bgfx/src/renderer_d3d11.h
2015-04-20 16:22:40 -07:00

300 lines
7.0 KiB
C++

/*
* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#ifndef BGFX_RENDERER_D3D11_H_HEADER_GUARD
#define BGFX_RENDERER_D3D11_H_HEADER_GUARD
#define USE_D3D11_DYNAMIC_LIB !BX_PLATFORM_WINRT
#if !USE_D3D11_DYNAMIC_LIB
# undef BGFX_CONFIG_DEBUG_PIX
# define BGFX_CONFIG_DEBUG_PIX 0
#endif // !USE_D3D11_DYNAMIC_LIB
BX_PRAGMA_DIAGNOSTIC_PUSH();
BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunknown-pragmas" );
BX_PRAGMA_DIAGNOSTIC_IGNORED_GCC("-Wpragmas");
BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4005) // warning C4005: '' : macro redefinition
#define D3D11_NO_HELPERS
#if BX_PLATFORM_WINRT
# include <d3d11_2.h>
#else
# include <d3d11.h>
#endif // BX_PLATFORM_WINRT
BX_PRAGMA_DIAGNOSTIC_POP()
#include "renderer.h"
#include "renderer_d3d.h"
#include "ovr.h"
#include "renderdoc.h"
#ifndef D3DCOLOR_ARGB
# define D3DCOLOR_ARGB(_a, _r, _g, _b) ( (DWORD)( ( ( (_a)&0xff)<<24)|( ( (_r)&0xff)<<16)|( ( (_g)&0xff)<<8)|( (_b)&0xff) ) )
#endif // D3DCOLOR_ARGB
#ifndef D3DCOLOR_RGBA
# define D3DCOLOR_RGBA(_r, _g, _b, _a) D3DCOLOR_ARGB(_a, _r, _g, _b)
#endif // D3DCOLOR_RGBA
#ifndef DXGI_FORMAT_B4G4R4A4_UNORM
// Win8 only BS
// https://blogs.msdn.com/b/chuckw/archive/2012/11/14/directx-11-1-and-windows-7.aspx?Redirected=true
// http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx
# define DXGI_FORMAT_B4G4R4A4_UNORM DXGI_FORMAT(115)
#endif // DXGI_FORMAT_B4G4R4A4_UNORM
#ifndef D3D_FEATURE_LEVEL_11_1
# define D3D_FEATURE_LEVEL_11_1 D3D_FEATURE_LEVEL(0xb100)
#endif // D3D_FEATURE_LEVEL_11_1
#if defined(__MINGW32__)
// MinGW Linux/Wine missing defines...
# ifndef D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
# define D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT 8
# endif // D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
# ifndef D3D11_PS_CS_UAV_REGISTER_COUNT
# define D3D11_PS_CS_UAV_REGISTER_COUNT 8
# endif // D3D11_PS_CS_UAV_REGISTER_COUNT
# ifndef D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT
# define D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 8
# endif
# ifndef D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT
# define D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 8
# endif // D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT
# ifndef D3D11_APPEND_ALIGNED_ELEMENT
# define D3D11_APPEND_ALIGNED_ELEMENT UINT32_MAX
# endif // D3D11_APPEND_ALIGNED_ELEMENT
# ifndef D3D11_REQ_MAXANISOTROPY
# define D3D11_REQ_MAXANISOTROPY 16
# endif // D3D11_REQ_MAXANISOTROPY
#endif // __MINGW32__
namespace bgfx { namespace d3d11
{
struct BufferD3D11
{
BufferD3D11()
: m_ptr(NULL)
, m_srv(NULL)
, m_uav(NULL)
, m_flags(BGFX_BUFFER_NONE)
, m_dynamic(false)
{
}
void create(uint32_t _size, void* _data, uint8_t _flags, uint16_t _stride = 0, bool _vertex = false);
void update(uint32_t _offset, uint32_t _size, void* _data, bool _discard = false);
void destroy()
{
if (NULL != m_ptr)
{
DX_RELEASE(m_ptr, 0);
m_dynamic = false;
}
DX_RELEASE(m_srv, 0);
DX_RELEASE(m_uav, 0);
}
ID3D11Buffer* m_ptr;
ID3D11ShaderResourceView* m_srv;
ID3D11UnorderedAccessView* m_uav;
uint32_t m_size;
uint8_t m_flags;
bool m_dynamic;
};
typedef BufferD3D11 IndexBufferD3D11;
struct VertexBufferD3D11 : public BufferD3D11
{
VertexBufferD3D11()
: BufferD3D11()
{
}
