OGRE-Next  3.0.0
Object-Oriented Graphics Rendering Engine
Ogre::D3D11RenderSystem Class Reference

Implementation of DirectX11 as a rendering system. More...

#include <OgreD3D11RenderSystem.h>

+ Inheritance diagram for Ogre::D3D11RenderSystem:

Public Member Functions

 D3D11RenderSystem ()
 
 ~D3D11RenderSystem ()
 
void _beginFrame () override
 Signifies the beginning of a frame, i.e. More...
 
void _clearStateAndFlushCommandBuffer () override
 On D3D11 calls ClearState followed by Flush(). More...
 
Window_createRenderWindow (const String &name, uint32 width, uint32 height, bool fullScreen, const NameValuePairList *miscParams=0) override
 Creates a new rendering window. More...
 
void _descriptorSetTexture2Created (DescriptorSetTexture2 *newSet) override
 
void _descriptorSetTexture2Destroyed (DescriptorSetTexture2 *set) override
 
void _descriptorSetTextureCreated (DescriptorSetTexture *newSet) override
 
void _descriptorSetTextureDestroyed (DescriptorSetTexture *set) override
 
void _descriptorSetUavCreated (DescriptorSetUav *newSet) override
 
void _descriptorSetUavDestroyed (DescriptorSetUav *set) override
 
void _dispatch (const HlmsComputePso &pso) override
 
void _endFrame () override
 Ends rendering of a frame to the current viewport. More...
 
D3D11HLSLProgram_getBoundComputeProgram () const
 
D3D11Device_getDevice ()
 
D3D_FEATURE_LEVEL _getFeatureLevel () const
 
D3D11FrameBufferDescMap_getFrameBufferDescMap ()
 
void _hlmsBlendblockCreated (HlmsBlendblock *newBlock) override
 
void _hlmsBlendblockDestroyed (HlmsBlendblock *block) override
 
void _hlmsComputePipelineStateObjectCreated (HlmsComputePso *newPso) override
 
void _hlmsComputePipelineStateObjectDestroyed (HlmsComputePso *newPso) override
 
void _hlmsMacroblockCreated (HlmsMacroblock *newBlock) override
 
void _hlmsMacroblockDestroyed (HlmsMacroblock *block) override
 
void _hlmsPipelineStateObjectCreated (HlmsPso *newPso) override
 
void _hlmsPipelineStateObjectDestroyed (HlmsPso *pso) override
 
void _hlmsSamplerblockCreated (HlmsSamplerblock *newBlock) override
 
void _hlmsSamplerblockDestroyed (HlmsSamplerblock *block) override
 
Window_initialise (bool autoCreateWindow, const String &windowTitle="OGRE Render Window") override
 Start up the renderer using the settings selected (Or the defaults if none have been selected). More...
 
void _notifyWindowDestroyed (Window *window)
 
void _render (const CbDrawCallIndexed *cmd) override
 Renders the VAO. Assumes _setVertexArrayObject has already been called. More...
 
void _render (const CbDrawCallStrip *cmd) override
 
void _render (const v1::CbDrawCallIndexed *cmd) override
 Renders a V1 RenderOperation. Assumes _setRenderOperation has already been called. More...
 
void _render (const v1::CbDrawCallStrip *cmd) override
 
void _render (const v1::RenderOperation &op) override
 Render something to the active viewport. More...
 
void _renderEmulated (const CbDrawCallIndexed *cmd) override
 
void _renderEmulated (const CbDrawCallStrip *cmd) override
 
void _setBindingType (TextureUnitState::BindingType bindingType) override
 Set texture unit binding type. More...
 
void _setComputePso (const HlmsComputePso *pso) override
 Unlike _setPipelineStateObject, the RenderSystem will check if the PSO has changed to avoid redundant state changes (since it's hard to do it at Hlms level) More...
 
void _setCurrentDeviceFromTexture (TextureGpu *texture) override
 Because Ogre doesn't (yet) have the notion of a 'device' or 'GL context', this function lets Ogre know which device should be used by providing a texture. More...
 
void _setGeometryTexture (size_t unit, TextureGpu *tex) override
 
void _setHlmsBlendblock (const HlmsBlendblock *blendblock)
 
void _setHlmsMacroblock (const HlmsMacroblock *macroblock)
 
void _setHlmsSamplerblock (uint8 texUnit, const HlmsSamplerblock *samplerblock) override
 See HlmsSamplerblock. More...
 
void _setIndirectBuffer (IndirectBufferPacked *indirectBuffer) override
 
void _setPipelineStateObject (const HlmsPso *pso) override
 
void _setPointParameters (Real size, bool attenuationEnabled, Real constant, Real linear, Real quadratic, Real minSize, Real maxSize) override
 Sets the size of points and how they are attenuated with distance. More...
 
void _setPointSpritesEnabled (bool enabled) override
 Sets whether or not rendering points using OT_POINT_LIST will render point sprites (textured quads) or plain points. More...
 
void _setProjectionMatrix (const Matrix4 &m) override
 Sets the projection transform matrix. More...
 
void _setRenderOperation (const v1::CbRenderOp *cmd) override
 
void _setSamplers (uint32 slotStart, const DescriptorSetSampler *set) override
 
void _setSamplersCS (uint32 slotStart, const DescriptorSetSampler *set) override
 
void _setSurfaceParams (const ColourValue &ambient, const ColourValue &diffuse, const ColourValue &specular, const ColourValue &emissive, Real shininess, TrackVertexColourType tracking) override
 Sets the surface properties to be used for future rendering. More...
 
void _setTessellationDomainTexture (size_t unit, TextureGpu *tex) override
 
void _setTessellationHullTexture (size_t unit, TextureGpu *tex) override
 
void _setTexture (size_t unit, TextureGpu *texPtr, bool bDepthReadOnly) override
 Sets the texture to bind to a given texture unit. More...
 
void _setTextureBlendMode (size_t unit, const LayerBlendModeEx &bm) override
 Sets the texture blend modes from a TextureUnitState record. More...
 
void _setTextureCoordCalculation (size_t unit, TexCoordCalcMethod m, const Frustum *frustum=0) override
 Sets a method for automatically calculating texture coordinates for a stage. More...
 
void _setTextureMatrix (size_t unit, const Matrix4 &xform) override
 Sets the texture coordinate transformation matrix for a texture unit. More...
 
void _setTextures (uint32 slotStart, const DescriptorSetTexture *set, uint32 hazardousTexIdx) override
 
void _setTextures (uint32 slotStart, const DescriptorSetTexture2 *set) override
 
void _setTexturesCS (uint32 slotStart, const DescriptorSetTexture *set) override
 
void _setTexturesCS (uint32 slotStart, const DescriptorSetTexture2 *set) override
 
void _setUavCS (uint32 slotStart, const DescriptorSetUav *set) override
 
void _setVertexArrayObject (const VertexArrayObject *vao) override
 Part of the low level rendering interface. More...
 
void _setVertexTexture (size_t unit, TextureGpu *tex) override
 Binds a texture to a vertex, geometry, compute, tessellation hull or tessellation domain sampler. More...
 
void _setViewMatrix (const Matrix4 &m) override
 Sets the view transform matrix. More...
 
void _setWorldMatrix (const Matrix4 &m) override
 Sets the world transform matrix. More...
 
void _useLights (const LightList &lights, unsigned short limit) override
 Tells the rendersystem to use the attached set of lights (and no others) up to the number specified (this allows the same list to be used with different count limits) More...
 
void addToSwitchingFullscreenCounter ()
 
void beginGPUSampleProfile (const String &name, uint32 *hashCache) override
 
void beginProfileEvent (const String &eventName) override
 This marks the beginning of an event for GPU profiling. More...
 
void beginRenderPassDescriptor (RenderPassDescriptor *desc, TextureGpu *anyTarget, uint8 mipLevel, const Vector4 *viewportSizes, const Vector4 *scissors, uint32 numViewports, bool overlaysEnabled, bool warnIfRtvWasFlushed) override
 When the descriptor is set to Load clear, two possible things may happen: More...
 
void bindGpuProgramParameters (GpuProgramType gptype, GpuProgramParametersSharedPtr params, uint16 mask) override
 See RenderSystem. More...
 
void bindGpuProgramPassIterationParameters (GpuProgramType gptype) override
 See RenderSystem. More...
 
void clearFrameBuffer (RenderPassDescriptor *renderPassDesc, TextureGpu *anyTarget, uint8 mipLevel) override
 Immediately clears the whole frame buffer on the selected RenderPassDescriptor. More...
 
