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#pragma once
#include "Runtime/GfxDevice/GfxDevice.h"
#include "Runtime/GfxDevice/TransformState.h"
#include "D3D11Includes.h"
#include "VertexDeclarationsD3D11.h"
#include "TexturesD3D11.h"
#include "FixedFunctionStateD3D11.h"
#include "ConstantBuffersD3D11.h"
#include <map>
class FixedFunctionProgramD3D11;
class DynamicD3D11VBO;
// TODO: optimize this. Right now we just send off whole 8 float3 UVs with each
// immediate mode vertex. We could at least detect the number of them used from
// ImmediateTexCoord calls.
struct ImmediateVertexD3D11 {
Vector3f vertex;
Vector3f normal;
ColorRGBA32 color;
Vector3f texCoords[8];
};
struct ImmediateModeD3D11 {
std::vector<ImmediateVertexD3D11> m_Vertices;
ImmediateVertexD3D11 m_Current;
GfxPrimitiveType m_Mode;
ID3D11Buffer* m_VB;
int m_VBUsedBytes;
int m_VBStartVertex;
bool m_HadColor;
ImmediateModeD3D11();
~ImmediateModeD3D11();
void Cleanup();
void Invalidate();
};
struct TextureUnitState11
{
Matrix4x4f matrix;
};
typedef std::map<FixedFunctionStateD3D11, FixedFunctionProgramD3D11*, FixedFuncStateCompareD3D11> FFProgramCacheD3D11;
struct ResolveTexturePool
{
enum { kResolvePoolSize = 8 };
struct Entry
{
// key
int width;
int height;
RenderTextureFormat format;
bool sRGB;
// data
ID3D11Texture2D* texture;
ID3D11ShaderResourceView* srv;
int lastUse;
};
ResolveTexturePool();
void Clear();
Entry* GetResolveTexture (int width, int height, RenderTextureFormat fmt, bool sRGB);
Entry m_Entries[kResolvePoolSize];
int m_UseCounter;
};
class GfxDeviceD3D11 : public GfxThreadableDevice
{
public:
struct DeviceBlendStateD3D11 : public DeviceBlendState
{
ID3D11BlendState* deviceState;
};
typedef std::map< GfxBlendState, DeviceBlendStateD3D11, memcmp_less<GfxBlendState> > CachedBlendStates;
typedef std::map< GfxDepthState, DeviceDepthState, memcmp_less<GfxDepthState> > CachedDepthStates;
typedef std::map< GfxStencilState, DeviceStencilState, memcmp_less<GfxStencilState> > CachedStencilStates;
typedef std::map< GfxRasterState, DeviceRasterState, memcmp_less<GfxRasterState> > CachedRasterStates;
struct DepthStencilState {
DeviceDepthState d;
DeviceStencilState s;
};
typedef std::map< DepthStencilState, ID3D11DepthStencilState*, memcmp_less<DepthStencilState> > CachedDepthStencilStates;
struct FinalRasterState11 {
DeviceRasterState raster;
bool backface;
bool wireframe;
bool scissor;
};
typedef std::map< FinalRasterState11, ID3D11RasterizerState*, memcmp_less<FinalRasterState11> > CachedFinalRasterStates;
public:
GfxDeviceD3D11();
GFX_API ~GfxDeviceD3D11();
GFX_API void InvalidateState();
#if GFX_DEVICE_VERIFY_ENABLE
GFX_API void VerifyState();
#endif
GFX_API void Clear (UInt32 clearFlags, const float color[4], float depth, int stencil);
GFX_API void SetUserBackfaceMode( bool enable );
GFX_API void SetWireframe (bool wire);
GFX_API bool GetWireframe() const;
GFX_API void SetInvertProjectionMatrix( bool enable );
GFX_API bool GetInvertProjectionMatrix() const;
GFX_API DeviceBlendState* CreateBlendState(const GfxBlendState& state);
GFX_API DeviceDepthState* CreateDepthState(const GfxDepthState& state);
GFX_API DeviceStencilState* CreateStencilState(const GfxStencilState& state);
GFX_API DeviceRasterState* CreateRasterState(const GfxRasterState& state);
GFX_API void SetBlendState(const DeviceBlendState* state, float alphaRef);
GFX_API void SetRasterState(const DeviceRasterState* state);
GFX_API void SetDepthState(const DeviceDepthState* state);
GFX_API void SetStencilState(const DeviceStencilState* state, int stencilRef);
GFX_API void SetSRGBWrite (const bool);
GFX_API bool GetSRGBWrite ();
/* GPU Skinning functions */
GFX_API GPUSkinningInfo *CreateGPUSkinningInfo();
GFX_API void DeleteGPUSkinningInfo(GPUSkinningInfo *info);
GFX_API void SkinOnGPU( GPUSkinningInfo * info, bool lastThisFrame );