void create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint8_t _flags);
VertexDeclHandle m_decl;
};
struct ShaderD3D11
{
ShaderD3D11()
: m_ptr(NULL)
, m_code(NULL)
, m_buffer(NULL)
, m_constantBuffer(NULL)
, m_hash(0)
, m_numUniforms(0)
, m_numPredefined(0)
{
}
void create(const Memory* _mem);
DWORD* getShaderCode(uint8_t _fragmentBit, const Memory* _mem);
void destroy()
{
if (NULL != m_constantBuffer)
{
ConstantBuffer::destroy(m_constantBuffer);
m_constantBuffer = NULL;
}
m_numPredefined = 0;
if (NULL != m_buffer)
{
DX_RELEASE(m_buffer, 0);
}
DX_RELEASE(m_ptr, 0);
if (NULL != m_code)
{
release(m_code);
m_code = NULL;
m_hash = 0;
}
}
union
{
ID3D11ComputeShader* m_computeShader;
ID3D11PixelShader* m_pixelShader;
ID3D11VertexShader* m_vertexShader;
IUnknown* m_ptr;
};
const Memory* m_code;
ID3D11Buffer* m_buffer;
ConstantBuffer* m_constantBuffer;
PredefinedUniform m_predefined[PredefinedUniform::Count];
uint8_t m_attrMask[Attrib::Count];
uint32_t m_hash;
uint16_t m_numUniforms;
uint8_t m_numPredefined;
};
struct ProgramD3D11
{
ProgramD3D11()
: m_vsh(NULL)
, m_fsh(NULL)
{
}
void create(const ShaderD3D11* _vsh, const ShaderD3D11* _fsh)
{
BX_CHECK(NULL != _vsh->m_ptr, "Vertex shader doesn't exist.");
m_vsh = _vsh;
memcpy(&m_predefined[0], _vsh->m_predefined, _vsh->m_numPredefined*sizeof(PredefinedUniform) );
m_numPredefined = _vsh->m_numPredefined;
if (NULL != _fsh)
{
BX_CHECK(NULL != _fsh->m_ptr, "Fragment shader doesn't exist.");
m_fsh = _fsh;
memcpy(&m_predefined[m_numPredefined], _fsh->m_predefined, _fsh->m_numPredefined*sizeof(PredefinedUniform) );
m_numPredefined += _fsh->m_numPredefined;
}
}
void destroy()
{
m_numPredefined = 0;
m_vsh = NULL;
m_fsh = NULL;
}
const ShaderD3D11* m_vsh;
const ShaderD3D11* m_fsh;
PredefinedUniform m_predefined[PredefinedUniform::Count*2];
uint8_t m_numPredefined;
};
struct TextureD3D11
{
enum Enum
{
Texture2D,
Texture3D,
TextureCube,
};
TextureD3D11()
: m_ptr(NULL)
, m_srv(NULL)
, m_uav(NULL)
, m_sampler(NULL)
, m_numMips(0)
{
}
void create(const Memory* _mem, uint32_t _flags, uint8_t _skip);
void destroy();
void update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem);
void commit(uint8_t _stage, uint32_t _flags = BGFX_SAMPLER_DEFAULT_FLAGS);
void resolve();
union
{
ID3D11Resource* m_ptr;
ID3D11Texture2D* m_texture2d;
ID3D11Texture3D* m_texture3d;
};
ID3D11ShaderResourceView* m_srv;
ID3D11UnorderedAccessView* m_uav;
ID3D11SamplerState* m_sampler;
uint32_t m_flags;
uint8_t m_type;
uint8_t m_requestedFormat;
uint8_t m_textureFormat;
uint8_t m_numMips;
};
struct FrameBufferD3D11
{
FrameBufferD3D11()
: m_dsv(NULL)
, m_denseIdx(UINT16_MAX)
, m_num(0)
, m_numTh(0)
{
}
void create(uint8_t _num, const TextureHandle* _handles);
void create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat);
uint16_t destroy();
void preReset();
void postReset();
void resolve();
void clear(const Clear& _clear, const float _palette[][4]);
ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS-1];
ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS-1];
ID3D11DepthStencilView* m_dsv;
IDXGISwapChain* m_swapChain;
uint16_t m_denseIdx;
uint8_t m_num;
uint8_t m_numTh;
TextureHandle m_th[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS];
};
} /* namespace d3d11 */ } // namespace bgfx
#endif // BGFX_RENDERER_D3D11_H_HEADER_GUARD