TextureGpucreateDepthBufferFor (TextureGpu *colourTexture, bool preferDepthTexture, PixelFormatGpu depthBufferFormat, uint16 poolId) override
 
HardwareOcclusionQuerycreateHardwareOcclusionQuery () override
 Create an object for performing hardware occlusion queries. More...
 
RenderPassDescriptorcreateRenderPassDescriptor () override
 
void debugAnnotationPop () override
 
void debugAnnotationPush (const String &event) override
 Specifically meant to mark passes in RenderDoc. More...
 
void deinitGPUProfiling () override
 
void enableClipPlane (ushort index, bool enable)
 
void endGPUSampleProfile (const String &name) override
 
void endProfileEvent () override
 Ends the currently active GPU profiling event. More...
 
void endRenderPassDescriptor () override
 
void fireDeviceEvent (D3D11Device *device, const String &name, D3D11Window *sendingWindow=NULL)
 
void flushCommands () override
 
VertexElementType getColourVertexElementType () const override
 Get the native VertexElementType for a compact 32-bit colour value for this rendersystem. More...
 
ConfigOptionMapgetConfigOptions () override
 Returns the details of this API's configuration options. More...
 
void getCustomAttribute (const String &name, void *pData) override
 Gets a custom (maybe platform-specific) attribute. More...
 
unsigned int getDisplayMonitorCount () const override
 Gets the number of display monitors. More...
 
String getErrorDescription (long errorNumber) const override
 Returns a description of an error code. More...
 
const StringgetFriendlyName () const override
 Returns the friendly name of the render system. More...
 
Real getHorizontalTexelOffset () override
 Returns the horizontal texel offset value required for mapping texel origins to pixel origins in this rendersystem. More...
 
Real getMaximumDepthInputValue () override
 Gets the maximum (farthest) depth value to be used when rendering using identity transforms. More...
 
Real getMinimumDepthInputValue () override
 Gets the minimum (closest) depth value to be used when rendering using identity transforms. More...
 
const StringgetName () const override
 Returns the name of the rendering system. More...
 
size_t getNumPriorityConfigOptions () const override
 Number of priority config options in RenderSystem::getPriorityConfigOption. More...
 
const PixelFormatToShaderTypegetPixelFormatToShaderType () const override
 
const char * getPriorityConfigOption (size_t idx) const override
 Some options depend on other options. More...
 
int getSwitchingFullscreenCounter () const
 
Real getVerticalTexelOffset () override
 Returns the vertical texel offset value required for mapping texel origins to pixel origins in this rendersystem. More...
 
void handleDeviceLost ()
 
bool hasAnisotropicMipMapFilter () const override
 Determines if the system has anisotropic mip map filter support. More...
 
void initConfigOptions ()
 
void initGPUProfiling () override
 
void initRenderSystem ()
 
void markProfileEvent (const String &eventName) override
 Marks an instantaneous event for graphics profilers. More...
 
void postExtraThreadsStarted () override
 
void preExtraThreadsStarted () override
 Tell the rendersystem to perform any prep tasks it needs to directly before other threads which might access the rendering API are registered. More...
 
void registerThread () override
 Register the an additional thread which may make calls to rendersystem-related objects. More...
 
void reinitialise () override
 Restart the renderer (normally following a change in settings). More...
 
void setClipPlane (ushort index, Real A, Real B, Real C, Real D)
 
void setConfigOption (const String &name, const String &value) override
 Sets an option for this API. More...
 
bool setDrawBuffer (ColourBufferType colourBuffer) override
 Sets the colour buffer that the render system will to draw. More...
 
void setLightingEnabled (bool enabled)
 
void setNormaliseNormals (bool normalise)
 
void setShadingType (ShadeOptions so)
 
void setStencilBufferParams (uint32 refValue, const StencilParams &stencilParams) override
 This method allows you to set all the stencil buffer parameters in one call. More...
 
void setSubroutine (GpuProgramType gptype, const String &slotName, const String &subroutineName)
 
void setSubroutine (GpuProgramType gptype, size_t slotIndex, const String &subroutineName)
 
void shutdown () override
 Shutdown the renderer and cleanup resources. More...
 
void unregisterThread () override
 Unregister an additional thread which may make calls to rendersystem-related objects. More...
 
String validateConfigOptions () override
 Validates the options set for the rendering system, returning a message if there are problems. More...
 
bool validateDevice (bool forceDeviceElection=false) override
 Some render systems have moments when GPU device is temporarily unavailable, for example when D3D11 device is lost, or when iOS app is in background, etc. More...
 
SampleDescription validateSampleDescription (const SampleDescription &sampleDesc, PixelFormatGpu format) override
 Returns supported sample description for requested FSAA mode, with graceful downgrading. More...
 
- Public Member Functions inherited from Ogre::RenderSystem
 RenderSystem ()
 Default Constructor. More...
 
virtual ~RenderSystem ()
 Destructor. More...
 
void _addMetrics (const RenderingMetrics &newMetrics)
 
virtual void _beginFrameOnce ()
 Signifies the beginning of the main frame. More...
 
void _cleanupDepthBuffers ()
 
virtual void _convertOpenVrProjectionMatrix (const Matrix4 &matrix, Matrix4 &dest)
 Converts an OpenVR projection matrix to have the proper depth range and reverse Z settings. More...
 
virtual void _convertProjectionMatrix (const Matrix4 &matrix, Matrix4 &dest)
 Converts a uniform projection matrix to suitable for this render system. More...
 
virtual bool _createRenderWindows (const RenderWindowDescriptionList &renderWindowDescriptions, WindowList &createdWindows)
 Creates multiple rendering windows. More...
 
void _dereferenceSharedDepthBuffer (TextureGpu *depthBuffer)
 Releases the reference count on a shared depth buffer. More...
 
virtual void _descriptorSetSamplerCreated (DescriptorSetSampler *newSet)
 
virtual void _descriptorSetSamplerDestroyed (DescriptorSetSampler *set)
 
virtual void _endFrameOnce ()
 Called once per frame, regardless of how many active workspaces there are. More...
 
Viewport_getCurrentRenderViewport ()
 
virtual const String_getDefaultViewportMaterialScheme () const
 Returns the default material scheme used by the render system. More...
 
virtual void _makeRsProjectionMatrix (const Matrix4 &matrix, Matrix4 &dest, Real nearPlane, Real farPlane, ProjectionType projectionType)
 Takes a regular source projection matrix in range [-1; 1] and converts it to a projection matrix in 'dest' with reverse Z range [1; 0]. More...
 
virtual RenderSystemContext_pauseFrame ()
 Pause rendering for a frame. More...
 
virtual void _renderEmulatedNoBaseInstance (const CbDrawCallIndexed *cmd)
 
virtual void _renderEmulatedNoBaseInstance (const CbDrawCallStrip *cmd)
 
virtual void _renderNoBaseInstance (const v1::CbDrawCallIndexed *cmd)
 
virtual void _renderNoBaseInstance (const v1::CbDrawCallStrip *cmd)
 
void _resetMetrics ()
 
virtual void _resumeFrame (RenderSystemContext *context)
 Resume rendering for a frame. More...
 
virtual void _setTextureProjectionRelativeTo (bool enabled, const Vector3 &pos)
 Notify the rendersystem that it should adjust texture projection to be relative to a different origin. More...
 
virtual void _setTextureUnitSettings (size_t texUnit, TextureUnitState &tl)
 Utility function for setting all the properties of a texture unit at once. More...
 
virtual void _setWorldMatrices (const Matrix4 *m, unsigned short count)
 Sets multiple world matrices (vertex blending). More...
 
virtual void _startLegacyV1Rendering ()
 May override the current VertexArrayObject! More...
 
void _update ()
 Called once per frame, regardless of how many active workspaces there are. More...
 
virtual void addClipPlane (const Plane &p)
 Add a user clipping plane. More...
 
virtual void addClipPlane (Real A, Real B, Real C, Real D)
 Add a user clipping plane. More...
 
virtual void addListener (Listener *l)
 Adds a listener to the custom events that this render system can raise. More...
 
virtual bool areFixedFunctionLightsInViewSpace () const
 Are fixed-function lights provided in view space? Affects optimisation. More...
 
virtual bool checkExtension (const String &ext) const
 Checks for the presense of an API-specific extension (eg. Vulkan, GL) More...
 
