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_1.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(bool genMips = true); 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 D3D11VertexDecl() :decl(NULL) {} 84 virtual ~D3D11VertexDecl() 85 { 86 SAFE_RELEASE( decl ); 87 } 88 89 ID3D11InputLayout *decl; 90 }; 91 92 virtual void initStates() { }; 93 94 static GFXAdapter::CreateDeviceInstanceDelegate mCreateDeviceInstance; 95 96 MatrixF mTempMatrix; ///< Temporary matrix, no assurances on value at all 97 RectI mClipRect; 98 99 typedef StrongRefPtr<GFXD3D11VertexBuffer> RPGDVB; 100 Vector<RPGDVB> mVolatileVBList; 101 102 /// Used to lookup a vertex declaration for the vertex format. 103 /// @see allocVertexDecl 104 typedef Map<String,D3D11VertexDecl*> VertexDeclMap; 105 VertexDeclMap mVertexDecls; 106 107 /// Used to lookup sampler state for a given hash key 108 SamplerMap mSamplersMap; 109 110 ID3D11RenderTargetView* mDeviceBackBufferView; 111 ID3D11DepthStencilView* mDeviceDepthStencilView; 112 113 ID3D11Texture2D *mDeviceBackbuffer; 114 ID3D11Texture2D *mDeviceDepthStencil; 115 116 /// The stream 0 vertex buffer used for volatile VB offseting. 117 GFXD3D11VertexBuffer *mVolatileVB; 118 119 //----------------------------------------------------------------------- 120 StrongRefPtr<GFXD3D11PrimitiveBuffer> mDynamicPB; 121 GFXD3D11PrimitiveBuffer *mCurrentPB; 122 123 ID3D11VertexShader *mLastVertShader; 124 ID3D11PixelShader *mLastPixShader; 125 126 S32 mCreateFenceType; 127 128 IDXGISwapChain *mSwapChain; 129 ID3D11Device* mD3DDevice; 130 ID3D11DeviceContext* mD3DDeviceContext; 131 132 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 bool mDebugLayers; 147 148 DXGI_SAMPLE_DESC mMultisampleDesc; 149 150 bool mOcclusionQuerySupported; 151 152 U32 mDrawInstancesCount; 153 154 /// To manage creating and re-creating of these when device is aquired 155 void reacquireDefaultPoolResources(); 156 157 /// To release all resources we control from D3DPOOL_DEFAULT 158 void releaseDefaultPoolResources(); 159 160 virtual GFXD3D11VertexBuffer* findVBPool( const GFXVertexFormat *vertexFormat, U32 numVertsNeeded ); 161 virtual GFXD3D11VertexBuffer* createVBPool( const GFXVertexFormat *vertexFormat, U32 vertSize ); 162 163 // State overrides 164 // { 165 166 /// 167 virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject* texture); 168 169 /// Called by GFXDevice to create a device specific stateblock 170 virtual GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc); 171 /// Called by GFXDevice to actually set a stateblock. 172 virtual void setStateBlockInternal(GFXStateBlock* block, bool force); 173 174 /// Track the last const buffer we've used. Used to notify new constant buffers that 175 /// they should send all of their constants up 176 StrongRefPtr<GFXD3D11ShaderConstBuffer> mCurrentConstBuffer; 177 /// Called by base GFXDevice to actually set a const buffer 178 virtual void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer); 179 180 // } 181 182 // Index buffer management 183 // { 184 virtual void _setPrimitiveBuffer( GFXPrimitiveBuffer *buffer ); 185 virtual void drawIndexedPrimitive( GFXPrimitiveType primType, 186 U32 startVertex, 187 U32 minIndex, 188 U32 numVerts, 189 U32 startIndex, 190 U32 primitiveCount ); 191 // } 192 193 virtual GFXShader* createShader(); 194 195 /// Device helper function 196 virtual DXGI_SWAP_CHAIN_DESC setupPresentParams( const GFXVideoMode &mode, const HWND &hwnd ); 197 198 String _createTempShaderInternal(const GFXVertexFormat *vertexFormat); 199 // Supress any debug layer messages we don't want to see 200 void _suppressDebugMessages(); 201 202public: 203 204 static GFXDevice *createInstance( U32 adapterIndex ); 205 206 static void enumerateAdapters( Vector<GFXAdapter*> &adapterList ); 207 208 ID3D11DepthStencilView* getDepthStencilView() { return mDeviceDepthStencilView; } 209 ID3D11RenderTargetView* getRenderTargetView() { return mDeviceBackBufferView; } 210 ID3D11Texture2D* getBackBufferTexture() { return mDeviceBackbuffer; } 211 212 /// Constructor 213 /// @param d3d Direct3D object to instantiate this device with 214 /// @param index Adapter index since D3D can use multiple graphics adapters 215 GFXD3D11Device( U32 index ); 216 virtual ~GFXD3D11Device(); 217 218 // Activate/deactivate 219 // { 220 virtual void init( const GFXVideoMode &mode, PlatformWindow *window = NULL ); 221 222 virtual void preDestroy() { GFXDevice::preDestroy(); if(mTextureManager) mTextureManager->kill(); } 223 224 GFXAdapterType getAdapterType(){ return Direct3D11; } 225 226 U32 getAdaterIndex() const { return mAdapterIndex; } 227 228 virtual GFXCubemap *createCubemap(); 229 virtual GFXCubemapArray *createCubemapArray(); 230 virtual GFXTextureArray* createTextureArray(); 231 232 virtual F32 getPixelShaderVersion() const { return mPixVersion; } 233 virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version;} 234 235 virtual void setShader(GFXShader *shader, bool force = false); 236 virtual U32 getNumSamplers() const { return 16; } 237 virtual U32 getNumRenderTargets() const { return 8; } 238 // } 239 240 // Copy methods 241 // { 242 virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face); 243 // } 244 245 // Misc rendering control 246 // { 247 virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil ); 248 virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color); 249 250 virtual bool beginSceneInternal(); 251 virtual void endSceneInternal(); 252 253 virtual void setClipRect( const RectI &rect ); 254 virtual const RectI& getClipRect() const { return mClipRect; } 255 256 // } 257 258 259 260 /// @name Render Targets 261 /// @{ 262 virtual void _updateRenderTargets(); 263 /// @} 264 265 // Vertex/Index buffer management 266 // { 267 virtual GFXVertexBuffer* allocVertexBuffer( U32 numVerts, 268 const GFXVertexFormat *vertexFormat, 269 U32 vertSize, 270 GFXBufferType bufferType, 271 void* data = NULL); 272 273 virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices, 274 U32 numPrimitives, 275 GFXBufferType bufferType, 276 void* data = NULL); 277 278 virtual GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat ); 279 virtual void setVertexDecl( const GFXVertexDecl *decl ); 280 281 virtual void setVertexStream( U32 stream, GFXVertexBuffer *buffer ); 282 virtual void setVertexStreamFrequency( U32 stream, U32 frequency ); 283 // } 284 285 virtual U32 getMaxDynamicVerts() { return GFX_MAX_DYNAMIC_VERTS; } 286 virtual U32 getMaxDynamicIndices() { return GFX_MAX_DYNAMIC_INDICES; } 287 288 inline U32 primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount); 289 290 // Rendering 291 // { 292 virtual void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount ); 293 // } 294 295 ID3D11DeviceContext* getDeviceContext(){ return mD3DDeviceContext; } 296 ID3D11Device* getDevice(){ return mD3DDevice; } 297 //IDXGISwapChain* getSwapChain() { return mSwapChain; } 298 299 /// Reset 300 //void reset( DXGI_SWAP_CHAIN_DESC &d3dpp ); 301 void beginReset(); 302 void endReset(GFXD3D11WindowTarget* windowTarget); 303 304 virtual void setupGenericShaders( GenericShaderType type = GSColor ); 305 306 inline virtual F32 getFillConventionOffset() const { return 0.0f; } 307 virtual void doParanoidStateCheck() {}; 308 309 GFXFence *createFence(); 310 311 GFXOcclusionQuery* createOcclusionQuery(); 312 313 // Default multisample parameters 314 DXGI_SAMPLE_DESC getMultisampleType() const { return mMultisampleDesc; } 315 316 // Get feature level this gfx device supports 317 D3D_FEATURE_LEVEL getFeatureLevel() const { return mFeatureLevel; } 318 // Shader Model targers 319 const String &getVertexShaderTarget() const { return mVertexShaderTarget; } 320 const String &getPixelShaderTarget() const { return mPixelShaderTarget; } 321 const String &getShaderModel() const { return mShaderModel; } 322 323 // grab the sampler map 324 const SamplerMap &getSamplersMap() const { return mSamplersMap; } 325 SamplerMap &getSamplersMap(){ return mSamplersMap; } 326 const char* interpretDebugResult(long result); 327}; 328 329#endif 330