GFX_API void UpdateSkinSourceData(GPUSkinningInfo *info, const void *vertData, const BoneInfluence *skinData, bool dirty);
GFX_API void UpdateSkinBonePoses(GPUSkinningInfo *info, const int boneCount, const Matrix4x4f* poses);
GFX_API void SetWorldMatrix( const float matrix[16] );
GFX_API void SetViewMatrix( const float matrix[16] );
GFX_API void SetProjectionMatrix (const Matrix4x4f& matrix);
GFX_API void GetMatrix( float outMatrix[16] ) const;
GFX_API const float* GetWorldMatrix() const ;
GFX_API const float* GetViewMatrix() const ;
GFX_API const float* GetProjectionMatrix() const ;
GFX_API const float* GetDeviceProjectionMatrix() const;
GFX_API void SetNormalizationBackface( NormalizationMode mode, bool backface );
GFX_API void SetFFLighting( bool on, bool separateSpecular, ColorMaterialMode colorMaterial );
GFX_API void SetMaterial( const float ambient[4], const float diffuse[4], const float specular[4], const float emissive[4], const float shininess );
GFX_API void SetColor( const float color[4] );
GFX_API void SetViewport( int x, int y, int width, int height );
GFX_API void GetViewport( int* port ) const;
GFX_API void SetScissorRect( int x, int y, int width, int height );
GFX_API void DisableScissor();
GFX_API bool IsScissorEnabled() const;
GFX_API void GetScissorRect( int values[4] ) const;
GFX_API bool IsCombineModeSupported( unsigned int combiner );
GFX_API TextureCombinersHandle CreateTextureCombiners( int count, const ShaderLab::TextureBinding* texEnvs, const ShaderLab::PropertySheet* props, bool hasVertexColorOrLighting, bool usesAddSpecular );
GFX_API void DeleteTextureCombiners( TextureCombinersHandle& textureCombiners );
GFX_API void SetTextureCombinersThreadable( TextureCombinersHandle textureCombiners, const TexEnvData* texEnvData, const Vector4f* texColors );
GFX_API void SetTextureCombiners( TextureCombinersHandle textureCombiners, const ShaderLab::PropertySheet* props );
GFX_API void SetTexture (ShaderType shaderType, int unit, int samplerUnit, TextureID texture, TextureDimension dim, float bias);
GFX_API void SetTextureParams( TextureID texture, TextureDimension texDim, TextureFilterMode filter, TextureWrapMode wrap, int anisoLevel, bool hasMipMap, TextureColorSpace colorSpace );
GFX_API void SetTextureTransform( int unit, TextureDimension dim, TexGenMode texGen, bool identity, const float matrix[16]);
GFX_API void SetTextureName ( TextureID texture, const char* name ) { }
GFX_API void SetShadersThreadable (GpuProgram* programs[kShaderTypeCount], const GpuProgramParameters* params[kShaderTypeCount], UInt8 const * const paramsBuffer[kShaderTypeCount]);
GFX_API bool IsShaderActive( ShaderType type ) const;
GFX_API void DestroySubProgram( ShaderLab::SubProgram* subprogram );
GFX_API void SetConstantBufferInfo (int id, int size);
GFX_API void DisableLights( int startLight );
GFX_API void SetLight( int light, const GfxVertexLight& data);
GFX_API void SetAmbient( const float ambient[4] );
GFX_API void EnableFog (const GfxFogParams& fog);
GFX_API void DisableFog();
GFX_API VBO* CreateVBO();
GFX_API void DeleteVBO( VBO* vbo );
GFX_API DynamicVBO& GetDynamicVBO();
GFX_API void DiscardContents (RenderSurfaceHandle& rs);
GFX_API RenderSurfaceHandle CreateRenderColorSurface (TextureID textureID, int width, int height, int samples, int depth, TextureDimension dim, RenderTextureFormat format, UInt32 createFlags);
GFX_API RenderSurfaceHandle CreateRenderDepthSurface (TextureID textureID, int width, int height, int samples, TextureDimension dim, DepthBufferFormat depthFormat, UInt32 createFlags);
GFX_API void DestroyRenderSurface (RenderSurfaceHandle& rs);
GFX_API void SetRenderTargets (int count, RenderSurfaceHandle* colorHandles, RenderSurfaceHandle depthHandle, int mipLevel, CubemapFace face = kCubeFaceUnknown);
GFX_API void ResolveColorSurface (RenderSurfaceHandle srcHandle, RenderSurfaceHandle dstHandle);
