OGRE  1.12.13
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 ()
 
DepthBuffer_addManualDepthBuffer (ID3D11DepthStencilView *depthSurface, uint32 width, uint32 height, uint32 fsaa, uint32 fsaaQuality)
 This function is meant to add Depth Buffers to the pool that aren't released when the DepthBuffer is deleted. More...
 
void _convertProjectionMatrix (const Matrix4 &matrix, Matrix4 &dest, bool forGpuProgram=false)
 Converts a uniform projection matrix to suitable for this render system. More...
 
virtual DepthBuffer_createDepthBufferFor (RenderTarget *renderTarget)
 Creates a DepthBuffer that can be attached to the specified RenderTarget. More...
 
RenderWindow_createRenderWindow (const String &name, unsigned int width, unsigned int height, bool fullScreen, const NameValuePairList *miscParams=0)
 Creates a new rendering window. More...
 
void _dispatchCompute (const Vector3i &workgroupDim)
 
void _endFrame (void)
 Ends rendering of a frame to the current viewport. More...
 
D3D11HLSLProgram_getBoundComputeProgram () const
 
D3D11HLSLProgram_getBoundFragmentProgram () const
 
D3D11HLSLProgram_getBoundGeometryProgram () const
 
D3D11HLSLProgram_getBoundTessellationDomainProgram () const
 
D3D11HLSLProgram_getBoundTessellationHullProgram () const
 
D3D11HLSLProgram_getBoundVertexProgram () const
 
bool _getDepthBufferCheckEnabled (void)
 
D3D11Device_getDevice ()
 
D3D_FEATURE_LEVEL _getFeatureLevel () const
 
void _initialise () override
 Start up the renderer using the settings selected (Or the defaults if none have been selected). More...
 
void _removeManualDepthBuffer (DepthBuffer *depthBuffer)
 Reverts _addManualDepthBuffer actions. More...
 
void _render (const RenderOperation &op)
 Render something to the active viewport. More...
 
void _renderUsingReadBackAsTexture (unsigned int passNr, Ogre::String variableName, unsigned int StartSlot)
 render using the feature of reading back the inactive depth-stencil buffers as texture More...
 
void _setAlphaRejectSettings (CompareFunction func, unsigned char value, bool alphaToCoverage)
 Sets the global alpha rejection approach for future renders. More...
 
void _setCullingMode (CullingMode mode)
 Sets the culling mode for the render system based on the 'vertex winding'. More...
 
void _setDepthBias (float constantBias, float slopeScaleBias)
 Sets the depth bias, NB you should use the Material version of this. More...
 
void _setDepthBufferCheckEnabled (bool enabled=true)
 
void _setDepthBufferFunction (CompareFunction func=CMPF_LESS_EQUAL)
 
void _setDepthBufferParams (bool depthTest=true, bool depthWrite=true, CompareFunction depthFunction=CMPF_LESS_EQUAL)
 Sets the mode of operation for depth buffer tests from this point onwards. More...
 
void _setDepthBufferWriteEnabled (bool enabled=true)
 
void _setDepthClamp (bool enable)
 Clamp depth values to near and far plane rather than discarding. More...
 
void _setPolygonMode (PolygonMode level)
 Sets how to rasterise triangles, as points, wireframe or solid polys. More...
 
void _setRenderTarget (RenderTarget *target)
 Set current render target to target, enabling its GL context if needed. More...
 
void _setSampler (size_t unit, Sampler &sampler)
 set the sampler settings for the given texture unit More...
 
void _setTexture (size_t unit, bool enabled, const TexturePtr &texPtr)
 Sets the texture to bind to a given texture unit. More...
 
void _setViewport (Viewport *vp)
 Sets the provided viewport as the active one for future rendering operations. More...
 
virtual void _swapAllRenderTargetBuffers ()
 Internal method for swapping all the buffers on all render targets, if _updateAllRenderTargets was called with a 'false' parameter. More...
 
virtual void _updateAllRenderTargets (bool swapBuffers=true)
 Internal method for updating all render targets attached to this rendering system. More...
 
void addToSwitchingFullscreenCounter ()
 
virtual void beginProfileEvent (const String &eventName)
 This marks the beginning of an event for GPU profiling. More...
 
void bindGpuProgram (GpuProgram *prg)
 Binds a given GpuProgram (but not the parameters). More...
 
void bindGpuProgramParameters (GpuProgramType gptype, const GpuProgramParametersPtr &params, uint16 mask)
 Bind Gpu program parameters. More...
 
void clearFrameBuffer (unsigned int buffers, const ColourValue &colour=ColourValue::Black, Real depth=1.0f, unsigned short stencil=0)
 Clears one or more frame buffers on the active render target. More...
 
