forked from kirides/GD3D11
/
D3D11GraphicsEngine.cpp
6530 lines (5302 loc) · 255 KB
/
D3D11GraphicsEngine.cpp
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#include "D3D11GraphicsEngine.h"
#include "AlignedAllocator.h"
#include "BaseAntTweakBar.h"
#include "D2DEditorView.h"
#include "D2DView.h"
#include "D3D11Effect.h"
#include "D3D11GShader.h"
#include "D3D11HDShader.h"
#include "D3D11LineRenderer.h"
#include "D3D11OcclusionQuerry.h"
#include "D3D11PShader.h"
#include "D3D11PfxRenderer.h"
#include "D3D11PipelineStates.h"
#include "D3D11PointLight.h"
#include "D3D11ShaderManager.h"
#include "D3D11VShader.h"
#include "GMesh.h"
#include "GOcean.h"
#include "GSky.h"
#include "RenderToTextureBuffer.h"
#include "zCParticleFX.h"
#include "zCDecal.h"
#include "zCMaterial.h"
#include "zCQuadMark.h"
#include "zCTexture.h"
#include "zCView.h"
#include "zCVobLight.h"
#include "oCNPC.h"
#include <DDSTextureLoader.h>
#include <ScreenGrab.h>
#include <wincodec.h>
#include <SpriteFont.h>
#include <SpriteBatch.h>
#include <locale>
#include <codecvt>
#include <wrl\client.h>
#include "D3D11_Helpers.h"
#if !PUBLIC_RELEASE
#define DEBUG_D3D11
#endif
#include "SteamOverlay.h"
#include <d3dcompiler.h>
#include <dxgi1_6.h>
namespace wrl = Microsoft::WRL;
const int NUM_UNLOADEDTEXCOUNT_FORCE_LOAD_TEXTURES = 100;
const float DEFAULT_NORMALMAP_STRENGTH = 0.10f;
const float DEFAULT_FAR_PLANE = 50000.0f;
const XMFLOAT4 UNDERWATER_COLOR_MOD = XMFLOAT4( 0.5f, 0.7f, 1.0f, 1.0f );
const float NUM_FRAME_SHADOW_UPDATES =
2; // Fraction of lights to update per frame
const int NUM_MIN_FRAME_SHADOW_UPDATES =
4; // Minimum lights to update per frame
const int MAX_IMPORTANT_LIGHT_UPDATES = 1;
D3D11GraphicsEngine::D3D11GraphicsEngine() {
DebugPointlight = nullptr;
OutputWindow = nullptr;
ActiveHDS = nullptr;
ActivePS = nullptr;
InverseUnitSphereMesh = nullptr;
frameLatencyWaitableObject = nullptr;
Effects = std::make_unique<D3D11Effect>();
RenderingStage = DES_MAIN;
PresentPending = false;
SaveScreenshotNextFrame = false;
LineRenderer = std::make_unique<D3D11LineRenderer>();
Occlusion = std::make_unique<D3D11OcclusionQuerry>();
m_FrameLimiter = std::make_unique<FpsLimiter>();
m_LastFrameLimit = 0;
m_flipWithTearing = false;
m_HDR = false;
m_lowlatency = false;
m_isWindowActive = true;
// Match the resolution with the current desktop resolution
Resolution =
Engine::GAPI->GetRendererState().RendererSettings.LoadedResolution;
CachedRefreshRate.Numerator = 0;
CachedRefreshRate.Denominator = 0;
unionCurrentCustomFontMultiplier = 1.0;
}
D3D11GraphicsEngine::~D3D11GraphicsEngine() {
GothicDepthBufferStateInfo::DeleteCachedObjects();
GothicBlendStateInfo::DeleteCachedObjects();
GothicRasterizerStateInfo::DeleteCachedObjects();
SAFE_DELETE( InverseUnitSphereMesh );
SAFE_DELETE( QuadVertexBuffer );
SAFE_DELETE( QuadIndexBuffer );
ID3D11Debug* d3dDebug;
Device->QueryInterface( __uuidof(ID3D11Debug), reinterpret_cast<void**>(&d3dDebug) );
if ( d3dDebug ) {
d3dDebug->ReportLiveDeviceObjects( D3D11_RLDO_DETAIL );
d3dDebug->Release();
}
// MemTrackerFinalReport();
}
void PrintD3DFeatureLevel( D3D_FEATURE_LEVEL lvl ) {
std::map<D3D_FEATURE_LEVEL, std::string> dxFeatureLevelsMap = {
{D3D_FEATURE_LEVEL::D3D_FEATURE_LEVEL_11_1, "D3D_FEATURE_LEVEL_11_1"},
{D3D_FEATURE_LEVEL::D3D_FEATURE_LEVEL_11_0, "D3D_FEATURE_LEVEL_11_0"},
{D3D_FEATURE_LEVEL::D3D_FEATURE_LEVEL_10_1, "D3D_FEATURE_LEVEL_10_1"},
{D3D_FEATURE_LEVEL::D3D_FEATURE_LEVEL_10_0, "D3D_FEATURE_LEVEL_10_0"},
{D3D_FEATURE_LEVEL::D3D_FEATURE_LEVEL_9_3 , "D3D_FEATURE_LEVEL_9_3" },
{D3D_FEATURE_LEVEL::D3D_FEATURE_LEVEL_9_2 , "D3D_FEATURE_LEVEL_9_2" },
{D3D_FEATURE_LEVEL::D3D_FEATURE_LEVEL_9_1 , "D3D_FEATURE_LEVEL_9_1" },
};
LogInfo() << "D3D_FEATURE_LEVEL: " << dxFeatureLevelsMap.at( lvl );
}
/** Called when the game created it's window */
XRESULT D3D11GraphicsEngine::Init() {
HRESULT hr;
LogInfo() << "Initializing Device...";
// Create DXGI factory
hr = CreateDXGIFactory1( __uuidof(IDXGIFactory2), &DXGIFactory2 );
if ( FAILED( hr ) ) {
LogErrorBox() << "CreateDXGIFactory1 failed with code: " << hr << "!\n"
"Minimum supported Operating System by GD3D11 is Windows 7 SP1 with Platform Update.";
exit( 2 );
}
bool haveAdapter = false;
Microsoft::WRL::ComPtr<IDXGIFactory6> DXGIFactory6;
hr = DXGIFactory2.As( &DXGIFactory6 );
if ( SUCCEEDED( hr ) ) {
// Windows 10, version 1803 - only
UINT adapterIndex = 0;
while ( DXGIFactory6->EnumAdapterByGpuPreference( adapterIndex++, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
IID_PPV_ARGS( DXGIAdapter1.ReleaseAndGetAddressOf() ) ) != DXGI_ERROR_NOT_FOUND ) {
DXGI_ADAPTER_DESC1 desc;
DXGIAdapter1->GetDesc1( &desc );
if ( desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE ) {
// Don't select the Basic Render Driver adapter.
