boo/lib/graphicsdev/D3D11.cpp

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#include "../win/Win32Common.hpp"
#include <LogVisor/LogVisor.hpp>
#include "boo/graphicsdev/D3D.hpp"
#include "boo/IGraphicsContext.hpp"
#include <vector>
#include <thread>
#include <mutex>
#include <condition_variable>
#include <d3dcompiler.h>
#include <comdef.h>
extern pD3DCompile D3DCompilePROC;
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namespace boo
{
static LogVisor::LogModule Log("boo::D3D11");
static inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch Win32 API errors.
_com_error err(hr);
LPCTSTR errMsg = err.ErrorMessage();
Log.report(LogVisor::FatalError, errMsg);
}
}
struct D3D11Data : IGraphicsData
{
std::vector<std::unique_ptr<class D3D11ShaderPipeline>> m_SPs;
std::vector<std::unique_ptr<struct D3D11ShaderDataBinding>> m_SBinds;
std::vector<std::unique_ptr<class D3D11GraphicsBufferS>> m_SBufs;
std::vector<std::unique_ptr<class D3D11GraphicsBufferD>> m_DBufs;
std::vector<std::unique_ptr<class D3D11TextureS>> m_STexs;
std::vector<std::unique_ptr<class D3D11TextureD>> m_DTexs;
std::vector<std::unique_ptr<class D3D11TextureR>> m_RTexs;
std::vector<std::unique_ptr<struct D3D11VertexFormat>> m_VFmts;
};
static const D3D11_BIND_FLAG USE_TABLE[] =
{
D3D11_BIND_VERTEX_BUFFER,
D3D11_BIND_VERTEX_BUFFER,
D3D11_BIND_INDEX_BUFFER,
D3D11_BIND_CONSTANT_BUFFER
};
class D3D11GraphicsBufferS : public IGraphicsBufferS
{
friend class D3D11DataFactory;
friend struct D3D11CommandQueue;
size_t m_sz;
D3D11GraphicsBufferS(BufferUse use, D3D11Context* ctx, const void* data, size_t stride, size_t count)
: m_stride(stride), m_count(count), m_sz(stride * count)
{
D3D11_SUBRESOURCE_DATA iData = {data};
ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(m_sz, USE_TABLE[use], D3D11_USAGE_IMMUTABLE), &iData, &m_buf));
}
public:
size_t m_stride;
size_t m_count;
ComPtr<ID3D11Buffer> m_buf;
~D3D11GraphicsBufferS() = default;
};
class D3D11GraphicsBufferD : public IGraphicsBufferD
{
friend class D3D11DataFactory;
friend struct D3D11CommandQueue;
D3D11CommandQueue* m_q;
D3D11GraphicsBufferD(D3D11CommandQueue* q, BufferUse use, D3D11Context* ctx, size_t stride, size_t count)
: m_q(q), m_stride(stride), m_count(count)
{
size_t sz = stride * count;
for (int i=0 ; i<3 ; ++i)
ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(sz, USE_TABLE[use],
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE), nullptr, &m_bufs[i]));
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}
public:
size_t m_stride;
size_t m_count;
ComPtr<ID3D11Buffer> m_bufs[3];
~D3D11GraphicsBufferD() = default;
void load(const void* data, size_t sz);
void* map(size_t sz);
void unmap();
};
class D3D11TextureS : public ITextureS
{
friend class D3D11DataFactory;
size_t m_sz;
D3D11TextureS(D3D11Context* ctx, size_t width, size_t height, size_t mips,
TextureFormat fmt, const void* data, size_t sz)
: m_sz(sz)
{
CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, mips,
D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_IMMUTABLE);
const uint8_t* dataIt = static_cast<const uint8_t*>(data);
D3D11_SUBRESOURCE_DATA upData[16] = {};
for (size_t i=0 ; i<mips && i<16 ; ++i)
{
upData[i].pSysMem = dataIt;
upData[i].SysMemPitch = width * 4;
upData[i].SysMemSlicePitch = upData[i].SysMemPitch * height;
dataIt += upData[i].SysMemSlicePitch;
width /= 2;
height /= 2;
}