HardwareOcclusionQuerycreateHardwareOcclusionQuery (void)
 Create an object for performing hardware occlusion queries. More...
 
virtual MultiRenderTargetcreateMultiRenderTarget (const String &name)
 Create a MultiRenderTarget, which is a render target that renders to multiple RenderTextures at once. More...
 
void destroyRenderTarget (const String &name)
 Destroys a render target of any sort. More...
 
virtual RenderTargetdetachRenderTarget (const String &name)
 Detaches the render target with the passed name from the render system and returns a pointer to it. More...
 
void determineFSAASettings (uint fsaa, const String &fsaaHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC *outFSAASettings)
 
virtual void endProfileEvent (void)
 Ends the currently active GPU profiling event. More...
 
void fireDeviceEvent (D3D11Device *device, const String &name, D3D11RenderWindowBase *sendingWindow=NULL)
 
void getCustomAttribute (const String &name, void *pData)
 Gets a custom (maybe platform-specific) attribute. More...
 
Real getMaximumDepthInputValue (void)
 Gets the maximum (farthest) depth value to be used when rendering using identity transforms. More...
 
Real getMinimumDepthInputValue (void)
 Gets the minimum (closest) depth value to be used when rendering using identity transforms. More...
 
const StringgetName (void) const
 Returns the name of the rendering system. More...
 
int getSwitchingFullscreenCounter () const
 
void handleDeviceLost ()
 
virtual void initConfigOptions (void)
 
void initRenderSystem ()
 
virtual void markProfileEvent (const String &eventName)
 Marks an instantaneous event for graphics profilers. More...
 
void setColourBlendState (const ColourBlendState &state)
 Sets the global blending factors for combining subsequent renders with the existing frame contents. More...
 
void setConfigOption (const String &name, const String &value)
 Specific options: More...
 
virtual bool setDrawBuffer (ColourBufferType colourBuffer)
 Sets the colour buffer that the render system will to draw. More...
 
void setScissorTest (bool enabled, const Rect &rect=Rect())
 Sets the 'scissor region' i.e. More...
 
void setStencilBufferParams (CompareFunction func=CMPF_ALWAYS_PASS, uint32 refValue=0, uint32 compareMask=0xFFFFFFFF, uint32 writeMask=0xFFFFFFFF, StencilOperation stencilFailOp=SOP_KEEP, StencilOperation depthFailOp=SOP_KEEP, StencilOperation passOp=SOP_KEEP, bool twoSidedOperation=false, bool readBackAsTexture=false)
 This method allows you to set all the stencil buffer parameters in one call. More...
 
void setStencilCheckEnabled (bool enabled)
 Turns stencil buffer checking on or off. More...
 
void setSubroutine (GpuProgramType gptype, const String &slotName, const String &subroutineName)
 
void setSubroutine (GpuProgramType gptype, unsigned int slotIndex, const String &subroutineName)
 
void setVertexBufferBinding (VertexBufferBinding *binding)
 
void setVertexDeclaration (VertexDeclaration *decl)
 
void setVertexDeclaration (VertexDeclaration *decl, VertexBufferBinding *binding)
 
void shutdown ()
 Shutdown the renderer and cleanup resources. More...
 
void unbindGpuProgram (GpuProgramType gptype)
 Unbinds GpuPrograms of a given GpuProgramType. More...
 
String validateConfigOptions (void)
 Validates the options set for the rendering system, returning a message if there are problems. More...
 
void validateDevice (bool forceDeviceElection=false)
 
- Public Member Functions inherited from Ogre::RenderSystem
 RenderSystem ()
 Default Constructor. More...
 
virtual ~RenderSystem ()
 Destructor. More...
 
virtual void _beginFrame ()
 Signifies the beginning of a frame, i.e. More...
 
virtual void _beginGeometryCount (void)
 The RenderSystem will keep a count of tris rendered, this resets the count. More...
 
void _cleanupDepthBuffers (bool bCleanManualBuffers=true)
 Removes all depth buffers. More...
 
bool _createRenderWindows (const RenderWindowDescriptionList &renderWindowDescriptions, RenderWindowList &createdWindows)
 
virtual void _disableTextureUnit (size_t texUnit)
 Turns off a texture unit. More...
 
virtual void _disableTextureUnitsFrom (size_t texUnit)
 Disables all texture units from the given unit upwards. More...
 
virtual unsigned int _getBatchCount (void) const
 Reports the number of batches rendered since the last _beginGeometryCount call. More...
 
virtual CullingMode _getCullingMode (void) const
 
const String_getDefaultViewportMaterialScheme (void) const
 Returns the default material scheme used by the render system. More...
 
virtual unsigned int _getFaceCount (void) const
 Reports the number of tris rendered since the last _beginGeometryCount call. More...
 
virtual unsigned int _getVertexCount (void) const
 Reports the number of vertices passed to the renderer since the last _beginGeometryCount call. More...
 
virtual Viewport_getViewport (void)
 Get the current active viewport for rendering. More...
 
void _initRenderTargets (void)
 Utility method for initialising all render targets attached to this rendering system. More...
 
void _notifyCameraRemoved (const Camera *cam)
 Utility method to notify all render targets that a camera has been removed, in case they were referring to it as their viewer. More...
 