continue;
}
haveAdapter = true;
break;
}
} else {
// Let's rate devices by their VRAM and vendors and hope we'll get atleast discrete GPU
std::map<uint64_t, UINT> candidates;
for ( UINT adapterIndex = 0; DXGIFactory2->EnumAdapters1( adapterIndex, DXGIAdapter1.ReleaseAndGetAddressOf() ) != DXGI_ERROR_NOT_FOUND; ++adapterIndex ) {
DXGI_ADAPTER_DESC1 desc;
DXGIAdapter1->GetDesc1( &desc );
if ( desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE ) {
// Don't select the Basic Render Driver adapter.
continue;
}
uint64_t deviceRating = static_cast<uint64_t>(desc.DedicatedVideoMemory);
if ( desc.VendorId == 0x10DE ) { // Rate NVIDIA GPU's highest
deviceRating += 0x200000000;
} else if ( desc.VendorId == 0x1002 ) { // Rate AMD GPU's higher than Intel IGPU
deviceRating += 0x100000000;
}
candidates.emplace( deviceRating, adapterIndex );
}
if ( !candidates.empty() ) {
LE( DXGIFactory2->EnumAdapters1( candidates.rbegin()->second, DXGIAdapter1.ReleaseAndGetAddressOf() ) ); // Get first suitable adapter
haveAdapter = true;
}
}
if ( !haveAdapter ) {
LogErrorBox() << "Couldn't find any suitable GPU on your device, so it can't run GD3D11!\n"
"It has to be at least Featurelevel 10.0 compatible, "
"which requires at least:\n"
" * Nvidia GeForce 8xxx or higher\n"
" * AMD Radeon HD 2xxx or higher\n\n"
"The game will now close.";
exit( 2 );
}
DXGIAdapter1.As( &DXGIAdapter2 );
// Find out what we are rendering on to write it into the logfile
DXGI_ADAPTER_DESC2 adpDesc;
DXGIAdapter2->GetDesc2( &adpDesc );
std::wstring wDeviceDescription( adpDesc.Description );
std::string deviceDescription( wDeviceDescription.begin(), wDeviceDescription.end() );
DeviceDescription = deviceDescription;
LogInfo() << "Rendering on: " << deviceDescription.c_str();
D3D_FEATURE_LEVEL maxFeatureLevel = D3D_FEATURE_LEVEL::D3D_FEATURE_LEVEL_9_1;
D3D_FEATURE_LEVEL featureLevels[] = {
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
// Create D3D11-Device
int flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#ifdef DEBUG_D3D11
flags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
hr = D3D11CreateDevice( DXGIAdapter2.Get(), D3D_DRIVER_TYPE_UNKNOWN, nullptr, flags, featureLevels, ARRAYSIZE( featureLevels ),
D3D11_SDK_VERSION, Device11.GetAddressOf(), &maxFeatureLevel, Context11.GetAddressOf() );
// Assume E_INVALIDARG occurs because D3D_FEATURE_LEVEL_11_1 is not supported on current platform
// retry with just 9.1-11.0
if ( hr == E_INVALIDARG ) {
hr = D3D11CreateDevice( DXGIAdapter2.Get(), D3D_DRIVER_TYPE_UNKNOWN, nullptr, flags, &featureLevels[1], ARRAYSIZE( featureLevels ) - 1,
D3D11_SDK_VERSION, Device11.GetAddressOf(), &maxFeatureLevel, Context11.GetAddressOf() );
}
if ( FAILED( hr ) ) {
LogErrorBox() << "D3D11CreateDevice failed with code: " << hr << "!";
exit( 2 );
}
PrintD3DFeatureLevel( maxFeatureLevel );
if ( maxFeatureLevel < D3D_FEATURE_LEVEL::D3D_FEATURE_LEVEL_10_0 ) {
LogErrorBox() << "Your GPU (" << deviceDescription.c_str()
<< ") does not support Direct3D 11, so it can't run GD3D11!\n"
"It has to be at least Featurelevel 10.0 compatible, "
"which requires at least:\n"
" * Nvidia GeForce 8xxx or higher\n"
" * AMD Radeon HD 2xxx or higher\n\n"
"The game will now close.";
exit( 2 );
}
Device11.As( &Device );
Context11.As( &Context );
FeatureLevel10Compatibility = (maxFeatureLevel < D3D_FEATURE_LEVEL::D3D_FEATURE_LEVEL_11_0);
FetchDisplayModeList();
LogInfo() << "Creating ShaderManager";
ShaderManager = std::make_unique<D3D11ShaderManager>();
ShaderManager->Init();
ShaderManager->LoadShaders();
PS_DiffuseNormalmapped = ShaderManager->GetPShader( "PS_DiffuseNormalmapped" );
PS_Diffuse = ShaderManager->GetPShader( "PS_Diffuse" );
PS_DiffuseNormalmappedAlphatest = ShaderManager->GetPShader( "PS_DiffuseNormalmappedAlphaTest" );
PS_DiffuseAlphatest = ShaderManager->GetPShader( "PS_DiffuseAlphaTest" );
PS_PortalDiffuse = ShaderManager->GetPShader( "PS_PortalDiffuse" );
PS_WaterfallFoam = ShaderManager->GetPShader( "PS_WaterfallFoam" );
TempVertexBuffer = std::make_unique<D3D11VertexBuffer>();
TempVertexBuffer->Init(
nullptr, DRAWVERTEXARRAY_BUFFER_SIZE, D3D11VertexBuffer::B_VERTEXBUFFER,
D3D11VertexBuffer::U_DYNAMIC, D3D11VertexBuffer::CA_WRITE );
SetDebugName( TempVertexBuffer->GetShaderResourceView().Get(), "TempVertexBuffer->ShaderResourceView" );
SetDebugName( TempVertexBuffer->GetVertexBuffer().Get(), "TempVertexBuffer->VertexBuffer" );
TempPolysVertexBuffer = std::make_unique<D3D11VertexBuffer>();