virtual void compositorWorkspaceBegin (CompositorWorkspace *workspace, const bool forceBeginFrame)
 See RenderSystem::updateCompositorManager. More...
 
virtual void compositorWorkspaceEnd (CompositorWorkspace *workspace, const bool forceEndFrame)
 See RenderSystem::updateCompositorManager. More...
 
virtual void compositorWorkspaceUpdate (CompositorWorkspace *workspace)
 See RenderSystem::updateCompositorManager. More...
 
virtual void convertColourValue (const ColourValue &colour, uint32 *pDest)
 Generates a packed data version of the passed in ColourValue suitable for use as with this RenderSystem. More...
 
virtual void destroyHardwareOcclusionQuery (HardwareOcclusionQuery *hq)
 Destroy a hardware occlusion query object. More...
 
void destroyRenderPassDescriptor (RenderPassDescriptor *renderPassDesc)
 
virtual void destroyRenderWindow (Window *window)
 Destroys a render window. More...
 
virtual void endCopyEncoder ()
 Required when caller will soon start analyzing barriers (e.g. More...
 
virtual void endGpuDebuggerFrameCapture (Window *window, const bool bDiscard=false)
 See RenderSystem::startGpuDebuggerFrameCapture Call this function when you're done capturing a frame. More...
 
virtual void executeRenderPassDescriptorDelayedActions ()
 Metal needs to delay RenderCommand creation to the last minute, because we can't issue blit operations (e.g. More...
 
virtual void executeResourceTransition (const ResourceTransitionArray &rstCollection)
 
BarrierSolvergetBarrierSolver ()
 
BoundUav getBoundUav (size_t slot) const
 
const RenderSystemCapabilitiesgetCapabilities () const
 Gets the capabilities of the render system. More...
 
RenderPassDescriptorgetCurrentPassDescriptor ()
 
ViewportgetCurrentRenderViewports ()
 
bool getDebugShaders () const
 
virtual TextureGpugetDepthBufferFor (TextureGpu *colourTexture, uint16 poolId, bool preferDepthTexture, PixelFormatGpu depthBufferFormat)
 
virtual const DriverVersiongetDriverVersion () const
 Returns the driver version. More...
 
v1::HardwareVertexBufferSharedPtr getGlobalInstanceVertexBuffer () const
 Returns the global instance vertex buffer. More...
 
v1::VertexDeclarationgetGlobalInstanceVertexBufferVertexDeclaration () const
 Gets vertex declaration for the global vertex buffer for the global instancing. More...
 
size_t getGlobalNumberOfInstances () const
 Gets the global number of instances. More...
 
bool getInvertedClipSpaceY () const
 +Y is downwards in NDC (Normalized Device Coordinates). Only Vulkan has this problem. More...
 
virtual bool getInvertVertexWinding () const
 Indicates whether or not the vertex windings set will be inverted for the current render (e.g. More...
 
uint32 getMaxBoundViewports ()
 
const RenderingMetricsgetMetrics () const
 
RenderSystemCapabilitiesgetMutableCapabilities ()
 Get a pointer to the current capabilities being used by the RenderSystem. More...
 
uint16 getNativeShadingLanguageVersion () const
 Gets the native shading language version for this render system. More...
 
RENDERDOC_API_1_4_1 * getRenderDocApi ()
 Returns the RenderDoc API handle in case you want to do more advanced functionality than what we expose. More...
 
virtual const StringVectorgetRenderSystemEvents () const
 Gets a list of the rendersystem specific events that this rendersystem can raise. More...
 
virtual Real getRSDepthRange () const
 OpenGL depth is in range [-1;1] so it returns 2.0f; D3D11 & Metal are in range [0;1] so it returns 1.0f;. More...
 
const StencilParamsgetStencilBufferParams () const
 
TextureGpuManagergetTextureGpuManager () const
 
VaoManagergetVaoManager () const
 
bool getWBufferEnabled () const
 Returns true if the renderer will try to use W-buffers when available. More...
 
virtual bool isGpuProgramBound (GpuProgramType gptype)
 Returns whether or not a Gpu program of the given type is currently bound. More...
 
bool isReverseDepth () const
 
virtual bool isSameLayout (ResourceLayout::Layout a, ResourceLayout::Layout b, const TextureGpu *texture, bool bIsDebugCheck) const
 Returns true if 'a' and 'b' internally map to the same layout and should be considered equivalent for a given texture. More...
 
virtual bool isStaticBufferLockable () const
 
bool loadRenderDocApi ()
 Explicitly loads RenderDoc. More...
 
void queueBindUAVs (const DescriptorSetUav *descSetUav)
 Queues the binding of an UAV to the binding point/slot. More...
 
virtual void removeListener (Listener *l)
 Remove a listener to the custom events that this render system can raise. More...
 
virtual void resetClipPlanes ()
 Clears the user clipping region. More...
 
virtual void setClipPlanes (const PlaneList &clipPlanes)
 Sets the user clipping region. More...
 
virtual void setCurrentPassIterationCount (const size_t count)
 set the current multi pass count value. More...
 
void setDebugShaders (bool bDebugShaders)
 Instructs the RenderSystem to compile shaders without optimizations and with debug information, for easier debugging on APIs that support it. More...
 
virtual void setDeriveDepthBias (bool derive, float baseValue=0.0f, float multiplier=0.0f, float slopeScale=0.0f)
 Tell the render system whether to derive a depth bias on its own based on the values passed to it in setCurrentPassIterationCount. More...
 
void setGlobalInstanceVertexBuffer (const v1::HardwareVertexBufferSharedPtr &val)
 Sets the global instance vertex buffer. More...
 
void setGlobalInstanceVertexBufferVertexDeclaration (v1::VertexDeclaration *val)
 Sets vertex declaration for the global vertex buffer for the global instancing. More...
 
void setGlobalNumberOfInstances (const size_t val)
 Sets the global number of instances. More...
 
void setInvertVertexWinding (bool invert)
 Sets whether or not vertex windings set should be inverted; this can be important for rendering reflections. More...
 
void setMetricsRecordingEnabled (bool bEnable)
 
void setUavStartingSlot (uint32 startingSlot)
 In Direct3D11, UAV & RenderTargets share the same slots. More...
 
void setWBufferEnabled (bool enabled)
 Sets whether or not W-buffers are enabled if they are available for this renderer. More...
 
virtual bool startGpuDebuggerFrameCapture (Window *window)
 Programmatically performs a GPU capture when attached to a GPU debugger like RenderDoc or Metal Graphics Debugger. More...
 
virtual void updateCompositorManager (CompositorManager2 *compositorManager)
 This gives the renderer a chance to perform the compositor update in a special way. More...
 
virtual void useCustomRenderSystemCapabilities (RenderSystemCapabilities *capabilities)
 Force the render system to use the special capabilities. More...
 

Additional Inherited Members

- Static Public Member Functions inherited from Ogre::RenderSystem
static void addSharedListener (Listener *listener)
 Sets shared listener. More...
 
static void fireSharedEvent (const String &name, const NameValuePairList *params=0)
 
static void removeSharedListener (Listener *listener)
 Remove shared listener to the custom events that this render system can raise. More...
 
static CompareFunction reverseCompareFunction (CompareFunction depthFunc)
 Reverts the compare order e.g. More...
 

Detailed Description

Implementation of DirectX11 as a rendering system.

Constructor & Destructor Documentation

◆ D3D11RenderSystem()

Ogre::D3D11RenderSystem::D3D11RenderSystem ( )

◆ ~D3D11RenderSystem()

Ogre::D3D11RenderSystem::~D3D11RenderSystem ( )

Member Function Documentation

◆ _beginFrame()

void Ogre::D3D11RenderSystem::_beginFrame ( )
overridevirtual

Signifies the beginning of a frame, i.e.

the start of rendering on a single viewport. Will occur several times per complete frame if multiple viewports exist.

Implements Ogre::RenderSystem.

◆ _clearStateAndFlushCommandBuffer()

void Ogre::D3D11RenderSystem::_clearStateAndFlushCommandBuffer ( )
overridevirtual

On D3D11 calls ClearState followed by Flush().

On GL3+ it calls glFlush

Do not call this function while inside rendering internals, as it will clear the device state, thus leaving it inconsistent with what we think it is set to.

Reimplemented from Ogre::RenderSystem.

◆ _createRenderWindow()

Window* Ogre::D3D11RenderSystem::_createRenderWindow ( const String name,
uint32  width,
uint32  height,
bool  fullScreen,
const NameValuePairList miscParams = 0 
)
overridevirtual

Creates a new rendering window.

