renderer_d3d11.h 8.0 KB

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  1. /*
  2. * Copyright 2011-2016 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #ifndef BGFX_RENDERER_D3D11_H_HEADER_GUARD
  6. #define BGFX_RENDERER_D3D11_H_HEADER_GUARD
  7. #define USE_D3D11_DYNAMIC_LIB BX_PLATFORM_WINDOWS
  8. #if !USE_D3D11_DYNAMIC_LIB
  9. # undef BGFX_CONFIG_DEBUG_PIX
  10. # define BGFX_CONFIG_DEBUG_PIX 0
  11. #endif // !USE_D3D11_DYNAMIC_LIB
  12. BX_PRAGMA_DIAGNOSTIC_PUSH();
  13. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunknown-pragmas" );
  14. BX_PRAGMA_DIAGNOSTIC_IGNORED_GCC("-Wpragmas");
  15. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4005) // warning C4005: '' : macro redefinition
  16. #include <sal.h>
  17. #define D3D11_NO_HELPERS
  18. #if BX_PLATFORM_WINDOWS
  19. # include <d3d11_3.h>
  20. # include <dxgi1_3.h>
  21. #elif BX_PLATFORM_WINRT
  22. # include <d3d11_3.h>
  23. #else
  24. # include <d3d11_x.h>
  25. #endif // BX_PLATFORM_*
  26. BX_PRAGMA_DIAGNOSTIC_POP()
  27. #include "renderer.h"
  28. #include "renderer_d3d.h"
  29. #include "shader_dxbc.h"
  30. #include "hmd_ovr.h"
  31. #include "hmd_openvr.h"
  32. #include "debug_renderdoc.h"
  33. #ifndef D3DCOLOR_ARGB
  34. # define D3DCOLOR_ARGB(_a, _r, _g, _b) ( (DWORD)( ( ( (_a)&0xff)<<24)|( ( (_r)&0xff)<<16)|( ( (_g)&0xff)<<8)|( (_b)&0xff) ) )
  35. #endif // D3DCOLOR_ARGB
  36. #ifndef D3DCOLOR_RGBA
  37. # define D3DCOLOR_RGBA(_r, _g, _b, _a) D3DCOLOR_ARGB(_a, _r, _g, _b)
  38. #endif // D3DCOLOR_RGBA
  39. #define BGFX_D3D11_BLEND_STATE_MASK (0 \
  40. | BGFX_STATE_BLEND_MASK \
  41. | BGFX_STATE_BLEND_EQUATION_MASK \
  42. | BGFX_STATE_BLEND_INDEPENDENT \
  43. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE \
  44. | BGFX_STATE_ALPHA_WRITE \
  45. | BGFX_STATE_RGB_WRITE \
  46. )
  47. #define BGFX_D3D11_DEPTH_STENCIL_MASK (0 \
  48. | BGFX_STATE_DEPTH_WRITE \
  49. | BGFX_STATE_DEPTH_TEST_MASK \
  50. )
  51. namespace bgfx { namespace d3d11
  52. {
  53. #if BGFX_CONFIG_USE_OVR
  54. struct OVRBufferD3D11 : public OVRBufferI
  55. {
  56. virtual void create(const ovrSession& _session, int _eyeIdx, int _msaaSamples) BX_OVERRIDE;
  57. virtual void destroy(const ovrSession& _session) BX_OVERRIDE;
  58. virtual void render(const ovrSession& _session) BX_OVERRIDE;
  59. virtual void postRender(const ovrSession& _session) BX_OVERRIDE;
  60. ID3D11RenderTargetView* m_eyeRtv[4];
  61. ID3D11DepthStencilView* m_depthBuffer;
  62. ID3D11Texture2D* m_msaaTexture;
  63. ID3D11ShaderResourceView* m_msaaSv;
  64. ID3D11RenderTargetView* m_msaaRtv;
  65. };
  66. struct OVRMirrorD3D11 : public OVRMirrorI
  67. {
  68. virtual void create(const ovrSession& _session, int _width, int _height) BX_OVERRIDE;
  69. virtual void destroy(const ovrSession& session) BX_OVERRIDE;
  70. virtual void blit(const ovrSession& session) BX_OVERRIDE;
  71. };
  72. #endif // BGFX_CONFIG_USE_OVR
  73. struct BufferD3D11
  74. {
  75. BufferD3D11()
  76. : m_ptr(NULL)
  77. , m_srv(NULL)
  78. , m_uav(NULL)
  79. , m_flags(BGFX_BUFFER_NONE)
  80. , m_dynamic(false)
  81. {
  82. }