TempPolysVertexBuffer->Init(
nullptr, POLYS_BUFFER_SIZE, D3D11VertexBuffer::B_VERTEXBUFFER,
D3D11VertexBuffer::U_DYNAMIC, D3D11VertexBuffer::CA_WRITE );
SetDebugName( TempPolysVertexBuffer->GetShaderResourceView().Get(), "TempVertexBuffer->ShaderResourceView" );
SetDebugName( TempPolysVertexBuffer->GetVertexBuffer().Get(), "TempVertexBuffer->VertexBuffer" );
TempParticlesVertexBuffer = std::make_unique<D3D11VertexBuffer>();
TempParticlesVertexBuffer->Init(
nullptr, PARTICLES_BUFFER_SIZE, D3D11VertexBuffer::B_VERTEXBUFFER,
D3D11VertexBuffer::U_DYNAMIC, D3D11VertexBuffer::CA_WRITE );
SetDebugName( TempParticlesVertexBuffer->GetShaderResourceView().Get(), "TempVertexBuffer->ShaderResourceView" );
SetDebugName( TempParticlesVertexBuffer->GetVertexBuffer().Get(), "TempVertexBuffer->VertexBuffer" );
TempMorphedMeshSmallVertexBuffer = std::make_unique<D3D11VertexBuffer>();
TempMorphedMeshSmallVertexBuffer->Init(
nullptr, MORPHEDMESH_SMALL_BUFFER_SIZE, D3D11VertexBuffer::B_VERTEXBUFFER,
D3D11VertexBuffer::U_DYNAMIC, D3D11VertexBuffer::CA_WRITE );
SetDebugName( TempMorphedMeshSmallVertexBuffer->GetShaderResourceView().Get(), "TempVertexBuffer->ShaderResourceView" );
SetDebugName( TempMorphedMeshSmallVertexBuffer->GetVertexBuffer().Get(), "TempVertexBuffer->VertexBuffer" );
TempMorphedMeshBigVertexBuffer = std::make_unique<D3D11VertexBuffer>();
TempMorphedMeshBigVertexBuffer->Init(
nullptr, MORPHEDMESH_HIGH_BUFFER_SIZE, D3D11VertexBuffer::B_VERTEXBUFFER,
D3D11VertexBuffer::U_DYNAMIC, D3D11VertexBuffer::CA_WRITE );
SetDebugName( TempMorphedMeshBigVertexBuffer->GetShaderResourceView().Get(), "TempVertexBuffer->ShaderResourceView" );
SetDebugName( TempMorphedMeshBigVertexBuffer->GetVertexBuffer().Get(), "TempVertexBuffer->VertexBuffer" );
TempHUDVertexBuffer = std::make_unique<D3D11VertexBuffer>();
TempHUDVertexBuffer->Init(
nullptr, HUD_BUFFER_SIZE, D3D11VertexBuffer::B_VERTEXBUFFER,
D3D11VertexBuffer::U_DYNAMIC, D3D11VertexBuffer::CA_WRITE );
SetDebugName( TempHUDVertexBuffer->GetShaderResourceView().Get(), "TempVertexBuffer->ShaderResourceView" );
SetDebugName( TempHUDVertexBuffer->GetVertexBuffer().Get(), "TempVertexBuffer->VertexBuffer" );
DynamicInstancingBuffer = std::make_unique<D3D11VertexBuffer>();
DynamicInstancingBuffer->Init(
nullptr, INSTANCING_BUFFER_SIZE, D3D11VertexBuffer::B_VERTEXBUFFER,
D3D11VertexBuffer::U_DYNAMIC, D3D11VertexBuffer::CA_WRITE );
SetDebugName( DynamicInstancingBuffer->GetShaderResourceView().Get(), "DynamicInstancingBuffer->ShaderResourceView" );
SetDebugName( DynamicInstancingBuffer->GetVertexBuffer().Get(), "DynamicInstancingBuffer->VertexBuffer" );
D3D11_SAMPLER_DESC samplerDesc;
samplerDesc.Filter = D3D11_FILTER_ANISOTROPIC;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.MipLODBias = 0;
samplerDesc.MaxAnisotropy = 16;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
samplerDesc.BorderColor[0] = 1.0f;
samplerDesc.BorderColor[1] = 1.0f;
samplerDesc.BorderColor[2] = 1.0f;
samplerDesc.BorderColor[3] = 1.0f;
samplerDesc.MinLOD = -3.402823466e+38F; // -FLT_MAX
samplerDesc.MaxLOD = 3.402823466e+38F; // FLT_MAX
LE( GetDevice()->CreateSamplerState( &samplerDesc, DefaultSamplerState.GetAddressOf() ) );
GetContext()->PSSetSamplers( 0, 1, DefaultSamplerState.GetAddressOf() );
GetContext()->VSSetSamplers( 0, 1, DefaultSamplerState.GetAddressOf() );
GetContext()->DSSetSamplers( 0, 1, DefaultSamplerState.GetAddressOf() );
GetContext()->HSSetSamplers( 0, 1, DefaultSamplerState.GetAddressOf() );
SetDebugName( DefaultSamplerState.Get(), "DefaultSamplerState" );
samplerDesc.Filter = D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR;
//TODO: NVidia PCSS
// samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL;
GetDevice()->CreateSamplerState( &samplerDesc, ShadowmapSamplerState.GetAddressOf() );
GetContext()->PSSetSamplers( 2, 1, ShadowmapSamplerState.GetAddressOf() );
GetContext()->VSSetSamplers( 2, 1, ShadowmapSamplerState.GetAddressOf() );
SetDebugName( ShadowmapSamplerState.Get(), "ShadowmapSamplerState" );
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
GetDevice()->CreateSamplerState( &samplerDesc, ClampSamplerState.GetAddressOf() );
SetDebugName( ClampSamplerState.Get(), "ClampSamplerState" );
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
GetDevice()->CreateSamplerState( &samplerDesc, CubeSamplerState.GetAddressOf() );
SetDebugName( CubeSamplerState.Get(), "CubeSamplerState" );
SetActivePixelShader( "PS_Simple" );
SetActiveVertexShader( "VS_Ex" );