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData, &m_tex));
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(),
&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_tex.Get(), D3D_SRV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM), &m_srv));
}
public:
ComPtr<ID3D11Texture2D> m_tex;
ComPtr<ID3D11ShaderResourceView> m_srv;
~D3D11TextureS() = default;
};
class D3D11TextureD : public ITextureD
{
friend class D3D11DataFactory;
friend struct D3D11CommandQueue;
size_t m_width = 0;
size_t m_height = 0;
D3D11CommandQueue* m_q;
D3D11TextureD(D3D11CommandQueue* q, D3D11Context* ctx, size_t width, size_t height, TextureFormat fmt)
: m_q(q)
{
CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, 1,
D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, D3D11_CPU_ACCESS_WRITE);
for (int i=0 ; i<3 ; ++i)
{
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, nullptr, &m_texs[i]));
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_texs[i].Get(),
&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_texs[i].Get(), D3D_SRV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM), &m_srvs[i]));
}
}
public:
ComPtr<ID3D11Texture2D> m_texs[3];
ComPtr<ID3D11ShaderResourceView> m_srvs[3];
~D3D11TextureD() = default;
void load(const void* data, size_t sz);
void* map(size_t sz);
void unmap();
};
class D3D11TextureR : public ITextureR
{
friend class D3D11DataFactory;
friend struct D3D11CommandQueue;
size_t m_width = 0;
size_t m_height = 0;
size_t m_samples = 0;
void Setup(D3D11Context* ctx, size_t width, size_t height, size_t samples)
{
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height,
1, 1, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1), nullptr, &m_tex));
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_D24_UNORM_S8_UINT, width, height,
1, 1, D3D11_BIND_DEPTH_STENCIL, D3D11_USAGE_DEFAULT, 0, samples), nullptr, &m_depthTex));
if (samples > 1)
{
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height,
1, 1, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, samples), nullptr, &m_msaaTex));
ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_msaaTex.Get(),
&CD3D11_RENDER_TARGET_VIEW_DESC(m_msaaTex.Get(), D3D11_RTV_DIMENSION_TEXTURE2DMS), &m_rtv));
ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(),
&CD3D11_DEPTH_STENCIL_VIEW_DESC(m_depthTex.Get(), D3D11_DSV_DIMENSION_TEXTURE2DMS), &m_dsv));
}
else
{
ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_tex.Get(),
&CD3D11_RENDER_TARGET_VIEW_DESC(m_tex.Get(), D3D11_RTV_DIMENSION_TEXTURE2D), &m_rtv));
ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(),
&CD3D11_DEPTH_STENCIL_VIEW_DESC(m_depthTex.Get(), D3D11_DSV_DIMENSION_TEXTURE2D), &m_dsv));
}
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(),
&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_tex.Get(), D3D11_SRV_DIMENSION_TEXTURE2D), &m_srv));
}
D3D11TextureR(D3D11Context* ctx, size_t width, size_t height, size_t samples)
: m_width(width), m_height(height), m_samples(samples)
{
if (samples == 0) m_samples = 1;
Setup(ctx, width, height, samples);
}
public:
size_t samples() const {return m_samples;}
ComPtr<ID3D11Texture2D> m_tex;
ComPtr<ID3D11Texture2D> m_msaaTex;
ComPtr<ID3D11Texture2D> m_depthTex;
ComPtr<ID3D11RenderTargetView> m_rtv;
ComPtr<ID3D11DepthStencilView> m_dsv;
ComPtr<ID3D11ShaderResourceView> m_srv;
~D3D11TextureR() = default;
void resize(D3D11Context* ctx, size_t width, size_t height)
{
if (width < 1)