  83. void create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride = 0, bool _vertex = false);
  84. void update(uint32_t _offset, uint32_t _size, void* _data, bool _discard = false);
  85. void destroy()
  86. {
  87. if (NULL != m_ptr)
  88. {
  89. DX_RELEASE(m_ptr, 0);
  90. m_dynamic = false;
  91. }
  92. DX_RELEASE(m_srv, 0);
  93. DX_RELEASE(m_uav, 0);
  94. }
  95. ID3D11Buffer* m_ptr;
  96. ID3D11ShaderResourceView* m_srv;
  97. ID3D11UnorderedAccessView* m_uav;
  98. uint32_t m_size;
  99. uint16_t m_flags;
  100. bool m_dynamic;
  101. };
  102. typedef BufferD3D11 IndexBufferD3D11;
  103. struct VertexBufferD3D11 : public BufferD3D11
  104. {
  105. VertexBufferD3D11()
  106. : BufferD3D11()
  107. {
  108. }
  109. void create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags);
  110. VertexDeclHandle m_decl;
  111. };
  112. struct ShaderD3D11
  113. {
  114. ShaderD3D11()
  115. : m_ptr(NULL)
  116. , m_code(NULL)
  117. , m_buffer(NULL)
  118. , m_constantBuffer(NULL)
  119. , m_hash(0)
  120. , m_numUniforms(0)
  121. , m_numPredefined(0)
  122. , m_hasDepthOp(false)
  123. {
  124. }
  125. void create(const Memory* _mem);
  126. void destroy()
  127. {
  128. if (NULL != m_constantBuffer)
  129. {
  130. UniformBuffer::destroy(m_constantBuffer);
  131. m_constantBuffer = NULL;
  132. }
  133. m_numPredefined = 0;
  134. if (NULL != m_buffer)
  135. {
  136. DX_RELEASE(m_buffer, 0);
  137. }
  138. DX_RELEASE(m_ptr, 0);
  139. if (NULL != m_code)
  140. {
  141. release(m_code);
  142. m_code = NULL;
  143. m_hash = 0;
  144. }
  145. }
  146. union
  147. {
  148. ID3D11ComputeShader* m_computeShader;
  149. ID3D11PixelShader* m_pixelShader;
  150. ID3D11VertexShader* m_vertexShader;
  151. IUnknown* m_ptr;
  152. };
  153. const Memory* m_code;
  154. ID3D11Buffer* m_buffer;
  155. UniformBuffer* m_constantBuffer;
  156. PredefinedUniform m_predefined[PredefinedUniform::Count];
  157. uint16_t m_attrMask[Attrib::Count];
  158. uint32_t m_hash;
  159. uint16_t m_numUniforms;
  160. uint8_t m_numPredefined;
  161. bool m_hasDepthOp;
  162. };
  163. struct ProgramD3D11
  164. {
  165. ProgramD3D11()
  166. : m_vsh(NULL)
  167. , m_fsh(NULL)
  168. {
  169. }
  170. void create(const ShaderD3D11* _vsh, const ShaderD3D11* _fsh)
  171. {
  172. BX_CHECK(NULL != _vsh->m_ptr, "Vertex shader doesn't exist.");
  173. m_vsh = _vsh;
  174. memcpy(&m_predefined[0], _vsh->m_predefined, _vsh->m_numPredefined*sizeof(PredefinedUniform) );
  175. m_numPredefined = _vsh->m_numPredefined;
  176. if (NULL != _fsh)
  177. {
  178. BX_CHECK(NULL != _fsh->m_ptr, "Fragment shader doesn't exist.");
  179. m_fsh = _fsh;
  180. memcpy(&m_predefined[m_numPredefined], _fsh->m_predefined, _fsh->m_numPredefined*sizeof(PredefinedUniform) );
  181. m_numPredefined += _fsh->m_numPredefined;
  182. }
  183. }
  184. void destroy()
  185. {
  186. m_numPredefined = 0;
  187. m_vsh = NULL;
  188. m_fsh = NULL;
  189. }
  190. const ShaderD3D11* m_vsh;
  191. const ShaderD3D11* m_fsh;
  192. PredefinedUniform m_predefined[PredefinedUniform::Count*2];
  193. uint8_t m_numPredefined;
  194. };
  195. struct TextureD3D11
  196. {
  197. enum Enum
  198. {
