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/************************************************************************************
Filename : RenderTiny_D3D1X_Device.h
Content : RenderDevice implementation header for D3DX10.
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.
************************************************************************************/
#ifndef INC_RenderTiny_D3D1X_Device_h
#define INC_RenderTiny_D3D1X_Device_h
#include "Kernel/OVR_String.h"
#include "Kernel/OVR_Array.h"
#include "RenderTiny_Device.h"
#include <Windows.h>
#define _OVR_RENDERER_D3D10
#include <d3d10.h>
namespace OVR { namespace RenderTiny { namespace D3D10 {
class RenderDevice;
class Buffer;
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
class ShaderBase : public RenderTiny::Shader
{
public:
RenderDevice* Ren;
unsigned char* UniformData;
int UniformsSize;
struct Uniform
{
String Name;
int Offset, Size;
};
Array<Uniform> UniformInfo;
ShaderBase(RenderDevice* r, ShaderStage stage);
~ShaderBase();
void InitUniforms(ID3D10Blob* s);
bool SetUniform(const char* name, int n, const float* v);
void UpdateBuffer(Buffer* b);
};
template<RenderTiny::ShaderStage SStage, class D3DShaderType>
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(RenderTiny::Buffer* buffers, int i = 0);
};
typedef Shader<RenderTiny::Shader_Vertex, ID3D1xVertexShader> VertexShader;
typedef Shader<RenderTiny::Shader_Fragment, ID3D1xPixelShader> PixelShader;
class Buffer : public RenderTiny::Buffer
{
public:
RenderDevice* Ren;
Ptr<ID3D1xBuffer> 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 RenderTiny::Texture
{
public:
RenderDevice* Ren;
Ptr<ID3D1xTexture2D> Tex;
Ptr<ID3D1xShaderResourceView> TexSv;
Ptr<ID3D1xRenderTargetView> TexRtv;
Ptr<ID3D1xDepthStencilView> TexDsv;
mutable Ptr<ID3D1xSamplerState> 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, RenderTiny::ShaderStage stage = RenderTiny::Shader_Fragment) const;
};
class RenderDevice : public RenderTiny::RenderDevice
{
public:
Ptr<IDXGIFactory> DXGIFactory;
HWND Window;
Ptr<ID3D1xDevice> Device;
Ptr<ID3D1xDeviceContext> Context;
Ptr<IDXGISwapChain> SwapChain;
Ptr<IDXGIAdapter> Adapter;
Ptr<IDXGIOutput> FullscreenOutput;
int FSDesktopX, FSDesktopY;
Ptr<ID3D1xTexture2D> BackBuffer;
Ptr<ID3D1xRenderTargetView> BackBufferRT;
Ptr<Texture> CurRenderTarget;
Ptr<Texture> CurDepthBuffer;
Ptr<ID3D1xRasterizerState> Rasterizer;
Ptr<ID3D1xBlendState> BlendState;
D3D1x_VIEWPORT D3DViewport;
Ptr<ID3D1xDepthStencilState> DepthStates[1 + 2 * Compare_Count];
Ptr<ID3D1xDepthStencilState> CurDepthState;
Ptr<ID3D1xInputLayout> ModelVertexIL;
Ptr<ID3D1xSamplerState> SamplerStates[Sample_Count];
struct StandardUniformData
{
Matrix4f Proj;
Matrix4f View;
} StdUniforms;
Ptr<Buffer> UniformBuffers[Shader_Count];
int MaxTextureSet[Shader_Count];
Ptr<VertexShader> VertexShaders[VShader_Count];
Ptr<PixelShader> PixelShaders[FShader_Count];
Ptr<Buffer> CommonUniforms[8];
Ptr<ShaderFill> DefaultFill;
Ptr<Buffer> QuadVertexBuffer;
Array<Ptr<Texture> > DepthBuffers;
public:
RenderDevice(const RendererParams& p, HWND window);
~RenderDevice();
// Implement static initializer function to create this class.
static RenderTiny::RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd);
void UpdateMonitorOutputs();
virtual void SetRealViewport(const Viewport& vp);
virtual bool SetParams(const RendererParams& newParams);
virtual void Present();
virtual void ForceFlushGPU();
virtual bool SetFullscreen(DisplayMode fullscreen);
virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1);
virtual Buffer* CreateBuffer();
virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1);
Texture* GetDepthBuffer(int w, int h, int ms);
virtual void BeginRendering();
virtual void SetRenderTarget(RenderTiny::Texture* color,
RenderTiny::Texture* depth = NULL, RenderTiny::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, RenderTiny::Buffer* buffer);
virtual void Render(const Matrix4f& matrix, Model* model);
virtual void Render(const ShaderFill* fill, RenderTiny::Buffer* vertices, RenderTiny::Buffer* indices,
const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
virtual ShaderFill *CreateSimpleFill() { return DefaultFill; }
virtual RenderTiny::Shader *LoadBuiltinShader(ShaderStage stage, int shader);
bool RecreateSwapChain();
virtual ID3D10Blob* CompileShader(const char* profile, const char* src, const char* mainName = "main");
ID3D1xSamplerState* GetSamplerState(int sm);
void SetTexture(RenderTiny::ShaderStage stage, int slot, const Texture* t);
};
}}} // Render::D3D10
#endif
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