width = 1;
if (height < 1)
height = 1;
m_width = width;
m_height = height;
Setup(ctx, width, height, m_samples);
}
};
static const size_t SEMANTIC_SIZE_TABLE[] =
{
12,
12,
4,
8,
16
};
static const char* SEMANTIC_NAME_TABLE[] =
{
"POSITION",
"NORMAL",
"COLOR",
"UV",
"WEIGHT"
};
static const DXGI_FORMAT SEMANTIC_TYPE_TABLE[] =
{
DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R32G32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT
};
struct D3D11VertexFormat : IVertexFormat
{
size_t m_elementCount;
std::unique_ptr<D3D11_INPUT_ELEMENT_DESC[]> m_elements;
D3D11VertexFormat(size_t elementCount, const VertexElementDescriptor* elements)
: m_elementCount(elementCount),
m_elements(new D3D11_INPUT_ELEMENT_DESC[elementCount])
{
memset(m_elements.get(), 0, elementCount * sizeof(D3D11_INPUT_ELEMENT_DESC));
size_t offset = 0;
for (size_t i=0 ; i<elementCount ; ++i)
{
const VertexElementDescriptor* elemin = &elements[i];
D3D11_INPUT_ELEMENT_DESC& elem = m_elements[i];
elem.SemanticName = SEMANTIC_NAME_TABLE[elemin->semantic];
elem.SemanticIndex = elemin->semanticIdx;
elem.Format = SEMANTIC_TYPE_TABLE[elemin->semantic];
elem.AlignedByteOffset = offset;
elem.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
offset += SEMANTIC_SIZE_TABLE[elemin->semantic];
}
}
};
static const D3D11_BLEND BLEND_FACTOR_TABLE[] =
{
D3D11_BLEND_ZERO,
D3D11_BLEND_ONE,
D3D11_BLEND_SRC_COLOR,
D3D11_BLEND_INV_SRC_COLOR,
D3D11_BLEND_DEST_COLOR,
D3D11_BLEND_INV_DEST_COLOR,
D3D11_BLEND_SRC_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA,
D3D11_BLEND_DEST_ALPHA,
D3D11_BLEND_INV_DEST_ALPHA
};
class D3D11ShaderPipeline : public IShaderPipeline
{
friend class D3D11DataFactory;
D3D11ShaderPipeline(D3D11Context* ctx, ID3DBlob* vert, ID3DBlob* pixel,
const D3D11VertexFormat* vtxFmt,
BlendFactor srcFac, BlendFactor dstFac,
bool depthTest, bool depthWrite, bool backfaceCulling)
{
ThrowIfFailed(ctx->m_dev->CreateVertexShader(vert->GetBufferPointer(), vert->GetBufferSize(), nullptr, &m_vShader));
ThrowIfFailed(ctx->m_dev->CreatePixelShader(pixel->GetBufferPointer(), pixel->GetBufferSize(), nullptr, &m_pShader));
CD3D11_RASTERIZER_DESC rasDesc(D3D11_FILL_SOLID, backfaceCulling ? D3D11_CULL_BACK : D3D11_CULL_NONE, true,
D3D11_DEFAULT_DEPTH_BIAS, D3D11_DEFAULT_DEPTH_BIAS_CLAMP, D3D11_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
true, false, false, false);
ThrowIfFailed(ctx->m_dev->CreateRasterizerState(&rasDesc, &m_rasState));
CD3D11_DEPTH_STENCIL_DESC dsDesc(D3D11_DEFAULT);
dsDesc.DepthEnable = depthTest;
dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK(depthWrite);
dsDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
ThrowIfFailed(ctx->m_dev->CreateDepthStencilState(&dsDesc, &m_dsState));
CD3D11_BLEND_DESC blDesc(D3D11_DEFAULT);
blDesc.RenderTarget[0].BlendEnable = (dstFac != BlendFactorZero);
blDesc.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[srcFac];
blDesc.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[dstFac];
ThrowIfFailed(ctx->m_dev->CreateBlendState(&blDesc, &m_blState));
ThrowIfFailed(ctx->m_dev->CreateInputLayout(vtxFmt->m_elements.get(), vtxFmt->m_elementCount,
vert->GetBufferPointer(), vert->GetBufferSize(), &m_inLayout));
}
public:
ComPtr<ID3D11VertexShader> m_vShader;
ComPtr<ID3D11PixelShader> m_pShader;
ComPtr<ID3D11RasterizerState> m_rasState;
ComPtr<ID3D11DepthStencilState> m_dsState;
ComPtr<ID3D11BlendState> m_blState;