virtual RenderSystemContext_pauseFrame (void)
 Pause rendering for a frame. More...
 
virtual void _resumeFrame (RenderSystemContext *context)
 Resume rendering for a frame. More...
 
void _setColourBufferWriteEnabled (bool red, bool green, bool blue, bool alpha)
 
void _setFog (FogMode f)
 
virtual void _setLineWidth (float width)
 Set the line width when drawing as RenderOperation::OT_LINE_LIST/ RenderOperation::OT_LINE_STRIP. More...
 
virtual void _setPointParameters (bool attenuationEnabled, Real minSize, Real maxSize)
 
virtual void _setPointSpritesEnabled (bool enabled)
 Sets whether or not rendering points using OT_POINT_LIST will render point sprites (textured quads) or plain points. More...
 
void _setProjectionMatrix (Matrix4 m)
 
void _setSceneBlending (SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op=SBO_ADD)
 
void _setSeparateSceneBlending (SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha, SceneBlendFactor destFactorAlpha, SceneBlendOperation op=SBO_ADD, SceneBlendOperation alphaOp=SBO_ADD)
 
virtual void _setTextureAddressingMode (size_t unit, const Sampler::UVWAddressingMode &uvw)
 
virtual void _setTextureBlendMode (size_t unit, const LayerBlendModeEx &bm)
 Sets the texture blend modes from a TextureUnitState record. More...
 
virtual void _setTextureCoordCalculation (size_t unit, TexCoordCalcMethod m, const Frustum *frustum=0)
 Sets a method for automatically calculating texture coordinates for a stage. More...
 
virtual void _setTextureCoordSet (size_t unit, size_t index)
 Sets the texture coordinate set to use for a texture unit. More...
 
virtual void _setTextureMatrix (size_t unit, const Matrix4 &xform)
 Sets the texture coordinate transformation matrix for a texture unit. 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 _setTextureUnitFiltering (size_t unit, FilterOptions minFilter, FilterOptions magFilter, FilterOptions mipFilter)
 
virtual void _setTextureUnitFiltering (size_t unit, FilterType ftype, FilterOptions filter)
 
virtual void _setTextureUnitSettings (size_t texUnit, TextureUnitState &tl)
 Utility function for setting all the properties of a texture unit at once. More...
 
virtual void _setVertexTexture (size_t unit, const TexturePtr &tex)
 Binds a texture to a vertex, geometry, compute, tesselation hull or tessellation domain sampler. More...
 
void _setViewMatrix (const Matrix4 &m)
 
void _setWorldMatrix (const Matrix4 &m)
 
virtual void _useLights (unsigned short limit)
 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 addListener (Listener *l)
 Adds a listener to the custom events that this render system can raise. More...
 
virtual void applyFixedFunctionParams (const GpuProgramParametersPtr &params, uint16 variabilityMask)
 
void attachRenderTarget (RenderTarget &target)
 Attaches the passed render target to the render system. More...
 
virtual void bindGpuProgramPassIterationParameters (GpuProgramType gptype)
 
void convertColourValue (const ColourValue &colour, uint32 *pDest)
 
virtual void destroyHardwareOcclusionQuery (HardwareOcclusionQuery *hq)
 Destroy a hardware occlusion query object. More...
 
virtual void destroyRenderTexture (const String &name)
 Destroys a render texture. More...
 
virtual void destroyRenderWindow (const String &name)
 Destroys a render window. More...
 
const RenderSystemCapabilitiesgetCapabilities (void) const
 Gets the capabilities of the render system. More...
 
virtual VertexElementType getColourVertexElementType (void) const
 
const ConfigOptionMapgetConfigOptions () const
 Returns the details of this API's configuration options. More...
 
virtual unsigned int getDisplayMonitorCount () const
 
const DriverVersiongetDriverVersion (void) const
 Returns the driver version. More...
 
virtual const GpuProgramParametersPtrgetFixedFunctionParams (TrackVertexColourType tracking, FogMode fog)
 
HardwareVertexBufferSharedPtr getGlobalInstanceVertexBuffer () const
 Returns the global instance vertex buffer. More...
 
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...
 
virtual Real getHorizontalTexelOffset (void)
 Returns the horizontal texel offset value required for mapping texel origins to pixel origins in this rendersystem. More...
 
bool getInvertVertexWinding (void) const
 Indicates whether or not the vertex windings set will be inverted for the current render (e.g. More...
 
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...
 
const StringVectorgetRenderSystemEvents (void) const
 Gets a list of the rendersystem specific events that this rendersystem can raise. More...
 
RenderTargetgetRenderTarget (const String &name)
 Returns a pointer to the render target with the passed name, or NULL if that render target cannot be found. More...
 
RenderTargetIterator getRenderTargetIterator (void)
 Returns a specialised MapIterator over all render targets attached to the RenderSystem. More...
 
