renderer_d3d12.cpp 179 KB

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  1. /*
  2. * Copyright 2011-2017 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. namespace bgfx { namespace d3d12
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
  11. struct PrimInfo
  12. {
  13. D3D_PRIMITIVE_TOPOLOGY m_topology;
  14. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  15. uint32_t m_min;
  16. uint32_t m_div;
  17. uint32_t m_sub;
  18. };
  19. static const PrimInfo s_primInfo[] =
  20. {
  21. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  22. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  23. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  24. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  25. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  26. };
  27. static const char* s_primName[] =
  28. {
  29. "TriList",
  30. "TriStrip",
  31. "Line",
  32. "Point",
  33. };
  34. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  35. static const uint32_t s_checkMsaa[] =
  36. {
  37. 0,
  38. 2,
  39. 4,
  40. 8,
  41. 16,
  42. };
  43. static DXGI_SAMPLE_DESC s_msaa[] =
  44. {
  45. { 1, 0 },
  46. { 2, 0 },
  47. { 4, 0 },
  48. { 8, 0 },
  49. { 16, 0 },
  50. };
  51. static const D3D12_BLEND s_blendFactor[][2] =
  52. {
  53. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  54. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  55. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  56. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  57. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  58. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  59. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  60. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  61. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  62. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  63. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  64. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  65. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  66. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  67. };
  68. static const D3D12_BLEND_OP s_blendEquation[] =
  69. {
  70. D3D12_BLEND_OP_ADD,
  71. D3D12_BLEND_OP_SUBTRACT,
  72. D3D12_BLEND_OP_REV_SUBTRACT,
  73. D3D12_BLEND_OP_MIN,
  74. D3D12_BLEND_OP_MAX,
  75. };
  76. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  77. {
  78. D3D12_COMPARISON_FUNC(0), // ignored
  79. D3D12_COMPARISON_FUNC_LESS,
  80. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  81. D3D12_COMPARISON_FUNC_EQUAL,
  82. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  83. D3D12_COMPARISON_FUNC_GREATER,
  84. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  85. D3D12_COMPARISON_FUNC_NEVER,
  86. D3D12_COMPARISON_FUNC_ALWAYS,
  87. };
  88. static const D3D12_STENCIL_OP s_stencilOp[] =
  89. {
  90. D3D12_STENCIL_OP_ZERO,
  91. D3D12_STENCIL_OP_KEEP,
  92. D3D12_STENCIL_OP_REPLACE,
  93. D3D12_STENCIL_OP_INCR,
  94. D3D12_STENCIL_OP_INCR_SAT,
  95. D3D12_STENCIL_OP_DECR,
  96. D3D12_STENCIL_OP_DECR_SAT,
  97. D3D12_STENCIL_OP_INVERT,
  98. };
  99. static const D3D12_CULL_MODE s_cullMode[] =
  100. {
  101. D3D12_CULL_MODE_NONE,
  102. D3D12_CULL_MODE_FRONT,
  103. D3D12_CULL_MODE_BACK,
  104. };
  105. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  106. {
  107. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  108. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  109. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  110. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  111. };
  112. /*
  113. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  114. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  115. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  116. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  117. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  118. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  119. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  120. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  121. * D3D11_FILTER_ANISOTROPIC = 0x55,
  122. *
  123. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  124. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  125. *
  126. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  127. * 0x10 // MIN_LINEAR
  128. * 0x04 // MAG_LINEAR
  129. * 0x01 // MIP_LINEAR
  130. */
  131. static const uint8_t s_textureFilter[3][3] =
  132. {
  133. {
  134. 0x10, // min linear
  135. 0x00, // min point
  136. 0x55, // anisotropic
  137. },
  138. {
  139. 0x04, // mag linear
  140. 0x00, // mag point
  141. 0x55, // anisotropic
  142. },
  143. {
  144. 0x01, // mip linear
  145. 0x00, // mip point
  146. 0x55, // anisotropic
  147. },
  148. };
  149. struct TextureFormatInfo
  150. {
  151. DXGI_FORMAT m_fmt;
  152. DXGI_FORMAT m_fmtSrv;
  153. DXGI_FORMAT m_fmtDsv;
  154. DXGI_FORMAT m_fmtSrgb;
  155. };
  156. static const TextureFormatInfo s_textureFormat[] =
  157. {
  158. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  159. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  160. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  161. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  162. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  163. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  164. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  165. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  166. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  167. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  168. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  176. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  177. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  178. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  179. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  180. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  181. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  182. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  183. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  184. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  185. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  186. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  187. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  188. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  189. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  190. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  191. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  192. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  193. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  194. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  195. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  196. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  197. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  198. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  199. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  200. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  201. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  202. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  203. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  204. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  205. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  206. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  207. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  208. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  209. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  210. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  211. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  212. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  213. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  214. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  215. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  216. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  217. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  218. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  219. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  220. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  221. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  222. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  223. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  224. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  225. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  226. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  227. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  228. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  229. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  230. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  231. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  232. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  233. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  234. };
  235. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  236. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  237. {
  238. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  239. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  240. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  241. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  242. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  243. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  244. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  245. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  246. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  247. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  248. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  249. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  250. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  251. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  254. };
  255. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  256. static const DXGI_FORMAT s_attribType[][4][2] =
  257. {
  258. { // Uint8
  259. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  260. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  261. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  262. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  263. },
  264. { // Uint10
  265. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  266. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  267. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  268. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  269. },
  270. { // Int16
  271. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  272. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  273. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  274. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  275. },
  276. { // Half
  277. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  278. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  279. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  280. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  281. },
  282. { // Float
  283. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  284. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  285. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  286. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  287. },
  288. };
  289. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  290. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  291. {
  292. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  293. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  294. {
  295. if (UINT16_MAX != _decl.m_attributes[attr])
  296. {
  297. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  298. if (0 == _decl.m_attributes[attr])
  299. {
  300. elem->AlignedByteOffset = 0;
  301. }
  302. else
  303. {
  304. uint8_t num;
  305. AttribType::Enum type;
  306. bool normalized;
  307. bool asInt;
  308. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  309. elem->Format = s_attribType[type][num-1][normalized];
  310. elem->AlignedByteOffset = _decl.m_offset[attr];
  311. }
  312. ++elem;
  313. }
  314. }
  315. return elem;
  316. }
  317. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  318. {
  319. D3D12_RESOURCE_BARRIER barrier;
  320. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  321. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  322. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  323. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  324. barrier.Transition.StateBefore = _stateBefore;
  325. barrier.Transition.StateAfter = _stateAfter;
  326. _commandList->ResourceBarrier(1, &barrier);
  327. }
  328. #if USE_D3D12_DYNAMIC_LIB
  329. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  330. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  331. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  332. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  333. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  334. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  335. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  336. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  337. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  338. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  339. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  340. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  341. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  342. static const GUID IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } };
  343. #else
  344. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  345. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  346. #endif // USE_D3D12_DYNAMIC_LIB
  347. struct HeapProperty
  348. {
  349. enum Enum
  350. {
  351. Default,
  352. Upload,
  353. ReadBack,
  354. Count
  355. };
  356. D3D12_HEAP_PROPERTIES m_properties;
  357. D3D12_RESOURCE_STATES m_state;
  358. };
  359. static const HeapProperty s_heapProperties[] =
  360. {
  361. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COMMON },
  362. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  363. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COPY_DEST },
  364. };
  365. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  366. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  367. {
  368. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  369. ID3D12Resource* resource;
  370. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  371. , D3D12_HEAP_FLAG_NONE
  372. , _resourceDesc
  373. , heapProperty.m_state
  374. , _clearValue
  375. , IID_ID3D12Resource
  376. , (void**)&resource
  377. ) );
  378. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  379. , _resourceDesc->Width
  380. );
  381. return resource;
  382. }
  383. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  384. {
  385. D3D12_RESOURCE_DESC resourceDesc;
  386. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  387. resourceDesc.Alignment = 0;
  388. resourceDesc.Width = _size;
  389. resourceDesc.Height = 1;
  390. resourceDesc.DepthOrArraySize = 1;
  391. resourceDesc.MipLevels = 1;
  392. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  393. resourceDesc.SampleDesc.Count = 1;
  394. resourceDesc.SampleDesc.Quality = 0;
  395. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  396. resourceDesc.Flags = _flags;
  397. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  398. }
  399. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  400. {
  401. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  402. {
  403. char temp[2048];
  404. va_list argList;
  405. va_start(argList, _format);
  406. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  407. va_end(argList);
  408. temp[size] = '\0';
  409. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  410. mbstowcs(wtemp, temp, size+1);
  411. _object->SetName(wtemp);
  412. }
  413. }
  414. #if USE_D3D12_DYNAMIC_LIB
  415. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  416. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  417. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  418. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  419. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  420. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  421. #endif // USE_D3D12_DYNAMIC_LIB
  422. struct RendererContextD3D12 : public RendererContextI
  423. {
  424. RendererContextD3D12()
  425. : m_d3d12dll(NULL)
  426. , m_dxgidll(NULL)
  427. , m_renderdocdll(NULL)
  428. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  429. , m_wireframe(false)
  430. , m_maxAnisotropy(1)
  431. , m_depthClamp(false)
  432. , m_fsChanges(0)
  433. , m_vsChanges(0)
  434. , m_backBufferColorIdx(0)
  435. , m_rtMsaa(false)
  436. {
  437. }
  438. ~RendererContextD3D12()
  439. {
  440. }
  441. bool init()
  442. {
  443. struct ErrorState
  444. {
  445. enum Enum
  446. {
  447. Default,
  448. LoadedKernel32,
  449. LoadedD3D12,
  450. LoadedDXGI,
  451. CreatedDXGIFactory,
  452. CreatedCommandQueue,
  453. };
  454. };
  455. ErrorState::Enum errorState = ErrorState::Default;
  456. LUID luid;
  457. m_renderdocdll = loadRenderDoc();
  458. m_fbh.idx = invalidHandle;
  459. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  460. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  461. #if USE_D3D12_DYNAMIC_LIB
  462. m_kernel32dll = bx::dlopen("kernel32.dll");
  463. BX_WARN(NULL != m_kernel32dll, "Failed to load kernel32.dll.");
  464. if (NULL == m_kernel32dll)
  465. {
  466. goto error;
  467. }
  468. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  469. BX_WARN(NULL != CreateEventExA, "Function CreateEventExA not found.");
  470. if (NULL == CreateEventExA)
  471. {
  472. goto error;
  473. }
  474. errorState = ErrorState::LoadedKernel32;
  475. m_d3d12dll = bx::dlopen("d3d12.dll");
  476. BX_WARN(NULL != m_d3d12dll, "Failed to load d3d12.dll.");
  477. if (NULL == m_d3d12dll)
  478. {
  479. goto error;
  480. }
  481. errorState = ErrorState::LoadedD3D12;
  482. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  483. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  484. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  485. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  486. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  487. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  488. if (NULL == D3D12CreateDevice
  489. || NULL == D3D12GetDebugInterface
  490. || NULL == D3D12SerializeRootSignature)
  491. {
  492. goto error;
  493. }
  494. m_dxgidll = bx::dlopen("dxgi.dll");
  495. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  496. if (NULL == m_dxgidll)
  497. {
  498. goto error;
  499. }
  500. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  501. BX_WARN(NULL != CreateDXGIFactory1, "Function CreateDXGIFactory1 not found.");
  502. if (NULL == CreateDXGIFactory1)
  503. {
  504. goto error;
  505. }
  506. #endif // USE_D3D12_DYNAMIC_LIB
  507. errorState = ErrorState::LoadedDXGI;
  508. HRESULT hr;
  509. #if BX_PLATFORM_WINDOWS
  510. hr = CreateDXGIFactory1(IID_IDXGIFactory4, (void**)&m_factory);
  511. #else
  512. hr = S_OK;
  513. m_factory = NULL;
  514. #endif // BX_PLATFORM_*
  515. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  516. if (FAILED(hr) )
  517. {
  518. goto error;
  519. }
  520. errorState = ErrorState::CreatedDXGIFactory;
  521. m_adapter = NULL;
  522. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  523. if (NULL != m_factory)
  524. {
  525. #if BX_PLATFORM_WINDOWS
  526. IDXGIAdapter3* adapter;
  527. #else
  528. IDXGIAdapter* adapter;
  529. #endif // BX_PLATFORM_*
  530. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  531. {
  532. DXGI_ADAPTER_DESC desc;
  533. hr = adapter->GetDesc(&desc);
  534. if (SUCCEEDED(hr) )
  535. {
  536. BX_TRACE("Adapter #%d", ii);
  537. char description[BX_COUNTOF(desc.Description)];
  538. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  539. BX_TRACE("\tDescription: %s", description);
  540. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  541. , desc.VendorId
  542. , desc.DeviceId
  543. , desc.SubSysId
  544. , desc.Revision
  545. );
  546. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  547. , desc.DedicatedVideoMemory
  548. , desc.DedicatedSystemMemory
  549. , desc.SharedSystemMemory
  550. );
  551. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  552. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  553. ++g_caps.numGPUs;
  554. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  555. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  556. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  557. {
  558. m_adapter = adapter;
  559. m_adapter->AddRef();
  560. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  561. }
  562. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  563. && 0 != strstr(description, "PerfHUD") )
  564. {
  565. m_adapter = adapter;
  566. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  567. }
  568. }
  569. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  570. }
  571. }
  572. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  573. {
  574. ID3D12Debug* debug;
  575. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug);
  576. if (SUCCEEDED(hr) )
  577. {
  578. debug->EnableDebugLayer();
  579. }
  580. }
  581. {
  582. D3D_FEATURE_LEVEL featureLevel[] =
  583. {
  584. D3D_FEATURE_LEVEL_12_1,
  585. D3D_FEATURE_LEVEL_12_0,
  586. D3D_FEATURE_LEVEL_11_1,
  587. D3D_FEATURE_LEVEL_11_0,
  588. };
  589. hr = E_FAIL;
  590. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  591. {
  592. hr = D3D12CreateDevice(m_adapter
  593. , featureLevel[ii]
  594. , IID_ID3D12Device
  595. , (void**)&m_device
  596. );
  597. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  598. , (featureLevel[ii] >> 12) & 0xf
  599. , (featureLevel[ii] >> 8) & 0xf
  600. );
  601. m_featureLevel = featureLevel[ii];
  602. }
  603. }
  604. if (FAILED(hr) )
  605. {
  606. BX_TRACE("Unable to create Direct3D12 device.");
  607. goto error;
  608. }
  609. if (NULL != m_factory)
  610. {
  611. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  612. luid = m_device->GetAdapterLuid();
  613. #if BX_PLATFORM_WINDOWS
  614. IDXGIAdapter3* adapter;
  615. #else
  616. IDXGIAdapter* adapter;
  617. #endif // BX_PLATFORM_*
  618. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  619. {
  620. adapter->GetDesc(&m_adapterDesc);
  621. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  622. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  623. {
  624. if (NULL == m_adapter)
  625. {
  626. m_adapter = adapter;
  627. }
  628. else
  629. {
  630. DX_RELEASE(adapter, 0);
  631. }
  632. break;
  633. }
  634. DX_RELEASE(adapter, 0);
  635. }
  636. }
  637. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  638. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  639. {
  640. uint32_t numNodes = m_device->GetNodeCount();
  641. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  642. for (uint32_t ii = 0; ii < numNodes; ++ii)
  643. {
  644. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  645. architecture.NodeIndex = ii;
  646. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  647. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  648. , ii
  649. , architecture.TileBasedRenderer
  650. , architecture.UMA
  651. , architecture.CacheCoherentUMA
  652. );
  653. if (0 == ii)
  654. {
  655. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  656. }
  657. }
  658. }
  659. #if !BX_PLATFORM_WINDOWS
  660. if (NULL == m_factory)
  661. {
  662. IDXGIDevice1* dxgiDevice;
  663. hr = m_device->QueryInterface(IID_IDXGIDevice1, (void**)&dxgiDevice);
  664. if (FAILED(hr) )
  665. {
  666. BX_TRACE("Unable to query IDXGIDevice1 interface 0x%08x.", hr);
  667. goto error;
  668. }
  669. hr = dxgiDevice->GetAdapter(&m_adapter);
  670. if (FAILED(hr) )
  671. {
  672. BX_TRACE("DXGIDevice1::GetAdapter failed 0x%08x.", hr);
  673. goto error;
  674. }
  675. hr = m_adapter->GetParent(IID_IDXGIFactory2, (void**)&m_factory);
  676. if (FAILED(hr) )
  677. {
  678. BX_TRACE("IDXGIAdapter::GetParent failed 0x%08x.", hr);
  679. goto error;
  680. }
  681. }
  682. #endif // !BX_PLATFORM_WINDOWS
  683. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  684. BX_TRACE("D3D12 options:")
  685. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  686. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  687. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  688. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  689. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  690. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  691. m_cmd.init(m_device);
  692. errorState = ErrorState::CreatedCommandQueue;
  693. if (NULL == g_platformData.backBuffer)
  694. {
  695. #if !BX_PLATFORM_WINDOWS
  696. hr = m_adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  697. DX_RELEASE(m_adapter, 1);
  698. if (FAILED(hr) )
  699. {
  700. BX_TRACE("Unable to create Direct3D11 device.");
  701. goto error;
  702. }
  703. m_scd.Width = BGFX_DEFAULT_WIDTH;
  704. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  705. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  706. m_scd.Stereo = false;
  707. m_scd.SampleDesc.Count = 1;
  708. m_scd.SampleDesc.Quality = 0;
  709. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  710. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  711. m_scd.Scaling = DXGI_SCALING_STRETCH;
  712. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  713. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  714. if (NULL == g_platformData.ndt)
  715. {
  716. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  717. , (::IUnknown*)g_platformData.nwh
  718. , &m_scd
  719. , NULL
  720. , &m_swapChain
  721. );
  722. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  723. }
  724. else
  725. {
  726. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  727. hr = m_factory->CreateSwapChainForComposition(m_device
  728. , &m_scd
  729. , NULL
  730. , &m_swapChain
  731. );
  732. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  733. # if BX_PLATFORM_WINRT
  734. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  735. ISwapChainBackgroundPanelNative* panel = NULL;
  736. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  737. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  738. if (NULL != panel)
  739. {
  740. hr = panel->SetSwapChain(m_swapChain);
  741. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  742. panel->Release();
  743. }
  744. # endif // BX_PLATFORM_WINRT
  745. }
  746. #else
  747. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  748. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  749. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  750. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  751. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  752. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  753. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  754. m_scd.SampleDesc.Count = 1;
  755. m_scd.SampleDesc.Quality = 0;
  756. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  757. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  758. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  759. m_scd.Windowed = true;
  760. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  761. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  762. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  763. , m_scd.BufferCount
  764. , BX_COUNTOF(m_backBufferColor)
  765. );
  766. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  767. , &m_scd
  768. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  769. );
  770. #endif // BX_PLATFORM_*
  771. if (FAILED(hr) )
  772. {
  773. BX_TRACE("Failed to create swap chain.");
  774. goto error;
  775. }
  776. }
  777. m_presentElapsed = 0;
  778. {
  779. m_resolution.m_width = BGFX_DEFAULT_WIDTH;
  780. m_resolution.m_height = BGFX_DEFAULT_HEIGHT;
  781. m_numWindows = 1;
  782. #if BX_PLATFORM_WINDOWS
  783. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  784. , 0
  785. | DXGI_MWA_NO_WINDOW_CHANGES
  786. | DXGI_MWA_NO_ALT_ENTER
  787. ) );
  788. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  789. {
  790. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  791. if (SUCCEEDED(hr) )
  792. {
  793. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  794. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  795. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  796. D3D12_INFO_QUEUE_FILTER filter;
  797. bx::memSet(&filter, 0, sizeof(filter) );
  798. D3D12_MESSAGE_CATEGORY catlist[] =
  799. {
  800. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  801. D3D12_MESSAGE_CATEGORY_EXECUTION,
  802. };
  803. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  804. filter.DenyList.pCategoryList = catlist;
  805. m_infoQueue->PushStorageFilter(&filter);
  806. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  807. }
  808. }
  809. #endif // BX_PLATFORM_WINDOWS
  810. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  811. rtvDescHeap.NumDescriptors = 0
  812. + BX_COUNTOF(m_backBufferColor)
  813. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  814. ;
  815. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  816. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  817. rtvDescHeap.NodeMask = 1;
  818. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  819. , IID_ID3D12DescriptorHeap
  820. , (void**)&m_rtvDescriptorHeap
  821. ) );
  822. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  823. dsvDescHeap.NumDescriptors = 0
  824. + 1 // reserved for depth backbuffer.