ComPtr<ID3D11InputLayout> m_inLayout;
~D3D11ShaderPipeline() = default;
D3D11ShaderPipeline& operator=(const D3D11ShaderPipeline&) = delete;
D3D11ShaderPipeline(const D3D11ShaderPipeline&) = delete;
void bind(ID3D11DeviceContext* ctx)
{
ctx->VSSetShader(m_vShader.Get(), nullptr, 0);
ctx->PSSetShader(m_pShader.Get(), nullptr, 0);
ctx->RSSetState(m_rasState.Get());
ctx->OMSetDepthStencilState(m_dsState.Get(), 0);
ctx->OMSetBlendState(m_blState.Get(), nullptr, 0xffffffff);
ctx->IASetInputLayout(m_inLayout.Get());
}
};
struct D3D11ShaderDataBinding : IShaderDataBinding
{
D3D11ShaderPipeline* m_pipeline;
IGraphicsBuffer* m_vbuf;
IGraphicsBuffer* m_ibuf;
size_t m_ubufCount;
std::unique_ptr<IGraphicsBuffer*[]> m_ubufs;
size_t m_texCount;
std::unique_ptr<ITexture*[]> m_texs;
D3D11ShaderDataBinding(D3D11Context* ctx,
IShaderPipeline* pipeline,
IGraphicsBuffer* vbuf, IGraphicsBuffer* ibuf,
size_t ubufCount, IGraphicsBuffer** ubufs,
size_t texCount, ITexture** texs)
: m_pipeline(static_cast<D3D11ShaderPipeline*>(pipeline)),
m_vbuf(vbuf),
m_ibuf(ibuf),
m_ubufCount(ubufCount),
m_ubufs(new IGraphicsBuffer*[ubufCount]),
m_texCount(texCount),
m_texs(new ITexture*[texCount])
{
for (size_t i=0 ; i<ubufCount ; ++i)
m_ubufs[i] = ubufs[i];
for (size_t i=0 ; i<texCount ; ++i)
m_texs[i] = texs[i];
}
void bind(ID3D11DeviceContext* ctx, int b)
{
m_pipeline->bind(ctx);
if (m_vbuf->dynamic())
{
D3D11GraphicsBufferD* cbuf = static_cast<D3D11GraphicsBufferD*>(m_vbuf);
ID3D11Buffer* buf[] = {cbuf->m_bufs[b].Get()};
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UINT strides[] = {UINT(cbuf->m_stride)};
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UINT offsets[] = {0};
ctx->IASetVertexBuffers(0, 1, buf, strides, offsets);
}
else
{
D3D11GraphicsBufferS* cbuf = static_cast<D3D11GraphicsBufferS*>(m_vbuf);
ID3D11Buffer* buf[] = {cbuf->m_buf.Get()};
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UINT strides[] = {UINT(cbuf->m_stride)};
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UINT offsets[] = {0};
ctx->IASetVertexBuffers(0, 1, buf, strides, offsets);
}
if (m_ibuf)
{
if (m_ibuf->dynamic())
{
D3D11GraphicsBufferD* cbuf = static_cast<D3D11GraphicsBufferD*>(m_ibuf);
ctx->IASetIndexBuffer(cbuf->m_bufs[b].Get(), DXGI_FORMAT_R32_UINT, 0);
}
else
{
D3D11GraphicsBufferS* cbuf = static_cast<D3D11GraphicsBufferS*>(m_ibuf);
ctx->IASetIndexBuffer(cbuf->m_buf.Get(), DXGI_FORMAT_R32_UINT, 0);
}
}
if (m_ubufCount)
{
ID3D11Buffer* constBufs[8];
for (int i=0 ; i<8 && i<m_ubufCount ; ++i)
{
if (m_ubufs[i]->dynamic())
{
D3D11GraphicsBufferD* cbuf = static_cast<D3D11GraphicsBufferD*>(m_ubufs[i]);
constBufs[i] = cbuf->m_bufs[b].Get();
}
else
{
D3D11GraphicsBufferS* cbuf = static_cast<D3D11GraphicsBufferS*>(m_ubufs[i]);
constBufs[i] = cbuf->m_buf.Get();
}
}
ctx->VSSetConstantBuffers(0, m_ubufCount, constBufs);
}
if (m_texCount)
{
ID3D11ShaderResourceView* srvs[8];
for (int i=0 ; i<8 && i<m_texCount ; ++i)
{
if (m_texs[i]->type() == ITexture::TextureDynamic)
{
D3D11TextureD* ctex = static_cast<D3D11TextureD*>(m_texs[i]);
srvs[i] = ctex->m_srvs[b].Get();
}
else if (m_texs[i]->type() == ITexture::TextureStatic)
{
D3D11TextureS* ctex = static_cast<D3D11TextureS*>(m_texs[i]);
srvs[i] = ctex->m_srv.Get();
}
}
ctx->PSSetShaderResources(0, m_texCount, srvs);
}
}
};
struct D3D11CommandQueue : IGraphicsCommandQueue
{
Platform platform() const {return IGraphicsDataFactory::PlatformD3D11;}