RenderWindowDescription getRenderWindowDescription () const
 get a RenderWindowDescription from the current ConfigOptionMap More...
 
virtual Real getVerticalTexelOffset (void)
 Returns the vertical texel offset value required for mapping texel origins to pixel origins in this rendersystem. More...
 
bool isGpuProgramBound (GpuProgramType gptype)
 Returns whether or not a Gpu program of the given type is currently bound. More...
 
bool isReverseDepthBufferEnabled () const
 Returns if reverse Z-buffer is enabled. More...
 
virtual bool isStaticBufferLockable () const
 
virtual void postExtraThreadsStarted ()
 Tell the rendersystem to perform any tasks it needs to directly after other threads which might access the rendering API are registered. More...
 
virtual void preExtraThreadsStarted ()
 Tell the rendersystem to perform any prep tasks it needs to directly before other threads which might access the rendering API are registered. More...
 
virtual void registerThread ()
 Register the an additional thread which may make calls to rendersystem-related objects. More...
 
void reinitialise (void)
 Restart the renderer (normally following a change in settings). More...
 
void removeListener (Listener *l)
 Remove a listener to the custom events that this render system can raise. 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 setDepthBufferFor (RenderTarget *renderTarget)
 Retrieves an existing DepthBuffer or creates a new one suited for the given RenderTarget and sets it. More...
 
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 HardwareVertexBufferSharedPtr &val)
 Sets the global instance vertex buffer. More...
 
void setGlobalInstanceVertexBufferVertexDeclaration (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...
 
virtual void setLightingEnabled (bool enabled)
 Sets whether or not dynamic lighting is enabled. More...
 
virtual void setNormaliseNormals (bool normalise)
 Sets whether or not normals are to be automatically normalised. More...
 
void setScissorTest (bool enabled, size_t left, size_t top=0, size_t right=800, size_t bottom=600)
 
virtual void setShadingType (ShadeOptions so)
 Sets the type of light shading required (default = Gouraud). More...
 
void setStencilState (const StencilState &state)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
virtual void unregisterThread ()
 Unregister an additional thread which may make calls to rendersystem-related objects. More...
 
void useCustomRenderSystemCapabilities (RenderSystemCapabilities *capabilities)
 Force the render system to use the special capabilities. More...
 

Additional Inherited Members

- Public Types inherited from Ogre::RenderSystem
typedef MapIterator< Ogre::RenderTargetMapRenderTargetIterator
 Iterator over RenderTargets. More...
 
- Static Public Member Functions inherited from Ogre::RenderSystem
static ListenergetSharedListener (void)
 Retrieve a pointer to the current shared render system listener. More...
 
static void setSharedListener (Listener *listener)
 Sets shared listener. More...
 

Detailed Description

Implementation of DirectX11 as a rendering system.

Constructor & Destructor Documentation

◆ D3D11RenderSystem()

Ogre::D3D11RenderSystem::D3D11RenderSystem ( )

◆ ~D3D11RenderSystem()

Ogre::D3D11RenderSystem::~D3D11RenderSystem ( )

Member Function Documentation

◆ getSwitchingFullscreenCounter()

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

◆ addToSwitchingFullscreenCounter()

void Ogre::D3D11RenderSystem::addToSwitchingFullscreenCounter ( )
inline

◆ initRenderSystem()

void Ogre::D3D11RenderSystem::initRenderSystem ( )

◆ initConfigOptions()

virtual void Ogre::D3D11RenderSystem::initConfigOptions ( void  )
virtual

Reimplemented from Ogre::RenderSystem.

◆ validateConfigOptions()

String Ogre::D3D11RenderSystem::validateConfigOptions ( void  )
virtual

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.

Reimplemented from Ogre::RenderSystem.

◆ _initialise()

void Ogre::D3D11RenderSystem::_initialise ( )
overridevirtual

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

Called by Root::setRenderSystem. Shouldn't really be called directly, although this can be done if the app wants to.

Reimplemented from Ogre::RenderSystem.

◆ _createRenderWindow()

RenderWindow* Ogre::D3D11RenderSystem::_createRenderWindow ( const String name,
unsigned int  width,
unsigned int  height,
bool  fullScreen,
const NameValuePairList miscParams = 0 
)
virtual