  825. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  826. ;
  827. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  828. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  829. dsvDescHeap.NodeMask = 1;
  830. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  831. , IID_ID3D12DescriptorHeap
  832. , (void**)&m_dsvDescriptorHeap
  833. ) );
  834. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  835. {
  836. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  837. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  838. );
  839. }
  840. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  841. , 1024
  842. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  843. );
  844. D3D12_DESCRIPTOR_RANGE descRange[] =
  845. {
  846. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  847. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  848. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  849. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  850. };
  851. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  852. D3D12_ROOT_PARAMETER rootParameter[] =
  853. {
  854. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  855. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  856. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  857. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  858. };
  859. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  860. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  861. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  862. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  863. descRootSignature.pParameters = rootParameter;
  864. descRootSignature.NumStaticSamplers = 0;
  865. descRootSignature.pStaticSamplers = NULL;
  866. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  867. ID3DBlob* outBlob;
  868. ID3DBlob* errorBlob;
  869. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  870. , D3D_ROOT_SIGNATURE_VERSION_1
  871. , &outBlob
  872. , &errorBlob
  873. ) );
  874. DX_CHECK(m_device->CreateRootSignature(0
  875. , outBlob->GetBufferPointer()
  876. , outBlob->GetBufferSize()
  877. , IID_ID3D12RootSignature
  878. , (void**)&m_rootSignature
  879. ) );
  880. g_caps.supported |= ( 0
  881. | BGFX_CAPS_TEXTURE_3D
  882. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  883. | BGFX_CAPS_INSTANCING
  884. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  885. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  886. | BGFX_CAPS_FRAGMENT_DEPTH
  887. | BGFX_CAPS_BLEND_INDEPENDENT
  888. | BGFX_CAPS_COMPUTE
  889. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  890. // | BGFX_CAPS_SWAP_CHAIN
  891. | BGFX_CAPS_TEXTURE_BLIT
  892. | BGFX_CAPS_TEXTURE_READ_BACK
  893. | BGFX_CAPS_OCCLUSION_QUERY
  894. | BGFX_CAPS_ALPHA_TO_COVERAGE
  895. | BGFX_CAPS_TEXTURE_2D_ARRAY
  896. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  897. );
  898. g_caps.limits.maxTextureSize = 16384;
  899. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  900. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  901. {
  902. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  903. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  904. ? s_textureFormat[ii].m_fmtDsv
  905. : s_textureFormat[ii].m_fmt
  906. ;
  907. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  908. if (DXGI_FORMAT_UNKNOWN != fmt)
  909. {
  910. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  911. data.Format = fmt;
  912. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  913. if (SUCCEEDED(hr) )
  914. {
  915. support |= 0 != (data.Support1 & (0
  916. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  917. ) )
  918. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  919. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  920. ;
  921. support |= 0 != (data.Support1 & (0
  922. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  923. ) )
  924. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  925. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  926. ;
  927. support |= 0 != (data.Support1 & (0
  928. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  929. ) )
  930. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  931. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  932. ;
  933. support |= 0 != (data.Support1 & (0
  934. | D3D12_FORMAT_SUPPORT1_BUFFER
  935. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  936. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  937. ) )
  938. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  939. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  940. ;
  941. support |= 0 != (data.Support1 & (0
  942. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  943. ) )
  944. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  945. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  946. ;
  947. support |= 0 != (data.Support1 & (0
  948. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  949. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  950. ) )
  951. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  952. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  953. ;
  954. support |= 0 != (data.Support1 & (0
  955. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  956. ) )
  957. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  958. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  959. ;
  960. support |= 0 != (data.Support1 & (0
  961. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  962. ) )
  963. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  964. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  965. ;
  966. }
  967. else
  968. {
  969. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  970. }
  971. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  972. {
  973. // clear image flag for additional testing
  974. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  975. data.Format = s_textureFormat[ii].m_fmt;
  976. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  977. if (SUCCEEDED(hr) )
  978. {
  979. support |= 0 != (data.Support2 & (0
  980. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  981. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  982. ) )
  983. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  984. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  985. ;
  986. }
  987. }
  988. }
  989. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  990. {
  991. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  992. {
  993. DXGI_FORMAT InFormat;
  994. UINT OutFormatSupport;
  995. };
  996. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  997. data.Format = fmtSrgb;
  998. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  999. if (SUCCEEDED(hr) )
  1000. {
  1001. support |= 0 != (data.Support1 & (0
  1002. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1003. ) )
  1004. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1005. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1006. ;
  1007. support |= 0 != (data.Support1 & (0
  1008. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1009. ) )
  1010. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1011. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1012. ;
  1013. support |= 0 != (data.Support1 & (0
  1014. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1015. ) )
  1016. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1017. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1018. ;
  1019. }
  1020. else
  1021. {
  1022. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1023. }
  1024. }
  1025. g_caps.formats[ii] = support;
  1026. }
  1027. postReset();
  1028. m_batch.create(4<<10);
  1029. m_gpuTimer.init();
  1030. m_occlusionQuery.init();
  1031. }
  1032. g_internalData.context = m_device;
  1033. return true;
  1034. error:
  1035. switch (errorState)
  1036. {
  1037. case ErrorState::CreatedCommandQueue:
  1038. m_cmd.shutdown();
  1039. case ErrorState::CreatedDXGIFactory:
  1040. DX_RELEASE(m_device, 0);
  1041. DX_RELEASE(m_adapter, 0);
  1042. DX_RELEASE(m_factory, 0);
  1043. #if USE_D3D12_DYNAMIC_LIB
  1044. case ErrorState::LoadedDXGI:
  1045. bx::dlclose(m_dxgidll);
  1046. case ErrorState::LoadedD3D12:
  1047. bx::dlclose(m_d3d12dll);
  1048. case ErrorState::LoadedKernel32:
  1049. bx::dlclose(m_kernel32dll);
  1050. #endif // USE_D3D12_DYNAMIC_LIB
  1051. case ErrorState::Default:
  1052. default:
  1053. unloadRenderDoc(m_renderdocdll);
  1054. break;
  1055. }
  1056. return false;
  1057. }
  1058. void shutdown()
  1059. {
  1060. m_batch.destroy();
  1061. preReset();
  1062. m_gpuTimer.shutdown();
  1063. m_occlusionQuery.shutdown();
  1064. m_samplerAllocator.destroy();
  1065. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1066. {
  1067. m_scratchBuffer[ii].destroy();
  1068. }
  1069. m_pipelineStateCache.invalidate();
  1070. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1071. {
  1072. m_indexBuffers[ii].destroy();
  1073. }
  1074. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1075. {
  1076. m_vertexBuffers[ii].destroy();
  1077. }
  1078. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1079. {
  1080. m_shaders[ii].destroy();
  1081. }
  1082. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1083. {
  1084. m_textures[ii].destroy();
  1085. }
  1086. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1087. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1088. DX_RELEASE(m_rootSignature, 0);
  1089. DX_RELEASE(m_swapChain, 0);
  1090. m_cmd.shutdown();
  1091. DX_RELEASE(m_device, 0);
  1092. DX_RELEASE(m_adapter, 0);
  1093. DX_RELEASE(m_factory, 0);
  1094. unloadRenderDoc(m_renderdocdll);
  1095. #if USE_D3D12_DYNAMIC_LIB
  1096. bx::dlclose(m_dxgidll);
  1097. bx::dlclose(m_d3d12dll);
  1098. bx::dlclose(m_kernel32dll);
  1099. #endif // USE_D3D12_DYNAMIC_LIB
  1100. }
  1101. RendererType::Enum getRendererType() const BX_OVERRIDE
  1102. {
  1103. return RendererType::Direct3D12;
  1104. }
  1105. const char* getRendererName() const BX_OVERRIDE
  1106. {
  1107. return BGFX_RENDERER_DIRECT3D12_NAME;
  1108. }
  1109. static bool isLost(HRESULT _hr)
  1110. {
  1111. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1112. || DXGI_ERROR_DEVICE_HUNG == _hr
  1113. || DXGI_ERROR_DEVICE_RESET == _hr
  1114. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1115. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1116. ;
  1117. }
  1118. void flip(HMD& /*_hmd*/) BX_OVERRIDE
  1119. {
  1120. if (NULL != m_swapChain)
  1121. {
  1122. int64_t start = bx::getHPCounter();
  1123. HRESULT hr = 0;
  1124. uint32_t syncInterval = !!(m_resolution.m_flags & BGFX_RESET_VSYNC);
  1125. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1126. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1127. {
  1128. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, flags);
  1129. }
  1130. if (SUCCEEDED(hr) )
  1131. {
  1132. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  1133. hr = m_swapChain->Present(syncInterval, flags);
  1134. }
  1135. int64_t now = bx::getHPCounter();
  1136. m_presentElapsed = now - start;
  1137. if (FAILED(hr)
  1138. && isLost(hr) )
  1139. {
  1140. ++m_lost;
  1141. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1142. }
  1143. else
  1144. {
  1145. m_lost = 0;
  1146. }
  1147. }
  1148. }
  1149. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1150. {
  1151. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1152. }
  1153. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1154. {
  1155. m_indexBuffers[_handle.idx].destroy();
  1156. }
  1157. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1158. {
  1159. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1160. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1161. dump(decl);
  1162. }
  1163. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1164. {
  1165. }
  1166. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1167. {
  1168. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1169. }
  1170. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1171. {
  1172. m_vertexBuffers[_handle.idx].destroy();
  1173. }
  1174. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1175. {
  1176. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1177. }
  1178. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1179. {
  1180. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1181. }
  1182. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1183. {
  1184. m_indexBuffers[_handle.idx].destroy();
  1185. }
  1186. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1187. {
  1188. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1189. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1190. }
  1191. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1192. {
  1193. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1194. }
  1195. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1196. {
  1197. m_vertexBuffers[_handle.idx].destroy();
  1198. }
  1199. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1200. {
  1201. m_shaders[_handle.idx].create(_mem);
  1202. }
  1203. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1204. {
  1205. m_shaders[_handle.idx].destroy();
  1206. }
  1207. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1208. {
  1209. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1210. }
  1211. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1212. {
  1213. m_program[_handle.idx].destroy();
  1214. }
  1215. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1216. {
  1217. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1218. }
  1219. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1220. {
  1221. }
  1222. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1223. {
  1224. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1225. }
  1226. void updateTextureEnd() BX_OVERRIDE
  1227. {
  1228. }
  1229. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) BX_OVERRIDE
  1230. {
  1231. const TextureD3D12& texture = m_textures[_handle.idx];
  1232. D3D12_RESOURCE_DESC desc = texture.m_ptr->GetDesc();
  1233. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1234. uint32_t numRows;
  1235. uint64_t total;
  1236. uint64_t srcPitch;
  1237. m_device->GetCopyableFootprints(&desc
  1238. , _mip
  1239. , 1
  1240. , 0
  1241. , &layout
  1242. , &numRows
  1243. , &srcPitch
  1244. , &total
  1245. );
  1246. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1247. D3D12_BOX box;
  1248. box.left = 0;
  1249. box.top = 0;
  1250. box.right = texture.m_width;
  1251. box.bottom = texture.m_height;
  1252. box.front = 0;
  1253. box.back = 1;
  1254. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1255. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1256. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1257. finish();
  1258. m_commandList = m_cmd.alloc();
  1259. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1260. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1261. uint8_t* src;
  1262. readback->Map(0, NULL, (void**)&src);
  1263. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(texture.m_textureFormat) );
  1264. uint8_t* dst = (uint8_t*)_data;
  1265. uint32_t dstPitch = srcWidth*bpp/8;
  1266. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1267. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1268. {
  1269. bx::memCopy(dst, src, pitch);
  1270. src += srcPitch;
  1271. dst += dstPitch;
  1272. }
  1273. readback->Unmap(0, NULL);
  1274. DX_RELEASE(readback, 0);
  1275. }
  1276. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) BX_OVERRIDE
  1277. {
  1278. TextureD3D12& texture = m_textures[_handle.idx];
  1279. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1280. const Memory* mem = alloc(size);
  1281. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1282. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1283. bx::write(&writer, magic);
  1284. TextureCreate tc;
  1285. tc.m_width = _width;
  1286. tc.m_height = _height;
  1287. tc.m_depth = 0;
  1288. tc.m_numLayers = 1;
  1289. tc.m_numMips = _numMips;
  1290. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1291. tc.m_cubeMap = false;
  1292. tc.m_mem = NULL;
  1293. bx::write(&writer, tc);
  1294. texture.destroy();
  1295. texture.create(mem, texture.m_flags, 0);
  1296. release(mem);
  1297. }
  1298. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) BX_OVERRIDE
  1299. {
  1300. BX_UNUSED(_handle, _ptr);
  1301. }
  1302. uintptr_t getInternal(TextureHandle _handle) BX_OVERRIDE
  1303. {
  1304. BX_UNUSED(_handle);
  1305. return 0;
  1306. }
  1307. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1308. {
  1309. m_textures[_handle.idx].destroy();
  1310. }
  1311. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) BX_OVERRIDE
  1312. {
  1313. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1314. }
  1315. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1316. {
  1317. uint16_t denseIdx = m_numWindows++;
  1318. m_windows[denseIdx] = _handle;
  1319. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1320. }
  1321. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1322. {
  1323. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1324. if (UINT16_MAX != denseIdx)
  1325. {
  1326. --m_numWindows;
  1327. if (m_numWindows > 1)
  1328. {
  1329. FrameBufferHandle handle = m_windows[m_numWindows];
  1330. m_windows[denseIdx] = handle;
  1331. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1332. }
  1333. }
  1334. }
  1335. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1336. {
  1337. if (NULL != m_uniforms[_handle.idx])
  1338. {
  1339. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1340. }
  1341. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1342. void* data = BX_ALLOC(g_allocator, size);
  1343. bx::memSet(data, 0, size);
  1344. m_uniforms[_handle.idx] = data;
  1345. m_uniformReg.add(_handle, _name, data);
  1346. }
  1347. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1348. {
  1349. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1350. m_uniforms[_handle.idx] = NULL;
  1351. m_uniformReg.remove(_handle);
  1352. }
  1353. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) BX_OVERRIDE
  1354. {
  1355. BX_UNUSED(_handle);
  1356. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1357. m_cmd.finish(m_backBufferColorFence[idx]);
  1358. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1359. D3D12_RESOURCE_DESC desc = backBuffer->GetDesc();
  1360. const uint32_t width = (uint32_t)desc.Width;
  1361. const uint32_t height = (uint32_t)desc.Height;
  1362. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1363. uint32_t numRows;
  1364. uint64_t total;
  1365. uint64_t pitch;
  1366. m_device->GetCopyableFootprints(&desc
  1367. , 0
  1368. , 1
  1369. , 0
  1370. , &layout
  1371. , &numRows
  1372. , &pitch
  1373. , &total
  1374. );
  1375. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1376. D3D12_BOX box;
  1377. box.left = 0;
  1378. box.top = 0;
  1379. box.right = width;
  1380. box.bottom = height;
  1381. box.front = 0;
  1382. box.back = 1;
  1383. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1384. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1385. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1386. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1387. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1388. finish();
  1389. m_commandList = m_cmd.alloc();
  1390. void* data;
  1391. readback->Map(0, NULL, (void**)&data);
  1392. imageSwizzleBgra8(
  1393. data
  1394. , width
  1395. , height
  1396. , (uint32_t)pitch
  1397. , data
  1398. );
  1399. g_callback->screenShot(_filePath
  1400. , width
  1401. , height
  1402. , (uint32_t)pitch
  1403. , data
  1404. , (uint32_t)total
  1405. , false
  1406. );
  1407. readback->Unmap(0, NULL);
  1408. DX_RELEASE(readback, 0);
  1409. }
  1410. void updateViewName(uint8_t /*_id*/, const char* /*_name*/) BX_OVERRIDE
  1411. {