DistortionTexture = std::make_unique<D3D11Texture>();
DistortionTexture->Init( "system\\GD3D11\\textures\\distortion2.dds" );
NoiseTexture = std::make_unique<D3D11Texture>();
NoiseTexture->Init( "system\\GD3D11\\textures\\noise.dds" );
WhiteTexture = std::make_unique<D3D11Texture>();
WhiteTexture->Init( "system\\GD3D11\\textures\\white.dds" );
InverseUnitSphereMesh = new GMesh;
InverseUnitSphereMesh->LoadMesh( "system\\GD3D11\\meshes\\icoSphere.obj" );
// Create distance-buffers
D3D11ConstantBuffer* infiniteRangeConstantBuffer;
D3D11ConstantBuffer* outdoorSmallVobsConstantBuffer;
D3D11ConstantBuffer* outdoorVobsConstantBuffer;
CreateConstantBuffer( &infiniteRangeConstantBuffer, nullptr, sizeof( float4 ) );
CreateConstantBuffer( &outdoorSmallVobsConstantBuffer, nullptr, sizeof( float4 ) );
CreateConstantBuffer( &outdoorVobsConstantBuffer, nullptr, sizeof( float4 ) );
InfiniteRangeConstantBuffer.reset( infiniteRangeConstantBuffer );
OutdoorSmallVobsConstantBuffer.reset( outdoorSmallVobsConstantBuffer );
OutdoorVobsConstantBuffer.reset(outdoorVobsConstantBuffer);
// Init inf-buffer now
InfiniteRangeConstantBuffer->UpdateBuffer( &float4( FLT_MAX, 0, 0, 0 ) );
SetDebugName( InfiniteRangeConstantBuffer->Get().Get(), "InfiniteRangeConstantBuffer" );
SetDebugName( OutdoorSmallVobsConstantBuffer->Get().Get(), "OutdoorSmallVobsConstantBuffer" );
SetDebugName( OutdoorVobsConstantBuffer->Get().Get(), "OutdoorVobsConstantBuffer" );
// Load reflectioncube
if ( S_OK != CreateDDSTextureFromFile(
GetDevice().Get(), L"system\\GD3D11\\Textures\\reflect_cube.dds",
nullptr,
ReflectionCube.GetAddressOf() ) )
LogWarn()
<< "Failed to load file: system\\GD3D11\\Textures\\reflect_cube.dds";
if ( S_OK != CreateDDSTextureFromFile(
GetDevice().Get(), L"system\\GD3D11\\Textures\\SkyCubemap2.dds",
nullptr, ReflectionCube2.GetAddressOf() ) )
LogWarn()
<< "Failed to load file: system\\GD3D11\\Textures\\SkyCubemap2.dds";
// Init quad buffers
ExVertexStruct vx[6];
ZeroMemory( vx, sizeof( vx ) );
const float scale = 1.0f;
vx[0].Position = float3( -scale * 0.5f, -scale * 0.5f, 0.0f );
vx[1].Position = float3( scale * 0.5f, -scale * 0.5f, 0.0f );
vx[2].Position = float3( -scale * 0.5f, scale * 0.5f, 0.0f );
vx[0].TexCoord = float2( 0, 0 );
vx[1].TexCoord = float2( 1, 0 );
vx[2].TexCoord = float2( 0, 1 );
vx[0].Color = 0xFFFFFFFF;
vx[1].Color = 0xFFFFFFFF;
vx[2].Color = 0xFFFFFFFF;
vx[3].Position = float3( scale * 0.5f, -scale * 0.5f, 0.0f );
vx[4].Position = float3( scale * 0.5f, scale * 0.5f, 0.0f );
vx[5].Position = float3( -scale * 0.5f, scale * 0.5f, 0.0f );
vx[3].TexCoord = float2( 1, 0 );
vx[4].TexCoord = float2( 1, 1 );
vx[5].TexCoord = float2( 0, 1 );
vx[3].Color = 0xFFFFFFFF;
vx[4].Color = 0xFFFFFFFF;
vx[5].Color = 0xFFFFFFFF;
CreateVertexBuffer( &QuadVertexBuffer );
QuadVertexBuffer->Init( vx, 6 * sizeof( ExVertexStruct ),
D3D11VertexBuffer::EBindFlags::B_VERTEXBUFFER,
D3D11VertexBuffer::EUsageFlags::U_IMMUTABLE );
VERTEX_INDEX indices[] = { 0, 1, 2, 3, 4, 5 };
CreateVertexBuffer( &QuadIndexBuffer );
QuadIndexBuffer->Init( indices, sizeof( indices ),
D3D11VertexBuffer::EBindFlags::B_INDEXBUFFER,
D3D11VertexBuffer::EUsageFlags::U_IMMUTABLE );
// Create dummy rendertarget for shadowcubes
DummyShadowCubemapTexture = std::make_unique<RenderToTextureBuffer>(
GetDevice(), POINTLIGHT_SHADOWMAP_SIZE, POINTLIGHT_SHADOWMAP_SIZE,
DXGI_FORMAT_B8G8R8A8_UNORM, nullptr, DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN, 1, 6 );
SteamOverlay::Init();
Effects->LoadRainResources();
return XR_SUCCESS;
}
/** Called when the game created its window */
XRESULT D3D11GraphicsEngine::SetWindow( HWND hWnd ) {
if ( !OutputWindow ) {
LogInfo() << "Creating swapchain";
OutputWindow = hWnd;
// Force activate the window on startup
{
HWND hCurWnd = GetForegroundWindow();
DWORD dwMyID = GetCurrentThreadId();
DWORD dwCurID = GetWindowThreadProcessId( hCurWnd, NULL );
m_isWindowActive = true;
AttachThreadInput( dwCurID, dwMyID, TRUE );
SetWindowPos( hWnd, HWND_TOPMOST, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE );
SetWindowPos( hWnd, HWND_NOTOPMOST, 0, 0, 0, 0, SWP_SHOWWINDOW | SWP_NOSIZE | SWP_NOMOVE );
SetForegroundWindow( hWnd );
SetFocus( hWnd );
SetActiveWindow( hWnd );
AttachThreadInput( dwCurID, dwMyID, FALSE );
}
const INT2 res = Resolution;
#ifdef BUILD_SPACER
RECT r;
GetClientRect( hWnd, &r );
res.x = r.right;
res.y = r.bottom;
#endif
if ( res.x != 0 && res.y != 0 ) OnResize( res );
#ifndef BUILD_SPACER_NET
