#include "Core.h" namespace Oyster { namespace Graphics { Core::Init::State Core::Init::CreateDeviceAndDeviceContext(bool SingleThreaded,bool Reference,bool ForceDX11) { UINT createDeviceFlags = 0; if(Core::deviceContext) { Core::deviceContext->Release(); delete Core::deviceContext; } if(Core::device) { Core::device->Release(); delete Core::device; } if( SingleThreaded ) createDeviceFlags = ::D3D11_CREATE_DEVICE_SINGLETHREADED; ::D3D_DRIVER_TYPE driverType = ::D3D_DRIVER_TYPE_HARDWARE; if(Reference) driverType = D3D_DRIVER_TYPE_REFERENCE; #if defined(DEBUG) || defined(_DEBUG) log << "DirectX running in debug mode.\n"; createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif D3D_FEATURE_LEVEL featureLevelsToTry[] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0 }; D3D_FEATURE_LEVEL initiatedFeatureLevel; if( FAILED( ::D3D11CreateDevice( NULL, // default adapter driverType, NULL, // no software device createDeviceFlags, featureLevelsToTry, 3, // default feature level array. DX11 support assumed D3D11_SDK_VERSION, &Core::device, // device &initiatedFeatureLevel, &Core::deviceContext ) ) ) // context { // if failed if( Core::deviceContext ) { Core::deviceContext->Release(); Core::deviceContext = NULL; } // safe cleanup if( Core::device ) { Core::device->Release(); Core::device = NULL; } // safe cleanup } if( driverType == ::D3D_DRIVER_TYPE_HARDWARE ) log << "D3D_DRIVER_TYPE_HARDWARE support discovered.\n"; else log << "D3D_DRIVER_TYPE_REFERENCE support discovered.\n"; if( initiatedFeatureLevel == ::D3D_FEATURE_LEVEL_11_0 ) { log << "DirectX Featurelevel 11.0 supported.\n"; } else { if(ForceDX11) return Init::Fail; if( initiatedFeatureLevel == ::D3D_FEATURE_LEVEL_10_1 ) { log << "DirectX Featurelevel 10.1 supported.\n"; } else { if( initiatedFeatureLevel == ::D3D_FEATURE_LEVEL_10_0 ) { log << "DirectX Featurelevel 10.0 supported.\n"; } } } if(Core::device) return Init::Sucsess; return Init::Fail; } Core::Init::State Core::Init::CreateSwapChain(HWND Window, int NrofBuffers,bool MSAA_Quality,bool Fullscreen, Oyster::Math::Float2 Size) { //generate static Swapchain Desc DXGI_SWAP_CHAIN_DESC desc; desc.OutputWindow=Window; desc.BufferCount=NrofBuffers; desc.Windowed=!Fullscreen; desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_UNORDERED_ACCESS; desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; desc.Flags=0; desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; desc.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED; desc.BufferDesc.RefreshRate.Denominator=1; desc.BufferDesc.RefreshRate.Numerator=60; desc.BufferDesc.Height = Size.y; desc.BufferDesc.Width = Size.x; if(Core::swapChain) { Core::swapChain->Release(); delete Core::swapChain; } //Check and Set multiSampling if(MSAA_Quality) { if(FAILED(Core::device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM,4,&desc.SampleDesc.Quality))) { log<< "Failed to check multisample quality levels (MSAAQuality).\n"; return Init::Fail; } desc.SampleDesc.Count=4; --desc.SampleDesc.Quality; log << "Supported multisample quality levels (MSAAQuality): " << desc.SampleDesc.Quality+1 << "x\n"; } else { desc.SampleDesc.Count=1; desc.SampleDesc.Quality=0; } //Get Device Factory ::IDXGIDevice *dxgiDevice = NULL; if( FAILED( Core::device->QueryInterface( __uuidof( IDXGIDevice ), (void**)&dxgiDevice ) ) ) { log << "Failed to Query for the GPU's dxgiDevice.\nFailed to create swapChain for the GPU.\n"; return Init::Fail; } ::IDXGIAdapter *dxgiAdapter = NULL; if( FAILED( dxgiDevice->GetParent( __uuidof( IDXGIAdapter ), (void**)&dxgiAdapter ) ) ) { dxgiDevice->Release(); log << "Failed to get GPU's parent dxgiAdapter.\nFailed to create swapChain for the GPU.\n"; return Init::Fail; } dxgiDevice->Release(); ::IDXGIFactory *dxgiFactory = NULL; if( FAILED( dxgiAdapter->GetParent( __uuidof( IDXGIFactory ), (void**)&dxgiFactory ) ) ) { dxgiAdapter->Release(); log << "Failed to get GPU's parent dxgiFactory.\nFailed to create swapChain for the GPU.