  1412. }
  1413. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1414. {
  1415. bx::memCopy(m_uniforms[_loc], _data, _size);
  1416. }
  1417. void setMarker(const char* /*_marker*/, uint32_t /*_size*/) BX_OVERRIDE
  1418. {
  1419. }
  1420. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) BX_OVERRIDE
  1421. {
  1422. m_occlusionQuery.invalidate(_handle);
  1423. }
  1424. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1425. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1426. {
  1427. const uint32_t width = getBufferWidth();
  1428. const uint32_t height = getBufferHeight();
  1429. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1430. setFrameBuffer(fbh, false);
  1431. D3D12_VIEWPORT vp;
  1432. vp.TopLeftX = 0;
  1433. vp.TopLeftY = 0;
  1434. vp.Width = (float)width;
  1435. vp.Height = (float)height;
  1436. vp.MinDepth = 0.0f;
  1437. vp.MaxDepth = 1.0f;
  1438. m_commandList->RSSetViewports(1, &vp);
  1439. D3D12_RECT rc;
  1440. rc.left = 0;
  1441. rc.top = 0;
  1442. rc.right = width;
  1443. rc.bottom = height;
  1444. m_commandList->RSSetScissorRects(1, &rc);
  1445. const uint64_t state = 0
  1446. | BGFX_STATE_RGB_WRITE
  1447. | BGFX_STATE_ALPHA_WRITE
  1448. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1449. ;
  1450. ID3D12PipelineState* pso = getPipelineState(state
  1451. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1452. , _blitter.m_vb->decl.idx
  1453. , _blitter.m_program.idx
  1454. , 0
  1455. );
  1456. m_commandList->SetPipelineState(pso);
  1457. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1458. float proj[16];
  1459. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1460. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1461. uint8_t flags = predefined.m_type;
  1462. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1463. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1464. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1465. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1466. ID3D12DescriptorHeap* heaps[] =
  1467. {
  1468. m_samplerAllocator.getHeap(),
  1469. scratchBuffer.getHeap(),
  1470. };
  1471. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1472. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1473. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1474. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1475. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1476. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1477. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1478. scratchBuffer.allocSrv(srvHandle, texture);
  1479. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1480. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1481. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1482. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1483. viewDesc.BufferLocation = vb.m_gpuVA;
  1484. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1485. viewDesc.SizeInBytes = vb.m_size;
  1486. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1487. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1488. D3D12_INDEX_BUFFER_VIEW ibv;
  1489. ibv.Format = DXGI_FORMAT_R16_UINT;
  1490. ibv.BufferLocation = ib.m_gpuVA;
  1491. ibv.SizeInBytes = ib.m_size;
  1492. m_commandList->IASetIndexBuffer(&ibv);
  1493. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1494. }
  1495. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1496. {
  1497. const uint32_t numVertices = _numIndices*4/6;
  1498. if (0 < numVertices)
  1499. {
  1500. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1501. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1502. m_commandList->DrawIndexedInstanced(_numIndices
  1503. , 1
  1504. , 0
  1505. , 0
  1506. , 0
  1507. );
  1508. }
  1509. }
  1510. void preReset()
  1511. {
  1512. finishAll();
  1513. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1514. {
  1515. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1516. }
  1517. DX_RELEASE(m_backBufferDepthStencil, 0);
  1518. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1519. {
  1520. m_frameBuffers[ii].preReset();
  1521. }
  1522. invalidateCache();
  1523. // capturePreReset();
  1524. }
  1525. void postReset()
  1526. {
  1527. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1528. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1529. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1530. {
  1531. D3D12_CPU_DESCRIPTOR_HANDLE handle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1532. handle.ptr += ii * rtvDescriptorSize;
  1533. DX_CHECK(m_swapChain->GetBuffer(ii
  1534. , IID_ID3D12Resource
  1535. , (void**)&m_backBufferColor[ii]
  1536. ) );
  1537. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1538. }
  1539. D3D12_RESOURCE_DESC resourceDesc;
  1540. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1541. resourceDesc.Alignment = 0;
  1542. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1543. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1544. resourceDesc.DepthOrArraySize = 1;
  1545. resourceDesc.MipLevels = 0;
  1546. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1547. resourceDesc.SampleDesc.Count = 1;
  1548. resourceDesc.SampleDesc.Quality = 0;
  1549. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1550. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1551. D3D12_CLEAR_VALUE clearValue;
  1552. clearValue.Format = resourceDesc.Format;
  1553. clearValue.DepthStencil.Depth = 1.0f;
  1554. clearValue.DepthStencil.Stencil = 0;
  1555. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1556. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1557. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  1558. dsvDesc.Format = resourceDesc.Format;
  1559. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1560. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1561. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1562. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1563. ;
  1564. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1565. , &dsvDesc
  1566. , m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart()
  1567. );
  1568. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1569. {
  1570. m_frameBuffers[ii].postReset();
  1571. }
  1572. m_commandList = m_cmd.alloc();
  1573. // capturePostReset();
  1574. }
  1575. void invalidateCache()
  1576. {
  1577. m_pipelineStateCache.invalidate();
  1578. m_samplerStateCache.invalidate();
  1579. m_samplerAllocator.reset();
  1580. }
  1581. void updateMsaa()
  1582. {
  1583. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1584. {
  1585. uint32_t msaa = s_checkMsaa[ii];
  1586. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1587. bx::memSet(&data, 0, sizeof(msaa) );
  1588. data.Format = getBufferFormat();
  1589. data.SampleCount = msaa;
  1590. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1591. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1592. data.NumQualityLevels = 0;
  1593. if (SUCCEEDED(hr)
  1594. && 0 < data.NumQualityLevels)
  1595. {
  1596. s_msaa[ii].Count = data.SampleCount;
  1597. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1598. last = ii;
  1599. }
  1600. else
  1601. {
  1602. s_msaa[ii] = s_msaa[last];
  1603. }
  1604. }
  1605. }
  1606. void updateResolution(const Resolution& _resolution)
  1607. {
  1608. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1609. {
  1610. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1611. }
  1612. else
  1613. {
  1614. m_maxAnisotropy = 1;
  1615. }
  1616. bool depthClamp = !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP);
  1617. if (m_depthClamp != depthClamp)
  1618. {
  1619. m_depthClamp = depthClamp;
  1620. m_pipelineStateCache.invalidate();
  1621. }
  1622. const uint32_t maskFlags = ~(0
  1623. | BGFX_RESET_HMD_RECENTER
  1624. | BGFX_RESET_MAXANISOTROPY
  1625. | BGFX_RESET_DEPTH_CLAMP
  1626. | BGFX_RESET_SUSPEND
  1627. );
  1628. if (m_resolution.m_width != _resolution.m_width
  1629. || m_resolution.m_height != _resolution.m_height
  1630. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  1631. {
  1632. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  1633. bool resize = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1634. m_resolution = _resolution;
  1635. m_resolution.m_flags = flags;
  1636. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1637. m_textVideoMem.clear();
  1638. setBufferSize(_resolution.m_width, _resolution.m_height);
  1639. preReset();
  1640. BX_UNUSED(resize);
  1641. #if BX_PLATFORM_WINDOWS
  1642. if (resize)
  1643. {
  1644. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1645. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1646. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1647. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1648. DX_CHECK(m_swapChain->ResizeBuffers1(m_scd.BufferCount
  1649. , m_scd.BufferDesc.Width
  1650. , m_scd.BufferDesc.Height
  1651. , m_scd.BufferDesc.Format
  1652. , m_scd.Flags
  1653. , nodeMask
  1654. , presentQueue
  1655. ) );
  1656. }
  1657. else
  1658. #endif // BX_PLATFORM_WINDOWS
  1659. {
  1660. updateMsaa();
  1661. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1662. DX_RELEASE(m_swapChain, 0);
  1663. #if BX_PLATFORM_WINDOWS
  1664. HRESULT hr;
  1665. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1666. , &m_scd
  1667. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1668. );
  1669. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1670. #endif // BX_PLATFORM_WINDOWS
  1671. }
  1672. postReset();
  1673. }
  1674. }
  1675. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1676. {
  1677. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1678. {
  1679. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1680. m_fsChanges += _numRegs;
  1681. }
  1682. else
  1683. {
  1684. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1685. m_vsChanges += _numRegs;
  1686. }
  1687. }
  1688. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1689. {
  1690. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1691. }
  1692. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1693. {
  1694. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1695. }
  1696. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1697. {
  1698. const ProgramD3D12& program = m_program[_programIdx];
  1699. uint32_t total = bx::strideAlign(0
  1700. + program.m_vsh->m_size
  1701. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1702. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1703. );
  1704. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1705. {
  1706. uint32_t size = program.m_vsh->m_size;
  1707. bx::memCopy(data, m_vsScratch, size);
  1708. data += size;
  1709. m_vsChanges = 0;
  1710. }
  1711. if (NULL != program.m_fsh)
  1712. {
  1713. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  1714. m_fsChanges = 0;
  1715. }
  1716. }
  1717. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1718. {
  1719. if (isValid(m_fbh)
  1720. && m_fbh.idx != _fbh.idx)
  1721. {
  1722. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1723. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1724. {
  1725. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1726. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1727. }
  1728. if (isValid(frameBuffer.m_depth) )
  1729. {
  1730. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1731. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  1732. if (!writeOnly)
  1733. {
  1734. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1735. }
  1736. }
  1737. }
  1738. if (!isValid(_fbh) )
  1739. {
  1740. m_rtvHandle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1741. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1742. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1743. m_dsvHandle = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1744. m_currentColor = &m_rtvHandle;
  1745. m_currentDepthStencil = &m_dsvHandle;
  1746. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  1747. }
  1748. else
  1749. {
  1750. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1751. if (0 < frameBuffer.m_num)
  1752. {
  1753. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1754. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1755. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  1756. m_currentColor = &m_rtvHandle;
  1757. }
  1758. else
  1759. {
  1760. m_currentColor = NULL;
  1761. }
  1762. if (isValid(frameBuffer.m_depth) )
  1763. {
  1764. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1765. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1766. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  1767. m_currentDepthStencil = &m_dsvHandle;
  1768. }
  1769. else
  1770. {
  1771. m_currentDepthStencil = NULL;
  1772. }
  1773. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1774. {
  1775. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1776. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1777. }
  1778. if (isValid(frameBuffer.m_depth) )
  1779. {
  1780. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1781. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1782. }
  1783. m_commandList->OMSetRenderTargets(frameBuffer.m_num
  1784. , m_currentColor
  1785. , true
  1786. , m_currentDepthStencil
  1787. );
  1788. }
  1789. m_fbh = _fbh;
  1790. m_rtMsaa = _msaa;
  1791. }
  1792. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  1793. {
  1794. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  1795. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1796. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  1797. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1798. drt->LogicOpEnable = false;
  1799. {
  1800. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1801. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1802. const uint32_t srcRGB = (blend ) & 0xf;
  1803. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1804. const uint32_t srcA = (blend >> 8) & 0xf;
  1805. const uint32_t dstA = (blend >> 12) & 0xf;
  1806. const uint32_t equRGB = (equation ) & 0x7;
  1807. const uint32_t equA = (equation >> 3) & 0x7;
  1808. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1809. drt->DestBlend = s_blendFactor[dstRGB][0];
  1810. drt->BlendOp = s_blendEquation[equRGB];
  1811. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1812. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1813. drt->BlendOpAlpha = s_blendEquation[equA];
  1814. }
  1815. uint8_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  1816. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  1817. : 0
  1818. ;
  1819. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  1820. ? D3D12_COLOR_WRITE_ENABLE_RED
  1821. | D3D12_COLOR_WRITE_ENABLE_GREEN
  1822. | D3D12_COLOR_WRITE_ENABLE_BLUE
  1823. : 0
  1824. ;
  1825. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  1826. drt->RenderTargetWriteMask = writeMask;
  1827. if (_desc.IndependentBlendEnable)
  1828. {
  1829. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1830. {
  1831. drt = &_desc.RenderTarget[ii];
  1832. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1833. drt->LogicOpEnable = false;
  1834. const uint32_t src = (rgba ) & 0xf;
  1835. const uint32_t dst = (rgba >> 4) & 0xf;
  1836. const uint32_t equation = (rgba >> 8) & 0x7;
  1837. drt->SrcBlend = s_blendFactor[src][0];
  1838. drt->DestBlend = s_blendFactor[dst][0];
  1839. drt->BlendOp = s_blendEquation[equation];
  1840. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1841. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1842. drt->BlendOpAlpha = s_blendEquation[equation];
  1843. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  1844. drt->RenderTargetWriteMask = writeMask;
  1845. }
  1846. }
  1847. else
  1848. {
  1849. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1850. {
  1851. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  1852. }
  1853. }
  1854. }
  1855. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  1856. {
  1857. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  1858. _desc.FillMode = _wireframe
  1859. ? D3D12_FILL_MODE_WIREFRAME
  1860. : D3D12_FILL_MODE_SOLID
  1861. ;
  1862. _desc.CullMode = s_cullMode[cull];
  1863. _desc.FrontCounterClockwise = false;
  1864. _desc.DepthBias = 0;
  1865. _desc.DepthBiasClamp = 0.0f;
  1866. _desc.SlopeScaledDepthBias = 0.0f;
  1867. _desc.DepthClipEnable = !m_depthClamp;
  1868. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1869. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  1870. _desc.ForcedSampleCount = 0;
  1871. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  1872. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  1873. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  1874. ;
  1875. }
  1876. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  1877. {
  1878. const uint32_t fstencil = unpackStencil(0, _stencil);
  1879. bx::memSet(&_desc, 0, sizeof(_desc) );
  1880. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1881. _desc.DepthEnable = 0 != func;
  1882. _desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  1883. ? D3D12_DEPTH_WRITE_MASK_ALL
  1884. : D3D12_DEPTH_WRITE_MASK_ZERO
  1885. ;
  1886. _desc.DepthFunc = s_cmpFunc[func];
  1887. uint32_t bstencil = unpackStencil(1, _stencil);
  1888. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1889. bstencil = frontAndBack ? bstencil : fstencil;
  1890. _desc.StencilEnable = 0 != _stencil;
  1891. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1892. _desc.StencilWriteMask = 0xff;
  1893. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1894. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1895. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1896. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1897. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1898. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1899. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1900. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1901. }
  1902. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint8_t _numInstanceData)
  1903. {
  1904. VertexDecl decl;
  1905. bx::memCopy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1906. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  1907. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1908. {
  1909. uint16_t mask = attrMask[ii];
  1910. uint16_t attr = (decl.m_attributes[ii] & mask);
  1911. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1912. }
  1913. D3D12_INPUT_ELEMENT_DESC* elem = fillVertexDecl(_vertexElements, decl);
  1914. uint32_t num = uint32_t(elem-_vertexElements);
  1915. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  1916. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1917. {
  1918. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1919. uint32_t jj;
  1920. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  1921. for (jj = 0; jj < num; ++jj)
  1922. {
  1923. curr = &_vertexElements[jj];
  1924. if (0 == bx::strncmp(curr->SemanticName, "TEXCOORD")
  1925. && curr->SemanticIndex == index)
  1926. {
  1927. break;
  1928. }
  1929. }
  1930. if (jj == num)
  1931. {
  1932. curr = elem;
  1933. ++elem;
  1934. }
  1935. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  1936. curr->InputSlot = 1;
  1937. curr->SemanticIndex = index;
  1938. curr->AlignedByteOffset = ii*16;
  1939. }
  1940. return uint32_t(elem-_vertexElements);
  1941. }
  1942. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  1943. {
  1944. union { void* ptr; uint32_t offset; } cast = { _userData };
  1945. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  1946. {
  1947. DxbcOperand& operand = _instruction.operand[ii];
  1948. if (DxbcOperandType::ConstantBuffer == operand.type)
  1949. {
  1950. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  1951. && 0 == operand.regIndex[0]
  1952. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  1953. {
  1954. operand.regIndex[1] += cast.offset;
