/************************************************************************************ Filename : Render_D3D1X_Device.h Content : RenderDevice implementation header for D3DX10/11. Created : September 10, 2012 Authors : Andrew Reisse Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ************************************************************************************/ // ***** IMPORTANT: // This file can be included twice, once with OVR_D3D_VERSION=10 and // once with OVR_D3D_VERSION=11. #ifndef OVR_D3D_VERSION #error define OVR_D3D_VERSION to 10 or 11 #endif #include "Kernel/OVR_String.h" #include "Kernel/OVR_Array.h" #if (OVR_D3D_VERSION == 10 && !defined(_OVR_RENDERER_D3D10)) || \ (OVR_D3D_VERSION == 11 && !defined(_OVR_RENDERER_D3D11)) #include "../Render/Render_Device.h" #include #if (OVR_D3D_VERSION == 10) #define _OVR_RENDERER_D3D10 #include namespace OVR { namespace Render { namespace D3D10 { #else // 11 #define _OVR_RENDERER_D3D11 #include namespace OVR { namespace Render { namespace D3D11 { #endif class RenderDevice; #ifdef D3D1x_ #undef D3D1x_ #endif #ifdef ID3D1x #undef ID3D1x #endif #if (OVR_D3D_VERSION == 10) typedef ID3D10Device ID3D1xDevice; typedef ID3D10Device ID3D1xDeviceContext; typedef ID3D10RenderTargetView ID3D1xRenderTargetView; typedef ID3D10Texture2D ID3D1xTexture2D; typedef ID3D10ShaderResourceView ID3D1xShaderResourceView; typedef ID3D10DepthStencilView ID3D1xDepthStencilView; typedef ID3D10DepthStencilState ID3D1xDepthStencilState; typedef ID3D10InputLayout ID3D1xInputLayout; typedef ID3D10Buffer ID3D1xBuffer; typedef ID3D10VertexShader ID3D1xVertexShader; typedef ID3D10PixelShader ID3D1xPixelShader; typedef ID3D10GeometryShader ID3D1xGeometryShader; typedef ID3D10BlendState ID3D1xBlendState; typedef ID3D10RasterizerState ID3D1xRasterizerState; typedef ID3D10SamplerState ID3D1xSamplerState; typedef ID3D10Query ID3D1xQuery; typedef ID3D10Blob ID3D1xBlob; typedef D3D10_VIEWPORT D3D1x_VIEWPORT; typedef D3D10_QUERY_DESC D3D1x_QUERY_DESC; #define D3D1x_(x) D3D10_##x #define ID3D1x(x) ID3D10##x #else // D3D 11 typedef ID3D11Device ID3D1xDevice; typedef ID3D11DeviceContext ID3D1xDeviceContext; typedef ID3D11RenderTargetView ID3D1xRenderTargetView; typedef ID3D11Texture2D ID3D1xTexture2D; typedef ID3D11ShaderResourceView ID3D1xShaderResourceView; typedef ID3D11DepthStencilView ID3D1xDepthStencilView; typedef ID3D11DepthStencilState ID3D1xDepthStencilState; typedef ID3D11InputLayout ID3D1xInputLayout; typedef ID3D11Buffer ID3D1xBuffer; typedef ID3D10Blob ID3D1xBlob; typedef ID3D11VertexShader ID3D1xVertexShader; typedef ID3D11PixelShader ID3D1xPixelShader; typedef ID3D11GeometryShader ID3D1xGeometryShader; typedef ID3D11BlendState ID3D1xBlendState; typedef ID3D11RasterizerState ID3D1xRasterizerState; typedef ID3D11SamplerState ID3D1xSamplerState; typedef ID3D11Query ID3D1xQuery; typedef D3D11_VIEWPORT D3D1x_VIEWPORT; typedef D3D11_QUERY_DESC D3D1x_QUERY_DESC; #define D3D1x_(x) D3D11_##x #define ID3D1x(x) ID3D11##x #endif class Buffer; class ShaderBase : public Render::Shader { public: RenderDevice* Ren; unsigned char* UniformData; int UniformsSize; struct Uniform { String Name; int Offset, Size; }; Array UniformInfo; ShaderBase(RenderDevice* r, ShaderStage stage); ~ShaderBase(); void InitUniforms(ID3D10Blob* s); bool SetUniform(const char* name, int n, const float* v); //virtual bool UseTransposeMatrix() const { return 1; } void UpdateBuffer(Buffer* b); }; template class Shader : public ShaderBase { public: D3DShaderType* D3DShader; Shader(RenderDevice* r, D3DShaderType* s) : ShaderBase(r, SStage), D3DShader(s) {} Shader(RenderDevice* r, ID3D1xBlob* s) : ShaderBase(r, SStage) { Load(s); InitUniforms(s); } ~Shader() { if(D3DShader) { D3DShader->Release(); } } bool Load(ID3D1xBlob* shader) { return Load(shader->GetBufferPointer(), shader->GetBufferSize()); } // These functions have specializations. bool Load(void* shader, size_t size); void Set(PrimitiveType prim) const; void SetUniformBuffer(Render::Buffer* buffers, int i = 0); }; typedef Shader VertexShader; typedef Shader GeomShader; typedef Shader PixelShader; class Buffer : public Render::Buffer { public: RenderDevice* Ren; Ptr D3DBuffer; size_t Size; int Use; bool Dynamic; public: Buffer(RenderDevice* r) : Ren(r), Size(0), Use(0) {} ~Buffer(); ID3D1xBuffer* GetBuffer() { return D3DBuffer; } virtual size_t GetSize() { return Size; } virtual void* Map(size_t start, size_t size, int flags = 0); virtual bool Unmap(void *m); virtual bool Data(int use, const