// We need to update clip cursor here because we hook the window too late to receive proper window message
UpdateClipCursor( hWnd );
// Force hide mouse cursor
while ( ShowCursor( false ) >= 0 );
#endif
}
return XR_SUCCESS;
}
/** Reset BackBuffer */
void D3D11GraphicsEngine::OnResetBackBuffer() {
PfxRenderer->OnResize( Resolution );
HDRBackBuffer = std::make_unique<RenderToTextureBuffer>( GetDevice().Get(), Resolution.x, Resolution.y,
(Engine::GAPI->GetRendererState().RendererSettings.CompressBackBuffer ? DXGI_FORMAT_R11G11B10_FLOAT : DXGI_FORMAT_R16G16B16A16_FLOAT) );
}
/** Get BackBuffer Format */
DXGI_FORMAT D3D11GraphicsEngine::GetBackBufferFormat() {
return (Engine::GAPI->GetRendererState().RendererSettings.CompressBackBuffer ? DXGI_FORMAT_R11G11B10_FLOAT : DXGI_FORMAT_R16G16B16A16_FLOAT);
}
/** Get Window Mode */
int D3D11GraphicsEngine::GetWindowMode() {
if ( SwapChain.Get() ) {
BOOL isFullscreen = 0;
if ( dxgi_1_5 ) {
if ( SwapChain4.Get() ) SwapChain4->GetFullscreenState( &isFullscreen, nullptr );
} else if ( dxgi_1_4 ) {
if ( SwapChain3.Get() ) SwapChain3->GetFullscreenState( &isFullscreen, nullptr );
} else if ( dxgi_1_3 ) {
if ( SwapChain2.Get() ) SwapChain2->GetFullscreenState( &isFullscreen, nullptr );
} else {
if ( SwapChain.Get() ) SwapChain->GetFullscreenState( &isFullscreen, nullptr );
}
if ( isFullscreen ) {
return WINDOW_MODE_FULLSCREEN_EXCLUSIVE;
}
}
if ( m_swapchainflip ) {
if ( m_lowlatency ) {
return WINDOW_MODE_FULLSCREEN_LOWLATENCY;
} else {
return WINDOW_MODE_FULLSCREEN_BORDERLESS;
}
}
return WINDOW_MODE_WINDOWED;
}
/** Called on window resize/resolution change */
XRESULT D3D11GraphicsEngine::OnResize( INT2 newSize ) {
HRESULT hr;
if ( dxgi_1_5 ) {
if ( memcmp( &Resolution, &newSize, sizeof( newSize ) ) == 0 && SwapChain4.Get() )
return XR_SUCCESS; // Don't resize if we don't have to
} else if ( dxgi_1_4 ) {
if ( memcmp( &Resolution, &newSize, sizeof( newSize ) ) == 0 && SwapChain3.Get() )
return XR_SUCCESS; // Don't resize if we don't have to
} else if ( dxgi_1_3 ) {
if ( memcmp( &Resolution, &newSize, sizeof( newSize ) ) == 0 && SwapChain2.Get() )
return XR_SUCCESS; // Don't resize if we don't have to
} else {
if ( memcmp( &Resolution, &newSize, sizeof( newSize ) ) == 0 && SwapChain.Get() )
return XR_SUCCESS; // Don't resize if we don't have to
}
Resolution = newSize;
INT2 bbres = GetBackbufferResolution();
zCView::SetWindowMode(
Resolution.x,
Resolution.y,
32 );
zCView::SetVirtualMode(
static_cast<int>(Resolution.x / Engine::GAPI->GetRendererState().RendererSettings.GothicUIScale),
static_cast<int>(Resolution.y / Engine::GAPI->GetRendererState().RendererSettings.GothicUIScale),
32 );
zCViewDraw::GetScreen().SetVirtualSize( POINT{ 8192, 8192 } );
#ifndef BUILD_SPACER
BOOL isFullscreen = 0;
if ( dxgi_1_5 ) {
if ( SwapChain4.Get() ) LE( SwapChain4->GetFullscreenState( &isFullscreen, nullptr ) );
} else if ( dxgi_1_4 ) {
if ( SwapChain3.Get() ) LE( SwapChain3->GetFullscreenState( &isFullscreen, nullptr ) );
} else if ( dxgi_1_3 ) {
if ( SwapChain2.Get() ) LE( SwapChain2->GetFullscreenState( &isFullscreen, nullptr ) );
} else {
if ( SwapChain.Get() ) LE( SwapChain->GetFullscreenState( &isFullscreen, nullptr ) );
}
if ( isFullscreen ) {
DXGI_MODE_DESC newMode = {};
newMode.Width = newSize.x;
newMode.Height = newSize.y;
newMode.RefreshRate.Numerator = CachedRefreshRate.Numerator;
newMode.RefreshRate.Denominator = CachedRefreshRate.Denominator;
newMode.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
if ( dxgi_1_5 ) {
SwapChain4->ResizeTarget( &newMode );
} else if ( dxgi_1_4 ) {
SwapChain3->ResizeTarget( &newMode );
} else if ( dxgi_1_3 ) {
SwapChain2->ResizeTarget( &newMode );
} else {
SwapChain->ResizeTarget( &newMode );
}
RECT desktopRect;
GetClientRect( GetDesktopWindow(), &desktopRect );
SetWindowPos( OutputWindow, nullptr, 0, 0, desktopRect.right, desktopRect.bottom, SWP_SHOWWINDOW );
} else if ( Engine::GAPI->GetRendererState().RendererSettings.StretchWindow ) {
RECT desktopRect;
GetClientRect( GetDesktopWindow(), &desktopRect );
SetWindowPos( OutputWindow, nullptr, 0, 0, desktopRect.right, desktopRect.bottom, SWP_SHOWWINDOW );
} else {
RECT rect;
if ( GetWindowRect( OutputWindow, &rect ) ) {
SetWindowPos( OutputWindow, nullptr, rect.left, rect.top, bbres.x, bbres.y, SWP_SHOWWINDOW );
} else {
SetWindowPos( OutputWindow, nullptr, 0, 0, bbres.x, bbres.y, SWP_SHOWWINDOW );
}
}
#endif
// Release all referenced buffer resources before we can resize the swapchain. Needed!