  1955. }
  1956. }
  1957. }
  1958. }
  1959. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  1960. {
  1961. ProgramD3D12& program = m_program[_programIdx];
  1962. const uint32_t hash = program.m_vsh->m_hash;
  1963. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1964. if (BX_LIKELY(NULL != pso) )
  1965. {
  1966. return pso;
  1967. }
  1968. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  1969. bx::memSet(&desc, 0, sizeof(desc) );
  1970. desc.pRootSignature = m_rootSignature;
  1971. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  1972. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  1973. DX_CHECK(m_device->CreateComputePipelineState(&desc
  1974. , IID_ID3D12PipelineState
  1975. , (void**)&pso
  1976. ) );
  1977. m_pipelineStateCache.add(hash, pso);
  1978. return pso;
  1979. }
  1980. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint16_t _declIdx, uint16_t _programIdx, uint8_t _numInstanceData)
  1981. {
  1982. ProgramD3D12& program = m_program[_programIdx];
  1983. _state &= 0
  1984. | BGFX_STATE_RGB_WRITE
  1985. | BGFX_STATE_ALPHA_WRITE
  1986. | BGFX_STATE_DEPTH_WRITE
  1987. | BGFX_STATE_DEPTH_TEST_MASK
  1988. | BGFX_STATE_BLEND_MASK
  1989. | BGFX_STATE_BLEND_EQUATION_MASK
  1990. | BGFX_STATE_BLEND_INDEPENDENT
  1991. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  1992. | BGFX_STATE_CULL_MASK
  1993. | BGFX_STATE_MSAA
  1994. | BGFX_STATE_LINEAA
  1995. | BGFX_STATE_CONSERVATIVE_RASTER
  1996. | BGFX_STATE_PT_MASK
  1997. ;
  1998. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1999. VertexDecl decl;
  2000. bx::memCopy(&decl, &m_vertexDecls[_declIdx], sizeof(VertexDecl) );
  2001. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2002. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2003. {
  2004. uint16_t mask = attrMask[ii];
  2005. uint16_t attr = (decl.m_attributes[ii] & mask);
  2006. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2007. }
  2008. bx::HashMurmur2A murmur;
  2009. murmur.begin();
  2010. murmur.add(_state);
  2011. murmur.add(_stencil);
  2012. murmur.add(program.m_vsh->m_hash);
  2013. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2014. murmur.add(program.m_fsh->m_hash);
  2015. murmur.add(m_vertexDecls[_declIdx].m_hash);
  2016. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  2017. murmur.add(m_fbh.idx);
  2018. murmur.add(_numInstanceData);
  2019. const uint32_t hash = murmur.end();
  2020. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2021. if (NULL != pso)
  2022. {
  2023. return pso;
  2024. }
  2025. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2026. bx::memSet(&desc, 0, sizeof(desc) );
  2027. desc.pRootSignature = m_rootSignature;
  2028. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2029. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2030. const Memory* temp = alloc(program.m_fsh->m_code->size);
  2031. bx::memSet(temp->data, 0, temp->size);
  2032. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2033. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2034. DxbcContext dxbc;
  2035. bx::Error err;
  2036. read(&rd, dxbc, &err);
  2037. bool patchShader = !dxbc.shader.aon9;
  2038. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2039. && patchShader)
  2040. {
  2041. union { uint32_t offset; void* ptr; } cast = { 0 };
  2042. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2043. write(&wr, dxbc, &err);
  2044. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2045. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2046. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2047. if (!patchShader)
  2048. {
  2049. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2050. {
  2051. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2052. {
  2053. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2054. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2055. break;
  2056. }
  2057. }
  2058. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2059. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2060. }
  2061. }
  2062. if (patchShader)
  2063. {
  2064. bx::memCopy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2065. bx::seek(&wr, 0, bx::Whence::Begin);
  2066. union { uint32_t offset; void* ptr; } cast =
  2067. {
  2068. uint32_t(program.m_vsh->m_size)/16
  2069. };
  2070. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2071. write(&wr, dxbc, &err);
  2072. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2073. desc.PS.pShaderBytecode = temp->data;
  2074. desc.PS.BytecodeLength = temp->size;
  2075. }
  2076. else
  2077. {
  2078. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2079. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2080. }
  2081. desc.DS.pShaderBytecode = NULL;
  2082. desc.DS.BytecodeLength = 0;
  2083. desc.HS.pShaderBytecode = NULL;
  2084. desc.HS.BytecodeLength = 0;
  2085. desc.GS.pShaderBytecode = NULL;
  2086. desc.GS.BytecodeLength = 0;
  2087. desc.StreamOutput.pSODeclaration = NULL;
  2088. desc.StreamOutput.NumEntries = 0;
  2089. desc.StreamOutput.pBufferStrides = NULL;
  2090. desc.StreamOutput.NumStrides = 0;
  2091. desc.StreamOutput.RasterizedStream = 0;
  2092. setBlendState(desc.BlendState, _state);
  2093. desc.SampleMask = 1;
  2094. setRasterizerState(desc.RasterizerState, _state);
  2095. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2096. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2097. desc.InputLayout.NumElements = setInputLayout(vertexElements, m_vertexDecls[_declIdx], program, _numInstanceData);
  2098. desc.InputLayout.pInputElementDescs = vertexElements;
  2099. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2100. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2101. if (isValid(m_fbh) )
  2102. {
  2103. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2104. desc.NumRenderTargets = frameBuffer.m_num;
  2105. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2106. {
  2107. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2108. }
  2109. if (isValid(frameBuffer.m_depth) )
  2110. {
  2111. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2112. }
  2113. else
  2114. {
  2115. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2116. }
  2117. }
  2118. else
  2119. {
  2120. desc.NumRenderTargets = 1;
  2121. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2122. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2123. }
  2124. desc.SampleDesc.Count = 1;
  2125. desc.SampleDesc.Quality = 0;
  2126. uint32_t length = g_callback->cacheReadSize(hash);
  2127. bool cached = length > 0;
  2128. void* cachedData = NULL;
  2129. if (cached)
  2130. {
  2131. cachedData = BX_ALLOC(g_allocator, length);
  2132. if (g_callback->cacheRead(hash, cachedData, length) )
  2133. {
  2134. BX_TRACE("Loading cached PSO (size %d).", length);
  2135. bx::MemoryReader reader(cachedData, length);
  2136. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2137. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2138. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2139. , IID_ID3D12PipelineState
  2140. , (void**)&pso
  2141. );
  2142. if (FAILED(hr) )
  2143. {
  2144. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  2145. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2146. }
  2147. }
  2148. }
  2149. if (NULL == pso)
  2150. {
  2151. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2152. , IID_ID3D12PipelineState
  2153. , (void**)&pso
  2154. ) );
  2155. }
  2156. m_pipelineStateCache.add(hash, pso);
  2157. release(temp);
  2158. ID3DBlob* blob;
  2159. HRESULT hr = pso->GetCachedBlob(&blob);
  2160. if (SUCCEEDED(hr) )
  2161. {
  2162. void* data = blob->GetBufferPointer();
  2163. length = (uint32_t)blob->GetBufferSize();
  2164. g_callback->cacheWrite(hash, data, length);
  2165. DX_RELEASE(blob, 0);
  2166. }
  2167. if (NULL != cachedData)
  2168. {
  2169. BX_FREE(g_allocator, cachedData);
  2170. }
  2171. return pso;
  2172. }
  2173. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2174. {
  2175. bx::HashMurmur2A murmur;
  2176. murmur.begin();
  2177. murmur.add(_flags, _num * sizeof(uint32_t) );
  2178. uint32_t hash = murmur.end();
  2179. uint16_t sampler = m_samplerStateCache.find(hash);
  2180. if (UINT16_MAX == sampler)
  2181. {
  2182. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2183. m_samplerStateCache.add(hash, sampler);
  2184. }
  2185. return sampler;
  2186. }
  2187. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2188. {
  2189. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2190. }
  2191. DXGI_FORMAT getBufferFormat()
  2192. {
  2193. #if BX_PLATFORM_WINDOWS
  2194. return m_scd.BufferDesc.Format;
  2195. #else
  2196. return m_scd.Format;
  2197. #endif
  2198. }
  2199. uint32_t getBufferWidth()
  2200. {
  2201. #if BX_PLATFORM_WINDOWS
  2202. return m_scd.BufferDesc.Width;
  2203. #else
  2204. return m_scd.Width;
  2205. #endif
  2206. }
  2207. uint32_t getBufferHeight()
  2208. {
  2209. #if BX_PLATFORM_WINDOWS
  2210. return m_scd.BufferDesc.Height;
  2211. #else
  2212. return m_scd.Height;
  2213. #endif
  2214. }
  2215. void setBufferSize(uint32_t _width, uint32_t _height)
  2216. {
  2217. #if BX_PLATFORM_WINDOWS
  2218. m_scd.BufferDesc.Width = _width;
  2219. m_scd.BufferDesc.Height = _height;
  2220. #else
  2221. m_scd.Width = _width;
  2222. m_scd.Height = _height;
  2223. #endif
  2224. }
  2225. void commit(UniformBuffer& _uniformBuffer)
  2226. {
  2227. _uniformBuffer.reset();
  2228. for (;;)
  2229. {
  2230. uint32_t opcode = _uniformBuffer.read();
  2231. if (UniformType::End == opcode)
  2232. {
  2233. break;
  2234. }
  2235. UniformType::Enum type;
  2236. uint16_t loc;
  2237. uint16_t num;
  2238. uint16_t copy;
  2239. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2240. const char* data;
  2241. if (copy)
  2242. {
  2243. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2244. }
  2245. else
  2246. {
  2247. UniformHandle handle;
  2248. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2249. data = (const char*)m_uniforms[handle.idx];
  2250. }
  2251. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2252. case UniformType::_uniform: \
  2253. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2254. { \
  2255. setShaderUniform(uint8_t(type), loc, data, num); \
  2256. } \
  2257. break;
  2258. switch ( (uint32_t)type)
  2259. {
  2260. case UniformType::Mat3:
  2261. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2262. {
  2263. float* value = (float*)data;
  2264. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2265. {
  2266. Matrix4 mtx;
  2267. mtx.un.val[ 0] = value[0];
  2268. mtx.un.val[ 1] = value[1];
  2269. mtx.un.val[ 2] = value[2];
  2270. mtx.un.val[ 3] = 0.0f;
  2271. mtx.un.val[ 4] = value[3];
  2272. mtx.un.val[ 5] = value[4];
  2273. mtx.un.val[ 6] = value[5];
  2274. mtx.un.val[ 7] = 0.0f;
  2275. mtx.un.val[ 8] = value[6];
  2276. mtx.un.val[ 9] = value[7];
  2277. mtx.un.val[10] = value[8];
  2278. mtx.un.val[11] = 0.0f;
  2279. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2280. }
  2281. }
  2282. break;
  2283. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2284. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2285. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2286. case UniformType::End:
  2287. break;
  2288. default:
  2289. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2290. break;
  2291. }
  2292. #undef CASE_IMPLEMENT_UNIFORM
  2293. }
  2294. }
  2295. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2296. {
  2297. if (isValid(m_fbh) )
  2298. {
  2299. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2300. frameBuffer.clear(m_commandList, _clear, _palette);
  2301. }
  2302. else
  2303. {
  2304. if (NULL != m_currentColor
  2305. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2306. {
  2307. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2308. {
  2309. uint8_t index = _clear.m_index[0];
  2310. if (UINT8_MAX != index)
  2311. {
  2312. m_commandList->ClearRenderTargetView(*m_currentColor
  2313. , _palette[index]
  2314. , _num
  2315. , _rect
  2316. );
  2317. }
  2318. }
  2319. else
  2320. {
  2321. float frgba[4] =
  2322. {
  2323. _clear.m_index[0] * 1.0f / 255.0f,
  2324. _clear.m_index[1] * 1.0f / 255.0f,
  2325. _clear.m_index[2] * 1.0f / 255.0f,
  2326. _clear.m_index[3] * 1.0f / 255.0f,
  2327. };
  2328. m_commandList->ClearRenderTargetView(*m_currentColor
  2329. , frgba
  2330. , _num
  2331. , _rect
  2332. );
  2333. }
  2334. }
  2335. if (NULL != m_currentDepthStencil
  2336. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2337. {
  2338. uint32_t flags = 0;
  2339. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2340. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2341. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2342. , D3D12_CLEAR_FLAGS(flags)
  2343. , _clear.m_depth
  2344. , _clear.m_stencil
  2345. , _num
  2346. , _rect
  2347. );
  2348. }
  2349. }
  2350. }
  2351. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2352. {
  2353. uint32_t width;
  2354. uint32_t height;
  2355. if (isValid(m_fbh) )
  2356. {
  2357. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2358. width = fb.m_width;
  2359. height = fb.m_height;
  2360. }
  2361. else
  2362. {
  2363. width = getBufferWidth();
  2364. height = getBufferHeight();
  2365. }
  2366. if (0 == _rect.m_x
  2367. && 0 == _rect.m_y
  2368. && width == _rect.m_width
  2369. && height == _rect.m_height)
  2370. {
  2371. clear(_clear, _palette);
  2372. }
  2373. else
  2374. {
  2375. D3D12_RECT rect;
  2376. rect.left = _rect.m_x;
  2377. rect.top = _rect.m_y;
  2378. rect.right = _rect.m_x + _rect.m_width;
  2379. rect.bottom = _rect.m_y + _rect.m_height;
  2380. clear(_clear, _palette, &rect, 1);
  2381. }
  2382. }
  2383. uint64_t kick()
  2384. {
  2385. uint64_t fence = m_cmd.kick();
  2386. m_commandList = m_cmd.alloc();
  2387. return fence;
  2388. }
  2389. void finish()
  2390. {
  2391. m_cmd.kick();
  2392. m_cmd.finish();
  2393. m_commandList = NULL;
  2394. }
  2395. void finishAll()
  2396. {
  2397. uint64_t fence = m_cmd.kick();
  2398. m_cmd.finish(fence, true);
  2399. m_commandList = NULL;
  2400. }
  2401. void* m_kernel32dll;
  2402. void* m_d3d12dll;
  2403. void* m_dxgidll;
  2404. void* m_renderdocdll;
  2405. D3D_FEATURE_LEVEL m_featureLevel;
  2406. D3D_DRIVER_TYPE m_driverType;
  2407. DXGI_ADAPTER_DESC m_adapterDesc;
  2408. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2409. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2410. #if BX_PLATFORM_WINDOWS
  2411. IDXGIAdapter3* m_adapter;
  2412. IDXGIFactory4* m_factory;
  2413. IDXGISwapChain3* m_swapChain;
  2414. ID3D12InfoQueue* m_infoQueue;
  2415. #else
  2416. IDXGIAdapter* m_adapter;
  2417. IDXGIFactory2* m_factory;
  2418. IDXGISwapChain1* m_swapChain;
  2419. #endif // BX_PLATFORM_WINDOWS
  2420. int64_t m_presentElapsed;
  2421. uint16_t m_lost;
  2422. uint16_t m_numWindows;
  2423. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2424. ID3D12Device* m_device;
  2425. TimerQueryD3D12 m_gpuTimer;
  2426. OcclusionQueryD3D12 m_occlusionQuery;
  2427. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2428. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2429. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2430. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2431. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2432. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2433. ID3D12Resource* m_backBufferColor[4];
  2434. uint64_t m_backBufferColorFence[4];
  2435. ID3D12Resource* m_backBufferDepthStencil;
  2436. ScratchBufferD3D12 m_scratchBuffer[4];
  2437. DescriptorAllocatorD3D12 m_samplerAllocator;
  2438. ID3D12RootSignature* m_rootSignature;
  2439. CommandQueueD3D12 m_cmd;
  2440. BatchD3D12 m_batch;
  2441. ID3D12GraphicsCommandList* m_commandList;
  2442. Resolution m_resolution;
  2443. bool m_wireframe;
  2444. #if BX_PLATFORM_WINDOWS
  2445. DXGI_SWAP_CHAIN_DESC m_scd;
  2446. #else
  2447. DXGI_SWAP_CHAIN_DESC1 m_scd;
  2448. #endif // BX_PLATFORM_WINDOWS
  2449. uint32_t m_maxAnisotropy;
  2450. bool m_depthClamp;
  2451. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2452. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2453. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2454. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2455. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2456. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2457. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2458. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2459. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2460. UniformRegistry m_uniformReg;
  2461. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2462. StateCache m_samplerStateCache;
  2463. TextVideoMem m_textVideoMem;
  2464. uint8_t m_fsScratch[64<<10];
  2465. uint8_t m_vsScratch[64<<10];
  2466. uint32_t m_fsChanges;
  2467. uint32_t m_vsChanges;
  2468. FrameBufferHandle m_fbh;
  2469. uint32_t m_backBufferColorIdx;
  2470. bool m_rtMsaa;
  2471. };
  2472. static RendererContextD3D12* s_renderD3D12;
  2473. RendererContextI* rendererCreate()
  2474. {
  2475. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2476. if (!s_renderD3D12->init() )
  2477. {
  2478. BX_DELETE(g_allocator, s_renderD3D12);
  2479. s_renderD3D12 = NULL;
  2480. }
  2481. return s_renderD3D12;
  2482. }
  2483. void rendererDestroy()
  2484. {
  2485. s_renderD3D12->shutdown();
  2486. BX_DELETE(g_allocator, s_renderD3D12);
  2487. s_renderD3D12 = NULL;
  2488. }
  2489. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2490. {
  2491. m_size = _size;
  2492. ID3D12Device* device = s_renderD3D12->m_device;
  2493. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2494. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2495. desc.NumDescriptors = _maxDescriptors;
  2496. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2497. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2498. desc.NodeMask = 1;
  2499. DX_CHECK(device->CreateDescriptorHeap(&desc
  2500. , IID_ID3D12DescriptorHeap
  2501. , (void**)&m_heap
  2502. ) );
  2503. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2504. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2505. m_upload->Map(0, NULL, (void**)&m_data);
  2506. reset(m_gpuHandle);
  2507. }
  2508. void ScratchBufferD3D12::destroy()
  2509. {
  2510. m_upload->Unmap(0, NULL);
  2511. DX_RELEASE(m_upload, 0);
  2512. DX_RELEASE(m_heap, 0);
  2513. }
  2514. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2515. {
  2516. m_pos = 0;
  2517. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2518. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2519. _gpuHandle = m_gpuHandle;
  2520. }
  2521. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2522. {
  2523. _gpuAddress = m_gpuVA + m_pos;
  2524. void* data = &m_data[m_pos];
  2525. m_pos += BX_ALIGN_256(_size);
  2526. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2527. // desc.BufferLocation = _gpuAddress;
  2528. // desc.SizeInBytes = _size;
  2529. // ID3D12Device* device = s_renderD3D12->m_device;
  2530. // device->CreateConstantBufferView(&desc
  2531. // , m_cpuHandle
  2532. // );
  2533. // m_cpuHandle.ptr += m_incrementSize;
  2534. // m_gpuHandle.ptr += m_incrementSize;
  2535. return data;
  2536. }
  2537. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2538. {
  2539. ID3D12Device* device = s_renderD3D12->m_device;
  2540. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2541. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2542. if (0 != _mip)
  2543. {
  2544. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2545. srvd = &tmpSrvd;
  2546. switch (_texture.m_srvd.ViewDimension)
  2547. {
  2548. default:
  2549. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2550. srvd->Texture2D.MostDetailedMip = _mip;
  2551. srvd->Texture2D.MipLevels = 1;
  2552. srvd->Texture2D.PlaneSlice = 0;