void* buffer, size_t size); }; class Texture : public Render::Texture { public: RenderDevice* Ren; Ptr Tex; Ptr TexSv; Ptr TexRtv; Ptr TexDsv; mutable Ptr Sampler; int Width, Height; int Samples; Texture(RenderDevice* r, int fmt, int w, int h); ~Texture(); virtual int GetWidth() const { return Width; } virtual int GetHeight() const { return Height; } virtual int GetSamples() const { return Samples; } virtual void SetSampleMode(int sm); virtual void Set(int slot, Render::ShaderStage stage = Render::Shader_Fragment) const; }; class RenderDevice : public Render::RenderDevice { public: Ptr DXGIFactory; HWND Window; Ptr Device; Ptr Context; Ptr SwapChain; Ptr Adapter; Ptr FullscreenOutput; int FSDesktopX, FSDesktopY; int PreFullscreenX, PreFullscreenY, PreFullscreenW, PreFullscreenH; Ptr BackBuffer; Ptr BackBufferRT; Ptr CurRenderTarget; Ptr CurDepthBuffer; Ptr Rasterizer; Ptr BlendState; int NumViewports; D3D1x_VIEWPORT Viewports[2]; Ptr DepthStates[1 + 2 * Compare_Count]; Ptr CurDepthState; Ptr ModelVertexIL; Ptr SamplerStates[Sample_Count]; struct StandardUniformData { Matrix4f Proj; Matrix4f View; } StdUniforms; Ptr UniformBuffers[Shader_Count]; int MaxTextureSet[Shader_Count]; Ptr VertexShaders[VShader_Count]; Ptr PixelShaders[FShader_Count]; Ptr pStereoShaders[Prim_Count]; Ptr CommonUniforms[8]; Ptr ExtraShaders; Ptr DefaultFill; Ptr QuadVertexBuffer; Array > DepthBuffers; public: RenderDevice(const RendererParams& p, HWND window); ~RenderDevice(); // Implement static initializer function to create this class. static Render::RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd); // if needRecreate == true it will recreate DXGIFactory and Adapter // to get the latest info about monitors (including just connected/ // disconnected ones). Note, SwapChain will be released in this case // and it should be recreated. void UpdateMonitorOutputs(bool needRecreate = false); virtual void SetMultipleViewports(int n, const Viewport* vps); virtual void SetWindowSize(int w, int h); virtual bool SetParams(const RendererParams& newParams); //virtual void SetScissor(int x, int y, int w, int h); virtual void Present(); virtual void ForceFlushGPU(); virtual bool SetFullscreen(DisplayMode fullscreen); virtual UPInt QueryGPUMemorySize(); virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1); virtual void Rect(float left, float top, float right, float bottom) { OVR_UNUSED4(left, top, right, bottom); } virtual Buffer* CreateBuffer(); virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1); static void GenerateSubresourceData( unsigned imageWidth, unsigned imageHeight, int format, unsigned imageDimUpperLimit, const void* rawBytes, D3D1x_(SUBRESOURCE_DATA)* subresData, unsigned& largestMipWidth, unsigned& largestMipHeight, unsigned& byteSize, unsigned& effectiveMipCount); Texture* GetDepthBuffer(int w, int h, int ms); virtual void BeginRendering(); virtual void SetRenderTarget(Render::Texture* color, Render::Texture* depth = NULL, Render::Texture* stencil = NULL); virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less); virtual void SetWorldUniforms(const Matrix4f& proj); virtual void SetCommonUniformBuffer(int i, Render::Buffer* buffer); virtual void SetExtraShaders(ShaderSet* s) { ExtraShaders = s; } // Overrident to apply proper blend state. virtual void FillRect(float left, float top, float right, float bottom, Color c); virtual void FillGradientRect(float left, float top, float right, float bottom, Color col_top, Color col_btm); virtual void RenderText(const struct Font* font, const char* str, float x, float y, float size, Color c); virtual void RenderImage(float left, float top, float right, float bottom, ShaderFill* image); virtual void Render(const Matrix4f& matrix, Model* model); virtual void Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices, const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles); virtual void RenderWithAlpha( const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices, const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles); virtual Fill *CreateSimpleFill(int flags = Fill::F_Solid); virtual Render::Shader *LoadBuiltinShader(ShaderStage stage, int shader); bool RecreateSwapChain(); virtual ID3D10Blob* CompileShader(const char* profile, const char* src, const char* mainName = "main"); virtual ShaderBase* CreateStereoShader(PrimitiveType prim, Render::Shader* vs); ID3D1xSamplerState* GetSamplerState(int sm); void SetTexture(Render::ShaderStage stage, int slot, const Texture* t); }; }}} #endif