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FlaxEngine/Source/Engine/GraphicsDevice/DirectX/DX11/GPUDeviceDX11.h

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C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/GPUResource.h"
#include "Engine/Core/Collections/Dictionary.h"
#include "../GPUDeviceDX.h"
#include "../IncludeDirectXHeaders.h"
#if GRAPHICS_API_DIRECTX11
class Engine;
enum class StencilOperation : byte;
class GPUContextDX11;
class GPUSwapChainDX11;
/// <summary>
/// Implementation of Graphics Device for DirectX 11 backend.
/// </summary>
class GPUDeviceDX11 : public GPUDeviceDX
{
friend GPUContextDX11;
friend GPUSwapChainDX11;
private:
struct DepthStencilMode
{
int8 DepthEnable : 1;
int8 DepthWriteEnable : 1;
int8 DepthClipEnable : 1;
int8 StencilEnable : 1;
uint8 StencilReadMask;
uint8 StencilWriteMask;
ComparisonFunc DepthFunc;
ComparisonFunc StencilFunc;
StencilOperation StencilFailOp;
StencilOperation StencilDepthFailOp;
StencilOperation StencilPassOp;
bool operator==(const DepthStencilMode& other) const
{
return Platform::MemoryCompare(this, &other, sizeof(DepthStencilMode)) == 0;
}
friend uint32 GetHash(const DepthStencilMode& key)
{
uint32 hash = 0;
for (int32 i = 0; i < sizeof(DepthStencilMode) / 4; i++)
CombineHash(hash, ((uint32*)&key)[i]);
return hash;
}
};
// Private Stuff
ID3D11Device* _device = nullptr;
ID3D11DeviceContext* _imContext = nullptr;
IDXGIFactory* _factoryDXGI;
GPUContextDX11* _mainContext = nullptr;
bool _allowTearing = false;
GPUBuffer* _dummyVB = nullptr;
// Static Samplers
ID3D11SamplerState* _samplerLinearClamp = nullptr;
ID3D11SamplerState* _samplerPointClamp = nullptr;
ID3D11SamplerState* _samplerLinearWrap = nullptr;
ID3D11SamplerState* _samplerPointWrap = nullptr;
ID3D11SamplerState* _samplerShadow = nullptr;
ID3D11SamplerState* _samplerShadowLinear = nullptr;
// Shared data for pipeline states
CriticalSection StatesWriteLocker;
Dictionary<BlendingMode, ID3D11BlendState*> BlendStates;
Dictionary<DepthStencilMode, ID3D11DepthStencilState*> DepthStencilStates;
ID3D11RasterizerState* RasterizerStates[3 * 2 * 2]; // Index = CullMode[0-2] + Wireframe[0?3] + DepthClipEnable[0?6]
public:
static GPUDevice* Create();
GPUDeviceDX11(IDXGIFactory* dxgiFactory, GPUAdapterDX* adapter);
~GPUDeviceDX11();
public:
// Gets DX11 device
ID3D11Device* GetDevice() const
{
return _device;
}
// Gets DXGI factory
IDXGIFactory* GetDXGIFactory() const
{
return _factoryDXGI;
}
// Gets immediate context
ID3D11DeviceContext* GetIM() const
{
return _imContext;
}
GPUContextDX11* GetMainContextDX11()
{
return _mainContext;
}
ID3D11DepthStencilState* GetDepthStencilState(const void* descriptionPtr);
ID3D11BlendState* GetBlendState(const BlendingMode& blending);
GPUBuffer* GetDummyVB();
public:
// [GPUDeviceDX]
GPUContext* GetMainContext() override
{
return reinterpret_cast<GPUContext*>(_mainContext);
}
void* GetNativePtr() const override
{
return _device;
}
bool Init() override;
void Dispose() override;
void WaitForGPU() override;
void DrawEnd() override;
GPUTexture* CreateTexture(const StringView& name) override;
GPUShader* CreateShader(const StringView& name) override;
GPUPipelineState* CreatePipelineState() override;
GPUTimerQuery* CreateTimerQuery() override;
GPUBuffer* CreateBuffer(const StringView& name) override;
GPUSampler* CreateSampler() override;
GPUVertexLayout* CreateVertexLayout(const VertexElements& elements, bool explicitOffsets) override;
GPUSwapChain* CreateSwapChain(Window* window) override;
GPUConstantBuffer* CreateConstantBuffer(uint32 size, const StringView& name) override;
};
/// <summary>
/// Base interface for GPU resources on DirectX 11
/// </summary>
class IGPUResourceDX11
{
public:
/// <summary>
/// Gets DirectX 11 resource object handle.
/// </summary>
virtual ID3D11Resource* GetResource() = 0;
};
/// <summary>
/// GPU resource implementation for DirectX 11 backend.
/// </summary>
template<class BaseType>
class GPUResourceDX11 : public GPUResourceBase<GPUDeviceDX11, BaseType>, public IGPUResourceDX11
{
public:
/// <summary>
/// Initializes a new instance of the <see cref="GPUResourceDX11"/> class.
/// </summary>
/// <param name="device">The graphics device.</param>
/// <param name="name">The resource name.</param>
GPUResourceDX11(GPUDeviceDX11* device, const StringView& name) noexcept
: GPUResourceBase<GPUDeviceDX11, BaseType>(device, name)
{
}
};
extern GPUDevice* CreateGPUDeviceDX11();
#endif