BackbufferRTV.Reset();
DepthStencilBuffer.reset();
if ( UIView ) UIView->PrepareResize();
UINT scflags = m_flipWithTearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
if ( m_lowlatency ) {
scflags |= DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
}
if ( !SwapChain.Get() ) {
static std::map<DXGI_SWAP_EFFECT, std::string> swapEffectMap = {
{DXGI_SWAP_EFFECT::DXGI_SWAP_EFFECT_DISCARD, "DXGI_SWAP_EFFECT_DISCARD"},
{DXGI_SWAP_EFFECT::DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL, "DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL"},
{DXGI_SWAP_EFFECT::DXGI_SWAP_EFFECT_FLIP_DISCARD, "DXGI_SWAP_EFFECT_FLIP_DISCARD"},
};
m_swapchainflip = Engine::GAPI->GetRendererState().RendererSettings.DisplayFlip;
if ( m_swapchainflip ) {
LONG lStyle = GetWindowLongA( OutputWindow, GWL_STYLE );
lStyle &= ~(WS_CAPTION | WS_THICKFRAME | WS_MINIMIZE | WS_MAXIMIZE | WS_SYSMENU);
SetWindowLongA( OutputWindow, GWL_STYLE, lStyle );
LONG lExStyle = GetWindowLongA( OutputWindow, GWL_EXSTYLE );
lExStyle &= ~(WS_EX_DLGMODALFRAME | WS_EX_CLIENTEDGE | WS_EX_STATICEDGE);
SetWindowLongA( OutputWindow, GWL_EXSTYLE, lExStyle );
}
Microsoft::WRL::ComPtr<IDXGIDevice2> pDXGIDevice;
Microsoft::WRL::ComPtr<IDXGIDevice3> pDXGIDevice3;
Microsoft::WRL::ComPtr<IDXGIDevice4> pDXGIDevice4;
Microsoft::WRL::ComPtr<IDXGIAdapter> adapter11;
Microsoft::WRL::ComPtr<IDXGIAdapter2> adapter;
Microsoft::WRL::ComPtr<IDXGIAdapter3> adapter3;
Microsoft::WRL::ComPtr<IDXGIFactory2> factory2;
Microsoft::WRL::ComPtr<IDXGIFactory4> factory4;
if ( SUCCEEDED( Device.As( &pDXGIDevice4 ) ) ) dxgi_1_5 = true;
else if ( SUCCEEDED( Device.As( &pDXGIDevice3 ) ) ) dxgi_1_3 = true;
else LE( Device.As( &pDXGIDevice ) );
if ( dxgi_1_5 ) {
LE( pDXGIDevice4->GetAdapter( &adapter11 ) );
LogInfo() << "Device: DXGI 1.5";
} else if ( dxgi_1_3 ) {
LE( pDXGIDevice3->GetAdapter( &adapter11 ) );
LogInfo() << "Device: DXGI 1.3";
} else {
LE( pDXGIDevice->GetAdapter( &adapter11 ) );
LogInfo() << "Device: DXGI 1.2";
}
LE( adapter11.As( &adapter ) );
LE( adapter->GetParent( IID_PPV_ARGS( &factory2 ) ) );
if ( SUCCEEDED( factory2.As( &factory4 ) ) ) {
LE( adapter11.As( &adapter3 ) );
LE( adapter3->GetParent( IID_PPV_ARGS( &factory4 ) ) );
dxgi_1_4 = true;
}
DXGI_SWAP_EFFECT swapEffect = DXGI_SWAP_EFFECT::DXGI_SWAP_EFFECT_DISCARD;
DXGI_SWAP_CHAIN_DESC1 scd = {};
if ( m_swapchainflip ) {
Microsoft::WRL::ComPtr<IDXGIFactory5> factory5;
if ( SUCCEEDED( factory2.As( &factory5 ) ) ) {
BOOL allowTearing = FALSE;
if ( factory5.Get() && SUCCEEDED( factory5->CheckFeatureSupport( DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allowTearing, sizeof( allowTearing ) ) ) ) {
m_flipWithTearing = allowTearing != 0;
}
}
if ( dxgi_1_4 ) {
swapEffect = DXGI_SWAP_EFFECT::DXGI_SWAP_EFFECT_FLIP_DISCARD;
} else {
swapEffect = DXGI_SWAP_EFFECT::DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
}
}
LogInfo() << "SwapChain Mode: " << swapEffectMap.at( swapEffect );
swapEffectMap.clear();
if ( m_swapchainflip ) {
LogInfo() << "SwapChain: DXGI_FEATURE_PRESENT_ALLOW_TEARING = " << (m_flipWithTearing ? "Enabled" : "Disabled");
}
LogInfo() << "Creating new swapchain! (Format: DXGI_FORMAT_B8G8R8A8_UNORM)";
if ( m_swapchainflip ) {
scd.BufferCount = 2;
if ( m_flipWithTearing ) scflags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
} else {
scd.BufferCount = 1;
}
m_lowlatency = Engine::GAPI->GetRendererState().RendererSettings.LowLatency;
if ( m_lowlatency && (dxgi_1_3 || dxgi_1_5) && (swapEffect > 1) ) {
scflags |= DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
} else {
m_lowlatency = false;
}
scd.SwapEffect = swapEffect;
scd.Flags = scflags;
scd.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT;
scd.SampleDesc.Count = 1;
scd.SampleDesc.Quality = 0;
scd.Height = bbres.y;
scd.Width = bbres.x;
LE( factory2->CreateSwapChainForHwnd( GetDevice().Get(), OutputWindow, &scd, nullptr, nullptr, SwapChain.GetAddressOf() ) );
if ( !SwapChain.Get() ) {
LogError() << "Failed to create Swapchain! Program will now exit!";
exit( 0 );
}
if ( m_swapchainflip ) {
LE( factory2->MakeWindowAssociation( OutputWindow, DXGI_MWA_NO_WINDOW_CHANGES ) );
} else {
// Perform fullscreen transition
// According to microsoft guide it is the best practice
// because the swapchain is created in accordance to desktop resolution
// and we can have different resolution in fullscreen exclusive
bool windowed = Engine::GAPI->HasCommandlineParameter( "ZWINDOW" ) ||
Engine::GAPI->GetIntParamFromConfig( "zStartupWindowed" );
if ( !windowed ) {
DXGI_MODE_DESC newMode = {};
newMode.Width = newSize.x;
newMode.Height = newSize.y;
newMode.RefreshRate.Numerator = CachedRefreshRate.Numerator;
newMode.RefreshRate.Denominator = CachedRefreshRate.Denominator;
newMode.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
SwapChain->ResizeTarget( &newMode );
SwapChain->SetFullscreenState( true, nullptr );
}
}
// Need to init AntTweakBar now that we have a working swapchain
XLE( Engine::AntTweakBar->Init() );