  199. Texture2D,
  200. Texture3D,
  201. TextureCube,
  202. };
  203. TextureD3D11()
  204. : m_ptr(NULL)
  205. , m_srv(NULL)
  206. , m_uav(NULL)
  207. , m_numMips(0)
  208. {
  209. }
  210. void create(const Memory* _mem, uint32_t _flags, uint8_t _skip);
  211. void destroy();
  212. void overrideInternal(uintptr_t _ptr);
  213. void update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem);
  214. void commit(uint8_t _stage, uint32_t _flags, const float _palette[][4]);
  215. void resolve();
  216. TextureHandle getHandle() const;
  217. union
  218. {
  219. ID3D11Resource* m_ptr;
  220. ID3D11Texture2D* m_texture2d;
  221. ID3D11Texture3D* m_texture3d;
  222. };
  223. ID3D11ShaderResourceView* m_srv;
  224. ID3D11UnorderedAccessView* m_uav;
  225. uint32_t m_flags;
  226. uint32_t m_width;
  227. uint32_t m_height;
  228. uint32_t m_depth;
  229. uint8_t m_type;
  230. uint8_t m_requestedFormat;
  231. uint8_t m_textureFormat;
  232. uint8_t m_numMips;
  233. };
  234. struct FrameBufferD3D11
  235. {
  236. FrameBufferD3D11()
  237. : m_dsv(NULL)
  238. , m_swapChain(NULL)
  239. , m_width(0)
  240. , m_height(0)
  241. , m_denseIdx(UINT16_MAX)
  242. , m_num(0)
  243. , m_numTh(0)
  244. {
  245. }
  246. void create(uint8_t _num, const Attachment* _attachment);
  247. void create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat);
  248. uint16_t destroy();
  249. void preReset(bool _force = false);
  250. void postReset();
  251. void resolve();
  252. void clear(const Clear& _clear, const float _palette[][4]);
  253. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS-1];
  254. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS-1];
  255. ID3D11DepthStencilView* m_dsv;
  256. IDXGISwapChain* m_swapChain;
  257. uint32_t m_width;
  258. uint32_t m_height;
  259. Attachment m_attachment[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS];
  260. uint16_t m_denseIdx;
  261. uint8_t m_num;
  262. uint8_t m_numTh;
  263. };
  264. struct TimerQueryD3D11
  265. {
  266. TimerQueryD3D11()
  267. : m_control(BX_COUNTOF(m_frame) )
  268. {
  269. }
  270. void postReset();
  271. void preReset();
  272. void begin();
  273. void end();
  274. bool get();
  275. struct Frame
  276. {
  277. ID3D11Query* m_disjoint;
  278. ID3D11Query* m_begin;
  279. ID3D11Query* m_end;
  280. };
  281. uint64_t m_begin;
  282. uint64_t m_end;
  283. uint64_t m_elapsed;
  284. uint64_t m_frequency;
  285. Frame m_frame[4];
  286. bx::RingBufferControl m_control;
  287. };
  288. struct OcclusionQueryD3D11
  289. {
  290. OcclusionQueryD3D11()
  291. : m_control(BX_COUNTOF(m_query) )
  292. {
  293. }
  294. void postReset();
  295. void preReset();
  296. void begin(Frame* _render, OcclusionQueryHandle _handle);
  297. void end();
  298. void resolve(Frame* _render, bool _wait = false);
  299. struct Query
  300. {
  301. ID3D11Query* m_ptr;
  302. OcclusionQueryHandle m_handle;
  303. };
  304. Query m_query[BGFX_CONFIG_MAX_OCCUSION_QUERIES];
  305. bx::RingBufferControl m_control;
  306. };
  307. } /* namespace d3d11 */ } // namespace bgfx
  308. #endif // BGFX_RENDERER_D3D11_H_HEADER_GUARD