startIndex, startVertex, 0); 1207 else 1208 mD3DDeviceContext->DrawIndexed(primCountToIndexCount(primType,primitiveCount), mCurrentPB->mVolatileStart + startIndex, startVertex); 1209 1210 mDeviceStatistics.mDrawCalls++; 1211 if ( mVertexBufferFrequency[0] > 1 ) 1212 mDeviceStatistics.mPolyCount += primitiveCount * mVertexBufferFrequency[0]; 1213 else 1214 mDeviceStatistics.mPolyCount += primitiveCount; 1215} 1216 1217GFXShader* GFXD3D11Device::createShader() 1218{ 1219 GFXD3D11Shader* shader = new GFXD3D11Shader(); 1220 shader->registerResourceWithDevice( this ); 1221 return shader; 1222} 1223 1224//----------------------------------------------------------------------------- 1225// Set shader - this function exists to make sure this is done in one place, 1226// and to make sure redundant shader states are not being 1227// sent to the card. 1228//----------------------------------------------------------------------------- 1229void GFXD3D11Device::setShader(GFXShader *shader, bool force) 1230{ 1231 if(shader) 1232 { 1233 GFXD3D11Shader *d3dShader = static_cast<GFXD3D11Shader*>(shader); 1234 1235 if (d3dShader->mPixShader != mLastPixShader || force) 1236 { 1237 mD3DDeviceContext->PSSetShader( d3dShader->mPixShader, NULL, 0); 1238 mLastPixShader = d3dShader->mPixShader; 1239 } 1240 1241 if (d3dShader->mVertShader != mLastVertShader || force) 1242 { 1243 mD3DDeviceContext->VSSetShader( d3dShader->mVertShader, NULL, 0); 1244 mLastVertShader = d3dShader->mVertShader; 1245 } 1246 } 1247 else 1248 { 1249 setupGenericShaders(); 1250 } 1251} 1252 1253GFXPrimitiveBuffer * GFXD3D11Device::allocPrimitiveBuffer(U32 numIndices, U32 numPrimitives, GFXBufferType bufferType, void *data ) 1254{ 1255 // Allocate a buffer to return 1256 GFXD3D11PrimitiveBuffer * res = new GFXD3D11PrimitiveBuffer(this, numIndices, numPrimitives, bufferType); 1257 1258 // Determine usage flags 1259 D3D11_USAGE usage = D3D11_USAGE_DEFAULT; 1260 1261 // Assumptions: 1262 // - static buffers are write once, use many 1263 // - dynamic buffers are write many, use many 1264 // - volatile buffers are write once, use once 1265 // You may never read from a buffer. 1266 //TODO: enable proper support for D3D11_USAGE_IMMUTABLE 1267 switch(bufferType) 1268 { 1269 case GFXBufferTypeImmutable: 1270 case GFXBufferTypeStatic: 1271 usage = D3D11_USAGE_DEFAULT; //D3D11_USAGE_IMMUTABLE; 1272 break; 1273 1274 case GFXBufferTypeDynamic: 1275 case GFXBufferTypeVolatile: 1276 usage = D3D11_USAGE_DYNAMIC; 1277 break; 1278 } 1279 1280 // Register resource 1281 res->registerResourceWithDevice(this); 1282 1283 // Create d3d index buffer 1284 if(bufferType == GFXBufferTypeVolatile) 1285 { 1286 // Get it from the pool if it's a volatile... 1287 AssertFatal(numIndices < GFX_MAX_DYNAMIC_INDICES, "Cannot allocate that many indices in a volatile buffer, increase GFX_MAX_DYNAMIC_INDICES."); 1288 1289 res->ib = mDynamicPB->ib; 1290 res->mVolatileBuffer = mDynamicPB; 1291 } 1292 else 1293 { 1294 // Otherwise, get it as a seperate buffer... 1295 D3D11_BUFFER_DESC desc; 1296 desc.ByteWidth = sizeof(U16) * numIndices; 1297 desc.Usage = usage; 1298 if(bufferType == GFXBufferTypeDynamic) 1299 desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // We never allow reading from a primitive buffer. 