\n"; return Init::Fail; } dxgiAdapter->Release(); //Create SwapChain if( FAILED( dxgiFactory->CreateSwapChain( Core::device, &desc, &Core::swapChain ) ) ) { dxgiFactory->Release(); log << "Failed to create swapChain for the GPU.\n"; return Init::Fail; } dxgiFactory->Release(); return Init::Sucsess; } Core::Init::State Core::Init::CreateDepthStencil(bool MSAA_Quality, Oyster::Math::Float2 Size) { D3D11_TEXTURE2D_DESC desc; desc.MipLevels=1; desc.ArraySize=1; desc.Format = DXGI_FORMAT_D32_FLOAT; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_DEPTH_STENCIL; desc.CPUAccessFlags=0; desc.MiscFlags=0; desc.Height = Size.y; desc.Width = Size.x; if(Core::depthStencil) { Core::depthStencil->Release(); delete Core::depthStencil; } //Check and Set multiSampling if(MSAA_Quality) { if(FAILED(Core::device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM,4,&desc.SampleDesc.Quality))) { log<< "Failed to check multisample quality levels (MSAAQuality).\n"; return Init::Fail; } desc.SampleDesc.Count=4; --desc.SampleDesc.Quality; log << "Supported multisample quality levels (MSAAQuality): " << desc.SampleDesc.Quality+1 << "x\n"; } else { desc.SampleDesc.Count=1; desc.SampleDesc.Quality=0; } ID3D11Texture2D* depthstencil; if(FAILED(Core::device->CreateTexture2D(&desc,0,&depthstencil))) return Init::Fail; if(FAILED(Core::device->CreateDepthStencilView(depthstencil,0,&Core::depthStencil))) { depthstencil->Release(); return Init::Fail; } depthstencil->Release(); return Init::Sucsess; } Core::Init::State Core::Init::CreateBackBufferViews() { D3D11_UNORDERED_ACCESS_VIEW_DESC descView; ZeroMemory( &descView, sizeof(descView) ); descView.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D; descView.Format = DXGI_FORMAT_R8G8B8A8_UNORM; descView.Texture2D.MipSlice=0; ID3D11Texture2D* backBuffer; if(FAILED(Core::swapChain->GetBuffer(0,__uuidof(ID3D11Texture2D),reinterpret_cast(&backBuffer)))) { log << "Failed to get BackBuffer from Swapchain"; return Init::Fail; } if(Core::backBufferRTV) { Core::backBufferRTV->Release(); delete Core::backBufferRTV; } if(FAILED(Core::device->CreateRenderTargetView(backBuffer,0,&Core::backBufferRTV))) { log << "Failed to create RTV for BackBuffer"; backBuffer->Release(); return Init::Fail; } if(Core::backBufferUAV) { Core::backBufferUAV->Release(); delete Core::backBufferUAV; } if(FAILED(Core::device->CreateUnorderedAccessView(backBuffer,0,&Core::backBufferUAV))) { log << "Failed to create UAV for BackBuffer"; backBuffer->Release(); return Init::Fail; } backBuffer->Release(); return Init::Sucsess; } Core::Init::State Core::Init::CreateViewPort(Oyster::Math::Float2 Origin, Oyster::Math::Float2 Size) { if(Core::viewPort) delete Core::viewPort; Core::viewPort = new D3D11_VIEWPORT; Core::viewPort->TopLeftX = Origin.x; Core::viewPort->TopLeftY = Origin.y; Core::viewPort->Width = Size.x; Core::viewPort->Height = Size.y; Core::viewPort->MinDepth = 0.0f; Core::viewPort->MaxDepth = 1.0f; return Init::Sucsess; } Core::Init::State Core::Init::FullInit(HWND Window, bool MSAA_Quality, bool Fullscreen) { if(Init::CreateDeviceAndDeviceContext() == Init::Fail) { return Init::Fail; } if(Init::CreateSwapChain(Window, 1, MSAA_Quality, Fullscreen, Core::resolution) == Init::Fail) { return Init::Fail; } if(Init::CreateDepthStencil(MSAA_Quality, Core::resolution) == Init::Fail) { return Init::Fail; } if(Init::CreateBackBufferViews() == Init::Fail) { return Init::Fail; } if(Init::CreateViewPort(Oyster::Math::Float2::null, Core::resolution) == Init::Fail) { return Init::Fail; } return Init::Sucsess; } Core::Init::State Core::Init::ReInitialize(HWND Window, bool MSAA_Quality, bool Fullscreen) { if(Init::CreateSwapChain(Window, 1, MSAA_Quality, Fullscreen, Core::resolution) == Init::Fail) { return Init::Fail; } if(Init::CreateDepthStencil(MSAA_Quality, Core::resolution) == Init::Fail) { return Init::Fail; } if(Init::CreateBackBufferViews() == Init::Fail) { return Init::Fail; } if(Init::CreateViewPort(Oyster::Math::Float2::null, Core::resolution) == Init::Fail) { return Init::Fail; } return Init::Sucsess; } } }