GFX_API void ResolveDepthIntoTexture (RenderSurfaceHandle colorHandle, RenderSurfaceHandle depthHandle);
GFX_API RenderSurfaceHandle GetActiveRenderColorSurface (int index);
GFX_API RenderSurfaceHandle GetActiveRenderDepthSurface ();
GFX_API void SetSurfaceFlags(RenderSurfaceHandle surf, UInt32 flags, UInt32 keepFlags);
GFX_API void UploadTexture2D( TextureID texture, TextureDimension dimension, UInt8* srcData, int srcSize, int width, int height, TextureFormat format, int mipCount, UInt32 uploadFlags, int skipMipLevels, TextureUsageMode usageMode, TextureColorSpace colorSpace );
GFX_API void UploadTextureSubData2D( TextureID texture, UInt8* srcData, int srcSize, int mipLevel, int x, int y, int width, int height, TextureFormat format, TextureColorSpace colorSpace );
GFX_API void UploadTextureCube( TextureID texture, UInt8* srcData, int srcSize, int faceDataSize, int size, TextureFormat format, int mipCount, UInt32 uploadFlags, TextureColorSpace colorSpace );
GFX_API void UploadTexture3D( TextureID texture, UInt8* srcData, int srcSize, int width, int height, int depth, TextureFormat format, int mipCount, UInt32 uploadFlags );
GFX_API void DeleteTexture( TextureID texture );
GFX_API PresentMode GetPresentMode();
GFX_API void BeginFrame();
GFX_API void EndFrame();
GFX_API void PresentFrame();
GFX_API bool IsValidState();
GFX_API void FinishRendering();
// Immediate mode rendering
GFX_API void ImmediateVertex( float x, float y, float z );
GFX_API void ImmediateNormal( float x, float y, float z );
GFX_API void ImmediateColor( float r, float g, float b, float a );
GFX_API void ImmediateTexCoordAll( float x, float y, float z );
GFX_API void ImmediateTexCoord( int unit, float x, float y, float z );
GFX_API void ImmediateBegin( GfxPrimitiveType type );
GFX_API void ImmediateEnd();
GFX_API bool CaptureScreenshot( int left, int bottom, int width, int height, UInt8* rgba32 );
GFX_API bool ReadbackImage( ImageReference& image, int left, int bottom, int width, int height, int destX, int destY );
GFX_API void GrabIntoRenderTexture( RenderSurfaceHandle rs, RenderSurfaceHandle rd, int x, int y, int width, int height );
GFX_API void BeforeDrawCall( bool immediateMode );
GFX_API bool IsPositionRequiredForTexGen (int texStageIndex) const { return false; }
GFX_API bool IsNormalRequiredForTexGen (int texStageIndex) const { return false; }
GFX_API bool IsPositionRequiredForTexGen() const { return false; }
GFX_API bool IsNormalRequiredForTexGen() const { return false; }
#if ENABLE_PROFILER
GFX_API void BeginProfileEvent (const char* name);
GFX_API void EndProfileEvent ();
GFX_API GfxTimerQuery* CreateTimerQuery();
GFX_API void DeleteTimerQuery(GfxTimerQuery* query);
GFX_API void BeginTimerQueries();
GFX_API void EndTimerQueries();
#endif // ENABLE_PROFILER
#if UNITY_EDITOR
GFX_API void SetAntiAliasFlag (bool aa);
GFX_API void DrawUserPrimitives (GfxPrimitiveType type, int vertexCount, UInt32 vertexChannels, const void* data, int stride);
GFX_API int GetCurrentTargetAA() const;
GFX_API GfxDeviceWindow* CreateGfxWindow (HWND window, int width, int height, DepthBufferFormat depthFormat, int antiAlias);
#endif
GFX_API int GetCurrentTargetWidth() const;
GFX_API int GetCurrentTargetHeight() const;
GFX_API void SetCurrentTargetSize(int width, int height);
GFX_API void SetCurrentWindowSize(int width, int height);
GFX_API void* GetNativeGfxDevice();
GFX_API void* GetNativeTexturePointer(TextureID id);
GFX_API intptr_t CreateExternalTextureFromNative(intptr_t nativeTex);
GFX_API void UpdateExternalTextureFromNative(TextureID tex, intptr_t nativeTex);
GFX_API void SetComputeBufferData (ComputeBufferID bufferHandle, const void* data, size_t size);
GFX_API void GetComputeBufferData (ComputeBufferID bufferHandle, void* dest, size_t destSize);
GFX_API void CopyComputeBufferCount (ComputeBufferID srcBuffer, ComputeBufferID dstBuffer, UInt32 dstOffset);