} else {
LogInfo() << "Resizing swapchain (Format: DXGI_FORMAT_B8G8R8A8_UNORM)";
if ( dxgi_1_5 ) {
//if (FAILED(SwapChain4->SetSourceSize(bbres.x, bbres.y))) { //crashes when scd.Scaling = DXGI_SCALING_STRETCH is not set;
if ( FAILED( SwapChain4->ResizeBuffers( 0, bbres.x, bbres.y, DXGI_FORMAT_B8G8R8A8_UNORM, scflags ) ) ) {
LogError() << "Failed to resize swapchain!";
return XR_FAILED;
}
} else if ( dxgi_1_4 ) {
//if (FAILED(SwapChain3->SetSourceSize(bbres.x, bbres.y))) { //crashes when scd.Scaling = DXGI_SCALING_STRETCH is not set;
if ( FAILED( SwapChain3->ResizeBuffers( 0, bbres.x, bbres.y, DXGI_FORMAT_B8G8R8A8_UNORM, scflags ) ) ) {
LogError() << "Failed to resize swapchain!";
return XR_FAILED;
}
} else if ( dxgi_1_3 ) {
//if (FAILED(SwapChain2->SetSourceSize(bbres.x, bbres.y))) { //crashes when scd.Scaling = DXGI_SCALING_STRETCH is not set;
if ( FAILED( SwapChain2->ResizeBuffers( 0, bbres.x, bbres.y, DXGI_FORMAT_B8G8R8A8_UNORM, scflags ) ) ) {
LogError() << "Failed to resize swapchain!";
return XR_FAILED;
}
} else if ( FAILED( SwapChain->ResizeBuffers( 0, bbres.x, bbres.y, DXGI_FORMAT_B8G8R8A8_UNORM, scflags ) ) ) {
LogError() << "Failed to resize swapchain!";
return XR_FAILED;
}
}
// Successfully resized swapchain, re-get buffers
wrl::ComPtr<ID3D11Texture2D> backbuffer;
if ( dxgi_1_5 ) {
LE( SwapChain.As( &SwapChain4 ) );
LogInfo() << "SwapChain: DXGI 1.5";
if ( m_lowlatency && !frameLatencyWaitableObject ) {
frameLatencyWaitableObject = SwapChain4->GetFrameLatencyWaitableObject();
WaitForSingleObjectEx( frameLatencyWaitableObject, INFINITE, true );
LogInfo() << "SwapChain Mode: DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT";
}
m_HDR = Engine::GAPI->GetRendererState().RendererSettings.HDR_Monitor;
if ( m_HDR && m_swapchainflip ) {
UpdateColorSpace_SwapChain4();
}
SwapChain4->GetBuffer( 0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(backbuffer.GetAddressOf()) );
} else if ( dxgi_1_4 ) {
LE( SwapChain.As( &SwapChain3 ) );
LogInfo() << "SwapChain: DXGI 1.4";
if ( m_lowlatency && !frameLatencyWaitableObject ) {
frameLatencyWaitableObject = SwapChain3->GetFrameLatencyWaitableObject();
WaitForSingleObjectEx( frameLatencyWaitableObject, INFINITE, true );
LogInfo() << "SwapChain Mode: DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT";
}
m_HDR = Engine::GAPI->GetRendererState().RendererSettings.HDR_Monitor;
if ( m_HDR && m_swapchainflip ) {
UpdateColorSpace_SwapChain3();
}
SwapChain3->GetBuffer( 0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(backbuffer.GetAddressOf()) );
} else if ( dxgi_1_3 ) {
LE( SwapChain.As( &SwapChain2 ) );
LogInfo() << "SwapChain: DXGI 1.3";
if ( m_lowlatency && !frameLatencyWaitableObject ) {
frameLatencyWaitableObject = SwapChain2->GetFrameLatencyWaitableObject();
WaitForSingleObjectEx( frameLatencyWaitableObject, INFINITE, true );
LogInfo() << "SwapChain Mode: DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT";
}
SwapChain2->GetBuffer( 0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(backbuffer.GetAddressOf()) );
} else {
SwapChain->GetBuffer( 0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(backbuffer.GetAddressOf()) );
LogInfo() << "SwapChain: DXGI 1.2";
}
// Recreate RenderTargetView
LE( GetDevice()->CreateRenderTargetView( backbuffer.Get(), nullptr, BackbufferRTV.GetAddressOf() ) );
if ( UIView ) UIView->Resize( Resolution, backbuffer.Get() );
// Recreate DepthStencilBuffer
DepthStencilBuffer = std::make_unique<RenderToDepthStencilBuffer>(
GetDevice().Get(), Resolution.x, Resolution.y, DXGI_FORMAT_R32_TYPELESS, nullptr,
DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_R32_FLOAT );
DepthStencilBufferCopy = std::make_unique<RenderToTextureBuffer>(
GetDevice().Get(), Resolution.x, Resolution.y, DXGI_FORMAT_R32_TYPELESS, nullptr,
DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT );
// Bind our newly created resources
GetContext()->OMSetRenderTargets( 1, BackbufferRTV.GetAddressOf(),
DepthStencilBuffer->GetDepthStencilView().Get() );
// Set the viewport
D3D11_VIEWPORT viewport = {};
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = static_cast<float>(bbres.x);
viewport.Height = static_cast<float>(bbres.y);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
GetContext()->RSSetViewports( 1, &viewport );
// Create PFX-Renderer
if ( !PfxRenderer ) PfxRenderer = std::make_unique<D3D11PfxRenderer>();
PfxRenderer->OnResize( Resolution );
GBuffer2_SpecIntens_SpecPower = std::make_unique<RenderToTextureBuffer>(
GetDevice().Get(), Resolution.x, Resolution.y, DXGI_FORMAT_R16G16_FLOAT );
GBuffer1_Normals = std::make_unique<RenderToTextureBuffer>(
GetDevice().Get(), Resolution.x, Resolution.y, DXGI_FORMAT_R16G16B16A16_FLOAT );
GBuffer0_Diffuse = std::make_unique<RenderToTextureBuffer>(
GetDevice().Get(), Resolution.x, Resolution.y, DXGI_FORMAT_B8G8R8A8_UNORM );
HDRBackBuffer = std::make_unique<RenderToTextureBuffer>( GetDevice().Get(), Resolution.x, Resolution.y,