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 Platform
title String RenderTarget name The title of the window that will appear in the title bar
left Positive integers Centred Screen x coordinate from left
top Positive integers Centred Screen y coordinate from left
border none, fixed, resize resize The type of window border (in windowed mode)
hidden true, false false hide the created window
FSAA Positive integer (usually 0, 2, 4, 8, 16) 0 Full screen antialiasing factor
gamma true, false false Enable hardware conversion from linear colour space to gamma colour space on rendering to the window.
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.
Full Screen true, false false Specify whether to create the window in full screen mode
displayFrequency Refresh rate in Hertz (e.g. 60, 75, 100) Desktop vsync rate Display frequency rate, for fullscreen mode
parentWindowHandle
  • Win32: HWND as int
  • Linux: X11 Window as ulong
  • Emscripten: canvas selector String ("#canvas")
0 (none) Parent window handle, for embedding the OGRE in a child of an external window
externalWindowHandle
  • Win32: HWND as int
  • Linux: X11 Window as ulong or ulong:uint:ulong (display*:screen:windowHandle) or ulong:uint:ulong:ulong (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.
  • OS X Carbon: WindowRef as an integer
  • 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
currentGLContext true, false false Use an externally created GL context. (Must be current) OpenGL
minColourBufferSize Positive integer (usually 16, 32) 16 Min total colour buffer size. See EGL_BUFFER_SIZE OpenGL
windowProc WNDPROC DefWindowProc function that processes window messages Win 32
colourDepth 16, 32 Desktop depth Colour depth of the resulting rendering window; only applies if fullScreen Win32
FSAAHint RenderSystem specific. Currently enables EQAA/ CSAA mode on D3D: if you want 4f8x (8x CSAA), set FSAA=4 and this to "f8" Blank FSAA mode hint D3D
outerDimensions true, false false Whether the width/height is expressed as the size of the outer window, rather than the content area Win32
monitorIndex -1 Win 32
monitorHandle 0 (none) Win 32 (OpenGL)
enableDoubleClick true, false false Enable the window to keep track and transmit double click messages. Win32
useNVPerfHUD true, false false Enable the use of nVidia NVPerfHUD D3D
depthBuffer true, false true Use depth buffer D3D
NSOpenGLCPSurfaceOrder -1 or 1 1 NSOpenGLCPSurfaceOrder OSX
contentScalingFactor Positive Float The default content scaling factor of the screen On IOS specifies the CAEAGLLayer content scaling factor. 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. OSX, iOS, Android
externalViewHandle UIView pointer as an integer 0 External view handle, for rendering OGRE render in an existing view iOS
externalViewControllerHandle UIViewController pointer as an integer 0 External view controller handle, for embedding OGRE in an existing view controller iOS
externalSharegroup EAGLSharegroup pointer as an integer 0 External sharegroup, used to shared GL resources between contexts iOS
CSAA Positive integer (usually 0, 2, 4, 8, 16) 0 Coverage sampling factor Android
maxColourBufferSize Positive integer (usually 16, 32) 32 Max EGL_BUFFER_SIZE Android
maxStencilBufferSize Positive integer (usually 0, 8) 0 EGL_STENCIL_SIZE Android
maxDepthBufferSize Positive integer (usually 0, 16, 24) 16 EGL_DEPTH_SIZE Android

Reimplemented from Ogre::RenderSystem.

◆ _updateAllRenderTargets()

virtual void Ogre::D3D11RenderSystem::_updateAllRenderTargets ( bool  swapBuffers = true)
virtual

Internal method for updating all render targets attached to this rendering system.

Reimplemented from Ogre::RenderSystem.

◆ _swapAllRenderTargetBuffers()

virtual void Ogre::D3D11RenderSystem::_swapAllRenderTargetBuffers ( )
virtual

Internal method for swapping all the buffers on all render targets, if _updateAllRenderTargets was called with a 'false' parameter.

Reimplemented from Ogre::RenderSystem.

◆ fireDeviceEvent()

void Ogre::D3D11RenderSystem::fireDeviceEvent ( D3D11Device device,
const String name,
D3D11RenderWindowBase sendingWindow = NULL 
)

◆ createMultiRenderTarget()

virtual MultiRenderTarget* Ogre::D3D11RenderSystem::createMultiRenderTarget ( const String name)
virtual

Create a MultiRenderTarget, which is a render target that renders to multiple RenderTextures at once.

Surfaces can be bound and unbound at will. This fails if mCapabilities->getNumMultiRenderTargets() is smaller than 2.

Implements Ogre::RenderSystem.

◆ _createDepthBufferFor()

virtual DepthBuffer* Ogre::D3D11RenderSystem::_createDepthBufferFor ( RenderTarget renderTarget)
virtual

Creates a DepthBuffer that can be attached to the specified RenderTarget.

Remarks
It doesn't attach anything, it just returns a pointer to a new DepthBuffer Caller is responsible for putting this buffer into the right pool, for attaching, and deleting it. Here's where API-specific magic happens. Don't call this directly unless you know what you're doing.

Implements Ogre::RenderSystem.

◆ _addManualDepthBuffer()

DepthBuffer* Ogre::D3D11RenderSystem::_addManualDepthBuffer ( ID3D11DepthStencilView *  depthSurface,
uint32  width,
uint32  height,
uint32  fsaa,
uint32  fsaaQuality 
)

This function is meant to add Depth Buffers to the pool that aren't released when the DepthBuffer is deleted.

This is specially useful to put the Depth Buffer created along with the window's back buffer into the pool. All depth buffers introduced with this method go to POOL_DEFAULT

◆ _removeManualDepthBuffer()

void Ogre::D3D11RenderSystem::_removeManualDepthBuffer ( DepthBuffer depthBuffer)

Reverts _addManualDepthBuffer actions.