Remarks
This method creates a new rendering window as specified by the paramteters. The rendering system could be responible for only a single window (e.g. in the case of a game), or could be in charge of multiple ones (in the case of a level editor). The option to create the window as a child of another is therefore given. This method will create an appropriate subclass of RenderWindow depending on the API and platform implementation.
After creation, this window can be retrieved using getRenderTarget().
Parameters
nameThe name of the window. Used in other methods later like setRenderTarget and getRenderTarget.
widthThe width of the new window.
heightThe height of the new window.
fullScreenSpecify true to make the window full screen without borders, title bar or menu bar.
miscParamsA NameValuePairList describing the other parameters for the new rendering window. Options are case sensitive. Unrecognised parameters will be ignored silently. These values might be platform dependent, but these are present for all platforms unless indicated otherwise:
Key Type/Values Default Description Notes
title Any string RenderTarget name The title of the window that will appear in the title bar  
colourDepth 16, 32 Desktop depth Colour depth of the resulting rendering window; only applies if fullScreen Win32 Specific
left Positive integers Centred Screen x coordinate from left  
top Positive integers Centred Screen y coordinate from left  
depthBuffer true, false true Use depth buffer DirectX9 specific
externalWindowHandle Win32: HWND as integer
GLX: poslong:posint:poslong (display*:screen:windowHandle) or poslong:posint:poslong:poslong (display*:screen:windowHandle:XVisualInfo*)
OS X Cocoa: OgreGLView address as an integer. You can pass NSView or NSWindow too, but should perform OgreGLView callbacks into the Ogre manually. iOS: UIWindow address as an integer
0 (none) External window handle, for embedding the OGRE render in an existing window  
externalGLControl true, false false Let the external window control OpenGL i.e. don't select a pixel format for the window, do not change v-sync and do not swap buffer. When set to true, the calling application is responsible of OpenGL initialization and buffer swapping. It should also create an OpenGL context for its own rendering, Ogre will create one for its use. Then the calling application must also enable Ogre OpenGL context before calling any Ogre function and restore its OpenGL context after these calls. OpenGL specific
externalGLContext Context as Unsigned Long 0 (create own context) Use an externally created GL context OpenGL Specific
parentWindowHandle Win32: HWND as integer
GLX: poslong:posint:poslong (display*:screen:windowHandle) or poslong:posint:poslong:poslong (display*:screen:windowHandle:XVisualInfo*)
0 (none) Parent window handle, for embedding the OGRE in a child of an external window  
contentScalingFactor Positive Float greater than 1.0 The default content scaling factor of the screen Specifies the CAEAGLLayer content scaling factor. Only supported on iOS 4 or greater. This can be useful to limit the resolution of the OpenGL ES backing store. For example, the iPhone 4's native resolution is 960 x 640. Windows are always 320 x 480, if you would like to limit the display to 720 x 480, specify 1.5 as the scaling factor. iOS Specific  
externalViewHandle UIView pointer as an integer 0 External view handle, for rendering OGRE render in an existing view iOS Specific  
externalViewControllerHandle UIViewController pointer as an integer 0 External view controller handle, for embedding OGRE in an existing view controller iOS Specific  
externalSharegroup EAGLSharegroup pointer as an integer 0 External sharegroup, used to shared GL resources between contexts iOS Specific  
Full Screen true, false false Specify whether to create the window in full screen mode OS X Specific  
MSAA Positive integer (usually 1, 2, 4, 8, 16) 1 Multisample antialiasing factor  
MSAA_Quality Depends on RenderSystem and hardware. Currently supports:
0 ... infinite number (depends on HW)
Blank Full screen antialiasing hint  
displayFrequency Refresh rate in Hertz (e.g. 60, 75, 100) Desktop vsync rate Display frequency rate, for fullscreen mode  
vsync true, false false Synchronize buffer swaps to monitor vsync, eliminating tearing at the expense of a fixed frame rate  
vsyncInterval 1, 2, 3, 4 1 If vsync is enabled, the minimum number of vertical blanks that should occur between renders. For example if vsync is enabled, the refresh rate is 60 and this is set to 2, then the frame rate will be locked at 30.  
border none, fixed, resize resize The type of window border (in windowed mode)  
outerDimensions true, false false Whether the width/height is expressed as the size of the outer window, rather than the content area  
useNVPerfHUD true, false false Enable the use of nVidia NVPerfHUD  
gamma true, false false Enable hardware conversion from linear colour space to gamma colour space on rendering to the window.  
enableDoubleClick true, false false Enable the window to keep track and transmit double click messages. Win32 Specific
MSAA Positive integer (usually 0, 2, 4, 8, 16) 0 Full screen antialiasing factor Android Specific
CSAA Positive integer (usually 0, 2, 4, 8, 16) 0 Coverage sampling factor (https://www.khronos.org/registry/egl/extensions/NV/EGL_NV_coverage_sample.txt) Android Specific
maxColourBufferSize Positive integer (usually 16, 32) 32 Max EGL_BUFFER_SIZE Android Specific
minColourBufferSize Positive integer (usually 16, 32) 16 Min EGL_BUFFER_SIZE Android Specific
maxStencilBufferSize Positive integer (usually 0, 8) 0 EGL_STENCIL_SIZE Android Specific
maxDepthBufferSize Positive integer (usually 0, 16, 24) 16 EGL_DEPTH_SIZE Android Specific

Implements Ogre::RenderSystem.

◆ _descriptorSetTexture2Created()

void Ogre::D3D11RenderSystem::_descriptorSetTexture2Created ( DescriptorSetTexture2 newSet)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _descriptorSetTexture2Destroyed()

void Ogre::D3D11RenderSystem::_descriptorSetTexture2Destroyed ( DescriptorSetTexture2 set)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _descriptorSetTextureCreated()

void Ogre::D3D11RenderSystem::_descriptorSetTextureCreated ( DescriptorSetTexture newSet)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _descriptorSetTextureDestroyed()

void Ogre::D3D11RenderSystem::_descriptorSetTextureDestroyed ( DescriptorSetTexture set)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _descriptorSetUavCreated()

void Ogre::D3D11RenderSystem::_descriptorSetUavCreated ( DescriptorSetUav newSet)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _descriptorSetUavDestroyed()

void Ogre::D3D11RenderSystem::_descriptorSetUavDestroyed ( DescriptorSetUav set)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _dispatch()

void Ogre::D3D11RenderSystem::_dispatch ( const HlmsComputePso pso)
overridevirtual

Implements Ogre::RenderSystem.

◆ _endFrame()

void Ogre::D3D11RenderSystem::_endFrame ( )
overridevirtual

Ends rendering of a frame to the current viewport.

Implements Ogre::RenderSystem.

◆ _getBoundComputeProgram()

D3D11HLSLProgram* Ogre::D3D11RenderSystem::_getBoundComputeProgram ( ) const

◆ _getDevice()

D3D11Device& Ogre::D3D11RenderSystem::_getDevice ( )
inline

◆ _getFeatureLevel()

D3D_FEATURE_LEVEL Ogre::D3D11RenderSystem::_getFeatureLevel ( ) const
inline

◆ _getFrameBufferDescMap()

D3D11FrameBufferDescMap& Ogre::D3D11RenderSystem::_getFrameBufferDescMap ( )
inline

◆ _hlmsBlendblockCreated()

void Ogre::D3D11RenderSystem::_hlmsBlendblockCreated ( HlmsBlendblock newBlock)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _hlmsBlendblockDestroyed()

void Ogre::D3D11RenderSystem::_hlmsBlendblockDestroyed ( HlmsBlendblock block)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _hlmsComputePipelineStateObjectCreated()

void Ogre::D3D11RenderSystem::_hlmsComputePipelineStateObjectCreated ( HlmsComputePso newPso)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _hlmsComputePipelineStateObjectDestroyed()

void Ogre::D3D11RenderSystem::_hlmsComputePipelineStateObjectDestroyed ( HlmsComputePso newPso)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _hlmsMacroblockCreated()

void Ogre::D3D11RenderSystem::_hlmsMacroblockCreated ( HlmsMacroblock newBlock)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _hlmsMacroblockDestroyed()

void Ogre::D3D11RenderSystem::_hlmsMacroblockDestroyed ( HlmsMacroblock block)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _hlmsPipelineStateObjectCreated()

void Ogre::D3D11RenderSystem::_hlmsPipelineStateObjectCreated ( HlmsPso newPso)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _hlmsPipelineStateObjectDestroyed()

void Ogre::D3D11RenderSystem::_hlmsPipelineStateObjectDestroyed ( HlmsPso pso)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _hlmsSamplerblockCreated()

void Ogre::D3D11RenderSystem::_hlmsSamplerblockCreated ( HlmsSamplerblock newBlock)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _hlmsSamplerblockDestroyed()

void Ogre::D3D11RenderSystem::_hlmsSamplerblockDestroyed ( HlmsSamplerblock block)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _initialise()

Window* Ogre::D3D11RenderSystem::_initialise ( bool  autoCreateWindow,
const String windowTitle = "OGRE Render Window" 
)
overridevirtual

Start up the renderer using the settings selected (Or the defaults if none have been selected).