(Engine::GAPI->GetRendererState().RendererSettings.CompressBackBuffer ? DXGI_FORMAT_R11G11B10_FLOAT : DXGI_FORMAT_R16G16B16A16_FLOAT) );
int s = std::min<int>( std::max<int>( Engine::GAPI->GetRendererState().RendererSettings.ShadowMapSize, 512 ), (FeatureLevel10Compatibility ? 8192 : 16384) );
WorldShadowmap1 = std::make_unique<RenderToDepthStencilBuffer>(
GetDevice().Get(), s, s, DXGI_FORMAT_R16_TYPELESS, nullptr, DXGI_FORMAT_D16_UNORM,
DXGI_FORMAT_R16_UNORM );
SetDebugName( WorldShadowmap1->GetTexture().Get(), "WorldShadowmap1->Texture" );
SetDebugName( WorldShadowmap1->GetShaderResView().Get(), "WorldShadowmap1->ShaderResView" );
SetDebugName( WorldShadowmap1->GetDepthStencilView().Get(), "WorldShadowmap1->DepthStencilView" );
Engine::AntTweakBar->OnResize( newSize );
return XR_SUCCESS;
}
/** Called when the game wants to render a new frame */
XRESULT D3D11GraphicsEngine::OnBeginFrame() {
if ( !m_isWindowActive && GetForegroundWindow() == OutputWindow ) {
// Just in case to check if somehow we didn't get informed the window got activated
m_isWindowActive = true;
UpdateClipCursor( OutputWindow );
}
Engine::GAPI->GetRendererState().RendererInfo.Timing.StartTotal();
if ( !m_isWindowActive && Engine::GAPI->GetRendererState().RendererSettings.EnableInactiveFpsLock ) {
m_FrameLimiter->SetLimit( 20 );
m_FrameLimiter->Start();
} else {
if ( Engine::GAPI->GetRendererState().RendererSettings.FpsLimit != 0 ) {
m_FrameLimiter->SetLimit( Engine::GAPI->GetRendererState().RendererSettings.FpsLimit );
m_FrameLimiter->Start();
} else {
m_FrameLimiter->Reset();
}
}
static int oldToneMap = -1;
if ( Engine::GAPI->GetRendererState().RendererSettings.HDRToneMap != oldToneMap ) {
oldToneMap = Engine::GAPI->GetRendererState().RendererSettings.HDRToneMap;
std::vector<D3D_SHADER_MACRO> makros;
D3D_SHADER_MACRO m;
m.Name = "USE_TONEMAP";
if ( oldToneMap == GothicRendererSettings::E_HDRToneMap::ToneMap_jafEq4 ) {
m.Definition = "0";
} else if ( oldToneMap == GothicRendererSettings::E_HDRToneMap::Uncharted2Tonemap ) {
m.Definition = "1";
} else if ( oldToneMap == GothicRendererSettings::E_HDRToneMap::ACESFilmTonemap ) {
m.Definition = "2";
} else if ( oldToneMap == GothicRendererSettings::E_HDRToneMap::PerceptualQuantizerTonemap ) {
m.Definition = "3";
} else if ( oldToneMap == GothicRendererSettings::E_HDRToneMap::ACESFittedTonemap ) {
m.Definition = "5";
} else {
m.Definition = "4";
oldToneMap = 4;
Engine::GAPI->GetRendererState().RendererSettings.HDRToneMap = GothicRendererSettings::E_HDRToneMap::ToneMap_Simple;
}
makros.push_back( m );
ShaderInfo si = ShaderInfo( "PS_PFX_HDR", "PS_PFX_HDR.hlsl", "p", makros );
si.cBufferSizes.push_back( sizeof( HDRSettingsConstantBuffer ) );
ShaderManager->UpdateShaderInfo( si );
si = ShaderInfo( "PS_PFX_Tonemap", "PS_PFX_Tonemap.hlsl", "p", makros );
si.cBufferSizes.push_back( sizeof( HDRSettingsConstantBuffer ) );
ShaderManager->UpdateShaderInfo( si );
}
static bool s_firstFrame = true;
if ( s_firstFrame ) {
}
s_firstFrame = false;
SteamOverlay::Update();
#ifdef BUILD_1_12F
// Some shitty workaround for weird hidden window bug that happen on d3d11 renderer
if ( !(GetWindowLongA( OutputWindow, GWL_STYLE ) & WS_VISIBLE) ) {
ShowWindow( OutputWindow, SW_SHOW );
}
#endif
// Manage deferred texture loads here
// We don't need counting loaded mip maps because
// gothic unlocks all mip maps only when loading is successful
// this means we can't have half-loaded textures
Engine::GAPI->EnterResourceCriticalSection();
auto& stagingTextures = Engine::GAPI->GetStagingTextures();
for ( auto& [res, texture] : stagingTextures ) {
GetContext()->CopySubresourceRegion( texture, res.first, 0, 0, 0, res.second, 0, nullptr );
res.second->Release();
}
stagingTextures.clear();
auto& mipMaps = Engine::GAPI->GetMipMapGeneration();
for ( D3D11Texture* texture : mipMaps ) {
texture->GenerateMipMaps();
}
mipMaps.clear();
Engine::GAPI->SetFrameProcessedTexturesReady();
Engine::GAPI->LeaveResourceCriticalSection();
// Check for editorpanel
if ( !UIView ) {
if ( Engine::GAPI->GetRendererState().RendererSettings.EnableEditorPanel ) {
CreateMainUIView();
}
}
// Check for shadowmap resize
int s = Engine::GAPI->GetRendererState().RendererSettings.ShadowMapSize;
if ( WorldShadowmap1->GetSizeX() != s ) {
s = std::min<int>(std::max<int>(s, 512), (FeatureLevel10Compatibility ? 8192 : 16384));
int old = WorldShadowmap1->GetSizeX();
LogInfo() << "Shadowmapresolution changed to: " << s << "x" << s;
WorldShadowmap1 = std::make_unique<RenderToDepthStencilBuffer>(
GetDevice().Get(), s, s, DXGI_FORMAT_R16_TYPELESS, nullptr, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_R16_UNORM );
SetDebugName( WorldShadowmap1->GetTexture().Get(), "WorldShadowmap1->Texture" );
SetDebugName( WorldShadowmap1->GetShaderResView().Get(), "WorldShadowmap1->ShaderResView" );
SetDebugName( WorldShadowmap1->GetDepthStencilView().Get(), "WorldShadowmap1->DepthStencilView" );
Engine::GAPI->GetRendererState().RendererSettings.WorldShadowRangeScale =