1300 else 1301 desc.CPUAccessFlags = 0; 1302 desc.BindFlags = D3D11_BIND_INDEX_BUFFER; 1303 desc.MiscFlags = 0; 1304 desc.StructureByteStride = 0; 1305 1306 HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->ib); 1307 1308 if(FAILED(hr)) 1309 { 1310 AssertFatal(false, "Failed to allocate an index buffer."); 1311 } 1312 } 1313 1314 if (data) 1315 { 1316 void* dest; 1317 res->lock(0, numIndices, &dest); 1318 dMemcpy(dest, data, sizeof(U16) * numIndices); 1319 res->unlock(); 1320 } 1321 1322 return res; 1323} 1324 1325GFXVertexBuffer * GFXD3D11Device::allocVertexBuffer(U32 numVerts, const GFXVertexFormat *vertexFormat, U32 vertSize, GFXBufferType bufferType, void *data) 1326{ 1327 PROFILE_SCOPE( GFXD3D11Device_allocVertexBuffer ); 1328 1329 GFXD3D11VertexBuffer *res = new GFXD3D11VertexBuffer( this, 1330 numVerts, 1331 vertexFormat, 1332 vertSize, 1333 bufferType ); 1334 1335 // Determine usage flags 1336 D3D11_USAGE usage = D3D11_USAGE_DEFAULT; 1337 1338 res->mNumVerts = 0; 1339 1340 // Assumptions: 1341 // - static buffers are write once, use many 1342 // - dynamic buffers are write many, use many 1343 // - volatile buffers are write once, use once 1344 // You may never read from a buffer. 1345 //TODO: enable proper support for D3D11_USAGE_IMMUTABLE 1346 switch(bufferType) 1347 { 1348 case GFXBufferTypeImmutable: 1349 case GFXBufferTypeStatic: 1350 usage = D3D11_USAGE_DEFAULT; 1351 break; 1352 1353 case GFXBufferTypeDynamic: 1354 case GFXBufferTypeVolatile: 1355 usage = D3D11_USAGE_DYNAMIC; 1356 break; 1357 } 1358 1359 // Register resource 1360 res->registerResourceWithDevice(this); 1361 1362 // Create vertex buffer 1363 if(bufferType == GFXBufferTypeVolatile) 1364 { 1365 // NOTE: Volatile VBs are pooled and will be allocated at lock time. 1366 AssertFatal(numVerts <= GFX_MAX_DYNAMIC_VERTS, "GFXD3D11Device::allocVertexBuffer - Volatile vertex buffer is too big... see GFX_MAX_DYNAMIC_VERTS!"); 1367 } 1368 else 1369 { 1370 // Requesting it will allocate it. 1371 vertexFormat->getDecl(); //-ALEX disabled to postpone until after shader is actually set... 1372 1373 // Get a new buffer... 1374 D3D11_BUFFER_DESC desc; 1375 desc.ByteWidth = vertSize * numVerts; 1376 desc.Usage = usage; 1377 desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; 1378 if(bufferType == GFXBufferTypeDynamic) 1379 desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // We never allow reading from a vertex buffer. 1380 else 1381 desc.CPUAccessFlags = 0; 1382 desc.MiscFlags = 0; 1383 desc.StructureByteStride = 0; 1384 1385 HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->vb); 1386 1387 if(FAILED(hr)) 1388 { 1389 AssertFatal(false, "Failed to allocate VB"); 1390 } 1391 } 1392 1393 res->mNumVerts = numVerts; 1394 1395 if (data) 1396 { 1397 void* dest; 1398 res->lock(0, numVerts, &dest); 1399 dMemcpy(dest, data, vertSize * numVerts); 1400 res->unlock(); 1401 } 1402 1403 return res; 1404} 1405 1406String GFXD3D11Device::_createTempShaderInternal(const GFXVertexFormat *vertexFormat) 1407{ 1408 U32 elemCount = vertexFormat->getElementCount(); 1409 //Input data 1410 StringBuilder inputData; 1411 inputData.append("struct VertIn {"); 1412 //Output data 1413 StringBuilder outputData; 1414 outputData.append("struct VertOut {"); 1415 // Shader main body data 1416 StringBuilder mainBodyData; 1417 //make shader 1418 mainBodyData.append("VertOut main(VertIn IN){VertOut OUT;"); 1419 1420 for (U32 i = 0; i < elemCount; i++) 1421 { 1422 const GFXVertexElement &element = vertexFormat->getElement(i); 1423 String semantic = element.getSemantic(); 1424 String semanticOut = semantic; 1425 String type; 1426 1427 if (element.isSemantic(GFXSemantic::POSITION)) 1428 { 1429 semantic = "POSITION"; 1430 semanticOut = "SV_Position"; 1431 } 1432 else if (element.isSemantic(GFXSemantic::NORMAL)) 1433 { 1434 semantic = "NORMAL"; 1435 semanticOut = semantic; 1436 } 1437 else if (element.isSemantic(GFXSemantic::COLOR)) 1438 { 1439 semantic = "COLOR"; 1440 semanticOut = semantic; 1441 } 1442 else if (element.isSemantic(GFXSemantic::TANGENT)) 1443 { 1444 semantic = "TANGENT"; 1445 semanticOut = semantic; 1446 } 1447 else if (element.isSemantic(GFXSemantic::BINORMAL)) 1448 { 1449 semantic = "BINORMAL"; 1450 semanticOut = semantic; 1451 } 1452 else if (element.isSemantic(GFXSemantic::BLENDINDICES)) 1453 { 1454 semantic = String::ToString("BLENDINDICES%d", element.getSemanticIndex()); 1455 semanticOut = semantic; 1456 } 1457 else if (element.isSemantic(GFXSemantic::BLENDWEIGHT)) 1458 { 1459 semantic = String::ToString("BLENDWEIGHT%d", element.getSemanticIndex()); 1460 semanticOut = semantic; 1461 } 1462 else 1463 { 1464 //Anything that falls thru to here will be a texture coord. 1465 semantic = String::ToString("TEXCOORD%d", element.getSemanticIndex()); 1466 semanticOut = semantic; 1467 } 1468 1469 switch (GFXD3D11DeclType[element.getType()]) 1470 { 1471 case DXGI_FORMAT_R32_FLOAT: 1472 type = "float"; 1473 break; 1474 case DXGI_FORMAT_R32G32_FLOAT: 1475 type = "float2"; 1476 break; 1477 case DXGI_FORMAT_R32G32B32_FLOAT: 1478 type = "float3"; 1479 break; 1480 case DXGI_FORMAT_R32G32B32A32_FLOAT: 1481 case DXGI_FORMAT_B8G8R8A8_UNORM: 1482 case DXGI_FORMAT_R8G8B8A8_UNORM: 1483 type = "float4"; 1484 break; 1485 case DXGI_FORMAT_R8G8B8A8_UINT: 1486 type = "uint4"; 1487 break; 1488 } 1489 1490 StringBuilder in; 1491 in.format("%s %s%d : %s;", type.c_str(), "var", i, semantic.c_str()); 1492 inputData.append(in.data()); 1493 1494 //SV_Position must be float4 1495 if (semanticOut == String("SV_Position")) 1496 { 1497 StringBuilder out; 1498 out.format("float4 %s%d : %s;", "var", i, semanticOut.c_str()); 1499 outputData.append(out.data()); 1500 StringBuilder body; 1501 body.format("OUT.%s%d = float4(IN.%s%d.xyz,1);", "var", i, "var", i); 1502 mainBodyData.append(body.data()); 1503 } 1504 else 1505 { 1506 StringBuilder out; 1507 out.format("%s %s%d : %s;", type.c_str(), "var", i, semanticOut.c_str()); 1508 outputData.append(out.data()); 1509 StringBuilder body; 1510 body.format("OUT.%s%d = IN.%s%d;", "var", i, "var", i); 1511 mainBodyData.append(body.data()); 1512 } 1513 } 1514 1515 inputData.append("};"); 1516 outputData.append("};"); 1517 mainBodyData.append("return OUT;}"); 1518 1519 //final data 1520 StringBuilder finalData; 1521 finalData.append(inputData.data()); 1522 finalData.append(outputData.data()); 1523 finalData.append(mainBodyData.data()); 1524 1525 return String(finalData.data()); 1526} 1527 1528GFXVertexDecl* GFXD3D11Device::allocVertexDecl( const GFXVertexFormat *vertexFormat ) 1529{ 1530 PROFILE_SCOPE( GFXD3D11Device_allocVertexDecl ); 1531 1532 // First check the map... you shouldn't allocate VBs very often 1533 // if you want performance. The map lookup should never become 1534 // a performance bottleneck. 1535 D3D11VertexDecl *decl = mVertexDecls[vertexFormat->getDescription()]; 1536 if ( decl ) 1537 return decl; 1538 1539 U32 elemCount = vertexFormat->getElementCount(); 1540 1541 ID3DBlob* code = NULL; 1542 1543 // We have to generate a temporary shader here for now since the input layout creation 1544 // expects a shader to be already compiled to verify the vertex layout structure. The problem 1545 // is that most of the time the regular shaders are compiled AFTER allocVertexDecl is called. 1546 if(!decl) 1547 { 1548 //TODO: Perhaps save/cache the ID3DBlob for later use on identical vertex formats,save creating/compiling the temp shader everytime 1549 String shaderData = _createTempShaderInternal(vertexFormat); 1550 1551#ifdef TORQUE_DEBUG 1552 U32 flags = D3DCOMPILE_DEBUG | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS; 1553#else 1554 U32 flags = D3DCOMPILE_ENABLE_STRICTNESS; 1555#endif 1556 1557 ID3DBlob *errorBlob = NULL; 1558 HRESULT hr = D3DCompile(shaderData.c_str(), shaderData.length(), NULL, NULL, NULL, "main", "vs_5_0", flags, 0, &code, &errorBlob); 1559 StringBuilder error; 1560 1561 if(errorBlob) 1562 { 1563 error.append((char*)errorBlob->GetBufferPointer(), errorBlob->GetBufferSize()); 1564 AssertFatal(hr, error.data()); 1565 } 1566 1567 SAFE_RELEASE(errorBlob); 1568 } 1569 1570 AssertFatal(code, "D3D11Device::allocVertexDecl - compiled vert shader code missing!"); 1571 1572 // Setup the declaration struct. 1573 1574 U32 stream; 1575 D3D11_INPUT_ELEMENT_DESC *vd = new D3D11_INPUT_ELEMENT_DESC[ elemCount]; 1576 1577 S32 elemIndex = 0; 1578 for (S32 i = 0; i < elemCount; i++, elemIndex++) 1579 { 1580 const GFXVertexElement &element = vertexFormat->getElement(elemIndex); 1581 1582 stream = element.getStreamIndex(); 1583 1584 vd[i].InputSlot = stream; 1585 1586 vd[i].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; 1587 vd[i].Format = GFXD3D11DeclType[element.getType()]; 1588 // If instancing is enabled, the per instance data is only used on stream 1. 1589 if (vertexFormat->hasInstancing() && stream == 1) 1590 { 1591 vd[i].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA; 1592 vd[i].InstanceDataStepRate = 1; 1593 } 1594 else 1595 { 1596 vd[i].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; 1597 vd[i].InstanceDataStepRate = 0; 1598 } 1599 // We force the usage index of 0 for everything but 1600 // texture coords for now... this may change later. 1601 vd[i].SemanticIndex = 0; 1602 1603 if (element.isSemantic(GFXSemantic::POSITION)) 1604 vd[i].SemanticName = "POSITION"; 1605 else if (element.isSemantic(GFXSemantic::NORMAL)) 1606 vd[i].SemanticName = "NORMAL"; 1607 else if (element.isSemantic(GFXSemantic::COLOR)) 1608 vd[i].SemanticName = "COLOR"; 1609 else if (element.isSemantic(GFXSemantic::TANGENT)) 1610 vd[i].SemanticName = "TANGENT"; 1611 else if (element.isSemantic(GFXSemantic::BINORMAL)) 1612 vd[i].SemanticName = "BINORMAL"; 1613 else if (element.isSemantic(GFXSemantic::BLENDWEIGHT)) 1614 { 1615 vd[i].SemanticName = "BLENDWEIGHT"; 1616 vd[i].SemanticIndex = element.getSemanticIndex(); 1617 } 1618 else if (element.isSemantic(GFXSemantic::BLENDINDICES)) 1619 { 1620 vd[i].SemanticName = "BLENDINDICES"; 1621 vd[i].SemanticIndex = element.getSemanticIndex(); 1622 } 1623 else 1624 { 1625 //Anything that falls thru to here will be a texture coord. 1626 vd[i].SemanticName = "TEXCOORD"; 1627 vd[i].SemanticIndex = element.getSemanticIndex(); 1628 } 1629 1630 } 1631 1632 decl = new D3D11VertexDecl(); 1633 HRESULT hr = mD3DDevice->CreateInputLayout(vd, elemCount,code->GetBufferPointer(), code->GetBufferSize(), &decl->decl); 1634 1635 if (FAILED(hr)) 1636 { 1637 AssertFatal(false, "GFXD3D11Device::allocVertexDecl - Failed to create vertex input layout!"); 1638 } 1639 1640 delete [] vd; 1641 SAFE_RELEASE(code); 1642 1643 // Store it in the cache. 1644 mVertexDecls[vertexFormat->getDescription()] = decl; 1645 1646 return decl; 1647} 1648 1649void GFXD3D11Device::setVertexDecl( const GFXVertexDecl *decl ) 1650{ 1651 ID3D11InputLayout *dx11Decl = NULL; 1652 if (decl) 1653 dx11Decl = static_cast<const D3D11VertexDecl*>(decl)->decl; 1654 1655 mD3DDeviceContext->IASetInputLayout(dx11Decl); 1656} 1657 1658//----------------------------------------------------------------------------- 1659// This function should ONLY be called from GFXDevice::updateStates() !!! 1660//----------------------------------------------------------------------------- 1661void GFXD3D11Device::setTextureInternal( U32 textureUnit, const GFXTextureObject *texture) 1662{ 1663 if( texture == NULL ) 1664 { 1665 ID3D11ShaderResourceView *pView = NULL; 1666 mD3DDeviceContext->PSSetShaderResources(textureUnit, 1, &pView); 1667 return; 1668 } 1669 1670 GFXD3D11TextureObject *tex = (GFXD3D11TextureObject*)(texture); 1671 mD3DDeviceContext->PSSetShaderResources(textureUnit, 1, tex->getSRViewPtr()); 1672} 1673 1674GFXFence *GFXD3D11Device::createFence() 1675{ 1676 // Figure out what fence type we should be making if we don't know 1677 if( mCreateFenceType == -1 ) 1678 { 1679 D3D11_QUERY_DESC desc; 1680 desc.MiscFlags = 0; 1681 desc.Query = D3D11_QUERY_EVENT; 1682 1683 ID3D11Query *testQuery = NULL; 1684 1685 HRESULT hRes = mD3DDevice->CreateQuery(&desc, &testQuery); 1686 1687 if(FAILED(hRes)) 1688 { 1689 mCreateFenceType = true; 1690 } 1691 1692 else 1693 { 1694 mCreateFenceType = false; 1695 } 1696 1697 SAFE_RELEASE(testQuery); 1698 } 1699 1700 // Cool, use queries 1701 if(!mCreateFenceType) 1702 { 1703 GFXFence* fence = new GFXD3D11QueryFence( this ); 1704 fence->registerResourceWithDevice(this); 1705 return fence; 1706 } 1707 1708 // CodeReview: At some point I would like a specialized implementation of 1709 // the method used by the general fence, only without the overhead incurred 1710 // by using the GFX constructs. Primarily the lock() method on texture handles 1711 // will do a data copy, and this method doesn't require a copy, just a lock 1712 // [5/10/2007 Pat] 1713 GFXFence* fence = new GFXGeneralFence( this ); 1714 fence->registerResourceWithDevice(this); 1715 return fence; 1716} 1717 1718GFXOcclusionQuery* GFXD3D11Device::createOcclusionQuery() 1719{ 1720 GFXOcclusionQuery *query; 1721 if (mOcclusionQuerySupported) 1722 query = new GFXD3D11OcclusionQuery( this ); 1723 else 1724 return NULL; 1725 1726 query->registerResourceWithDevice(this); 1727 return query; 1728} 1729 1730GFXCubemap * GFXD3D11Device::createCubemap() 1731{ 1732 GFXD3D11Cubemap* cube = new GFXD3D11Cubemap(); 1733 cube->registerResourceWithDevice(this); 1734 return cube; 1735} 1736 1737GFXCubemapArray * GFXD3D11Device::createCubemapArray() 1738{ 1739 GFXD3D11CubemapArray* cubeArray = new GFXD3D11CubemapArray(); 1740 cubeArray->registerResourceWithDevice(this); 1741 return cubeArray; 1742} 1743 1744GFXTextureArray * GFXD3D11Device::createTextureArray() 1745{ 1746 GFXD3D11TextureArray* textureArray = new GFXD3D11TextureArray(); 1747 textureArray->registerResourceWithDevice(this); 1748 return textureArray; 1749} 1750 1751// Debug events 1752//------------------------------------------------------------------------------ 1753void GFXD3D11Device::enterDebugEvent(ColorI color, const char *name) 1754{ 1755 // BJGFIX 1756 WCHAR eventName[260]; 1757 MultiByteToWideChar(CP_ACP, 0, name, -1, eventName, 260); 1758 1759 D3DPERF_BeginEvent(D3DCOLOR_ARGB(color.alpha, color.red, color.green, color.blue), 1760 (LPCWSTR)&eventName); 1761} 1762 1763//------------------------------------------------------------------------------ 1764void GFXD3D11Device::leaveDebugEvent() 1765{ 1766 D3DPERF_EndEvent(); 1767} 1768 1769//------------------------------------------------------------------------------ 1770void GFXD3D11Device::setDebugMarker(ColorI color, const char *name) 1771{ 1772 // BJGFIX 1773 WCHAR eventName[260]; 1774 MultiByteToWideChar(CP_ACP, 0, name, -1, eventName, 260); 1775 1776 D3DPERF_SetMarker(D3DCOLOR_ARGB(color.alpha, color.red, color.green, color.blue), 1777 (LPCWSTR)&eventName); 1778} 1779 1780const char* GFXD3D11Device::interpretDebugResult(long result) 1781{ 1782 const char* error; 1783 1784 switch (result) { 1785 case S_OK: 1786 error = "S_OK"; 1787 break; 1788 case S_FALSE: 1789 error = "S_FALSE"; 1790 break; 1791 //generics 1792 case E_UNEXPECTED: 1793 error = "E_UNEXPECTED"; 1794 break; 1795 case E_NOTIMPL: 1796 error = "E_NOTIMPL"; 1797 break; 1798 case E_OUTOFMEMORY: 1799 error = "E_OUTOFMEMORY"; 1800 break; 1801 case E_INVALIDARG: 1802 error = "E_INVALIDARG"; 1803 break; 1804 case E_NOINTERFACE: 1805 error = "E_NOINTERFACE"; 1806 break; 1807 case E_POINTER: 1808 error = "E_POINTER"; 1809 break; 1810 case E_HANDLE: 1811 error = "E_HANDLE"; 1812 break; 1813 case E_ABORT: 1814 error = "E_ABORT"; 1815 break; 1816 case E_FAIL: 1817 error = "E_FAIL"; 1818 break; 1819 case E_ACCESSDENIED: 1820 error = "E_ACCESSDENIED"; 1821 break; 1822 1823 //graphics specific 1824 case DXGI_ERROR_INVALID_CALL: 1825 error = "DXGI_ERROR_INVALID_CALL"; 1826 break; 1827 case DXGI_ERROR_WAS_STILL_DRAWING: 1828 error = "DXGI_ERROR_WAS_STILL_DRAWING"; 1829 break; 1830 1831 //dx11 specific 1832 case D3D11_ERROR_FILE_NOT_FOUND: 1833 error = "D3D11_ERROR_FILE_NOT_FOUND"; 1834 break; 1835 case D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS: 1836 error = "D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS"; 1837 break; 1838 case D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS: 1839 error = "D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS"; 1840 break; 1841 case D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD: 1842 error = "D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD"; 1843 break; 1844 1845 1846 default: 1847 error = "UNKNOWN"; 1848 break; 1849 } 1850 return error; 1851} 1852