Remarks
Called by Root::setRenderSystem. Shouldn't really be called directly, although this can be done if the app wants to.
Parameters
autoCreateWindowIf true, creates a render window automatically, based on settings chosen so far. This saves an extra call to _createRenderWindow for the main render window.
windowTitleSets the app window title
Returns
A pointer to the automatically created window, if requested, otherwise null.

Reimplemented from Ogre::RenderSystem.

◆ _notifyWindowDestroyed()

void Ogre::D3D11RenderSystem::_notifyWindowDestroyed ( Window window)

◆ _render() [1/5]

void Ogre::D3D11RenderSystem::_render ( const CbDrawCallIndexed cmd)
overridevirtual

Renders the VAO. Assumes _setVertexArrayObject has already been called.

Implements Ogre::RenderSystem.

◆ _render() [2/5]

void Ogre::D3D11RenderSystem::_render ( const CbDrawCallStrip cmd)
overridevirtual

Implements Ogre::RenderSystem.

◆ _render() [3/5]

void Ogre::D3D11RenderSystem::_render ( const v1::CbDrawCallIndexed cmd)
overridevirtual

Renders a V1 RenderOperation. Assumes _setRenderOperation has already been called.

Implements Ogre::RenderSystem.

◆ _render() [4/5]

void Ogre::D3D11RenderSystem::_render ( const v1::CbDrawCallStrip cmd)
overridevirtual

Implements Ogre::RenderSystem.

◆ _render() [5/5]

void Ogre::D3D11RenderSystem::_render ( const v1::RenderOperation op)
overridevirtual

Render something to the active viewport.

Low-level rendering interface to perform rendering operations. Unlikely to be used directly by client applications, since the SceneManager and various support classes will be responsible for calling this method. Can only be called between _beginScene and _endScene

Parameters
opA rendering operation instance, which contains details of the operation to be performed.

Reimplemented from Ogre::RenderSystem.

◆ _renderEmulated() [1/2]

void Ogre::D3D11RenderSystem::_renderEmulated ( const CbDrawCallIndexed cmd)
overridevirtual

Implements Ogre::RenderSystem.

◆ _renderEmulated() [2/2]

void Ogre::D3D11RenderSystem::_renderEmulated ( const CbDrawCallStrip cmd)
overridevirtual

Implements Ogre::RenderSystem.

◆ _setBindingType()

void Ogre::D3D11RenderSystem::_setBindingType ( TextureUnitState::BindingType  bindigType)
overridevirtual

Set texture unit binding type.

Reimplemented from Ogre::RenderSystem.

◆ _setComputePso()

void Ogre::D3D11RenderSystem::_setComputePso ( const HlmsComputePso pso)
overridevirtual

Unlike _setPipelineStateObject, the RenderSystem will check if the PSO has changed to avoid redundant state changes (since it's hard to do it at Hlms level)

Implements Ogre::RenderSystem.

◆ _setCurrentDeviceFromTexture()

void Ogre::D3D11RenderSystem::_setCurrentDeviceFromTexture ( TextureGpu texture)
inlineoverridevirtual

Because Ogre doesn't (yet) have the notion of a 'device' or 'GL context', this function lets Ogre know which device should be used by providing a texture.

Parameters
textureCannot be null.

Implements Ogre::RenderSystem.

◆ _setGeometryTexture()

void Ogre::D3D11RenderSystem::_setGeometryTexture ( size_t  unit,
TextureGpu tex 
)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _setHlmsBlendblock()

void Ogre::D3D11RenderSystem::_setHlmsBlendblock ( const HlmsBlendblock blendblock)

◆ _setHlmsMacroblock()

void Ogre::D3D11RenderSystem::_setHlmsMacroblock ( const HlmsMacroblock macroblock)

◆ _setHlmsSamplerblock()

void Ogre::D3D11RenderSystem::_setHlmsSamplerblock ( uint8  texUnit,
const HlmsSamplerblock Samplerblock 
)
overridevirtual

See HlmsSamplerblock.

This function MUST be called after _setTexture, not before. Otherwise not all APIs may see the change.

Implements Ogre::RenderSystem.

◆ _setIndirectBuffer()

void Ogre::D3D11RenderSystem::_setIndirectBuffer ( IndirectBufferPacked indirectBuffer)
overridevirtual

Implements Ogre::RenderSystem.

◆ _setPipelineStateObject()

void Ogre::D3D11RenderSystem::_setPipelineStateObject ( const HlmsPso pso)
overridevirtual
See also
HlmsPso

Reimplemented from Ogre::RenderSystem.

◆ _setPointParameters()

void Ogre::D3D11RenderSystem::_setPointParameters ( Real  size,
bool  attenuationEnabled,
Real  constant,
Real  linear,
Real  quadratic,
Real  minSize,
Real  maxSize 
)
overridevirtual

Sets the size of points and how they are attenuated with distance.

Remarks
When performing point rendering or point sprite rendering, point size can be attenuated with distance. The equation for doing this is attenuation = 1 / (constant + linear * dist + quadratic * d^2) .
For example, to disable distance attenuation (constant screensize) you would set constant to 1, and linear and quadratic to 0. A standard perspective attenuation would be 0, 1, 0 respectively.

Implements Ogre::RenderSystem.

◆ _setPointSpritesEnabled()

void Ogre::D3D11RenderSystem::_setPointSpritesEnabled ( bool  enabled)
overridevirtual

Sets whether or not rendering points using OT_POINT_LIST will render point sprites (textured quads) or plain points.

Parameters
enabledTrue enables point sprites, false returns to normal point rendering.

Implements Ogre::RenderSystem.

◆ _setProjectionMatrix()

void Ogre::D3D11RenderSystem::_setProjectionMatrix ( const Matrix4 m)
overridevirtual

Sets the projection transform matrix.

Implements Ogre::RenderSystem.

◆ _setRenderOperation()

void Ogre::D3D11RenderSystem::_setRenderOperation ( const v1::CbRenderOp cmd)
overridevirtual

Implements Ogre::RenderSystem.

◆ _setSamplers()

void Ogre::D3D11RenderSystem::_setSamplers ( uint32  slotStart,
const DescriptorSetSampler set 
)
overridevirtual

Implements Ogre::RenderSystem.

◆ _setSamplersCS()

void Ogre::D3D11RenderSystem::_setSamplersCS ( uint32  slotStart,
const DescriptorSetSampler set 
)
overridevirtual

Implements Ogre::RenderSystem.

◆ _setSurfaceParams()

void Ogre::D3D11RenderSystem::_setSurfaceParams ( const ColourValue ambient,
const ColourValue diffuse,
const ColourValue specular,
const ColourValue emissive,
Real  shininess,
TrackVertexColourType  tracking 
)
overridevirtual

Sets the surface properties to be used for future rendering.

This method sets the the properties of the surfaces of objects to be rendered after it. In this context these surface properties are the amount of each type of light the object reflects (determining it's colour under different types of light), whether it emits light itself, and how shiny it is. Textures are not dealt with here, see the _setTetxure method for details. This method is used by _setMaterial so does not need to be called direct if that method is being used.