GFX_API void SetRandomWriteTargetTexture (int index, TextureID tid);
GFX_API void SetRandomWriteTargetBuffer (int index, ComputeBufferID bufferHandle);
GFX_API void ClearRandomWriteTargets ();
GFX_API ComputeProgramHandle CreateComputeProgram (const UInt8* code, size_t codeSize);
GFX_API void DestroyComputeProgram (ComputeProgramHandle& cpHandle);
GFX_API void CreateComputeConstantBuffers (unsigned count, const UInt32* sizes, ConstantBufferHandle* outCBs);
GFX_API void DestroyComputeConstantBuffers (unsigned count, ConstantBufferHandle* cbs);
GFX_API void CreateComputeBuffer (ComputeBufferID id, size_t count, size_t stride, UInt32 flags);
GFX_API void DestroyComputeBuffer (ComputeBufferID handle);
GFX_API void UpdateComputeConstantBuffers (unsigned count, ConstantBufferHandle* cbs, UInt32 cbDirty, size_t dataSize, const UInt8* data, const UInt32* cbSizes, const UInt32* cbOffsets, const int* bindPoints);
GFX_API void UpdateComputeResources (
unsigned texCount, const TextureID* textures, const int* texBindPoints,
unsigned samplerCount, const unsigned* samplers,
unsigned inBufferCount, const ComputeBufferID* inBuffers, const int* inBufferBindPoints,
unsigned outBufferCount, const ComputeBufferID* outBuffers, const TextureID* outTextures, const UInt32* outBufferBindPoints);
GFX_API void DispatchComputeProgram (ComputeProgramHandle cpHandle, unsigned threadsX, unsigned threadsY, unsigned threadsZ);
GFX_API void DrawNullGeometry (GfxPrimitiveType topology, int vertexCount, int instanceCount);
GFX_API void DrawNullGeometryIndirect (GfxPrimitiveType topology, ComputeBufferID bufferHandle, UInt32 bufferOffset);
ID3D11Buffer* GetAllWhiteVertexStream();
VertexDeclarationsD3D11& GetVertexDecls() { return m_VertexDecls; }
ConstantBuffersD3D11& GetConstantBuffers() { return m_CBs; }
TexturesD3D11& GetTextures() { return m_Textures; }
void SetComputeBuffer11 (ShaderType shaderType, int unit, ComputeBufferID bufferHandle);
private:
void SetupDeferredDepthStencilState();
void SetupDeferredRasterState();
void SetupDeferredSRGBWrite();
void DrawQuad (float u0, float v0, float u1, float v1, float z, ID3D11ShaderResourceView* texture);
bool ImmediateEndSetup();
void ImmediateEndDraw();
public:
ImmediateModeD3D11 m_Imm;
TransformState m_TransformState;
ConstantBuffersD3D11 m_CBs;
VertexDeclarationsD3D11 m_VertexDecls;
TexturesD3D11 m_Textures;
DynamicD3D11VBO* m_DynamicVBO;
FFProgramCacheD3D11 m_FFPrograms;
FixedFunctionStateD3D11 m_FFState;
CachedBlendStates m_CachedBlendStates;
CachedDepthStates m_CachedDepthStates;
CachedStencilStates m_CachedStencilStates;
CachedRasterStates m_CachedRasterStates;
CachedFinalRasterStates m_CachedFinalRasterStates;
CachedDepthStencilStates m_CachedDepthStencilStates;
TextureUnitState11 m_TextureUnits[kMaxSupportedTextureUnits];
TextureID m_ActiveTextures[kShaderTypeCount][kMaxSupportedTextureUnits];
TextureID m_ActiveSamplers[kShaderTypeCount][kMaxSupportedTextureUnits];
GpuProgram* m_ActiveGpuProgram[kShaderTypeCount];
const GpuProgramParameters* m_ActiveGpuProgramParams[kShaderTypeCount];
void* m_ActiveShaders[kShaderTypeCount];
const DeviceBlendState* m_CurrBlendState;
const DeviceRasterState* m_CurrRasterState;
const DeviceDepthState* m_CurrDepthState;
const DeviceStencilState* m_CurrStencilState;
ID3D11RasterizerState* m_CurrRSState;
ID3D11DepthStencilState* m_CurrDSState;
int m_StencilRef;
int m_CurrStencilRef;
bool m_InvertProjMatrix;
bool m_AppBackfaceMode;
bool m_UserBackfaceMode;
bool m_Wireframe;
bool m_Scissor;
bool m_SRGBWrite;
bool m_ActualSRGBWrite;
int m_Viewport[4];
int m_ScissorRect[4];
int m_CurrTargetWidth;
int m_CurrTargetHeight;
int m_CurrWindowWidth;
int m_CurrWindowHeight;
ResolveTexturePool m_Resolves;
};
GfxDeviceD3D11& GetD3D11GfxDevice();
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