#include "../win/Win32Common.hpp" #include #include "boo/graphicsdev/D3D.hpp" #include "boo/IGraphicsContext.hpp" #include #include #include #include #include #include extern pD3DCompile D3DCompilePROC; 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> m_SPs; std::vector> m_SBinds; std::vector> m_SBufs; std::vector> m_DBufs; std::vector> m_STexs; std::vector> m_SATexs; std::vector> m_DTexs; std::vector> m_RTexs; std::vector> 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[int(use)], D3D11_USAGE_IMMUTABLE), &iData, &m_buf)); } public: size_t m_stride; size_t m_count; ComPtr 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[int(use)], D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE), nullptr, &m_bufs[i])); } public: size_t m_stride; size_t m_count; ComPtr 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(data); D3D11_SUBRESOURCE_DATA upData[16] = {}; for (size_t i=0 ; im_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 m_tex; ComPtr m_srv; ~D3D11TextureS() = default; }; class D3D11TextureSA : public ITextureSA { friend class D3D11DataFactory; size_t m_sz; D3D11TextureSA(D3D11Context* ctx, size_t width, size_t height, size_t layers, TextureFormat fmt, const void* data, size_t sz) : m_sz(sz) { size_t pixelPitch; DXGI_FORMAT pixelFmt; if (fmt == TextureFormat::RGBA8) { pixelPitch = 4; pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM; } else if (fmt == TextureFormat::I8) { pixelPitch = 1; pixelFmt = DXGI_FORMAT_R8_UNORM; } CD3D11_TEXTURE2D_DESC desc(pixelFmt, width, height, layers, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_IMMUTABLE); const uint8_t* dataIt = static_cast(data); D3D11_SUBRESOURCE_DATA upData[16] = {}; for (size_t i=0 ; im_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_TEXTURE2DARRAY, pixelFmt), &m_srv)); } public: ComPtr m_tex; ComPtr m_srv; ~D3D11TextureSA() = 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 m_texs[3]; ComPtr 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 m_tex; ComPtr m_msaaTex; ComPtr m_depthTex; ComPtr m_rtv; ComPtr m_dsv; ComPtr 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[] = { 0, 12, 16, 12, 16, 16, 4, 8, 16, 16, 16 }; static const char* SEMANTIC_NAME_TABLE[] = { nullptr, "POSITION", "POSITION", "NORMAL", "NORMAL", "COLOR", "COLOR", "UV", "UV", "WEIGHT", "MODELVIEW" }; static const DXGI_FORMAT SEMANTIC_TYPE_TABLE[] = { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT }; struct D3D11VertexFormat : IVertexFormat { size_t m_elementCount; std::unique_ptr 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; size_t instOffset = 0; for (size_t i=0 ; isemantic & boo::VertexSemantic::SemanticMask); elem.SemanticName = SEMANTIC_NAME_TABLE[semantic]; elem.SemanticIndex = elemin->semanticIdx; elem.Format = SEMANTIC_TYPE_TABLE[semantic]; if ((elemin->semantic & boo::VertexSemantic::Instanced) != boo::VertexSemantic::None) { elem.InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA; elem.InstanceDataStepRate = 1; elem.InputSlot = 1; elem.AlignedByteOffset = instOffset; instOffset += SEMANTIC_SIZE_TABLE[semantic]; } else { elem.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; elem.AlignedByteOffset = offset; offset += SEMANTIC_SIZE_TABLE[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, D3D11_BLEND_SRC1_COLOR, D3D11_BLEND_INV_SRC1_COLOR }; 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 != BlendFactor::Zero); blDesc.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(srcFac)]; blDesc.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(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 m_vShader; ComPtr m_pShader; ComPtr m_rasState; ComPtr m_dsState; ComPtr m_blState; ComPtr 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_instVbuf; IGraphicsBuffer* m_ibuf; size_t m_ubufCount; std::unique_ptr m_ubufs; size_t m_texCount; std::unique_ptr m_texs; D3D11ShaderDataBinding(D3D11Context* ctx, IShaderPipeline* pipeline, IGraphicsBuffer* vbuf, IGraphicsBuffer* instVbuf, IGraphicsBuffer* ibuf, size_t ubufCount, IGraphicsBuffer** ubufs, size_t texCount, ITexture** texs) : m_pipeline(static_cast(pipeline)), m_vbuf(vbuf), m_instVbuf(instVbuf), m_ibuf(ibuf), m_ubufCount(ubufCount), m_ubufs(new IGraphicsBuffer*[ubufCount]), m_texCount(texCount), m_texs(new ITexture*[texCount]) { for (size_t i=0 ; ibind(ctx); ID3D11Buffer* bufs[2] = {}; UINT strides[2] = {}; UINT offsets[2] = {0,0}; if (m_vbuf) { if (m_vbuf->dynamic()) { D3D11GraphicsBufferD* cbuf = static_cast(m_vbuf); bufs[0] = cbuf->m_bufs[b].Get(); strides[0] = UINT(cbuf->m_stride); } else { D3D11GraphicsBufferS* cbuf = static_cast(m_vbuf); bufs[0] = cbuf->m_buf.Get(); strides[0] = UINT(cbuf->m_stride); } } if (m_instVbuf) { if (m_instVbuf->dynamic()) { D3D11GraphicsBufferD* cbuf = static_cast(m_instVbuf); bufs[1] = cbuf->m_bufs[b].Get(); strides[1] = UINT(cbuf->m_stride); } else { D3D11GraphicsBufferS* cbuf = static_cast(m_instVbuf); bufs[1] = cbuf->m_buf.Get(); strides[1] = UINT(cbuf->m_stride); } } ctx->IASetVertexBuffers(0, 2, bufs, strides, offsets); if (m_ibuf) { if (m_ibuf->dynamic()) { D3D11GraphicsBufferD* cbuf = static_cast(m_ibuf); ctx->IASetIndexBuffer(cbuf->m_bufs[b].Get(), DXGI_FORMAT_R32_UINT, 0); } else { D3D11GraphicsBufferS* cbuf = static_cast(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 && idynamic()) { D3D11GraphicsBufferD* cbuf = static_cast(m_ubufs[i]); constBufs[i] = cbuf->m_bufs[b].Get(); } else { D3D11GraphicsBufferS* cbuf = static_cast(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 && itype()) { case TextureType::Dynamic: { D3D11TextureD* ctex = static_cast(m_texs[i]); srvs[i] = ctex->m_srvs[b].Get(); break; } case TextureType::Static: { D3D11TextureS* ctex = static_cast(m_texs[i]); srvs[i] = ctex->m_srv.Get(); break; } case TextureType::StaticArray: { D3D11TextureSA* ctex = static_cast(m_texs[i]); srvs[i] = ctex->m_srv.Get(); break; } case TextureType::Render: { D3D11TextureR* ctex = static_cast(m_texs[i]); srvs[i] = ctex->m_srv.Get(); break; } } } ctx->PSSetShaderResources(0, m_texCount, srvs); } } }; struct D3D11CommandQueue : IGraphicsCommandQueue { Platform platform() const {return IGraphicsDataFactory::Platform::D3D11;} const SystemChar* platformName() const {return _S("D3D11");} D3D11Context* m_ctx; D3D11Context::Window* m_windowCtx; IGraphicsContext* m_parent; ComPtr m_deferredCtx; ComPtr m_dynamicCtx; ComPtr m_dynamicList; 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 m_initlk; std::thread m_thr; ComPtr m_cmdLists[3]; D3D11TextureR* m_workDoPresent[3]; static void RenderingWorker(D3D11CommandQueue* self) { { std::unique_lock lk(self->m_initmt); } self->m_initcv.notify_one(); while (self->m_running) { { std::unique_lock lk(self->m_mt); self->m_cv.wait(lk); if (!self->m_running) break; self->m_drawBuf = self->m_completeBuf; ID3D11CommandList* list = self->m_dynamicList.Get(); self->m_ctx->m_devCtx->ExecuteCommandList(list, false); self->m_dynamicList.Reset(); 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; } } 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 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); } self->m_windowCtx->m_swapChain->Present(1, 0); } } } 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)); ThrowIfFailed(ctx->m_dev->CreateDeferredContext1(0, &m_dynamicCtx)); } ~D3D11CommandQueue() { m_running = false; m_cv.notify_one(); m_thr.join(); } void setShaderDataBinding(IShaderDataBinding* binding) { D3D11ShaderDataBinding* cbind = static_cast(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(target); ID3D11RenderTargetView* view[] = {ctarget->m_rtv.Get()}; m_deferredCtx->OMSetRenderTargets(1, view, ctarget->m_dsv.Get()); m_boundTarget = ctarget; } void setViewport(const SWindowRect& rect) { D3D11_VIEWPORT vp = {FLOAT(rect.location[0]), FLOAT(rect.location[1]), FLOAT(rect.size[0]), FLOAT(rect.size[1]), 0.0, 1.0}; m_deferredCtx->RSSetViewports(1, &vp); } void setScissor(const SWindowRect& rect) { D3D11_RECT d3drect = {rect.location[0], rect.location[1], rect.size[0], rect.size[1]}; m_deferredCtx->RSSetScissorRects(1, &d3drect); } int pendingDynamicSlot() {return m_fillBuf;} std::unordered_map> m_texResizes; void resizeRenderTexture(ITextureR* tex, size_t width, size_t height) { D3D11TextureR* ctex = static_cast(tex); std::unique_lock lk(m_mt); m_texResizes[ctex] = std::make_pair(width, height); } 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 == Primitive::Triangles) m_deferredCtx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); else if (prim == Primitive::TriStrips) m_deferredCtx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); } void draw(size_t start, size_t count) { m_deferredCtx->Draw(count, start); } void drawIndexed(size_t start, size_t count) { m_deferredCtx->DrawIndexed(count, start, 0); } 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; void resolveDisplay(ITextureR* source) { m_doPresent = static_cast(source); } void execute() { ThrowIfFailed(m_deferredCtx->FinishCommandList(false, &m_cmdLists[m_fillBuf])); m_workDoPresent[m_fillBuf] = m_doPresent; m_doPresent = nullptr; std::unique_lock lk(m_mt); ThrowIfFailed(m_dynamicCtx->FinishCommandList(false, &m_dynamicList)); 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_dynamicCtx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d); memcpy(d.pData, data, sz); m_q->m_dynamicCtx->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_dynamicCtx->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_dynamicCtx->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_dynamicCtx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d); memcpy(d.pData, data, sz); m_q->m_dynamicCtx->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_dynamicCtx->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_dynamicCtx->Unmap(res, 0); } class D3D11DataFactory : public ID3DDataFactory { IGraphicsContext* m_parent; IGraphicsData* m_deferredData = nullptr; struct D3D11Context* m_ctx; std::unordered_set 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 Platform::D3D11;} const SystemChar* platformName() const {return _S("D3D11");} 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(m_deferredData)->m_SBufs.emplace_back(retval); return retval; } IGraphicsBufferS* newStaticBuffer(BufferUse use, std::unique_ptr&& data, size_t stride, size_t count) { std::unique_ptr d = std::move(data); D3D11GraphicsBufferS* retval = new D3D11GraphicsBufferS(use, m_ctx, d.get(), stride, count); static_cast(m_deferredData)->m_SBufs.emplace_back(retval); return retval; } IGraphicsBufferD* newDynamicBuffer(BufferUse use, size_t stride, size_t count) { D3D11CommandQueue* q = static_cast(m_parent->getCommandQueue()); D3D11GraphicsBufferD* retval = new D3D11GraphicsBufferD(q, use, m_ctx, stride, count); static_cast(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(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&& data, size_t sz) { std::unique_ptr d = std::move(data); D3D11TextureS* retval = new D3D11TextureS(m_ctx, width, height, mips, fmt, d.get(), sz); static_cast(m_deferredData)->m_STexs.emplace_back(retval); return retval; } ITextureSA* newStaticArrayTexture(size_t width, size_t height, size_t layers, TextureFormat fmt, const void* data, size_t sz) { D3D11TextureSA* retval = new D3D11TextureSA(m_ctx, width, height, layers, fmt, data, sz); static_cast(m_deferredData)->m_SATexs.emplace_back(retval); return retval; } ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt) { D3D11CommandQueue* q = static_cast(m_parent->getCommandQueue()); D3D11TextureD* retval = new D3D11TextureD(q, m_ctx, width, height, fmt); static_cast(m_deferredData)->m_DTexs.emplace_back(retval); return retval; } ITextureR* newRenderTexture(size_t width, size_t height, size_t samples) { D3D11CommandQueue* q = static_cast(m_parent->getCommandQueue()); D3D11TextureR* retval = new D3D11TextureR(m_ctx, width, height, samples); static_cast(m_deferredData)->m_RTexs.emplace_back(retval); return retval; } IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements) { D3D11CommandQueue* q = static_cast(m_parent->getCommandQueue()); D3D11VertexFormat* retval = new struct D3D11VertexFormat(elementCount, elements); static_cast(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& vertBlobOut, ComPtr& fragBlobOut, ComPtr& pipelineBlob, IVertexFormat* vtxFmt, BlendFactor srcFac, BlendFactor dstFac, bool depthTest, bool depthWrite, bool backfaceCulling) { ComPtr errBlob; if (!vertBlobOut) { 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; } } if (!fragBlobOut) { 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; } } D3D11ShaderPipeline* retval = new D3D11ShaderPipeline(m_ctx, vertBlobOut.Get(), fragBlobOut.Get(), static_cast(vtxFmt), srcFac, dstFac, depthTest, depthWrite, backfaceCulling); static_cast(m_deferredData)->m_SPs.emplace_back(retval); return retval; } IShaderDataBinding* newShaderDataBinding(IShaderPipeline* pipeline, IVertexFormat* vtxFormat, IGraphicsBuffer* vbuf, IGraphicsBuffer* instVbo, IGraphicsBuffer* ibuf, size_t ubufCount, IGraphicsBuffer** ubufs, size_t texCount, ITexture** texs) { D3D11ShaderDataBinding* retval = new D3D11ShaderDataBinding(m_ctx, pipeline, vbuf, instVbo, ibuf, ubufCount, ubufs, texCount, texs); static_cast(m_deferredData)->m_SBinds.emplace_back(retval); return retval; } void reset() { delete static_cast(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(d); m_committedData.erase(data); delete data; } void destroyAllData() { for (IGraphicsData* data : m_committedData) delete static_cast(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); } }