Parameters
ambientThe amount of ambient (sourceless and directionless) light an object reflects. Affected by the colour/amount of ambient light in the scene.
diffuseThe amount of light from directed sources that is reflected (affected by colour/amount of point, directed and spot light sources)
specularThe amount of specular light reflected. This is also affected by directed light sources but represents the colour at the highlights of the object.
emissiveThe colour of light emitted from the object. Note that this will make an object seem brighter and not dependent on lights in the scene, but it will not act as a light, so will not illuminate other objects. Use a light attached to the same SceneNode as the object for this purpose.
shininessA value which only has an effect on specular highlights (so specular must be non-black). The higher this value, the smaller and crisper the specular highlights will be, imitating a more highly polished surface. This value is not constrained to 0.0-1.0, in fact it is likely to be more (10.0 gives a modest sheen to an object).
trackingA bit field that describes which of the ambient, diffuse, specular and emissive colours follow the vertex colour of the primitive. When a bit in this field is set its ColourValue is ignored. This is a combination of TVC_AMBIENT, TVC_DIFFUSE, TVC_SPECULAR(note that the shininess value is still taken from shininess) and TVC_EMISSIVE. TVC_NONE means that there will be no material property tracking the vertex colours.

Implements Ogre::RenderSystem.

◆ _setTessellationDomainTexture()

void Ogre::D3D11RenderSystem::_setTessellationDomainTexture ( size_t  unit,
TextureGpu tex 
)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _setTessellationHullTexture()

void Ogre::D3D11RenderSystem::_setTessellationHullTexture ( size_t  unit,
TextureGpu tex 
)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _setTexture()

void Ogre::D3D11RenderSystem::_setTexture ( size_t  unit,
TextureGpu texPtr,
bool  bDepthReadOnly 
)
overridevirtual

Sets the texture to bind to a given texture unit.

User processes would not normally call this direct unless rendering primitives themselves.

Parameters
unitThe index of the texture unit to modify. Multitexturing hardware can support multiple units (see RenderSystemCapabilites::getNumTextureUnits)
enabledBoolean to turn the unit on/off
texPtrPointer to the texture to use.
bDepthReadOnlytrue if the texture is also attached as a depth buffer but is read only

Implements Ogre::RenderSystem.

◆ _setTextureBlendMode()

void Ogre::D3D11RenderSystem::_setTextureBlendMode ( size_t  unit,
const LayerBlendModeEx bm 
)
overridevirtual

Sets the texture blend modes from a TextureUnitState record.

Meant for use internally only - apps should use the Material and TextureUnitState classes.

Parameters
unitTexture unit as above
bmDetails of the blending mode

Implements Ogre::RenderSystem.

◆ _setTextureCoordCalculation()

void Ogre::D3D11RenderSystem::_setTextureCoordCalculation ( size_t  unit,
TexCoordCalcMethod  m,
const Frustum frustum = 0 
)
overridevirtual

Sets a method for automatically calculating texture coordinates for a stage.

Should not be used by apps - for use by Ogre only.

Parameters
unitTexture unit as above
mCalculation method to use
frustumOptional Frustum param, only used for projective effects

Implements Ogre::RenderSystem.

◆ _setTextureMatrix()

void Ogre::D3D11RenderSystem::_setTextureMatrix ( size_t  unit,
const Matrix4 xform 
)
overridevirtual

Sets the texture coordinate transformation matrix for a texture unit.

Parameters
unitTexture unit to affect
xformThe 4x4 matrix

Implements Ogre::RenderSystem.

◆ _setTextures() [1/2]

void Ogre::D3D11RenderSystem::_setTextures ( uint32  slotStart,
const DescriptorSetTexture set,
uint32  hazardousTexIdx 
)
overridevirtual
Parameters
slotStart
set
hazardousTexIdxWhen hazardousTexIdx < set->mTextures.size(); it means that we need to check if set->mTextures[hazardousTexIdx] is not the same as the currently bound RTT.

Implements Ogre::RenderSystem.

◆ _setTextures() [2/2]

void Ogre::D3D11RenderSystem::_setTextures ( uint32  slotStart,
const DescriptorSetTexture2 set 
)
overridevirtual

Implements Ogre::RenderSystem.

◆ _setTexturesCS() [1/2]

void Ogre::D3D11RenderSystem::_setTexturesCS ( uint32  slotStart,
const DescriptorSetTexture set 
)
overridevirtual

Implements Ogre::RenderSystem.

◆ _setTexturesCS() [2/2]

void Ogre::D3D11RenderSystem::_setTexturesCS ( uint32  slotStart,
const DescriptorSetTexture2 set 
)
overridevirtual

Implements Ogre::RenderSystem.

◆ _setUavCS()

void Ogre::D3D11RenderSystem::_setUavCS ( uint32  slotStart,
const DescriptorSetUav set 
)
overridevirtual

Implements Ogre::RenderSystem.

◆ _setVertexArrayObject()

void Ogre::D3D11RenderSystem::_setVertexArrayObject ( const VertexArrayObject vao)
overridevirtual

Part of the low level rendering interface.

Tells the RS which VAO will be bound now. (i.e. Vertex Formats, buffers being bound, etc.) You don't need to rebind if the VAO's mRenderQueueId is the same as previous call.

Remarks
Assumes _setPipelineStateObject has already been called.

Implements Ogre::RenderSystem.

◆ _setVertexTexture()

void Ogre::D3D11RenderSystem::_setVertexTexture ( size_t  unit,
TextureGpu tex 
)
overridevirtual

Binds a texture to a vertex, geometry, compute, tessellation hull or tessellation domain sampler.

Remarks
Not all rendersystems support separate vertex samplers. For those that do, you can set a texture for them, separate to the regular texture samplers, using this method. For those that don't, you should use the regular texture samplers which are shared between the vertex and fragment units; calling this method will throw an exception.
See also
RenderSystemCapabilites::getVertexTextureUnitsShared

Reimplemented from Ogre::RenderSystem.

◆ _setViewMatrix()

void Ogre::D3D11RenderSystem::_setViewMatrix ( const Matrix4 m)
overridevirtual

Sets the view transform matrix.

Implements Ogre::RenderSystem.

◆ _setWorldMatrix()

void Ogre::D3D11RenderSystem::_setWorldMatrix ( const Matrix4 m)
overridevirtual

Sets the world transform matrix.

Implements Ogre::RenderSystem.

◆ _useLights()

void Ogre::D3D11RenderSystem::_useLights ( const LightList lights,
unsigned short  limit 
)
overridevirtual

Tells the rendersystem to use the attached set of lights (and no others) up to the number specified (this allows the same list to be used with different count limits)

Implements Ogre::RenderSystem.

◆ addToSwitchingFullscreenCounter()

void Ogre::D3D11RenderSystem::addToSwitchingFullscreenCounter ( )
inline

◆ beginGPUSampleProfile()

void Ogre::D3D11RenderSystem::beginGPUSampleProfile ( const String name,
uint32 hashCache 
)
overridevirtual

Implements Ogre::RenderSystem.

◆ beginProfileEvent()

void Ogre::D3D11RenderSystem::beginProfileEvent ( const String eventName)
overridevirtual

This marks the beginning of an event for GPU profiling.

Implements Ogre::RenderSystem.

◆ beginRenderPassDescriptor()

void Ogre::D3D11RenderSystem::beginRenderPassDescriptor ( RenderPassDescriptor desc,
TextureGpu anyTarget,
uint8  mipLevel,
const Vector4 viewportSizes,
const Vector4 scissors,
uint32  numViewports,
bool  overlaysEnabled,
bool  warnIfRtvWasFlushed 
)
overridevirtual

When the descriptor is set to Load clear, two possible things may happen:

  1. The region is cleared.
  2. The whole texture is cleared. What actually happens is undefined (depends on the API). But calling "beginRenderPassDescriptor( desc, viewportSettings );" with the same descriptor but different viewports (without changing the desc) guarantees that each region is cleared:
  1. Each time the subregion is switched
  2. Only once (the whole texture), when the first viewport was set.
    When switching between render targets, two beginRenderPassDescriptor in a row automatically implies calls endRenderPassDescriptor. In fact this is faster to perfom than calling beginRenderPassDescriptor - endRenderPassDescriptor in pairs, because we can smartly flush only what needs to be flushed. endRenderPassDescriptor only needs to be called when no other beginRenderPassDescriptor will follow (i.e. at the end of the frame or when starting compute jobs)
    Parameters
    desc
    anyTargetContains the first valid texture in mRenderPassDesc, to be used for reference (e.g. width, height, etc). Could be colour, depth, stencil, or nullptr.
    mipLevelMip at which anyTarget is bound
    viewportSize
    warnIfRtvWasFlushedSee CompositorPassDef::mWarnIfRtvWasFlushed

Reimplemented from Ogre::RenderSystem.

◆ bindGpuProgramParameters()

void Ogre::D3D11RenderSystem::bindGpuProgramParameters ( GpuProgramType  gptype,
GpuProgramParametersSharedPtr  params,
uint16  mask 
)
overridevirtual

See RenderSystem.