  2553. srvd->Texture2D.ResourceMinLODClamp = 0;
  2554. break;
  2555. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2556. srvd->TextureCube.MostDetailedMip = _mip;
  2557. srvd->TextureCube.MipLevels = 1;
  2558. srvd->TextureCube.ResourceMinLODClamp = 0;
  2559. break;
  2560. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2561. srvd->Texture3D.MostDetailedMip = _mip;
  2562. srvd->Texture3D.MipLevels = 1;
  2563. srvd->Texture3D.ResourceMinLODClamp = 0;
  2564. break;
  2565. }
  2566. }
  2567. device->CreateShaderResourceView(_texture.m_ptr
  2568. , srvd
  2569. , m_cpuHandle
  2570. );
  2571. m_cpuHandle.ptr += m_incrementSize;
  2572. _gpuHandle = m_gpuHandle;
  2573. m_gpuHandle.ptr += m_incrementSize;
  2574. }
  2575. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2576. {
  2577. ID3D12Device* device = s_renderD3D12->m_device;
  2578. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2579. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2580. if (0 != _mip)
  2581. {
  2582. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2583. uavd = &tmpUavd;
  2584. switch (_texture.m_uavd.ViewDimension)
  2585. {
  2586. default:
  2587. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2588. uavd->Texture2D.MipSlice = _mip;
  2589. uavd->Texture2D.PlaneSlice = 0;
  2590. break;
  2591. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  2592. uavd->Texture2DArray.MipSlice = _mip;
  2593. uavd->Texture2DArray.PlaneSlice = 0;
  2594. break;
  2595. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2596. uavd->Texture3D.MipSlice = _mip;
  2597. break;
  2598. }
  2599. }
  2600. device->CreateUnorderedAccessView(_texture.m_ptr
  2601. , NULL
  2602. , uavd
  2603. , m_cpuHandle
  2604. );
  2605. m_cpuHandle.ptr += m_incrementSize;
  2606. _gpuHandle = m_gpuHandle;
  2607. m_gpuHandle.ptr += m_incrementSize;
  2608. }
  2609. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2610. {
  2611. ID3D12Device* device = s_renderD3D12->m_device;
  2612. device->CreateShaderResourceView(_buffer.m_ptr
  2613. , &_buffer.m_srvd
  2614. , m_cpuHandle
  2615. );
  2616. m_cpuHandle.ptr += m_incrementSize;
  2617. _gpuHandle = m_gpuHandle;
  2618. m_gpuHandle.ptr += m_incrementSize;
  2619. }
  2620. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2621. {
  2622. ID3D12Device* device = s_renderD3D12->m_device;
  2623. device->CreateUnorderedAccessView(_buffer.m_ptr
  2624. , NULL
  2625. , &_buffer.m_uavd
  2626. , m_cpuHandle
  2627. );
  2628. m_cpuHandle.ptr += m_incrementSize;
  2629. _gpuHandle = m_gpuHandle;
  2630. m_gpuHandle.ptr += m_incrementSize;
  2631. }
  2632. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2633. {
  2634. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2635. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2636. ID3D12Device* device = s_renderD3D12->m_device;
  2637. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2638. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2639. desc.NumDescriptors = _maxDescriptors;
  2640. desc.Type = _type;
  2641. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2642. desc.NodeMask = 1;
  2643. DX_CHECK(device->CreateDescriptorHeap(&desc
  2644. , IID_ID3D12DescriptorHeap
  2645. , (void**)&m_heap
  2646. ) );
  2647. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2648. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2649. }
  2650. void DescriptorAllocatorD3D12::destroy()
  2651. {
  2652. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2653. DX_RELEASE(m_heap, 0);
  2654. }
  2655. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2656. {
  2657. uint16_t idx = m_handleAlloc->alloc();
  2658. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2659. ID3D12Device* device = s_renderD3D12->m_device;
  2660. device->CreateShaderResourceView(_ptr
  2661. , _desc
  2662. , cpuHandle
  2663. );
  2664. return idx;
  2665. }
  2666. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2667. {
  2668. uint16_t idx = m_handleAlloc->alloc();
  2669. ID3D12Device* device = s_renderD3D12->m_device;
  2670. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  2671. for (uint32_t ii = 0; ii < _num; ++ii)
  2672. {
  2673. uint32_t flags = _flags[ii];
  2674. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2675. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2676. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2677. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2678. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2679. D3D12_SAMPLER_DESC sd;
  2680. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2681. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2682. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2683. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2684. sd.MipLODBias = 0.0f;
  2685. sd.MaxAnisotropy = maxAnisotropy;
  2686. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2687. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2688. if (NULL != _palette
  2689. && needBorderColor(flags) )
  2690. {
  2691. const float* rgba = _palette[index];
  2692. sd.BorderColor[0] = rgba[0];
  2693. sd.BorderColor[1] = rgba[1];
  2694. sd.BorderColor[2] = rgba[2];
  2695. sd.BorderColor[3] = rgba[3];
  2696. }
  2697. else
  2698. {
  2699. sd.BorderColor[0] = 0.0f;
  2700. sd.BorderColor[1] = 0.0f;
  2701. sd.BorderColor[2] = 0.0f;
  2702. sd.BorderColor[3] = 0.0f;
  2703. }
  2704. sd.MinLOD = 0;
  2705. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2706. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2707. {
  2708. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2709. };
  2710. device->CreateSampler(&sd, cpuHandle);
  2711. }
  2712. return idx;
  2713. }
  2714. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  2715. {
  2716. m_handleAlloc->free(_idx);
  2717. }
  2718. void DescriptorAllocatorD3D12::reset()
  2719. {
  2720. uint16_t max = m_handleAlloc->getMaxHandles();
  2721. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2722. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2723. }
  2724. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  2725. {
  2726. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2727. return gpuHandle;
  2728. }
  2729. void CommandQueueD3D12::init(ID3D12Device* _device)
  2730. {
  2731. D3D12_COMMAND_QUEUE_DESC queueDesc;
  2732. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  2733. queueDesc.Priority = 0;
  2734. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  2735. queueDesc.NodeMask = 1;
  2736. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  2737. , IID_ID3D12CommandQueue
  2738. , (void**)&m_commandQueue
  2739. ) );
  2740. m_completedFence = 0;
  2741. m_currentFence = 0;
  2742. DX_CHECK(_device->CreateFence(0
  2743. , D3D12_FENCE_FLAG_NONE
  2744. , IID_ID3D12Fence
  2745. , (void**)&m_fence
  2746. ) );
  2747. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2748. {
  2749. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  2750. , IID_ID3D12CommandAllocator
  2751. , (void**)&m_commandList[ii].m_commandAllocator
  2752. ) );
  2753. DX_CHECK(_device->CreateCommandList(0
  2754. , D3D12_COMMAND_LIST_TYPE_DIRECT
  2755. , m_commandList[ii].m_commandAllocator
  2756. , NULL
  2757. , IID_ID3D12GraphicsCommandList
  2758. , (void**)&m_commandList[ii].m_commandList
  2759. ) );
  2760. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  2761. }
  2762. }
  2763. void CommandQueueD3D12::shutdown()
  2764. {
  2765. finish(UINT64_MAX, true);
  2766. DX_RELEASE(m_fence, 0);
  2767. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2768. {
  2769. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  2770. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  2771. }
  2772. DX_RELEASE(m_commandQueue, 0);
  2773. }
  2774. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  2775. {
  2776. while (0 == m_control.reserve(1) )
  2777. {
  2778. consume();
  2779. }
  2780. CommandList& commandList = m_commandList[m_control.m_current];
  2781. DX_CHECK(commandList.m_commandAllocator->Reset() );
  2782. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  2783. return commandList.m_commandList;
  2784. }
  2785. uint64_t CommandQueueD3D12::kick()
  2786. {
  2787. CommandList& commandList = m_commandList[m_control.m_current];
  2788. DX_CHECK(commandList.m_commandList->Close() );
  2789. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  2790. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  2791. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  2792. const uint64_t fence = m_currentFence++;
  2793. m_commandQueue->Signal(m_fence, fence);
  2794. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  2795. m_control.commit(1);
  2796. return fence;
  2797. }
  2798. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  2799. {
  2800. while (0 < m_control.available() )
  2801. {
  2802. consume();
  2803. if (!_finishAll
  2804. && _waitFence <= m_completedFence)
  2805. {
  2806. return;
  2807. }
  2808. }
  2809. BX_CHECK(0 == m_control.available(), "");
  2810. }
  2811. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  2812. {
  2813. if (0 < m_control.available() )
  2814. {
  2815. if (consume(0)
  2816. && _waitFence <= m_completedFence)
  2817. {
  2818. return true;
  2819. }
  2820. }
  2821. return false;
  2822. }
  2823. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  2824. {
  2825. m_release[m_control.m_current].push_back(_ptr);
  2826. }
  2827. bool CommandQueueD3D12::consume(uint32_t _ms)
  2828. {
  2829. CommandList& commandList = m_commandList[m_control.m_read];
  2830. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  2831. {
  2832. CloseHandle(commandList.m_event);
  2833. commandList.m_event = NULL;
  2834. m_completedFence = m_fence->GetCompletedValue();
  2835. m_commandQueue->Wait(m_fence, m_completedFence);
  2836. ResourceArray& ra = m_release[m_control.m_read];
  2837. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  2838. {
  2839. DX_RELEASE(*it, 0);
  2840. }
  2841. ra.clear();
  2842. m_control.consume(1);
  2843. return true;
  2844. }
  2845. return false;
  2846. }
  2847. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  2848. {
  2849. m_maxDrawPerBatch = _maxDrawPerBatch;
  2850. setSeqMode(false);
  2851. setIndirectMode(true);
  2852. ID3D12Device* device = s_renderD3D12->m_device;
  2853. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  2854. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  2855. {
  2856. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2857. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2858. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2859. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  2860. };
  2861. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  2862. {
  2863. sizeof(DrawIndirectCommand),
  2864. BX_COUNTOF(drawArgDesc),
  2865. drawArgDesc,
  2866. 1,
  2867. };
  2868. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  2869. , rootSignature
  2870. , IID_ID3D12CommandSignature
  2871. , (void**)&m_commandSignature[Draw]
  2872. ) );
  2873. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  2874. {
  2875. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2876. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2877. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2878. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  2879. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  2880. };
  2881. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  2882. {
  2883. sizeof(DrawIndexedIndirectCommand),
  2884. BX_COUNTOF(drawIndexedArgDesc),
  2885. drawIndexedArgDesc,
  2886. 1,
  2887. };
  2888. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  2889. , rootSignature
  2890. , IID_ID3D12CommandSignature
  2891. , (void**)&m_commandSignature[DrawIndexed]
  2892. ) );
  2893. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  2894. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  2895. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2896. {
  2897. m_indirect[ii].create(m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand)
  2898. , NULL
  2899. , BGFX_BUFFER_DRAW_INDIRECT
  2900. , false
  2901. , sizeof(DrawIndexedIndirectCommand)
  2902. );
  2903. }
  2904. }
  2905. void BatchD3D12::destroy()
  2906. {
  2907. BX_FREE(g_allocator, m_cmds[0]);
  2908. BX_FREE(g_allocator, m_cmds[1]);
  2909. DX_RELEASE(m_commandSignature[0], 0);
  2910. DX_RELEASE(m_commandSignature[1], 0);
  2911. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2912. {
  2913. m_indirect[ii].destroy();
  2914. }
  2915. }
  2916. template<typename Ty>
  2917. Ty& BatchD3D12::getCmd(Enum _type)
  2918. {
  2919. uint32_t index = m_num[_type];
  2920. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  2921. m_num[_type]++;
  2922. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  2923. return *cmd;
  2924. }
  2925. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  2926. {
  2927. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  2928. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[_draw.m_stream[0].m_handle.idx];
  2929. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2930. uint16_t declIdx = !isValid(vb.m_decl) ? _draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  2931. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[declIdx];
  2932. uint32_t numIndices = 0;
  2933. if (Draw == type)
  2934. {
  2935. const uint32_t numVertices = UINT32_MAX == _draw.m_numVertices
  2936. ? vb.m_size / vertexDecl.m_stride
  2937. : _draw.m_numVertices
  2938. ;
  2939. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  2940. cmd.cbv = _cbv;
  2941. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2942. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2943. cmd.vbv[0].SizeInBytes = vb.m_size;
  2944. if (isValid(_draw.m_instanceDataBuffer) )
  2945. {
  2946. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2947. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2948. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2949. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2950. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2951. }
  2952. else
  2953. {
  2954. bx::memSet(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  2955. }
  2956. cmd.draw.InstanceCount = _draw.m_numInstances;
  2957. cmd.draw.VertexCountPerInstance = numVertices;
  2958. cmd.draw.StartVertexLocation = _draw.m_stream[0].m_startVertex;
  2959. cmd.draw.StartInstanceLocation = 0;
  2960. }
  2961. else
  2962. {
  2963. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  2964. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2965. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  2966. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  2967. numIndices = UINT32_MAX == _draw.m_numIndices
  2968. ? ib.m_size / indexSize
  2969. : _draw.m_numIndices
  2970. ;
  2971. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  2972. cmd.cbv = _cbv;
  2973. cmd.ibv.BufferLocation = ib.m_gpuVA;
  2974. cmd.ibv.SizeInBytes = ib.m_size;
  2975. cmd.ibv.Format = hasIndex16
  2976. ? DXGI_FORMAT_R16_UINT
  2977. : DXGI_FORMAT_R32_UINT
  2978. ;
  2979. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2980. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2981. cmd.vbv[0].SizeInBytes = vb.m_size;
  2982. if (isValid(_draw.m_instanceDataBuffer) )
  2983. {
  2984. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2985. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2986. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2987. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2988. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2989. }
  2990. else
  2991. {
  2992. bx::memSet(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  2993. }
  2994. cmd.drawIndexed.IndexCountPerInstance = numIndices;
  2995. cmd.drawIndexed.InstanceCount = _draw.m_numInstances;
  2996. cmd.drawIndexed.StartIndexLocation = _draw.m_startIndex;
  2997. cmd.drawIndexed.BaseVertexLocation = _draw.m_stream[0].m_startVertex;
  2998. cmd.drawIndexed.StartInstanceLocation = 0;
  2999. }
  3000. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3001. {
  3002. flush(_commandList, type);
  3003. }
  3004. return numIndices;
  3005. }
  3006. static const uint32_t s_indirectCommandSize[] =
  3007. {
  3008. sizeof(BatchD3D12::DrawIndirectCommand),
  3009. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3010. };
  3011. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3012. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3013. {
  3014. uint32_t num = m_num[_type];
  3015. if (0 != num)
  3016. {
  3017. m_num[_type] = 0;
  3018. if (m_minIndirect < num)
  3019. {
  3020. m_stats.m_numIndirect[_type]++;
  3021. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3022. m_currIndirect %= BX_COUNTOF(m_indirect);
  3023. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3024. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3025. , num
  3026. , indirect.m_ptr
  3027. , 0
  3028. , NULL
  3029. , 0
  3030. );
  3031. }
  3032. else
  3033. {
  3034. m_stats.m_numImmediate[_type]++;
  3035. if (Draw == _type)
  3036. {
  3037. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3038. for (uint32_t ii = 0; ii < num; ++ii)
  3039. {
  3040. const DrawIndirectCommand& cmd = cmds[ii];
  3041. if (m_current.cbv != cmd.cbv)
  3042. {
  3043. m_current.cbv = cmd.cbv;
  3044. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3045. }
  3046. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3047. {
  3048. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3049. _commandList->IASetVertexBuffers(0
  3050. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  3051. , cmd.vbv
  3052. );
  3053. }
  3054. _commandList->DrawInstanced(
  3055. cmd.draw.VertexCountPerInstance
  3056. , cmd.draw.InstanceCount
  3057. , cmd.draw.StartVertexLocation
  3058. , cmd.draw.StartInstanceLocation
  3059. );
  3060. }
  3061. }
  3062. else
  3063. {
  3064. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3065. for (uint32_t ii = 0; ii < num; ++ii)
  3066. {
  3067. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3068. if (m_current.cbv != cmd.cbv)
  3069. {
  3070. m_current.cbv = cmd.cbv;
  3071. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3072. }
  3073. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3074. {
  3075. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3076. _commandList->IASetVertexBuffers(0
  3077. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  3078. , cmd.vbv
  3079. );
  3080. }
  3081. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3082. {
  3083. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3084. _commandList->IASetIndexBuffer(&cmd.ibv);
  3085. }
  3086. _commandList->DrawIndexedInstanced(
  3087. cmd.drawIndexed.IndexCountPerInstance
  3088. , cmd.drawIndexed.InstanceCount
  3089. , cmd.drawIndexed.StartIndexLocation
  3090. , cmd.drawIndexed.BaseVertexLocation
  3091. , cmd.drawIndexed.StartInstanceLocation
  3092. );
  3093. }
  3094. }
  3095. }
  3096. }
  3097. }
  3098. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3099. {
  3100. flush(_commandList, Draw);
  3101. flush(_commandList, DrawIndexed);
  3102. if (_clean)
  3103. {
  3104. bx::memSet(&m_current, 0, sizeof(m_current) );
  3105. }
  3106. }
  3107. void BatchD3D12::begin()
  3108. {
  3109. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3110. bx::memSet(&m_current, 0, sizeof(m_current) );
  3111. }
  3112. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3113. {
  3114. flush(_commandList);
  3115. }
  3116. struct UavFormat
  3117. {
  3118. DXGI_FORMAT format[3];
  3119. uint32_t stride;
  3120. };
  3121. static const UavFormat s_uavFormat[] =
  3122. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3123. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3124. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3125. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3126. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3127. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3128. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3129. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3130. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3131. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3132. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3133. };
  3134. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3135. {
  3136. m_size = _size;
  3137. m_flags = _flags;
  3138. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3139. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3140. m_dynamic = NULL == _data || needUav;
  3141. DXGI_FORMAT format;
  3142. uint32_t stride;
  3143. uint32_t flags = needUav
  3144. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3145. : D3D12_RESOURCE_FLAG_NONE
  3146. ;
  3147. if (drawIndirect)
  3148. {
  3149. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3150. stride = 16;
  3151. }
  3152. else
  3153. {
  3154. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3155. if (0 == uavFormat)
  3156. {
  3157. if (_vertex)
  3158. {
  3159. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3160. stride = 16;
  3161. }
  3162. else
  3163. {
  3164. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3165. {
  3166. format = DXGI_FORMAT_R16_UINT;
  3167. stride = 2;
  3168. }
  3169. else
  3170. {
  3171. format = DXGI_FORMAT_R32_UINT;
  3172. stride = 4;
  3173. }
  3174. }
  3175. }
  3176. else
  3177. {
  3178. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3179. format = s_uavFormat[uavFormat].format[uavType];
  3180. stride = s_uavFormat[uavFormat].stride;
  3181. }
  3182. }
  3183. stride = 0 == _stride ? stride : _stride;
  3184. m_srvd.Format = format;
  3185. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3186. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3187. m_srvd.Buffer.FirstElement = 0;
  3188. m_srvd.Buffer.NumElements = m_size / stride;
  3189. m_srvd.Buffer.StructureByteStride = 0;
  3190. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3191. m_uavd.Format = format;
  3192. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3193. m_uavd.Buffer.FirstElement = 0;
  3194. m_uavd.Buffer.NumElements = m_size / stride;
  3195. m_uavd.Buffer.StructureByteStride = 0;
  3196. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3197. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3198. ID3D12Device* device = s_renderD3D12->m_device;
  3199. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3200. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3201. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3202. setState(commandList, drawIndirect
  3203. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3204. : D3D12_RESOURCE_STATE_GENERIC_READ
  3205. );
  3206. if (!m_dynamic)
  3207. {
  3208. update(commandList, 0, _size, _data);
  3209. }
  3210. }
  3211. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3212. {
  3213. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3214. uint8_t* data;
  3215. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3216. bx::memCopy(data, _data, _size);
  3217. staging->Unmap(0, NULL);
  3218. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3219. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3220. setState(_commandList, state);
  3221. s_renderD3D12->m_cmd.release(staging);
  3222. }
  3223. void BufferD3D12::destroy()
  3224. {
  3225. if (NULL != m_ptr)
  3226. {
  3227. s_renderD3D12->m_cmd.release(m_ptr);
  3228. m_dynamic = false;
  3229. }
  3230. }
  3231. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3232. {
  3233. if (m_state != _state)
  3234. {
  3235. setResourceBarrier(_commandList
  3236. , m_ptr
  3237. , m_state
  3238. , _state
  3239. );
  3240. bx::xchg(m_state, _state);
  3241. }
  3242. return _state;
  3243. }
  3244. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3245. {
  3246. BufferD3D12::create(_size, _data, _flags, true);
  3247. m_decl = _declHandle;
  3248. }
  3249. void ShaderD3D12::create(const Memory* _mem)
  3250. {
  3251. bx::MemoryReader reader(_mem->data, _mem->size);
  3252. uint32_t magic;
  3253. bx::read(&reader, magic);
  3254. switch (magic)
  3255. {
  3256. case BGFX_CHUNK_MAGIC_CSH:
  3257. case BGFX_CHUNK_MAGIC_FSH:
  3258. case BGFX_CHUNK_MAGIC_VSH:
  3259. break;
  3260. default:
  3261. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3262. break;
  3263. }
  3264. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3265. uint32_t iohash;
  3266. bx::read(&reader, iohash);
  3267. uint16_t count;
  3268. bx::read(&reader, count);
  3269. m_numPredefined = 0;
  3270. m_numUniforms = count;
  3271. BX_TRACE("%s Shader consts %d"
  3272. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3273. , count
  3274. );
  3275. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3276. if (0 < count)
  3277. {
  3278. for (uint32_t ii = 0; ii < count; ++ii)
  3279. {
  3280. uint8_t nameSize = 0;
  3281. bx::read(&reader, nameSize);
  3282. char name[256] = {};
  3283. bx::read(&reader, &name, nameSize);
  3284. name[nameSize] = '\0';
  3285. uint8_t type = 0;
  3286. bx::read(&reader, type);
  3287. uint8_t num = 0;
  3288. bx::read(&reader, num);
  3289. uint16_t regIndex = 0;
  3290. bx::read(&reader, regIndex);
  3291. uint16_t regCount = 0;
  3292. bx::read(&reader, regCount);
  3293. const char* kind = "invalid";
  3294. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3295. if (PredefinedUniform::Count != predefined)
  3296. {
  3297. kind = "predefined";
  3298. m_predefined[m_numPredefined].m_loc = regIndex;
  3299. m_predefined[m_numPredefined].m_count = regCount;
  3300. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3301. m_numPredefined++;
  3302. }
  3303. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3304. {
  3305. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3306. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3307. if (NULL != info)
  3308. {
  3309. if (NULL == m_constantBuffer)
  3310. {
  3311. m_constantBuffer = UniformBuffer::create(1024);
  3312. }
  3313. kind = "user";
  3314. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3315. }
  3316. }
  3317. else
  3318. {
  3319. kind = "sampler";
  3320. }
  3321. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3322. , kind
  3323. , name
  3324. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3325. , num
  3326. , regIndex
  3327. , regCount
  3328. );
  3329. BX_UNUSED(kind);
  3330. }
  3331. if (NULL != m_constantBuffer)
  3332. {
  3333. m_constantBuffer->finish();
  3334. }
  3335. }
  3336. uint16_t shaderSize;
  3337. bx::read(&reader, shaderSize);
  3338. const void* code = reader.getDataPtr();
  3339. bx::skip(&reader, shaderSize+1);
  3340. m_code = copy(code, shaderSize);
  3341. uint8_t numAttrs = 0;
  3342. bx::read(&reader, numAttrs);
  3343. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3344. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3345. {
  3346. uint16_t id;
  3347. bx::read(&reader, id);
  3348. Attrib::Enum attr = idToAttrib(id);
  3349. if (Attrib::Count != attr)
  3350. {
  3351. m_attrMask[attr] = UINT16_MAX;
  3352. }
  3353. }
  3354. bx::HashMurmur2A murmur;
  3355. murmur.begin();
  3356. murmur.add(iohash);
  3357. murmur.add(code, shaderSize);
  3358. murmur.add(numAttrs);
  3359. murmur.add(m_attrMask, numAttrs);
  3360. m_hash = murmur.end();
  3361. bx::read(&reader, m_size);
  3362. }
  3363. void TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3364. {
  3365. ImageContainer imageContainer;
  3366. if (imageParse(imageContainer, _mem->data, _mem->size) )
  3367. {
  3368. uint8_t numMips = imageContainer.m_numMips;
  3369. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3370. numMips -= startLod;
  3371. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  3372. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3373. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3374. const uint16_t numLayers = imageContainer.m_numLayers;
  3375. m_flags = _flags;
  3376. m_width = textureWidth;
  3377. m_height = textureHeight;
  3378. m_depth = imageContainer.m_depth;
  3379. m_requestedFormat = uint8_t(imageContainer.m_format);
  3380. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3381. const bool convert = m_textureFormat != m_requestedFormat;
  3382. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3383. if (imageContainer.m_cubeMap)
  3384. {
  3385. m_type = TextureCube;
  3386. }
  3387. else if (imageContainer.m_depth > 1)
  3388. {
  3389. m_type = Texture3D;
  3390. }
  3391. else
  3392. {
  3393. m_type = Texture2D;
  3394. }
  3395. m_numMips = numMips;
  3396. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3397. const uint32_t numSrd = numSides * numMips;
  3398. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3399. uint32_t kk = 0;
  3400. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  3401. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3402. uint32_t blockWidth = 1;
  3403. uint32_t blockHeight = 1;
  3404. if (convert && compressed)
  3405. {
  3406. blockWidth = blockInfo.blockWidth;
  3407. blockHeight = blockInfo.blockHeight;
  3408. }
  3409. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3410. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3411. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3412. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3413. , this - s_renderD3D12->m_textures
  3414. , getName( (TextureFormat::Enum)m_textureFormat)
  3415. , getName( (TextureFormat::Enum)m_requestedFormat)
  3416. , textureWidth
  3417. , textureHeight
  3418. , imageContainer.m_cubeMap ? "x6" : ""
  3419. , renderTarget ? 'x' : ' '
  3420. , writeOnly ? 'x' : ' '
  3421. , computeWrite ? 'x' : ' '
  3422. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3423. );
  3424. uint32_t totalSize = 0;
  3425. for (uint8_t side = 0; side < numSides; ++side)
  3426. {
  3427. uint32_t width = textureWidth;
  3428. uint32_t height = textureHeight;
  3429. uint32_t depth = imageContainer.m_depth;
  3430. for (uint8_t lod = 0; lod < numMips; ++lod)
  3431. {
  3432. width = bx::uint32_max(blockWidth, width);
  3433. height = bx::uint32_max(blockHeight, height);
  3434. depth = bx::uint32_max(1, depth);
  3435. ImageMip mip;
  3436. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3437. {
  3438. if (convert)
  3439. {
  3440. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3441. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3442. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3443. imageDecodeToBgra8(temp
  3444. , mip.m_data
  3445. , mip.m_width
  3446. , mip.m_height
  3447. , pitch, mip.m_format
  3448. );
  3449. srd[kk].pData = temp;
  3450. srd[kk].RowPitch = pitch;
  3451. srd[kk].SlicePitch = slice;
  3452. totalSize += slice;
  3453. }
  3454. else if (compressed)
  3455. {
  3456. uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3457. uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3458. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3459. imageCopy(temp
  3460. , mip.m_height/blockInfo.blockHeight
  3461. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3462. , mip.m_data
  3463. , pitch
  3464. );
  3465. srd[kk].pData = temp;
  3466. srd[kk].RowPitch = pitch;
  3467. srd[kk].SlicePitch = slice;
  3468. totalSize += slice;
  3469. }
  3470. else
  3471. {
  3472. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3473. const uint32_t slice = bx::strideAlign(pitch * mip.m_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3474. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3475. imageCopy(temp
  3476. , mip.m_height
  3477. , mip.m_width*mip.m_bpp / 8
  3478. , mip.m_data
  3479. , pitch
  3480. );
  3481. srd[kk].pData = temp;
  3482. srd[kk].RowPitch = pitch;
  3483. srd[kk].SlicePitch = slice;
  3484. totalSize += slice;
  3485. }
  3486. if (swizzle)
  3487. {
  3488. // imageSwizzleBgra8(temp, width, height, mip.m_width*4, data);
  3489. }
  3490. srd[kk].SlicePitch = mip.m_height*srd[kk].RowPitch;
  3491. ++kk;
  3492. }
  3493. else
  3494. {
  3495. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3496. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3497. totalSize += slice;
  3498. }
  3499. width >>= 1;
  3500. height >>= 1;
  3501. depth >>= 1;
  3502. }
  3503. }
  3504. BX_TRACE("texture total size: %d", totalSize);
  3505. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3506. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3507. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  3508. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3509. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3510. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3511. if (swizzle)
  3512. {
  3513. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3514. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3515. }
  3516. m_uavd.Format = m_srvd.Format;
  3517. ID3D12Device* device = s_renderD3D12->m_device;
  3518. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3519. D3D12_RESOURCE_DESC resourceDesc;
  3520. resourceDesc.Alignment = 0;
  3521. resourceDesc.Width = textureWidth;
  3522. resourceDesc.Height = textureHeight;
  3523. resourceDesc.MipLevels = numMips;
  3524. resourceDesc.Format = format;
  3525. resourceDesc.SampleDesc = msaa;
  3526. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3527. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3528. resourceDesc.DepthOrArraySize = numSides;
  3529. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3530. D3D12_CLEAR_VALUE* clearValue = NULL;
  3531. if (isDepth(TextureFormat::Enum(m_textureFormat) ) )
  3532. {
  3533. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3534. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3535. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3536. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3537. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3538. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3539. clearValue->DepthStencil.Depth = 1.0f;
  3540. clearValue->DepthStencil.Stencil = 0;
  3541. }
  3542. else if (renderTarget)
  3543. {
  3544. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3545. clearValue->Format = resourceDesc.Format;
  3546. clearValue->Color[0] = 0.0f;
  3547. clearValue->Color[1] = 0.0f;
  3548. clearValue->Color[2] = 0.0f;
  3549. clearValue->Color[3] = 0.0f;
  3550. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3551. }
  3552. if (writeOnly)
  3553. {
  3554. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3555. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3556. }
  3557. if (computeWrite)
  3558. {
  3559. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3560. }
  3561. switch (m_type)
  3562. {
  3563. case Texture2D:
  3564. case TextureCube:
  3565. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3566. if (imageContainer.m_cubeMap)
  3567. {
  3568. if (1 < numLayers)
  3569. {
  3570. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  3571. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  3572. m_srvd.TextureCubeArray.MipLevels = numMips;
  3573. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  3574. m_srvd.TextureCubeArray.NumCubes = numLayers;
  3575. }
  3576. else
  3577. {
  3578. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3579. m_srvd.TextureCube.MostDetailedMip = 0;
  3580. m_srvd.TextureCube.MipLevels = numMips;
  3581. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3582. }
  3583. }
  3584. else
  3585. {
  3586. if (1 < numLayers)
  3587. {
  3588. m_srvd.ViewDimension = 1 < msaa.Count
  3589. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  3590. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  3591. ;
  3592. m_srvd.Texture2DArray.MostDetailedMip = 0;
  3593. m_srvd.Texture2DArray.MipLevels = numMips;
  3594. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  3595. m_srvd.Texture2DArray.ArraySize = numLayers;
  3596. }
  3597. else
  3598. {
  3599. m_srvd.ViewDimension = 1 < msaa.Count
  3600. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  3601. : D3D12_SRV_DIMENSION_TEXTURE2D
  3602. ;
  3603. m_srvd.Texture2D.MostDetailedMip = 0;
  3604. m_srvd.Texture2D.MipLevels = numMips;
  3605. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3606. }
  3607. }
  3608. if (1 < numLayers)
  3609. {
  3610. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3611. m_uavd.Texture2DArray.MipSlice = 0;
  3612. m_uavd.Texture2DArray.PlaneSlice = 0;
  3613. }
  3614. else
  3615. {
  3616. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3617. m_uavd.Texture2D.MipSlice = 0;
  3618. m_uavd.Texture2D.PlaneSlice = 0;
  3619. }
  3620. if (TextureCube == m_type)
  3621. {
  3622. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3623. m_uavd.Texture2DArray.MipSlice = 0;
  3624. m_uavd.Texture2DArray.ArraySize = 6;
  3625. }
  3626. break;
  3627. case Texture3D:
  3628. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3629. resourceDesc.DepthOrArraySize = m_depth;
  3630. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  3631. m_srvd.Texture3D.MostDetailedMip = 0;
  3632. m_srvd.Texture3D.MipLevels = numMips;
  3633. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  3634. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  3635. m_uavd.Texture3D.MipSlice = 0;
  3636. m_uavd.Texture3D.FirstWSlice = 0;
  3637. m_uavd.Texture3D.WSize = 0;
  3638. break;
  3639. }
  3640. m_ptr = createCommittedResource(device, HeapProperty::Default, &resourceDesc, clearValue);
  3641. {
  3642. uint64_t uploadBufferSize;
  3643. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  3644. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  3645. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  3646. device->GetCopyableFootprints(&resourceDesc
  3647. , 0
  3648. , numSrd
  3649. , 0
  3650. , layouts
  3651. , numRows
  3652. , rowSizeInBytes
  3653. , &uploadBufferSize
  3654. );
  3655. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  3656. , uploadBufferSize
  3657. , totalSize
  3658. , numRows[0]
  3659. , rowSizeInBytes[0]
  3660. );
  3661. }
  3662. if (kk != 0)
  3663. {
  3664. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
  3665. setState(commandList,D3D12_RESOURCE_STATE_COPY_DEST);
  3666. uint64_t result = UpdateSubresources(commandList
  3667. , m_ptr
  3668. , staging
  3669. , 0
  3670. , 0
  3671. , numSrd
  3672. , srd
  3673. );
  3674. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  3675. BX_TRACE("Update subresource %" PRId64, result);
  3676. setState(commandList, state);
  3677. s_renderD3D12->m_cmd.release(staging);
  3678. }
  3679. else
  3680. {
  3681. setState(commandList, state);
  3682. }
  3683. if (0 != kk)
  3684. {
  3685. kk = 0;
  3686. for (uint8_t side = 0; side < numSides; ++side)
  3687. {
  3688. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3689. {
  3690. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  3691. ++kk;
  3692. }
  3693. }
  3694. }
  3695. }
  3696. }
  3697. void TextureD3D12::destroy()
  3698. {
  3699. if (NULL != m_ptr)
  3700. {
  3701. s_renderD3D12->m_cmd.release(m_ptr);
  3702. m_ptr = NULL;
  3703. }
  3704. }
  3705. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3706. {
  3707. setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3708. const uint32_t subres = _mip + (_side * m_numMips);
  3709. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3710. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3711. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3712. D3D12_RESOURCE_DESC desc = m_ptr->GetDesc();
  3713. desc.Height = _rect.m_height;
  3714. uint32_t numRows;
  3715. uint64_t totalBytes;
  3716. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  3717. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  3718. , subres
  3719. , 1
  3720. , 0
  3721. , &layout
  3722. , &numRows
  3723. , NULL
  3724. , &totalBytes
  3725. );
  3726. const uint32_t rowPitch = layout.Footprint.RowPitch;
  3727. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  3728. uint8_t* data;
  3729. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3730. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  3731. {
  3732. bx::memCopy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  3733. }
  3734. staging->Unmap(0, NULL);
  3735. D3D12_BOX box;
  3736. box.left = 0;
  3737. box.top = 0;
  3738. box.right = box.left + _rect.m_width;
  3739. box.bottom = box.top + _rect.m_height;
  3740. box.front = _z;
  3741. box.back = _z+_depth;
  3742. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  3743. dst.SubresourceIndex = subres;
  3744. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  3745. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  3746. setState(_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  3747. s_renderD3D12->m_cmd.release(staging);
  3748. }
  3749. void TextureD3D12::resolve()
  3750. {
  3751. }
  3752. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3753. {
  3754. if (m_state != _state)
  3755. {
  3756. setResourceBarrier(_commandList
  3757. , m_ptr
  3758. , m_state
  3759. , _state
  3760. );
  3761. bx::xchg(m_state, _state);
  3762. }
  3763. return _state;
  3764. }
  3765. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  3766. {
  3767. m_denseIdx = UINT16_MAX;
  3768. m_numTh = _num;
  3769. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  3770. postReset();
  3771. }
  3772. void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/)
  3773. {
  3774. }
  3775. void FrameBufferD3D12::preReset()
  3776. {
  3777. }
  3778. void FrameBufferD3D12::postReset()
  3779. {
  3780. if (m_numTh != 0)
  3781. {
  3782. ID3D12Device* device = s_renderD3D12->m_device;
  3783. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3784. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3785. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3786. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3787. m_width = 0;
  3788. m_height = 0;
  3789. m_depth.idx = bgfx::invalidHandle;
  3790. m_num = 0;
  3791. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3792. {
  3793. TextureHandle handle = m_attachment[ii].handle;
  3794. if (isValid(handle) )
  3795. {
  3796. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  3797. if (0 == m_width)
  3798. {
  3799. D3D12_RESOURCE_DESC desc = texture.m_ptr->GetDesc();
  3800. m_width = uint32_t(desc.Width);
  3801. m_height = uint32_t(desc.Height);
  3802. }
  3803. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3804. {
  3805. BX_CHECK(!isValid(m_depth), "");
  3806. m_depth = handle;
  3807. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3808. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3809. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3810. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(texture.m_textureFormat) );
  3811. BX_UNUSED(blockInfo);
  3812. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3813. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  3814. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3815. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  3816. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  3817. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  3818. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  3819. ;
  3820. device->CreateDepthStencilView(texture.m_ptr
  3821. , &dsvDesc
  3822. , dsvDescriptor
  3823. );
  3824. }
  3825. else
  3826. {
  3827. m_texture[m_num] = handle;
  3828. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  3829. device->CreateRenderTargetView(texture.m_ptr
  3830. , NULL
  3831. , rtv
  3832. );
  3833. m_num++;
  3834. }
  3835. }
  3836. }
  3837. }
  3838. }
  3839. uint16_t FrameBufferD3D12::destroy()
  3840. {
  3841. m_numTh = 0;
  3842. m_depth.idx = bgfx::invalidHandle;
  3843. uint16_t denseIdx = m_denseIdx;
  3844. m_denseIdx = UINT16_MAX;
  3845. return denseIdx;
  3846. }
  3847. void FrameBufferD3D12::resolve()
  3848. {
  3849. }
  3850. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  3851. {
  3852. ID3D12Device* device = s_renderD3D12->m_device;
  3853. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3854. if (BGFX_CLEAR_COLOR & _clear.m_flags
  3855. && 0 != m_num)
  3856. {
  3857. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3858. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3859. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3860. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3861. {
  3862. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3863. {
  3864. uint8_t index = _clear.m_index[ii];
  3865. if (UINT8_MAX != index)
  3866. {
  3867. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3868. _commandList->ClearRenderTargetView(rtv
  3869. , _palette[index]
  3870. , _num
  3871. , _rect
  3872. );
  3873. }
  3874. }
  3875. }
  3876. else
  3877. {
  3878. float frgba[4] =
  3879. {
  3880. _clear.m_index[0]*1.0f/255.0f,
  3881. _clear.m_index[1]*1.0f/255.0f,
  3882. _clear.m_index[2]*1.0f/255.0f,
  3883. _clear.m_index[3]*1.0f/255.0f,
  3884. };
  3885. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3886. {
  3887. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3888. _commandList->ClearRenderTargetView(rtv
  3889. , frgba
  3890. , _num
  3891. , _rect
  3892. );
  3893. }
  3894. }
  3895. }
  3896. if (isValid(m_depth)
  3897. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3898. {
  3899. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3900. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3901. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3902. DWORD flags = 0;
  3903. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  3904. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  3905. _commandList->ClearDepthStencilView(dsvDescriptor
  3906. , D3D12_CLEAR_FLAGS(flags)
  3907. , _clear.m_depth
  3908. , _clear.m_stencil
  3909. , _num
  3910. , _rect
  3911. );
  3912. }
  3913. }
  3914. void TimerQueryD3D12::init()
  3915. {
  3916. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  3917. queryHeapDesc.Count = m_control.m_size * 2;
  3918. queryHeapDesc.NodeMask = 1;
  3919. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  3920. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  3921. , IID_ID3D12QueryHeap
  3922. , (void**)&m_queryHeap
  3923. ) );
  3924. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  3925. m_readback = createCommittedResource(s_renderD3D12->m_device
  3926. , HeapProperty::ReadBack
  3927. , size
  3928. );
  3929. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  3930. D3D12_RANGE range = { 0, size };
  3931. m_readback->Map(0, &range, (void**)&m_result);
  3932. }
  3933. void TimerQueryD3D12::shutdown()
  3934. {
  3935. D3D12_RANGE range = { 0, 0 };
  3936. m_readback->Unmap(0, &range);
  3937. DX_RELEASE(m_queryHeap, 0);
  3938. DX_RELEASE(m_readback, 0);
  3939. }
  3940. void TimerQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList)
  3941. {
  3942. BX_UNUSED(_commandList);
  3943. while (0 == m_control.reserve(1) )
  3944. {
  3945. m_control.consume(1);
  3946. }
  3947. uint32_t offset = m_control.m_current * 2 + 0;
  3948. _commandList->EndQuery(m_queryHeap
  3949. , D3D12_QUERY_TYPE_TIMESTAMP
  3950. , offset
  3951. );
  3952. }
  3953. void TimerQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3954. {
  3955. BX_UNUSED(_commandList);
  3956. uint32_t offset = m_control.m_current * 2;
  3957. _commandList->EndQuery(m_queryHeap
  3958. , D3D12_QUERY_TYPE_TIMESTAMP
  3959. , offset + 1
  3960. );
  3961. _commandList->ResolveQueryData(m_queryHeap
  3962. , D3D12_QUERY_TYPE_TIMESTAMP
  3963. , offset
  3964. , 2
  3965. , m_readback
  3966. , offset * sizeof(uint64_t)
  3967. );
  3968. m_control.commit(1);
  3969. }
  3970. bool TimerQueryD3D12::get()
  3971. {
  3972. if (0 != m_control.available() )
  3973. {
  3974. uint32_t offset = m_control.m_read * 2;
  3975. m_begin = m_result[offset+0];
  3976. m_end = m_result[offset+1];
  3977. m_elapsed = m_end - m_begin;
  3978. m_control.consume(1);
  3979. return true;
  3980. }
  3981. return false;
  3982. }
  3983. void OcclusionQueryD3D12::init()
  3984. {
  3985. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  3986. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  3987. queryHeapDesc.NodeMask = 1;
  3988. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  3989. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  3990. , IID_ID3D12QueryHeap
  3991. , (void**)&m_queryHeap
  3992. ) );
  3993. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  3994. m_readback = createCommittedResource(s_renderD3D12->m_device
  3995. , HeapProperty::ReadBack
  3996. , size
  3997. );
  3998. D3D12_RANGE range = { 0, size };
  3999. m_readback->Map(0, &range, (void**)&m_result);
  4000. }
  4001. void OcclusionQueryD3D12::shutdown()
  4002. {
  4003. D3D12_RANGE range = { 0, 0 };
  4004. m_readback->Unmap(0, &range);
  4005. DX_RELEASE(m_queryHeap, 0);
  4006. DX_RELEASE(m_readback, 0);
  4007. }
  4008. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4009. {
  4010. while (0 == m_control.reserve(1) )
  4011. {
  4012. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4013. if (isValid(handle) )
  4014. {
  4015. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4016. }
  4017. m_control.consume(1);
  4018. }
  4019. m_handle[m_control.m_current] = _handle;
  4020. _commandList->BeginQuery(m_queryHeap
  4021. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4022. , _handle.idx
  4023. );
  4024. }
  4025. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4026. {
  4027. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4028. _commandList->EndQuery(m_queryHeap
  4029. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4030. , handle.idx
  4031. );
  4032. _commandList->ResolveQueryData(m_queryHeap
  4033. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4034. , handle.idx
  4035. , 1
  4036. , m_readback
  4037. , handle.idx * sizeof(uint64_t)
  4038. );
  4039. m_control.commit(1);
  4040. }
  4041. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4042. {
  4043. const uint32_t size = m_control.m_size;
  4044. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4045. {
  4046. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4047. if (handle.idx == _handle.idx)
  4048. {
  4049. handle.idx = bgfx::invalidHandle;
  4050. }
  4051. }
  4052. }
  4053. struct Bind
  4054. {
  4055. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4056. uint16_t m_samplerStateIdx;
  4057. };
  4058. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4059. {
  4060. // PIX_BEGINEVENT(D3DCOLOR_FRAME, L"rendererSubmit");
  4061. updateResolution(_render->m_resolution);
  4062. int64_t elapsed = -bx::getHPCounter();
  4063. int64_t captureElapsed = 0;
  4064. m_gpuTimer.begin(m_commandList);
  4065. if (0 < _render->m_iboffset)
  4066. {
  4067. TransientIndexBuffer* ib = _render->m_transientIb;
  4068. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4069. }
  4070. if (0 < _render->m_vboffset)
  4071. {
  4072. TransientVertexBuffer* vb = _render->m_transientVb;
  4073. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4074. }
  4075. _render->sort();
  4076. RenderDraw currentState;
  4077. currentState.clear();
  4078. currentState.m_stateFlags = BGFX_STATE_NONE;
  4079. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4080. _render->m_hmdInitialized = false;
  4081. const bool hmdEnabled = false;
  4082. static ViewState viewState;
  4083. viewState.reset(_render, hmdEnabled);
  4084. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4085. // setDebugWireframe(wireframe);
  4086. uint16_t currentSamplerStateIdx = invalidHandle;
  4087. uint16_t currentProgramIdx = invalidHandle;
  4088. uint32_t currentBindHash = 0;
  4089. bool hasPredefined = false;
  4090. bool commandListChanged = false;
  4091. ID3D12PipelineState* currentPso = NULL;
  4092. SortKey key;
  4093. uint16_t view = UINT16_MAX;
  4094. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4095. BlitKey blitKey;
  4096. blitKey.decode(_render->m_blitKeys[0]);
  4097. uint16_t numBlitItems = _render->m_numBlitItems;
  4098. uint16_t blitItem = 0;
  4099. uint32_t blendFactor = 0;
  4100. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4101. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4102. PrimInfo prim = s_primInfo[primIndex];
  4103. bool wasCompute = false;
  4104. bool viewHasScissor = false;
  4105. bool restoreScissor = false;
  4106. Rect viewScissorRect;
  4107. viewScissorRect.clear();
  4108. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4109. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4110. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4111. uint32_t statsNumIndices = 0;
  4112. uint32_t statsKeyType[2] = {};
  4113. #if BX_PLATFORM_WINDOWS
  4114. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4115. #endif // BX_PLATFORM_WINDOWS
  4116. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4117. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4118. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4119. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4120. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4121. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4122. scratchBuffer.reset(gpuHandle);
  4123. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4124. StateCacheLru<Bind, 64> bindLru;
  4125. setResourceBarrier(m_commandList
  4126. , m_backBufferColor[m_backBufferColorIdx]
  4127. , D3D12_RESOURCE_STATE_PRESENT
  4128. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4129. );
  4130. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4131. {
  4132. m_batch.begin();
  4133. // uint8_t eye = 0;
  4134. // uint8_t restartState = 0;
  4135. viewState.m_rect = _render->m_rect[0];
  4136. int32_t numItems = _render->m_num;
  4137. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4138. {
  4139. const uint64_t encodedKey = _render->m_sortKeys[item];
  4140. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4141. statsKeyType[isCompute]++;
  4142. const bool viewChanged = 0
  4143. || key.m_view != view
  4144. || item == numItems
  4145. ;
  4146. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  4147. ++item;
  4148. if (viewChanged)
  4149. {
  4150. m_batch.flush(m_commandList, true);
  4151. kick();
  4152. view = key.m_view;
  4153. currentPso = NULL;
  4154. currentSamplerStateIdx = invalidHandle;
  4155. currentProgramIdx = invalidHandle;
  4156. hasPredefined = false;
  4157. fbh = _render->m_fb[view];
  4158. setFrameBuffer(fbh);
  4159. viewState.m_rect = _render->m_rect[view];
  4160. const Rect& rect = _render->m_rect[view];
  4161. const Rect& scissorRect = _render->m_scissor[view];
  4162. viewHasScissor = !scissorRect.isZero();
  4163. viewScissorRect = viewHasScissor ? scissorRect : rect;
  4164. D3D12_VIEWPORT vp;
  4165. vp.TopLeftX = rect.m_x;
  4166. vp.TopLeftY = rect.m_y;
  4167. vp.Width = rect.m_width;
  4168. vp.Height = rect.m_height;
  4169. vp.MinDepth = 0.0f;
  4170. vp.MaxDepth = 1.0f;
  4171. m_commandList->RSSetViewports(1, &vp);
  4172. D3D12_RECT rc;
  4173. rc.left = viewScissorRect.m_x;
  4174. rc.top = viewScissorRect.m_y;
  4175. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4176. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4177. m_commandList->RSSetScissorRects(1, &rc);
  4178. restoreScissor = false;
  4179. Clear& clr = _render->m_clear[view];
  4180. if (BGFX_CLEAR_NONE != clr.m_flags)
  4181. {
  4182. Rect clearRect = rect;
  4183. clearRect.setIntersect(rect, viewScissorRect);
  4184. clearQuad(clearRect, clr, _render->m_colorPalette);
  4185. }
  4186. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  4187. const uint8_t blitView = SortKey::decodeView(encodedKey);
  4188. for (; blitItem < numBlitItems && blitKey.m_view <= blitView; blitItem++)
  4189. {
  4190. const BlitItem& blit = _render->m_blitItem[blitItem];
  4191. blitKey.decode(_render->m_blitKeys[blitItem+1]);
  4192. const TextureD3D12& src = m_textures[blit.m_src.idx];
  4193. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4194. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4195. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4196. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4197. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4198. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4199. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4200. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4201. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4202. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4203. if (TextureD3D12::Texture3D == src.m_type)
  4204. {
  4205. D3D12_BOX box;
  4206. box.left = blit.m_srcX;
  4207. box.top = blit.m_srcY;
  4208. box.front = blit.m_srcZ;
  4209. box.right = blit.m_srcX + width;
  4210. box.bottom = blit.m_srcY + height;;
  4211. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4212. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{}} };
  4213. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{}} };
  4214. m_commandList->CopyTextureRegion(&dstLocation
  4215. , blit.m_dstX
  4216. , blit.m_dstY
  4217. , blit.m_dstZ
  4218. , &srcLocation
  4219. , &box
  4220. );
  4221. }
  4222. else
  4223. {
  4224. D3D12_BOX box;
  4225. box.left = blit.m_srcX;
  4226. box.top = blit.m_srcY;
  4227. box.front = 0;
  4228. box.right = blit.m_srcX + width;
  4229. box.bottom = blit.m_srcY + height;;
  4230. box.back = 1;
  4231. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4232. ? blit.m_srcZ
  4233. : 0
  4234. ;
  4235. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4236. ? blit.m_dstZ
  4237. : 0
  4238. ;
  4239. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4240. dstLocation.pResource = dst.m_ptr;
  4241. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4242. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4243. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4244. srcLocation.pResource = src.m_ptr;
  4245. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4246. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4247. bool depthStencil = isDepth(TextureFormat::Enum(src.m_textureFormat) );
  4248. m_commandList->CopyTextureRegion(&dstLocation
  4249. , blit.m_dstX
  4250. , blit.m_dstY
  4251. , 0
  4252. , &srcLocation
  4253. , depthStencil ? NULL : &box
  4254. );
  4255. }
  4256. }
  4257. }
  4258. if (isCompute)
  4259. {
  4260. if (!wasCompute)
  4261. {
  4262. wasCompute = true;
  4263. m_commandList->SetComputeRootSignature(m_rootSignature);
  4264. ID3D12DescriptorHeap* heaps[] = {
  4265. m_samplerAllocator.getHeap(),
  4266. scratchBuffer.getHeap(),
  4267. };
  4268. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4269. }
  4270. const RenderCompute& compute = renderItem.compute;
  4271. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4272. if (pso != currentPso)
  4273. {
  4274. currentPso = pso;
  4275. m_commandList->SetPipelineState(pso);
  4276. currentBindHash = 0;
  4277. }
  4278. uint32_t bindHash = bx::hashMurmur2A(compute.m_bind, sizeof(compute.m_bind) );
  4279. if (currentBindHash != bindHash)
  4280. {
  4281. currentBindHash = bindHash;
  4282. Bind* bindCached = bindLru.find(bindHash);
  4283. if (NULL == bindCached)
  4284. {
  4285. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4286. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4287. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4288. {
  4289. const Binding& bind = compute.m_bind[ii];
  4290. if (invalidHandle != bind.m_idx)
  4291. {
  4292. switch (bind.m_type)
  4293. {
  4294. case Binding::Image:
  4295. {
  4296. TextureD3D12& texture = m_textures[bind.m_idx];
  4297. if (Access::Read != bind.m_un.m_compute.m_access)
  4298. {
  4299. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4300. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4301. }
  4302. else
  4303. {
  4304. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4305. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4306. samplerFlags[ii] = texture.m_flags;
  4307. }
  4308. }
  4309. break;
  4310. case Binding::IndexBuffer:
  4311. case Binding::VertexBuffer:
  4312. {
  4313. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4314. ? m_indexBuffers[bind.m_idx]
  4315. : m_vertexBuffers[bind.m_idx]
  4316. ;
  4317. if (Access::Read != bind.m_un.m_compute.m_access)
  4318. {
  4319. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4320. scratchBuffer.allocUav(srvHandle[ii], buffer);
  4321. }
  4322. else
  4323. {
  4324. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4325. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  4326. }
  4327. }
  4328. break;
  4329. }
  4330. }
  4331. }
  4332. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  4333. if (samplerStateIdx != currentSamplerStateIdx)
  4334. {
  4335. currentSamplerStateIdx = samplerStateIdx;
  4336. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4337. }
  4338. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4339. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4340. Bind bind;
  4341. bind.m_srvHandle = srvHandle[0];
  4342. bind.m_samplerStateIdx = samplerStateIdx;
  4343. bindLru.add(bindHash, bind, 0);
  4344. }
  4345. else
  4346. {
  4347. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4348. if (samplerStateIdx != currentSamplerStateIdx)
  4349. {
  4350. currentSamplerStateIdx = samplerStateIdx;
  4351. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4352. }
  4353. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4354. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4355. }
  4356. }
  4357. bool constantsChanged = false;
  4358. if (compute.m_constBegin < compute.m_constEnd
  4359. || currentProgramIdx != key.m_program)
  4360. {
  4361. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  4362. currentProgramIdx = key.m_program;
  4363. ProgramD3D12& program = m_program[currentProgramIdx];
  4364. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4365. if (NULL != vcb)
  4366. {
  4367. commit(*vcb);
  4368. }
  4369. hasPredefined = 0 < program.m_numPredefined;
  4370. constantsChanged = true;
  4371. }
  4372. if (constantsChanged
  4373. || hasPredefined)
  4374. {
  4375. ProgramD3D12& program = m_program[currentProgramIdx];
  4376. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  4377. commitShaderConstants(key.m_program, gpuAddress);
  4378. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  4379. }
  4380. if (isValid(compute.m_indirectBuffer) )
  4381. {
  4382. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4383. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4384. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4385. : compute.m_numIndirect
  4386. ;
  4387. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4388. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4389. {
  4390. // m_commandList->ExecuteIndirect(ptr, args);
  4391. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4392. }
  4393. }
  4394. else
  4395. {
  4396. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4397. }
  4398. continue;
  4399. }
  4400. const RenderDraw& draw = renderItem.draw;
  4401. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4402. if (isValid(draw.m_occlusionQuery)
  4403. && !hasOcclusionQuery
  4404. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  4405. {
  4406. continue;
  4407. }
  4408. const uint64_t newFlags = draw.m_stateFlags;
  4409. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4410. currentState.m_stateFlags = newFlags;
  4411. const uint64_t newStencil = draw.m_stencil;
  4412. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  4413. currentState.m_stencil = newStencil;
  4414. if (viewChanged
  4415. || wasCompute)
  4416. {
  4417. if (wasCompute)
  4418. {
  4419. wasCompute = false;
  4420. }
  4421. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4422. {
  4423. BX_UNUSED(s_viewNameW);
  4424. // wchar_t* viewNameW = s_viewNameW[view];
  4425. // viewNameW[3] = L' ';
  4426. // PIX_ENDEVENT();
  4427. // PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  4428. }
  4429. commandListChanged = true;
  4430. }
  4431. if (commandListChanged)
  4432. {
  4433. commandListChanged = false;
  4434. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  4435. ID3D12DescriptorHeap* heaps[] = {
  4436. m_samplerAllocator.getHeap(),
  4437. scratchBuffer.getHeap(),
  4438. };
  4439. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4440. currentPso = NULL;
  4441. currentBindHash = 0;
  4442. currentSamplerStateIdx = invalidHandle;
  4443. currentProgramIdx = invalidHandle;
  4444. currentState.clear();
  4445. currentState.m_scissor = !draw.m_scissor;
  4446. changedFlags = BGFX_STATE_MASK;
  4447. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4448. currentState.m_stateFlags = newFlags;
  4449. currentState.m_stencil = newStencil;
  4450. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4451. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4452. }
  4453. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  4454. if (isValid(draw.m_stream[0].m_handle) )
  4455. {
  4456. const uint64_t state = draw.m_stateFlags;
  4457. bool hasFactor = 0
  4458. || f0 == (state & f0)
  4459. || f1 == (state & f1)
  4460. || f2 == (state & f2)
  4461. || f3 == (state & f3)
  4462. ;
  4463. const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_stream[0].m_handle.idx];
  4464. uint16_t declIdx = !isValid(vb.m_decl) ? draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  4465. ID3D12PipelineState* pso =
  4466. getPipelineState(state
  4467. , draw.m_stencil
  4468. , declIdx
  4469. , key.m_program
  4470. , uint8_t(draw.m_instanceDataStride/16)
  4471. );
  4472. uint16_t scissor = draw.m_scissor;
  4473. uint32_t bindHash = bx::hashMurmur2A(draw.m_bind, sizeof(draw.m_bind) );
  4474. if (currentBindHash != bindHash
  4475. || 0 != changedStencil
  4476. || (hasFactor && blendFactor != draw.m_rgba)
  4477. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4478. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4479. || currentState.m_scissor != scissor
  4480. || pso != currentPso
  4481. || hasOcclusionQuery)
  4482. {
  4483. m_batch.flush(m_commandList);
  4484. }
  4485. if (currentBindHash != bindHash)
  4486. {
  4487. currentBindHash = bindHash;
  4488. Bind* bindCached = bindLru.find(bindHash);
  4489. if (NULL == bindCached)
  4490. {
  4491. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4492. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4493. {
  4494. srvHandle[0].ptr = 0;
  4495. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4496. {
  4497. const Binding& bind = draw.m_bind[stage];
  4498. if (invalidHandle != bind.m_idx)
  4499. {
  4500. TextureD3D12& texture = m_textures[bind.m_idx];
  4501. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4502. scratchBuffer.allocSrv(srvHandle[stage], texture);
  4503. samplerFlags[stage] = (0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & bind.m_un.m_draw.m_textureFlags)
  4504. ? bind.m_un.m_draw.m_textureFlags
  4505. : texture.m_flags
  4506. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK|BGFX_TEXTURE_BORDER_COLOR_MASK)
  4507. ;
  4508. }
  4509. else
  4510. {
  4511. bx::memCopy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  4512. samplerFlags[stage] = 0;
  4513. }
  4514. }
  4515. }
  4516. if (srvHandle[0].ptr != 0)
  4517. {
  4518. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  4519. if (samplerStateIdx != currentSamplerStateIdx)
  4520. {
  4521. currentSamplerStateIdx = samplerStateIdx;
  4522. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4523. }
  4524. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4525. Bind bind;
  4526. bind.m_srvHandle = srvHandle[0];
  4527. bind.m_samplerStateIdx = samplerStateIdx;
  4528. bindLru.add(bindHash, bind, 0);
  4529. }
  4530. }
  4531. else
  4532. {
  4533. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4534. if (samplerStateIdx != currentSamplerStateIdx)
  4535. {
  4536. currentSamplerStateIdx = samplerStateIdx;
  4537. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4538. }
  4539. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4540. }
  4541. }
  4542. if (0 != changedStencil)
  4543. {
  4544. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  4545. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  4546. m_commandList->OMSetStencilRef(ref);
  4547. }
  4548. if (hasFactor
  4549. && blendFactor != draw.m_rgba)
  4550. {
  4551. blendFactor = draw.m_rgba;
  4552. float bf[4];
  4553. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  4554. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  4555. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  4556. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  4557. m_commandList->OMSetBlendFactor(bf);
  4558. }
  4559. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4560. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4561. {
  4562. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4563. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4564. prim = s_primInfo[primIndex];
  4565. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  4566. }
  4567. if (currentState.m_scissor != scissor)
  4568. {
  4569. currentState.m_scissor = scissor;
  4570. if (UINT16_MAX == scissor)
  4571. {
  4572. if (restoreScissor
  4573. || viewHasScissor)
  4574. {
  4575. restoreScissor = false;
  4576. D3D12_RECT rc;
  4577. rc.left = viewScissorRect.m_x;
  4578. rc.top = viewScissorRect.m_y;
  4579. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4580. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4581. m_commandList->RSSetScissorRects(1, &rc);
  4582. }
  4583. }
  4584. else
  4585. {
  4586. restoreScissor = true;
  4587. Rect scissorRect;
  4588. scissorRect.setIntersect(viewScissorRect,_render->m_rectCache.m_cache[scissor]);
  4589. if (scissorRect.isZeroArea() )
  4590. {
  4591. continue;
  4592. }
  4593. D3D12_RECT rc;
  4594. rc.left = scissorRect.m_x;
  4595. rc.top = scissorRect.m_y;
  4596. rc.right = scissorRect.m_x + scissorRect.m_width;
  4597. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4598. m_commandList->RSSetScissorRects(1, &rc);
  4599. }
  4600. }
  4601. if (pso != currentPso)
  4602. {
  4603. currentPso = pso;
  4604. m_commandList->SetPipelineState(pso);
  4605. }
  4606. bool constantsChanged = false;
  4607. if (draw.m_constBegin < draw.m_constEnd
  4608. || currentProgramIdx != key.m_program
  4609. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4610. {
  4611. currentProgramIdx = key.m_program;
  4612. ProgramD3D12& program = m_program[currentProgramIdx];
  4613. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4614. if (NULL != vcb)
  4615. {
  4616. commit(*vcb);
  4617. }
  4618. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4619. if (NULL != fcb)
  4620. {
  4621. commit(*fcb);
  4622. }
  4623. hasPredefined = 0 < program.m_numPredefined;
  4624. constantsChanged = true;
  4625. }
  4626. if (constantsChanged
  4627. || hasPredefined)
  4628. {
  4629. ProgramD3D12& program = m_program[currentProgramIdx];
  4630. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4631. viewState.m_alphaRef = ref/255.0f;
  4632. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  4633. commitShaderConstants(key.m_program, gpuAddress);
  4634. }
  4635. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  4636. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  4637. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4638. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4639. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4640. statsNumInstances[primIndex] += draw.m_numInstances;
  4641. statsNumIndices += numIndices;
  4642. if (hasOcclusionQuery)
  4643. {
  4644. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  4645. m_batch.flush(m_commandList);
  4646. m_occlusionQuery.end(m_commandList);
  4647. }
  4648. }
  4649. }
  4650. m_batch.end(m_commandList);
  4651. }
  4652. int64_t now = bx::getHPCounter();
  4653. elapsed += now;
  4654. static int64_t last = now;
  4655. Stats& perfStats = _render->m_perfStats;
  4656. perfStats.cpuTimeBegin = last;
  4657. int64_t frameTime = now - last;
  4658. last = now;
  4659. static int64_t min = frameTime;
  4660. static int64_t max = frameTime;
  4661. min = bx::int64_min(min, frameTime);
  4662. max = bx::int64_max(max, frameTime);
  4663. static uint32_t maxGpuLatency = 0;
  4664. static double maxGpuElapsed = 0.0f;
  4665. double elapsedGpuMs = 0.0;
  4666. static int64_t presentMin = m_presentElapsed;
  4667. static int64_t presentMax = m_presentElapsed;
  4668. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  4669. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  4670. m_gpuTimer.end(m_commandList);
  4671. do
  4672. {
  4673. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  4674. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  4675. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  4676. }
  4677. while (m_gpuTimer.get() );
  4678. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  4679. const int64_t timerFreq = bx::getHPFrequency();
  4680. perfStats.cpuTimeEnd = now;
  4681. perfStats.cpuTimerFreq = timerFreq;
  4682. perfStats.gpuTimeBegin = m_gpuTimer.m_begin;
  4683. perfStats.gpuTimeEnd = m_gpuTimer.m_end;
  4684. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  4685. perfStats.numDraw = statsKeyType[0];
  4686. perfStats.numCompute = statsKeyType[1];
  4687. perfStats.maxGpuLatency = maxGpuLatency;
  4688. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  4689. {
  4690. // PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugstats");
  4691. // m_needPresent = true;
  4692. TextVideoMem& tvm = m_textVideoMem;
  4693. static int64_t next = now;
  4694. if (now >= next)
  4695. {
  4696. next = now + bx::getHPFrequency();
  4697. double freq = double(bx::getHPFrequency() );
  4698. double toMs = 1000.0 / freq;
  4699. tvm.clear();
  4700. uint16_t pos = 0;
  4701. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  4702. , " %s (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4703. , getRendererName()
  4704. , (m_featureLevel >> 12) & 0xf
  4705. , (m_featureLevel >> 8) & 0xf
  4706. );
  4707. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  4708. char description[BX_COUNTOF(desc.Description)];
  4709. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  4710. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  4711. char dedicatedVideo[16];
  4712. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  4713. char dedicatedSystem[16];
  4714. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  4715. char sharedSystem[16];
  4716. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  4717. char processMemoryUsed[16];
  4718. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  4719. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  4720. , dedicatedVideo
  4721. , dedicatedSystem
  4722. , sharedSystem
  4723. , processMemoryUsed
  4724. );
  4725. #if BX_PLATFORM_WINDOWS
  4726. DXGI_QUERY_VIDEO_MEMORY_INFO memInfo;
  4727. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &memInfo) );
  4728. char budget[16];
  4729. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  4730. char currentUsage[16];
  4731. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  4732. char availableForReservation[16];
  4733. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  4734. char currentReservation[16];
  4735. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  4736. tvm.printf(0, pos++, 0x8f, " Budget: %s, Usage: %s, AvailRes: %s, CurrRes: %s "
  4737. , budget
  4738. , currentUsage
  4739. , availableForReservation
  4740. , currentReservation
  4741. );
  4742. #endif // BX_PLATFORM_WINDOWS
  4743. pos = 10;
  4744. tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4745. , double(frameTime)*toMs
  4746. , double(min)*toMs
  4747. , double(max)*toMs
  4748. , freq/frameTime
  4749. );
  4750. tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  4751. , double(m_presentElapsed)*toMs
  4752. , double(presentMin)*toMs
  4753. , double(presentMax)*toMs
  4754. );
  4755. char hmd[16];
  4756. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4757. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4758. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  4759. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4760. , 0 != msaa ? '\xfe' : ' '
  4761. , 1<<msaa
  4762. , ", no-HMD "
  4763. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  4764. );
  4765. double elapsedCpuMs = double(elapsed)*toMs;
  4766. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  4767. , _render->m_num
  4768. , statsKeyType[0]
  4769. , statsKeyType[1]
  4770. , elapsedCpuMs
  4771. );
  4772. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4773. {
  4774. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d "
  4775. , s_primName[ii]
  4776. , statsNumPrimsRendered[ii]
  4777. , statsNumInstances[ii]
  4778. , statsNumPrimsSubmitted[ii]
  4779. );
  4780. }
  4781. tvm.printf(10, pos++, 0x8e, " Batch: %7dx%d indirect, %7d immediate "
  4782. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  4783. , m_batch.m_maxDrawPerBatch
  4784. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  4785. );
  4786. tvm.printf(10, pos++, 0x8e, " %7dx%d indirect, %7d immediate "
  4787. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  4788. , m_batch.m_maxDrawPerBatch
  4789. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  4790. );
  4791. if (NULL != m_renderdocdll)
  4792. {
  4793. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4794. }
  4795. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  4796. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  4797. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  4798. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  4799. pos++;
  4800. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4801. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Bind | Queued ");
  4802. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d "
  4803. , m_pipelineStateCache.getCount()
  4804. , m_samplerStateCache.getCount()
  4805. , bindLru.getCount()
  4806. , m_cmd.m_control.available()
  4807. );
  4808. pos++;
  4809. double captureMs = double(captureElapsed)*toMs;
  4810. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  4811. uint8_t attr[2] = { 0x89, 0x8a };
  4812. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4813. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  4814. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  4815. min = frameTime;
  4816. max = frameTime;
  4817. presentMin = m_presentElapsed;
  4818. presentMax = m_presentElapsed;
  4819. }
  4820. blit(this, _textVideoMemBlitter, tvm);
  4821. // PIX_ENDEVENT();
  4822. }
  4823. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4824. {
  4825. // PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugtext");
  4826. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4827. // PIX_ENDEVENT();
  4828. }
  4829. setResourceBarrier(m_commandList
  4830. , m_backBufferColor[m_backBufferColorIdx]
  4831. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4832. , D3D12_RESOURCE_STATE_PRESENT
  4833. );
  4834. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  4835. }
  4836. } /* namespace d3d12 */ } // namespace bgfx
  4837. #else
  4838. namespace bgfx { namespace d3d12
  4839. {
  4840. RendererContextI* rendererCreate()
  4841. {
  4842. return NULL;
  4843. }
  4844. void rendererDestroy()
  4845. {
  4846. }
  4847. } /* namespace d3d12 */ } // namespace bgfx
  4848. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12