const SystemChar* platformName() const {return _S("D3D11");}
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D3D11Context* m_ctx;
D3D11Context::Window* m_windowCtx;
IGraphicsContext* m_parent;
ComPtr<ID3D11DeviceContext1> m_deferredCtx;
size_t m_fillBuf = 0;
size_t m_completeBuf = 0;
size_t m_drawBuf = 0;
bool m_running = true;
std::mutex m_mt;
std::condition_variable m_cv;
std::mutex m_initmt;
std::condition_variable m_initcv;
std::unique_lock<std::mutex> m_initlk;
std::thread m_thr;
ComPtr<ID3D11CommandList> m_cmdLists[3];
D3D11TextureR* m_workDoPresent[3];
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static void RenderingWorker(D3D11CommandQueue* self)
{
{
std::unique_lock<std::mutex> lk(self->m_initmt);
}
self->m_initcv.notify_one();
while (self->m_running)
{
{
std::unique_lock<std::mutex> lk(self->m_mt);
self->m_cv.wait(lk);
if (!self->m_running)
break;
self->m_drawBuf = self->m_completeBuf;
if (self->m_texResizes.size())
{
for (const auto& resize : self->m_texResizes)
resize.first->resize(self->m_ctx, resize.second.first, resize.second.second);
self->m_texResizes.clear();
self->m_cmdLists[self->m_drawBuf].Reset();
continue;
}
if (self->m_windowCtx->m_needsFSTransition)
{
if (self->m_windowCtx->m_fs)
{
self->m_windowCtx->m_swapChain->SetFullscreenState(true, nullptr);
self->m_windowCtx->m_swapChain->ResizeTarget(&self->m_windowCtx->m_fsdesc);
}
else
self->m_windowCtx->m_swapChain->SetFullscreenState(false, nullptr);
self->m_windowCtx->m_needsFSTransition = false;
self->m_cmdLists[self->m_drawBuf].Reset();
continue;
}
if (self->m_windowCtx->m_needsResize)
{
self->m_windowCtx->m_swapChain->ResizeBuffers(2, self->m_windowCtx->width, self->m_windowCtx->height,
DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
self->m_windowCtx->m_needsResize = false;
self->m_cmdLists[self->m_drawBuf].Reset();
continue;
}
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}
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ID3D11CommandList* list = self->m_cmdLists[self->m_drawBuf].Get();
self->m_ctx->m_devCtx->ExecuteCommandList(list, false);
self->m_cmdLists[self->m_drawBuf].Reset();
D3D11TextureR* csource = self->m_workDoPresent[self->m_drawBuf];
if (csource)
{
ComPtr<ID3D11Texture2D> dest;
ThrowIfFailed(self->m_windowCtx->m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), &dest));
if (csource->m_samples > 1)
{
ID3D11Texture2D* src = csource->m_msaaTex.Get();
self->m_ctx->m_devCtx->ResolveSubresource(dest.Get(), 0, src, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
}
else
{
ID3D11Texture2D* src = csource->m_tex.Get();
self->m_ctx->m_devCtx->CopyResource(dest.Get(), src);
}
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self->m_windowCtx->m_swapChain->Present(1, 0);
}
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}
}
D3D11CommandQueue(D3D11Context* ctx, D3D11Context::Window* windowCtx, IGraphicsContext* parent)
: m_ctx(ctx), m_windowCtx(windowCtx), m_parent(parent),
m_initlk(m_initmt),
m_thr(RenderingWorker, this)
{
m_initcv.wait(m_initlk);
m_initlk.unlock();
ThrowIfFailed(ctx->m_dev->CreateDeferredContext1(0, &m_deferredCtx));
}
~D3D11CommandQueue()
{
m_running = false;
m_cv.notify_one();
m_thr.join();
}
void setShaderDataBinding(IShaderDataBinding* binding)
{
D3D11ShaderDataBinding* cbind = static_cast<D3D11ShaderDataBinding*>(binding);
cbind->bind(m_deferredCtx.Get(), m_fillBuf);
ID3D11SamplerState* samp[] = {m_ctx->m_ss.Get()};
m_deferredCtx->PSSetSamplers(0, 1, samp);
}
D3D11TextureR* m_boundTarget = nullptr;
void setRenderTarget(ITextureR* target)
{
D3D11TextureR* ctarget = static_cast<D3D11TextureR*>(target);
ID3D11RenderTargetView* view[] = {ctarget->m_rtv.Get()};
m_deferredCtx->OMSetRenderTargets(1, view, ctarget->m_dsv.Get());
m_boundTarget = ctarget;
}
void setViewport(const SWindowRect& rect)
{
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D3D11_VIEWPORT vp = {FLOAT(rect.location[0]), FLOAT(rect.location[1]), FLOAT(rect.size[0]), FLOAT(rect.size[1]), 0.0, 1.0};
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m_deferredCtx->RSSetViewports(1, &vp);
}
void flushBufferUpdates() {}
std::unordered_map<D3D11TextureR*, std::pair<size_t, size_t>> m_texResizes;
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void resizeRenderTexture(ITextureR* tex, size_t width, size_t height)
{
D3D11TextureR* ctex = static_cast<D3D11TextureR*>(tex);
std::unique_lock<std::mutex> lk(m_mt);
m_texResizes[ctex] = std::make_pair(width, height);
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}
float m_clearColor[4] = {0.0,0.0,0.0,1.0};
void setClearColor(const float rgba[4])
{
m_clearColor[0] = rgba[0];
m_clearColor[1] = rgba[1];
m_clearColor[2] = rgba[2];
m_clearColor[3] = rgba[3];
}
void clearTarget(bool render=true, bool depth=true)
{
if (!m_boundTarget)
return;
if (render)
m_deferredCtx->ClearRenderTargetView(m_boundTarget->m_rtv.Get(), m_clearColor);
if (depth)
m_deferredCtx->ClearDepthStencilView(m_boundTarget->m_dsv.Get(), D3D11_CLEAR_DEPTH, 1.0, 0);
}
void setDrawPrimitive(Primitive prim)
{
if (prim == PrimitiveTriangles)
m_deferredCtx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
else if (prim == PrimitiveTriStrips)
m_deferredCtx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
}
void draw(size_t start, size_t count)
{
m_deferredCtx->Draw(count, start);
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}
void drawIndexed(size_t start, size_t count)
{
m_deferredCtx->DrawIndexed(count, start, 0);
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}
void drawInstances(size_t start, size_t count, size_t instCount)
{
m_deferredCtx->DrawInstanced(count, instCount, start, 0);
}
void drawInstancesIndexed(size_t start, size_t count, size_t instCount)
{
m_deferredCtx->DrawIndexedInstanced(count, instCount, start, 0, 0);
}
D3D11TextureR* m_doPresent = nullptr;
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void resolveDisplay(ITextureR* source)
{
m_doPresent = static_cast<D3D11TextureR*>(source);
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}
void execute()
{
ThrowIfFailed(m_deferredCtx->FinishCommandList(false, &m_cmdLists[m_fillBuf]));
m_workDoPresent[m_fillBuf] = m_doPresent;
m_doPresent = nullptr;
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std::unique_lock<std::mutex> lk(m_mt);
m_completeBuf = m_fillBuf;
for (size_t i=0 ; i<3 ; ++i)
{
if (i == m_completeBuf || i == m_drawBuf)
continue;
m_fillBuf = i;
break;
}
lk.unlock();
m_cv.notify_one();
}
};
void D3D11GraphicsBufferD::load(const void* data, size_t sz)
{
ID3D11Buffer* res = m_bufs[m_q->m_fillBuf].Get();
D3D11_MAPPED_SUBRESOURCE d;
m_q->m_deferredCtx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
memcpy(d.pData, data, sz);
m_q->m_deferredCtx->Unmap(res, 0);
}
void* D3D11GraphicsBufferD::map(size_t sz)
{
ID3D11Buffer* res = m_bufs[m_q->m_fillBuf].Get();
D3D11_MAPPED_SUBRESOURCE d;
m_q->m_deferredCtx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
return d.pData;
}
void D3D11GraphicsBufferD::unmap()
{
ID3D11Buffer* res = m_bufs[m_q->m_fillBuf].Get();
m_q->m_deferredCtx->Unmap(res, 0);
}
void D3D11TextureD::load(const void* data, size_t sz)
{
ID3D11Texture2D* res = m_texs[m_q->m_fillBuf].Get();
D3D11_MAPPED_SUBRESOURCE d;
m_q->m_deferredCtx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
memcpy(d.pData, data, sz);
m_q->m_deferredCtx->Unmap(res, 0);
}
void* D3D11TextureD::map(size_t sz)
{
ID3D11Texture2D* res = m_texs[m_q->m_fillBuf].Get();
D3D11_MAPPED_SUBRESOURCE d;
m_q->m_deferredCtx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
return d.pData;
}
void D3D11TextureD::unmap()
{
ID3D11Texture2D* res = m_texs[m_q->m_fillBuf].Get();
m_q->m_deferredCtx->Unmap(res, 0);
}
class D3D11DataFactory : public ID3DDataFactory
{
IGraphicsContext* m_parent;
IGraphicsData* m_deferredData = nullptr;
struct D3D11Context* m_ctx;
std::unordered_set<IGraphicsData*> m_committedData;
public:
D3D11DataFactory(IGraphicsContext* parent, D3D11Context* ctx)
: m_parent(parent), m_deferredData(new struct D3D11Data()), m_ctx(ctx)
{}
~D3D11DataFactory() = default;
Platform platform() const {return PlatformD3D11;}
const SystemChar* platformName() const {return _S("D3D11");}
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IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)
{
D3D11GraphicsBufferS* retval = new D3D11GraphicsBufferS(use, m_ctx, data, stride, count);
static_cast<D3D11Data*>(m_deferredData)->m_SBufs.emplace_back(retval);
return retval;
}
IGraphicsBufferS* newStaticBuffer(BufferUse use, std::unique_ptr<uint8_t[]>&& data, size_t stride, size_t count)
{
std::unique_ptr<uint8_t[]> d = std::move(data);
D3D11GraphicsBufferS* retval = new D3D11GraphicsBufferS(use, m_ctx, d.get(), stride, count);
static_cast<D3D11Data*>(m_deferredData)->m_SBufs.emplace_back(retval);
return retval;
}
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IGraphicsBufferD* newDynamicBuffer(BufferUse use, size_t stride, size_t count)
{
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
D3D11GraphicsBufferD* retval = new D3D11GraphicsBufferD(q, use, m_ctx, stride, count);
static_cast<D3D11Data*>(m_deferredData)->m_DBufs.emplace_back(retval);
return retval;
}
ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
const void* data, size_t sz)
{
D3D11TextureS* retval = new D3D11TextureS(m_ctx, width, height, mips, fmt, data, sz);
static_cast<D3D11Data*>(m_deferredData)->m_STexs.emplace_back(retval);
return retval;
}
ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
std::unique_ptr<uint8_t[]>&& data, size_t sz)
{
std::unique_ptr<uint8_t[]> d = std::move(data);
D3D11TextureS* retval = new D3D11TextureS(m_ctx, width, height, mips, fmt, d.get(), sz);
static_cast<D3D11Data*>(m_deferredData)->m_STexs.emplace_back(retval);
return retval;
}
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ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt)
{
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
D3D11TextureD* retval = new D3D11TextureD(q, m_ctx, width, height, fmt);
static_cast<D3D11Data*>(m_deferredData)->m_DTexs.emplace_back(retval);
return retval;
}
ITextureR* newRenderTexture(size_t width, size_t height, size_t samples)
{
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
D3D11TextureR* retval = new D3D11TextureR(m_ctx, width, height, samples);
static_cast<D3D11Data*>(m_deferredData)->m_RTexs.emplace_back(retval);
return retval;
}
IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements)
{
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
D3D11VertexFormat* retval = new struct D3D11VertexFormat(elementCount, elements);
static_cast<D3D11Data*>(m_deferredData)->m_VFmts.emplace_back(retval);
return retval;
}
#if _DEBUG
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_DEBUG | D3DCOMPILE_OPTIMIZATION_LEVEL0
#else
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_OPTIMIZATION_LEVEL3
#endif
IShaderPipeline* newShaderPipeline
(const char* vertSource, const char* fragSource,
ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
ComPtr<ID3DBlob>& pipelineBlob, IVertexFormat* vtxFmt,
BlendFactor srcFac, BlendFactor dstFac,
bool depthTest, bool depthWrite, bool backfaceCulling)
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{
ComPtr<ID3DBlob> errBlob;
if (!vertBlobOut)
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{
if (FAILED(D3DCompilePROC(vertSource, strlen(vertSource), "HECL Vert Source", nullptr, nullptr, "main",
"vs_5_0", BOO_D3DCOMPILE_FLAG, 0, &vertBlobOut, &errBlob)))
{
Log.report(LogVisor::FatalError, "error compiling vert shader: %s", errBlob->GetBufferPointer());
return nullptr;
}
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}
if (!fragBlobOut)
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{
if (FAILED(D3DCompilePROC(fragSource, strlen(fragSource), "HECL Pixel Source", nullptr, nullptr, "main",
"ps_5_0", BOO_D3DCOMPILE_FLAG, 0, &fragBlobOut, &errBlob)))
{
Log.report(LogVisor::FatalError, "error compiling pixel shader: %s", errBlob->GetBufferPointer());
return nullptr;
}
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}
D3D11ShaderPipeline* retval = new D3D11ShaderPipeline(m_ctx, vertBlobOut.Get(), fragBlobOut.Get(),
static_cast<const D3D11VertexFormat*>(vtxFmt),
srcFac, dstFac, depthTest, depthWrite, backfaceCulling);
static_cast<D3D11Data*>(m_deferredData)->m_SPs.emplace_back(retval);
return retval;
}
IShaderDataBinding* newShaderDataBinding(IShaderPipeline* pipeline,
IVertexFormat* vtxFormat,
IGraphicsBuffer* vbuf, IGraphicsBuffer* ibuf,
size_t ubufCount, IGraphicsBuffer** ubufs,
size_t texCount, ITexture** texs)
{
D3D11ShaderDataBinding* retval =
new D3D11ShaderDataBinding(m_ctx, pipeline, vbuf, ibuf, ubufCount, ubufs, texCount, texs);
static_cast<D3D11Data*>(m_deferredData)->m_SBinds.emplace_back(retval);
return retval;
}
void reset()
{
delete static_cast<D3D11Data*>(m_deferredData);
m_deferredData = new struct D3D11Data();
}
IGraphicsData* commit()
{
IGraphicsData* retval = m_deferredData;
m_deferredData = new struct D3D11Data();
m_committedData.insert(retval);
return retval;
}
void destroyData(IGraphicsData* d)
{
D3D11Data* data = static_cast<D3D11Data*>(d);
m_committedData.erase(data);
delete data;
}
void destroyAllData()
{
for (IGraphicsData* data : m_committedData)
delete static_cast<D3D11Data*>(data);
m_committedData.clear();
}
};
IGraphicsCommandQueue* _NewD3D11CommandQueue(D3D11Context* ctx, D3D11Context::Window* windowCtx, IGraphicsContext* parent)
{
return new D3D11CommandQueue(ctx, windowCtx, parent);
}
IGraphicsDataFactory* _NewD3D11DataFactory(D3D11Context* ctx, IGraphicsContext* parent)
{
return new D3D11DataFactory(parent, ctx);
}
}