Implements Ogre::RenderSystem.

◆ bindGpuProgramPassIterationParameters()

void Ogre::D3D11RenderSystem::bindGpuProgramPassIterationParameters ( GpuProgramType  gptype)
overridevirtual

See RenderSystem.

Implements Ogre::RenderSystem.

◆ clearFrameBuffer()

void Ogre::D3D11RenderSystem::clearFrameBuffer ( RenderPassDescriptor renderPassDesc,
TextureGpu anyTarget,
uint8  mipLevel 
)
overridevirtual

Immediately clears the whole frame buffer on the selected RenderPassDescriptor.

Prefer clearing using the LoadAction semantics in the RenderPassDescriptor. This function is provided for two reasons:

  1. Backwards compatibility (i.e. easier porting from 2.1)
  2. Non-tilers desktop GPUs may be faster to clear the whole framebuffer at once.
    Remarks
    Will break an existing RenderPassDescriptor set via beginRenderPassDescriptor.
    Parameters
    renderPassDescRenderPassDescriptor filled with LoadActions set to clear and StoreActions set to Store.

Implements Ogre::RenderSystem.

◆ createDepthBufferFor()

TextureGpu* Ogre::D3D11RenderSystem::createDepthBufferFor ( TextureGpu colourTexture,
bool  preferDepthTexture,
PixelFormatGpu  depthBufferFormat,
uint16  poolId 
)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ createHardwareOcclusionQuery()

HardwareOcclusionQuery* Ogre::D3D11RenderSystem::createHardwareOcclusionQuery ( )
overridevirtual

Create an object for performing hardware occlusion queries.

Implements Ogre::RenderSystem.

◆ createRenderPassDescriptor()

RenderPassDescriptor* Ogre::D3D11RenderSystem::createRenderPassDescriptor ( )
overridevirtual

Implements Ogre::RenderSystem.

◆ debugAnnotationPop()

void Ogre::D3D11RenderSystem::debugAnnotationPop ( )
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ debugAnnotationPush()

void Ogre::D3D11RenderSystem::debugAnnotationPush ( const String event)
overridevirtual

Specifically meant to mark passes in RenderDoc.

See https://renderdoc.org/docs/how/how_annotate_capture.html

In many cases it will use the same interface as beginProfileEvent / endProfileEvent

Note: For security & performance reasons this feature is only enabled when OGRE_DEBUG_MODE >= OGRE_DEBUG_MEDIUM

Reimplemented from Ogre::RenderSystem.

◆ deinitGPUProfiling()

void Ogre::D3D11RenderSystem::deinitGPUProfiling ( )
overridevirtual

Implements Ogre::RenderSystem.

◆ enableClipPlane()

void Ogre::D3D11RenderSystem::enableClipPlane ( ushort  index,
bool  enable 
)

◆ endGPUSampleProfile()

void Ogre::D3D11RenderSystem::endGPUSampleProfile ( const String name)
overridevirtual

Implements Ogre::RenderSystem.

◆ endProfileEvent()

void Ogre::D3D11RenderSystem::endProfileEvent ( )
overridevirtual

Ends the currently active GPU profiling event.

Implements Ogre::RenderSystem.

◆ endRenderPassDescriptor()

void Ogre::D3D11RenderSystem::endRenderPassDescriptor ( )
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ fireDeviceEvent()

void Ogre::D3D11RenderSystem::fireDeviceEvent ( D3D11Device device,
const String name,
D3D11Window sendingWindow = NULL 
)

◆ flushCommands()

void Ogre::D3D11RenderSystem::flushCommands ( )
overridevirtual

Implements Ogre::RenderSystem.

◆ getColourVertexElementType()

VertexElementType Ogre::D3D11RenderSystem::getColourVertexElementType ( ) const
overridevirtual

Get the native VertexElementType for a compact 32-bit colour value for this rendersystem.

Implements Ogre::RenderSystem.

◆ getConfigOptions()

ConfigOptionMap& Ogre::D3D11RenderSystem::getConfigOptions ( )
overridevirtual

Returns the details of this API's configuration options.

Remarks
Each render system must be able to inform the world of what options must/can be specified for it's operation.
These are passed as strings for portability, but grouped into a structure (_ConfigOption) which includes both options and current value.
Note that the settings returned from this call are affected by the options that have been set so far, since some options are interdependent.
This routine is called automatically by the default configuration dialogue produced by Root::showConfigDialog or may be used by the caller for custom settings dialogs
Returns
A 'map' of options, i.e. a list of options which is also indexed by option name.

Implements Ogre::RenderSystem.

◆ getCustomAttribute()

void Ogre::D3D11RenderSystem::getCustomAttribute ( const String name,
void *  pData 
)
overridevirtual

Gets a custom (maybe platform-specific) attribute.

Remarks
This is a nasty way of satisfying any API's need to see platform-specific details.
Parameters
nameThe name of the attribute.
pDataPointer to memory of the right kind of structure to receive the info.

Reimplemented from Ogre::RenderSystem.

◆ getDisplayMonitorCount()

unsigned int Ogre::D3D11RenderSystem::getDisplayMonitorCount ( ) const
overridevirtual

Gets the number of display monitors.

See also
Root::getDisplayMonitorCount

Implements Ogre::RenderSystem.

◆ getErrorDescription()

String Ogre::D3D11RenderSystem::getErrorDescription ( long  errorNumber) const
overridevirtual

Returns a description of an error code.

Implements Ogre::RenderSystem.

◆ getFriendlyName()

const String& Ogre::D3D11RenderSystem::getFriendlyName ( ) const
overridevirtual

Returns the friendly name of the render system.

Implements Ogre::RenderSystem.

◆ getHorizontalTexelOffset()

Real Ogre::D3D11RenderSystem::getHorizontalTexelOffset ( )
overridevirtual

Returns the horizontal texel offset value required for mapping texel origins to pixel origins in this rendersystem.

Remarks
Since rendersystems sometimes disagree on the origin of a texel, mapping from texels to pixels can sometimes be problematic to implement generically. This method allows you to retrieve the offset required to map the origin of a texel to the origin of a pixel in the horizontal direction.

Implements Ogre::RenderSystem.

◆ getMaximumDepthInputValue()

Real Ogre::D3D11RenderSystem::getMaximumDepthInputValue ( )
overridevirtual

Gets the maximum (farthest) depth value to be used when rendering using identity transforms.

Remarks
When using identity transforms you can manually set the depth of a vertex; however the input values required differ per rendersystem. This method lets you retrieve the correct value.
See also
Renderable::getUseIdentityView, Renderable::getUseIdentityProjection

Implements Ogre::RenderSystem.

◆ getMinimumDepthInputValue()

Real Ogre::D3D11RenderSystem::getMinimumDepthInputValue ( )
overridevirtual

Gets the minimum (closest) depth value to be used when rendering using identity transforms.

Remarks
When using identity transforms you can manually set the depth of a vertex; however the input values required differ per rendersystem. This method lets you retrieve the correct value.
See also
Renderable::getUseIdentityView, Renderable::getUseIdentityProjection

Implements Ogre::RenderSystem.

◆ getName()

const String& Ogre::D3D11RenderSystem::getName ( ) const
overridevirtual

Returns the name of the rendering system.

Implements Ogre::RenderSystem.

◆ getNumPriorityConfigOptions()

size_t Ogre::D3D11RenderSystem::getNumPriorityConfigOptions ( ) const
overridevirtual

Number of priority config options in RenderSystem::getPriorityConfigOption.

Remarks
IMPORTANT: The return value can change after calls to setConfigOption, it can even return higher or lower values than before.

Therefore a proper loop would call getNumPriorityConfigOptions on every iteration:

// GOOD:
for( size_t i=0; i < rs->getNumPriorityConfigOptions(); ++i )
rs->setConfigOption( rs->getPriorityConfigOption( i ), value );
// BAD:
const size_t cachedNumOptions = rs->getNumPriorityConfigOptions();
for( size_t i=0; i < cachedNumOptions; ++i )
rs->setConfigOption( rs->getPriorityConfigOption( i ), value );

Reimplemented from Ogre::RenderSystem.

◆ getPixelFormatToShaderType()

const PixelFormatToShaderType* Ogre::D3D11RenderSystem::getPixelFormatToShaderType ( ) const
overridevirtual

Implements Ogre::RenderSystem.

◆ getPriorityConfigOption()

const char* Ogre::D3D11RenderSystem::getPriorityConfigOption ( size_t  idx) const
overridevirtual

Some options depend on other options.