◆ detachRenderTarget()

virtual RenderTarget* Ogre::D3D11RenderSystem::detachRenderTarget ( const String name)
virtual

Detaches the render target with the passed name from the render system and returns a pointer to it.

Note
If the render target cannot be found, NULL is returned.

Reimplemented from Ogre::RenderSystem.

◆ getName()

const String& Ogre::D3D11RenderSystem::getName ( void  ) const
virtual

Returns the name of the rendering system.

Implements Ogre::RenderSystem.

◆ getCustomAttribute()

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

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.

◆ setConfigOption()

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

Specific options:

Key Default Description
Min Requested Feature Levels 9.1 Min D3D_FEATURE_LEVEL
Max Requested Feature Levels 11.0 Min D3D_FEATURE_LEVEL
Information Queue Exceptions Bottom Level No information queue exceptions Throw exception on message from validation layer
Driver type Hardware D3D_DRIVER_TYPE
Rendering Device (default)

Implements Ogre::RenderSystem.

◆ shutdown()

void Ogre::D3D11RenderSystem::shutdown ( )
virtual

Shutdown the renderer and cleanup resources.

Reimplemented from Ogre::RenderSystem.

◆ validateDevice()

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

◆ handleDeviceLost()

void Ogre::D3D11RenderSystem::handleDeviceLost ( )

◆ destroyRenderTarget()

void Ogre::D3D11RenderSystem::destroyRenderTarget ( const String name)
virtual

Destroys a render target of any sort.

Reimplemented from Ogre::RenderSystem.

◆ setStencilCheckEnabled()

void Ogre::D3D11RenderSystem::setStencilCheckEnabled ( bool  enabled)
virtual

Turns stencil buffer checking on or off.

Remarks
Stencilling (masking off areas of the rendering target based on the stencil buffer) can be turned on or off using this method. By default, stencilling is disabled.

Implements Ogre::RenderSystem.

◆ setStencilBufferParams()

void Ogre::D3D11RenderSystem::setStencilBufferParams ( CompareFunction  func = CMPF_ALWAYS_PASS,
uint32  refValue = 0,
uint32  compareMask = 0xFFFFFFFF,
uint32  writeMask = 0xFFFFFFFF,
StencilOperation  stencilFailOp = SOP_KEEP,
StencilOperation  depthFailOp = SOP_KEEP,
StencilOperation  passOp = SOP_KEEP,
bool  twoSidedOperation = false,
bool  readBackAsTexture = false 
)
virtual

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

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 Compositor stencil pass or separate render queue groups and register a RenderQueueListener to get notifications between batches.

See also
StencilState
RenderQueue

Implements Ogre::RenderSystem.

◆ _getBoundVertexProgram()

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

◆ _getBoundFragmentProgram()

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

◆ _getBoundGeometryProgram()

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

◆ _getBoundTessellationHullProgram()

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

◆ _getBoundTessellationDomainProgram()

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

◆ _getBoundComputeProgram()

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

◆ _setTexture()

void Ogre::D3D11RenderSystem::_setTexture ( size_t  unit,
bool  enabled,
const TexturePtr texPtr 
)
virtual

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.

Implements Ogre::RenderSystem.

◆ _setSampler()

void Ogre::D3D11RenderSystem::_setSampler ( size_t  texUnit,
Sampler s 
)
virtual

set the sampler settings for the given texture unit

Implements Ogre::RenderSystem.

◆ _setAlphaRejectSettings()

void Ogre::D3D11RenderSystem::_setAlphaRejectSettings ( CompareFunction  func,
unsigned char  value,
bool  alphaToCoverage 
)
virtual

Sets the global alpha rejection approach for future renders.

By default images are rendered regardless of texture alpha. This method lets you change that.

Parameters
funcThe comparison function which must pass for a pixel to be written.
valueThe value to compare each pixels alpha value to (0-255)
alphaToCoverageWhether to enable alpha to coverage, if supported

Implements Ogre::RenderSystem.

◆ _setViewport()

void Ogre::D3D11RenderSystem::_setViewport ( Viewport vp)
virtual

Sets the provided viewport as the active one for future rendering operations.

This viewport is aware of it's own camera and render target. Must be implemented by subclass.

Parameters
vpPointer to the appropriate viewport.

Implements Ogre::RenderSystem.

◆ _endFrame()

void Ogre::D3D11RenderSystem::_endFrame ( void  )
virtual

Ends rendering of a frame to the current viewport.

Implements Ogre::RenderSystem.

◆ _setCullingMode()

void Ogre::D3D11RenderSystem::_setCullingMode ( CullingMode  mode)
virtual

Sets the culling mode for the render system based on the 'vertex winding'.

A typical way for the rendering engine to cull triangles is based on the 'vertex winding' of triangles. Vertex winding refers to the direction in which the vertices are passed or indexed to in the rendering operation as viewed from the camera, and will wither be clockwise or anticlockwise (that's 'counterclockwise' for you Americans out there ;) The default is CULL_CLOCKWISE i.e. that only triangles whose vertices are passed/indexed in anticlockwise order are rendered - this is a common approach and is used in 3D studio models for example. You can alter this culling mode if you wish but it is not advised unless you know what you are doing. You may wish to use the CULL_NONE option for mesh data that you cull yourself where the vertex winding is uncertain.

Implements Ogre::RenderSystem.

◆ _setDepthClamp()

void Ogre::D3D11RenderSystem::_setDepthClamp ( bool  enable)
virtual

Clamp depth values to near and far plane rather than discarding.

Useful for "shadow caster pancaking" or with shadow volumes

Reimplemented from Ogre::RenderSystem.

◆ _setDepthBufferParams()

void Ogre::D3D11RenderSystem::_setDepthBufferParams ( bool  depthTest = true,
bool  depthWrite = true,
CompareFunction  depthFunction = CMPF_LESS_EQUAL 
)
virtual

Sets the mode of operation for depth buffer tests from this point onwards.

Sometimes you may wish to alter the behaviour of the depth buffer to achieve special effects. Because it's unlikely that you'll set these options for an entire frame, but rather use them to tweak settings between rendering objects, this is an internal method (indicated by the '_' prefix) which will be used by a SceneManager implementation rather than directly from the client application. If this method is never called the settings are automatically the same as the default parameters.

Parameters
depthTestIf true, the depth buffer is tested for each pixel and the frame buffer is only updated if the depth function test succeeds. If false, no test is performed and pixels are always written.
depthWriteIf true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds. If false, the depth buffer is left unchanged even if a new pixel is written.
depthFunctionSets the function required for the depth test.

Implements Ogre::RenderSystem.

◆ _setDepthBufferCheckEnabled()

void Ogre::D3D11RenderSystem::_setDepthBufferCheckEnabled ( bool  enabled = true)
virtual
Deprecated:
use _setDepthBufferParams

Reimplemented from Ogre::RenderSystem.

◆ _getDepthBufferCheckEnabled()

bool Ogre::D3D11RenderSystem::_getDepthBufferCheckEnabled ( void  )

◆ setColourBlendState()

void Ogre::D3D11RenderSystem::setColourBlendState ( const ColourBlendState state)
virtual

Sets the global blending factors for combining subsequent renders with the existing frame contents.

Implements Ogre::RenderSystem.

◆ _setDepthBufferWriteEnabled()

void Ogre::D3D11RenderSystem::_setDepthBufferWriteEnabled ( bool  enabled = true)
virtual
Deprecated:
use _setDepthBufferParams

Reimplemented from Ogre::RenderSystem.

◆ _setDepthBufferFunction()

void Ogre::D3D11RenderSystem::_setDepthBufferFunction ( CompareFunction  func = CMPF_LESS_EQUAL)
virtual
Deprecated:
use _setDepthBufferParams

Reimplemented from Ogre::RenderSystem.

◆ _setDepthBias()

void Ogre::D3D11RenderSystem::_setDepthBias ( float  constantBias,
float  slopeScaleBias 
)
virtual

Sets the depth bias, NB you should use the Material version of this.

Remarks
When polygons are coplanar, you can get problems with 'depth fighting' where the pixels from the two polys compete for the same screen pixel. This is particularly a problem for decals (polys attached to another surface to represent details such as bulletholes etc.).
A way to combat this problem is to use a depth bias to adjust the depth buffer value used for the decal such that it is slightly higher than the true value, ensuring that the decal appears on top.
Note
The final bias value is a combination of a constant bias and a bias proportional to the maximum depth slope of the polygon being rendered. The final bias is constantBias + slopeScaleBias * maxslope. Slope scale biasing is generally preferable but is not available on older hardware.
Parameters
constantBiasThe constant bias value, expressed as a value in homogeneous depth coordinates.
slopeScaleBiasThe bias value which is factored by the maximum slope of the polygon, see the description above. This is not supported by all cards.

Implements Ogre::RenderSystem.

◆ _convertProjectionMatrix()

void Ogre::D3D11RenderSystem::_convertProjectionMatrix ( const Matrix4 matrix,
Matrix4 dest,
bool  forGpuProgram = false 
)
virtual

Converts a uniform projection matrix to suitable for this render system.

Remarks
Because different APIs have different requirements (some incompatible) for the projection matrix, this method allows each to implement their own correctly and pass back a generic OGRE matrix for storage in the engine.

Implements Ogre::RenderSystem.

◆ _setPolygonMode()

void Ogre::D3D11RenderSystem::_setPolygonMode ( PolygonMode  level)
virtual

Sets how to rasterise triangles, as points, wireframe or solid polys.

Implements Ogre::RenderSystem.

◆ setVertexDeclaration() [1/2]

void Ogre::D3D11RenderSystem::setVertexDeclaration ( VertexDeclaration decl)

◆ setVertexDeclaration() [2/2]

void Ogre::D3D11RenderSystem::setVertexDeclaration ( VertexDeclaration decl,
VertexBufferBinding binding 
)

◆ setVertexBufferBinding()

void Ogre::D3D11RenderSystem::setVertexBufferBinding ( VertexBufferBinding binding)

◆ _renderUsingReadBackAsTexture()

void Ogre::D3D11RenderSystem::_renderUsingReadBackAsTexture ( unsigned int  passNr,
Ogre::String  variableName,
unsigned int  StartSlot 
)

render using the feature of reading back the inactive depth-stencil buffers as texture

◆ _dispatchCompute()

void Ogre::D3D11RenderSystem::_dispatchCompute ( const Vector3i workgroupDim)
virtual

Reimplemented from Ogre::RenderSystem.

◆ _render()

void Ogre::D3D11RenderSystem::_render ( const RenderOperation op)
virtual

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.

◆ bindGpuProgram()

void Ogre::D3D11RenderSystem::bindGpuProgram ( GpuProgram prg)
virtual

Binds a given GpuProgram (but not the parameters).

Remarks
Only one GpuProgram of each type can be bound at once, binding another one will simply replace the existing one.

Reimplemented from Ogre::RenderSystem.

◆ unbindGpuProgram()

void Ogre::D3D11RenderSystem::unbindGpuProgram ( GpuProgramType  gptype)
virtual

Unbinds GpuPrograms of a given GpuProgramType.

Remarks
This returns the pipeline to fixed-function processing for this type.

Reimplemented from Ogre::RenderSystem.

◆ bindGpuProgramParameters()

void Ogre::D3D11RenderSystem::bindGpuProgramParameters ( GpuProgramType  gptype,
const GpuProgramParametersPtr params,
uint16  variabilityMask 
)
virtual

Bind Gpu program parameters.

Parameters
gptypeThe type of program to bind the parameters to
paramsThe parameters to bind
variabilityMaskA mask of GpuParamVariability identifying which params need binding

Implements Ogre::RenderSystem.

◆ setScissorTest()

void Ogre::D3D11RenderSystem::setScissorTest ( bool  enabled,
const Rect rect = Rect() 
)
virtual

Sets the 'scissor region' i.e.

the region of the target in which rendering can take place.

Remarks
This method allows you to 'mask off' rendering in all but a given rectangular area as identified by the parameters to this method.
Parameters
enabledTrue to enable the scissor test, false to disable it.
rectThe location of the corners of the rectangle, expressed in pixels.

Implements Ogre::RenderSystem.

◆ clearFrameBuffer()

void Ogre::D3D11RenderSystem::clearFrameBuffer ( unsigned int  buffers,
const ColourValue colour = ColourValue::Black,
Real  depth = 1.0f,
unsigned short  stencil = 0 
)
virtual

Clears one or more frame buffers on the active render target.

Parameters
buffersCombination of one or more elements of FrameBufferType denoting which buffers are to be cleared
colourThe colour to clear the colour buffer with, if enabled
depthThe value to initialise the depth buffer with, if enabled
stencilThe value to initialise the stencil buffer with, if enabled.

Implements Ogre::RenderSystem.

◆ createHardwareOcclusionQuery()

HardwareOcclusionQuery* Ogre::D3D11RenderSystem::createHardwareOcclusionQuery ( void  )
virtual

Create an object for performing hardware occlusion queries.

Implements Ogre::RenderSystem.

◆ getMinimumDepthInputValue()

Real Ogre::D3D11RenderSystem::getMinimumDepthInputValue ( void  )
virtual

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.

◆ getMaximumDepthInputValue()

Real Ogre::D3D11RenderSystem::getMaximumDepthInputValue ( void  )
virtual

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.

◆ _setRenderTarget()

void Ogre::D3D11RenderSystem::_setRenderTarget ( RenderTarget target)
virtual

Set current render target to target, enabling its GL context if needed.

Implements Ogre::RenderSystem.

◆ determineFSAASettings()

void Ogre::D3D11RenderSystem::determineFSAASettings ( uint  fsaa,
const String fsaaHint,
DXGI_FORMAT  format,
DXGI_SAMPLE_DESC *  outFSAASettings 
)

◆ _getDevice()

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

◆ _getFeatureLevel()

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

◆ setSubroutine() [1/2]

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

◆ setSubroutine() [2/2]

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

◆ beginProfileEvent()

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

This marks the beginning of an event for GPU profiling.

Implements Ogre::RenderSystem.

◆ endProfileEvent()

virtual void Ogre::D3D11RenderSystem::endProfileEvent ( void  )
virtual

Ends the currently active GPU profiling event.

Implements Ogre::RenderSystem.

◆ markProfileEvent()

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

Marks an instantaneous event for graphics profilers.


This is equivalent to calling

See also
beginProfileEvent and
endProfileEvent back to back.

Implements Ogre::RenderSystem.

◆ setDrawBuffer()

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

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.


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