1 //
2 // Copyright (c) 2008-2017 the Urho3D project.
3 //
4 // Permission is hereby granted, free of charge, to any person obtaining a copy
5 // of this software and associated documentation files (the "Software"), to deal
6 // in the Software without restriction, including without limitation the rights
7 // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
8 // copies of the Software, and to permit persons to whom the Software is
9 // furnished to do so, subject to the following conditions:
10 //
11 // The above copyright notice and this permission notice shall be included in
12 // all copies or substantial portions of the Software.
13 //
14 // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
15 // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16 // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
17 // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
18 // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
19 // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
20 // THE SOFTWARE.
21 //
22 
23 #include "../../Precompiled.h"
24 
25 #include "../../Graphics/Graphics.h"
26 #include "../../Graphics/GraphicsImpl.h"
27 
28 #include "../../DebugNew.h"
29 
30 namespace Urho3D
31 {
32 
GraphicsImpl()33 GraphicsImpl::GraphicsImpl() :
34     device_(0),
35     deviceContext_(0),
36     swapChain_(0),
37     defaultRenderTargetView_(0),
38     defaultDepthTexture_(0),
39     defaultDepthStencilView_(0),
40     depthStencilView_(0),
41     resolveTexture_(0),
42     shaderProgram_(0)
43 {
44     for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i)
45         renderTargetViews_[i] = 0;
46 
47     for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
48     {
49         shaderResourceViews_[i] = 0;
50         samplers_[i] = 0;
51     }
52 
53     for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
54     {
55         vertexBuffers_[i] = 0;
56         vertexSizes_[i] = 0;
57         vertexOffsets_[i] = 0;
58     }
59 
60     for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS; ++i)
61     {
62         constantBuffers_[VS][i] = 0;
63         constantBuffers_[PS][i] = 0;
64     }
65 }
66 
CheckMultiSampleSupport(DXGI_FORMAT format,unsigned sampleCount) const67 bool GraphicsImpl::CheckMultiSampleSupport(DXGI_FORMAT format, unsigned sampleCount) const
68 {
69     if (sampleCount < 2)
70         return true; // Not multisampled
71 
72     UINT numLevels = 0;
73     if (FAILED(device_->CheckMultisampleQualityLevels(format, sampleCount, &numLevels)))
74         return false;
75     else
76         return numLevels > 0;
77 }
78 
GetMultiSampleQuality(DXGI_FORMAT format,unsigned sampleCount) const79 unsigned GraphicsImpl::GetMultiSampleQuality(DXGI_FORMAT format, unsigned sampleCount) const
80 {
81     if (sampleCount < 2)
82         return 0; // Not multisampled, should use quality 0
83 
84     if (device_->GetFeatureLevel() >= D3D_FEATURE_LEVEL_10_1)
85         return 0xffffffff; // D3D10.1+ standard level
86 
87     UINT numLevels = 0;
88     if (FAILED(device_->CheckMultisampleQualityLevels(format, sampleCount, &numLevels)) || !numLevels)
89         return 0; // Errored or sample count not supported
90     else
91         return numLevels - 1; // D3D10.0 and below: use the best quality
92 }
93 
94 }
95