Therefore it's best to call RenderSystem::setConfigOption in order

Parameters
idxValue must be in range [0; getNumPriorityConfigOptions)

Options must be set in ascending order, i.e. idx = 0 must be called before idx = 1

Returns
The name to use in setConfigOption( name, value )

Reimplemented from Ogre::RenderSystem.

◆ getSwitchingFullscreenCounter()

int Ogre::D3D11RenderSystem::getSwitchingFullscreenCounter ( ) const
inline

◆ getVerticalTexelOffset()

Real Ogre::D3D11RenderSystem::getVerticalTexelOffset ( )
overridevirtual

Returns the vertical texel offset value required for mapping texel origins to pixel origins in this rendersystem.

Remarks
Since rendersystems sometimes disagree on the origin of a texel, mapping from texels to pixels can sometimes be problematic to implement generically. This method allows you to retrieve the offset required to map the origin of a texel to the origin of a pixel in the vertical direction.

Implements Ogre::RenderSystem.

◆ handleDeviceLost()

void Ogre::D3D11RenderSystem::handleDeviceLost ( )

◆ hasAnisotropicMipMapFilter()

bool Ogre::D3D11RenderSystem::hasAnisotropicMipMapFilter ( ) const
inlineoverridevirtual

Determines if the system has anisotropic mip map filter support.

Implements Ogre::RenderSystem.

◆ initConfigOptions()

void Ogre::D3D11RenderSystem::initConfigOptions ( )

◆ initGPUProfiling()

void Ogre::D3D11RenderSystem::initGPUProfiling ( )
overridevirtual

Implements Ogre::RenderSystem.

◆ initRenderSystem()

void Ogre::D3D11RenderSystem::initRenderSystem ( )

◆ markProfileEvent()

void Ogre::D3D11RenderSystem::markProfileEvent ( const String eventName)
overridevirtual

Marks an instantaneous event for graphics profilers.

This is equivalent to calling beginProfileEvent() and endProfileEvent() back to back.

Implements Ogre::RenderSystem.

◆ postExtraThreadsStarted()

void Ogre::D3D11RenderSystem::postExtraThreadsStarted ( )
overridevirtual

Implements Ogre::RenderSystem.

◆ preExtraThreadsStarted()

void Ogre::D3D11RenderSystem::preExtraThreadsStarted ( )
overridevirtual

Tell the rendersystem to perform any prep tasks it needs to directly before other threads which might access the rendering API are registered.

Remarks
Call this from your main thread before starting your other threads (which themselves should call registerThread()). Note that if you start your own threads, there is a specific startup sequence which must be respected and requires synchronisation between the threads:
  1. [Main thread]Call preExtraThreadsStarted
  2. [Main thread]Start other thread, wait
  3. [Other thread]Call registerThread, notify main thread & continue
  4. [Main thread]Wake up & call postExtraThreadsStarted
Once this init sequence is completed the threads are independent but this startup sequence must be respected.

Implements Ogre::RenderSystem.

◆ registerThread()

void Ogre::D3D11RenderSystem::registerThread ( )
overridevirtual

Register the an additional thread which may make calls to rendersystem-related objects.

Remarks
This method should only be called by additional threads during their initialisation. If they intend to use hardware rendering system resources they should call this method before doing anything related to the render system. Some rendering APIs require a per-thread setup and this method will sort that out. It is also necessary to call unregisterThread before the thread shuts down.
Note
This method takes no parameters - it must be called from the thread being registered and that context is enough.

Implements Ogre::RenderSystem.

◆ reinitialise()

void Ogre::D3D11RenderSystem::reinitialise ( )
overridevirtual

Restart the renderer (normally following a change in settings).

Implements Ogre::RenderSystem.

◆ setClipPlane()

void Ogre::D3D11RenderSystem::setClipPlane ( ushort  index,
Real  A,
Real  B,
Real  C,
Real  D 
)

◆ setConfigOption()

void Ogre::D3D11RenderSystem::setConfigOption ( const String name,
const String value 
)
overridevirtual

Sets an option for this API.

Remarks
Used to confirm the settings (normally chosen by the user) in order to make the renderer able to initialise with the settings as required. This may be video mode, D3D driver, full screen / windowed etc. Called automatically by the default configuration dialog, and by the restoration of saved settings. These settings are stored and only activated when RenderSystem::initialise or RenderSystem::reinitialise are called.
If using a custom configuration dialog, it is advised that the caller calls RenderSystem::getConfigOptions again, since some options can alter resulting from a selection.
Parameters
nameThe name of the option to alter.
valueThe value to set the option to.

Implements Ogre::RenderSystem.

◆ setDrawBuffer()

bool Ogre::D3D11RenderSystem::setDrawBuffer ( ColourBufferType  colourBuffer)
overridevirtual

Sets the colour buffer that the render system will to draw.

If the render system implementation or configuration does not support a particular value, then false will be returned and the current colour buffer value will not be modified.

Parameters
colourBufferSpecifies the colour buffer that will be drawn into.

Reimplemented from Ogre::RenderSystem.

◆ setLightingEnabled()

void Ogre::D3D11RenderSystem::setLightingEnabled ( bool  enabled)

◆ setNormaliseNormals()

void Ogre::D3D11RenderSystem::setNormaliseNormals ( bool  normalise)

◆ setShadingType()

void Ogre::D3D11RenderSystem::setShadingType ( ShadeOptions  so)

◆ setStencilBufferParams()

void Ogre::D3D11RenderSystem::setStencilBufferParams ( uint32  refValue,
const StencilParams stencilParams 
)
overridevirtual

This method allows you to set all the stencil buffer parameters in one call.

Remarks
The stencil buffer is used to mask out pixels in the render target, allowing you to do effects like mirrors, cut-outs, stencil shadows and more. Each of your batches of rendering is likely to ignore the stencil buffer, update it with new values, or apply it to mask the output of the render. The stencil test is:
(Reference Value & Mask) CompareFunction (Stencil Buffer Value & Mask)
The result of this will cause one of 3 actions depending on whether the test fails, succeeds but with the depth buffer check still failing, or succeeds with the depth buffer check passing too.
Unlike other render states, stencilling is left for the application to turn on and off when it requires. This is because you are likely to want to change parameters between batches of arbitrary objects and control the ordering yourself. In order to batch things this way, you'll want to use OGRE's separate render queue groups (see RenderQueue) and register a RenderQueueListener to get notifications between batches.
Parameters
refValueThe reference value used in the comparison (dynamic)
stencilParamsThe static parameters that involve more expensive state changes. Ogre dev implementors note: Should check if the stencilParams are different from before

Reimplemented from Ogre::RenderSystem.

◆ setSubroutine() [1/2]

void Ogre::D3D11RenderSystem::setSubroutine ( GpuProgramType  gptype,
const String slotName,
const String subroutineName 
)

◆ setSubroutine() [2/2]

void Ogre::D3D11RenderSystem::setSubroutine ( GpuProgramType  gptype,
size_t  slotIndex,
const String subroutineName 
)

◆ shutdown()

void Ogre::D3D11RenderSystem::shutdown ( )
overridevirtual

Shutdown the renderer and cleanup resources.

Reimplemented from Ogre::RenderSystem.

◆ unregisterThread()

void Ogre::D3D11RenderSystem::unregisterThread ( )
overridevirtual

Unregister an additional thread which may make calls to rendersystem-related objects.

See also
RenderSystem::registerThread

Implements Ogre::RenderSystem.

◆ validateConfigOptions()

String Ogre::D3D11RenderSystem::validateConfigOptions ( )
overridevirtual

Validates the options set for the rendering system, returning a message if there are problems.

Note
If the returned string is empty, there are no problems.

Implements Ogre::RenderSystem.

◆ validateDevice()

bool Ogre::D3D11RenderSystem::validateDevice ( bool  forceDeviceElection = false)
overridevirtual

Some render systems have moments when GPU device is temporarily unavailable, for example when D3D11 device is lost, or when iOS app is in background, etc.

Reimplemented from Ogre::RenderSystem.

◆ validateSampleDescription()

SampleDescription Ogre::D3D11RenderSystem::validateSampleDescription ( const SampleDescription sampleDesc,
PixelFormatGpu  format 
)
overridevirtual

Returns supported sample description for requested FSAA mode, with graceful downgrading.

Reimplemented from Ogre::RenderSystem.


The documentation for this class was generated from the following file: