renderer_d3d11.cpp 87 KB

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  1. /*
  2. * Copyright 2011-2014 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
  11. static const D3D11_PRIMITIVE_TOPOLOGY s_primType[] =
  12. {
  13. D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
  14. D3D11_PRIMITIVE_TOPOLOGY_LINELIST,
  15. D3D11_PRIMITIVE_TOPOLOGY_POINTLIST,
  16. };
  17. static const uint32_t s_checkMsaa[] =
  18. {
  19. 0,
  20. 2,
  21. 4,
  22. 8,
  23. 16,
  24. };
  25. static DXGI_SAMPLE_DESC s_msaa[] =
  26. {
  27. { 1, 0 },
  28. { 2, 0 },
  29. { 4, 0 },
  30. { 8, 0 },
  31. { 16, 0 },
  32. };
  33. static const D3D11_BLEND s_blendFactor[][2] =
  34. {
  35. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  36. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO },
  37. { D3D11_BLEND_ONE, D3D11_BLEND_ONE },
  38. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA },
  39. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA },
  40. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA },
  41. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA },
  42. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA },
  43. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA },
  44. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA },
  45. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA },
  46. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE },
  47. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR },
  48. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR },
  49. };
  50. static const D3D11_BLEND_OP s_blendEquation[] =
  51. {
  52. D3D11_BLEND_OP_ADD,
  53. D3D11_BLEND_OP_SUBTRACT,
  54. D3D11_BLEND_OP_REV_SUBTRACT,
  55. D3D11_BLEND_OP_MIN,
  56. D3D11_BLEND_OP_MAX,
  57. };
  58. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  59. {
  60. D3D11_COMPARISON_FUNC(0), // ignored
  61. D3D11_COMPARISON_LESS,
  62. D3D11_COMPARISON_LESS_EQUAL,
  63. D3D11_COMPARISON_EQUAL,
  64. D3D11_COMPARISON_GREATER_EQUAL,
  65. D3D11_COMPARISON_GREATER,
  66. D3D11_COMPARISON_NOT_EQUAL,
  67. D3D11_COMPARISON_NEVER,
  68. D3D11_COMPARISON_ALWAYS,
  69. };
  70. static const D3D11_STENCIL_OP s_stencilOp[] =
  71. {
  72. D3D11_STENCIL_OP_ZERO,
  73. D3D11_STENCIL_OP_KEEP,
  74. D3D11_STENCIL_OP_REPLACE,
  75. D3D11_STENCIL_OP_INCR,
  76. D3D11_STENCIL_OP_INCR_SAT,
  77. D3D11_STENCIL_OP_DECR,
  78. D3D11_STENCIL_OP_DECR_SAT,
  79. D3D11_STENCIL_OP_INVERT,
  80. };
  81. static const D3D11_CULL_MODE s_cullMode[] =
  82. {
  83. D3D11_CULL_NONE,
  84. D3D11_CULL_FRONT,
  85. D3D11_CULL_BACK,
  86. };
  87. static DXGI_FORMAT s_colorFormat[] =
  88. {
  89. DXGI_FORMAT_UNKNOWN, // ignored
  90. DXGI_FORMAT_R8G8B8A8_UNORM,
  91. DXGI_FORMAT_R10G10B10A2_UNORM,
  92. DXGI_FORMAT_R16G16B16A16_UNORM,
  93. DXGI_FORMAT_R16G16B16A16_FLOAT,
  94. DXGI_FORMAT_R16_FLOAT,
  95. DXGI_FORMAT_R32_FLOAT,
  96. };
  97. static const DXGI_FORMAT s_depthFormat[] =
  98. {
  99. DXGI_FORMAT_UNKNOWN, // ignored
  100. DXGI_FORMAT_D16_UNORM, // D16
  101. DXGI_FORMAT_D24_UNORM_S8_UINT, // D24
  102. DXGI_FORMAT_D24_UNORM_S8_UINT, // D24S8
  103. DXGI_FORMAT_D24_UNORM_S8_UINT, // D32
  104. DXGI_FORMAT_D32_FLOAT, // D16F
  105. DXGI_FORMAT_D32_FLOAT, // D24F
  106. DXGI_FORMAT_D32_FLOAT, // D32F
  107. DXGI_FORMAT_D24_UNORM_S8_UINT, // D0S8
  108. };
  109. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  110. {
  111. D3D11_TEXTURE_ADDRESS_WRAP,
  112. D3D11_TEXTURE_ADDRESS_MIRROR,
  113. D3D11_TEXTURE_ADDRESS_CLAMP,
  114. };
  115. /*
  116. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  117. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  118. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  119. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  120. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  121. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  122. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  123. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  124. * D3D11_FILTER_ANISOTROPIC = 0x55,
  125. *
  126. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  127. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  128. *
  129. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  130. * 0x10 // MIN_LINEAR
  131. * 0x04 // MAG_LINEAR
  132. * 0x01 // MIP_LINEAR
  133. */
  134. static const uint32_t s_textureFilter[3][3] =
  135. {
  136. {
  137. 0x10, // min linear
  138. 0x00, // min point
  139. 0x55, // anisotopic
  140. },
  141. {
  142. 0x04, // mag linear
  143. 0x00, // mag point
  144. 0x55, // anisotopic
  145. },
  146. {
  147. 0x01, // mip linear
  148. 0x00, // mip point
  149. 0x55, // anisotopic
  150. },
  151. };
  152. static const Matrix4 s_bias =
  153. {{{
  154. 0.5f, 0.0f, 0.0f, 0.0f,
  155. 0.0f, 0.5f, 0.0f, 0.0f,
  156. 0.0f, 0.0f, 0.5f, 0.0f,
  157. 0.5f, 0.5f, 0.5f, 1.0f,
  158. }}};
  159. struct TextureFormatInfo
  160. {
  161. DXGI_FORMAT m_fmt;
  162. DXGI_FORMAT m_fmtSrv;
  163. DXGI_FORMAT m_fmtDsv;
  164. };
  165. #ifndef DXGI_FORMAT_B4G4R4A4_UNORM
  166. // Win8 only BS
  167. // https://blogs.msdn.com/b/chuckw/archive/2012/11/14/directx-11-1-and-windows-7.aspx?Redirected=true
  168. // http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx
  169. # define DXGI_FORMAT_B4G4R4A4_UNORM DXGI_FORMAT(115)
  170. #endif // DXGI_FORMAT_B4G4R4A4_UNORM
  171. static const TextureFormatInfo s_textureFormat[TextureFormat::Count] =
  172. {
  173. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN }, // BC1
  174. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN }, // BC2
  175. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN }, // BC3
  176. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN }, // BC4
  177. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN }, // BC5
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  186. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  187. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  189. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN }, // L8
  190. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // BGRA8
  191. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA16
  192. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  193. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  194. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA4
  195. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  196. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  197. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  198. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM }, // D16
  199. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24
  200. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24S8
  201. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D32
  202. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D16F
  203. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D24F
  204. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D32F
  205. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D0S8
  206. };
  207. static const D3D11_INPUT_ELEMENT_DESC s_attrib[Attrib::Count] =
  208. {
  209. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  210. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  211. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  212. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  213. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  214. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  215. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  216. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  217. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  218. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  219. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  220. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  221. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  222. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  223. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  224. };
  225. static const DXGI_FORMAT s_attribType[AttribType::Count][4][2] =
  226. {
  227. {
  228. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  229. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  230. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  231. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  232. },
  233. {
  234. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  235. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  236. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  237. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  238. },
  239. {
  240. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  241. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  242. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  243. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  244. },
  245. {
  246. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  247. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  248. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  249. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  250. },
  251. };
  252. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  253. {
  254. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  255. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  256. {
  257. if (0xff != _decl.m_attributes[attr])
  258. {
  259. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  260. if (0 == _decl.m_attributes[attr])
  261. {
  262. elem->AlignedByteOffset = 0;
  263. }
  264. else
  265. {
  266. uint8_t num;
  267. AttribType::Enum type;
  268. bool normalized;
  269. bool asInt;
  270. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  271. elem->Format = s_attribType[type][num-1][normalized];
  272. elem->AlignedByteOffset = _decl.m_offset[attr];
  273. }
  274. ++elem;
  275. }
  276. }
  277. return elem;
  278. }
  279. struct TextureStage
  280. {
  281. TextureStage()
  282. {
  283. clear();
  284. }
  285. void clear()
  286. {
  287. memset(m_srv, 0, sizeof(m_srv) );
  288. memset(m_sampler, 0, sizeof(m_sampler) );
  289. }
  290. ID3D11ShaderResourceView* m_srv[BGFX_STATE_TEX_COUNT];
  291. ID3D11SamplerState* m_sampler[BGFX_STATE_TEX_COUNT];
  292. };
  293. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  294. template <typename Ty>
  295. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  296. {
  297. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  298. {
  299. char temp[2048];
  300. va_list argList;
  301. va_start(argList, _format);
  302. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  303. va_end(argList);
  304. temp[size] = '\0';
  305. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  306. }
  307. }
  308. struct RendererContext
  309. {
  310. RendererContext()
  311. : m_captureTexture(NULL)
  312. , m_captureResolve(NULL)
  313. , m_wireframe(false)
  314. , m_flags(BGFX_RESET_NONE)
  315. , m_vsChanges(0)
  316. , m_fsChanges(0)
  317. , m_rtMsaa(false)
  318. {
  319. m_fbh.idx = invalidHandle;
  320. }
  321. void init()
  322. {
  323. m_d3d11dll = bx::dlopen("d3d11.dll");
  324. BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
  325. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  326. {
  327. // D3D11_1.h has ID3DUserDefinedAnnotation
  328. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  329. m_d3d9dll = bx::dlopen("d3d9.dll");
  330. BGFX_FATAL(NULL != m_d3d9dll, Fatal::UnableToInitialize, "Failed to load d3d9.dll.");
  331. m_D3DPERF_SetMarker = (D3DPERF_SetMarkerFunc)bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker");
  332. m_D3DPERF_BeginEvent = (D3DPERF_BeginEventFunc)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  333. m_D3DPERF_EndEvent = (D3DPERF_EndEventFunc)bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent");
  334. BX_CHECK(NULL != m_D3DPERF_SetMarker
  335. && NULL != m_D3DPERF_BeginEvent
  336. && NULL != m_D3DPERF_EndEvent
  337. , "Failed to initialize PIX events."
  338. );
  339. }
  340. PFN_D3D11_CREATE_DEVICE d3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  341. BGFX_FATAL(NULL != d3D11CreateDevice, Fatal::UnableToInitialize, "Function D3D11CreateDevice not found.");
  342. m_dxgidll = bx::dlopen("dxgi.dll");
  343. BGFX_FATAL(NULL != m_dxgidll, Fatal::UnableToInitialize, "Failed to load dxgi.dll.");
  344. PFN_CREATEDXGIFACTORY dxgiCreateDXGIFactory = (PFN_CREATEDXGIFACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  345. BGFX_FATAL(NULL != dxgiCreateDXGIFactory, Fatal::UnableToInitialize, "Function CreateDXGIFactory not found.");
  346. HRESULT hr;
  347. IDXGIFactory* factory;
  348. hr = dxgiCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
  349. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  350. m_adapter = NULL;
  351. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  352. IDXGIAdapter* adapter;
  353. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter); ++ii)
  354. {
  355. DXGI_ADAPTER_DESC desc;
  356. hr = adapter->GetDesc(&desc);
  357. if (SUCCEEDED(hr) )
  358. {
  359. BX_TRACE("Adapter #%d", ii);
  360. char description[BX_COUNTOF(desc.Description)];
  361. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  362. BX_TRACE("\tDescription: %s", description);
  363. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  364. , desc.VendorId
  365. , desc.DeviceId
  366. , desc.SubSysId
  367. , desc.Revision
  368. );
  369. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  370. , desc.DedicatedVideoMemory
  371. , desc.DedicatedSystemMemory
  372. , desc.SharedSystemMemory
  373. );
  374. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  375. && 0 != strstr(description, "PerfHUD") )
  376. {
  377. m_adapter = adapter;
  378. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  379. }
  380. }
  381. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  382. }
  383. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  384. D3D_FEATURE_LEVEL features[] =
  385. {
  386. D3D_FEATURE_LEVEL_11_0,
  387. D3D_FEATURE_LEVEL_10_1,
  388. D3D_FEATURE_LEVEL_10_0,
  389. };
  390. memset(&m_scd, 0, sizeof(m_scd) );
  391. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  392. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  393. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  394. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  395. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  396. m_scd.SampleDesc.Count = 1;
  397. m_scd.SampleDesc.Quality = 0;
  398. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  399. m_scd.BufferCount = 1;
  400. m_scd.OutputWindow = g_bgfxHwnd;
  401. m_scd.Windowed = true;
  402. uint32_t flags = D3D11_CREATE_DEVICE_SINGLETHREADED
  403. #if BGFX_CONFIG_DEBUG
  404. | D3D11_CREATE_DEVICE_DEBUG
  405. #endif // BGFX_CONFIG_DEBUG
  406. ;
  407. D3D_FEATURE_LEVEL featureLevel;
  408. hr = d3D11CreateDevice(m_adapter
  409. , m_driverType
  410. , NULL
  411. , flags
  412. , features
  413. , 1
  414. , D3D11_SDK_VERSION
  415. , &m_device
  416. , &featureLevel
  417. , &m_deviceCtx
  418. );
  419. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  420. IDXGIDevice* device;
  421. hr = m_device->QueryInterface(__uuidof(IDXGIDevice), (void**)&device);
  422. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  423. hr = device->GetParent(__uuidof(IDXGIAdapter), (void**)&adapter);
  424. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  425. // GPA increases device ref count and triggers assert in debug
  426. // build. Set flag to disable reference count checks.
  427. setGraphicsDebuggerPresent(3 < getRefCount(device) );
  428. DX_RELEASE(device, 2);
  429. hr = adapter->GetDesc(&m_adapterDesc);
  430. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  431. hr = adapter->GetParent(__uuidof(IDXGIFactory), (void**)&m_factory);
  432. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  433. DX_RELEASE(adapter, 2);
  434. hr = m_factory->CreateSwapChain(m_device
  435. , &m_scd
  436. , &m_swapChain
  437. );
  438. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  439. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  440. {
  441. m_predefinedUniforms[ii].create(UniformType::Uniform4x4fv, 1, false);
  442. m_uniformReg.add(getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  443. }
  444. g_caps.supported |= ( 0
  445. | BGFX_CAPS_TEXTURE_FORMAT_BC1
  446. | BGFX_CAPS_TEXTURE_FORMAT_BC2
  447. | BGFX_CAPS_TEXTURE_FORMAT_BC3
  448. | BGFX_CAPS_TEXTURE_FORMAT_BC4
  449. | BGFX_CAPS_TEXTURE_FORMAT_BC5
  450. | BGFX_CAPS_TEXTURE_3D
  451. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  452. | BGFX_CAPS_INSTANCING
  453. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  454. | BGFX_CAPS_FRAGMENT_DEPTH
  455. );
  456. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  457. g_caps.maxFBAttachments = bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  458. updateMsaa();
  459. postReset();
  460. }
  461. void shutdown()
  462. {
  463. preReset();
  464. m_deviceCtx->ClearState();
  465. invalidateCache();
  466. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  467. {
  468. m_indexBuffers[ii].destroy();
  469. }
  470. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  471. {
  472. m_vertexBuffers[ii].destroy();
  473. }
  474. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexShaders); ++ii)
  475. {
  476. m_vertexShaders[ii].destroy();
  477. }
  478. for (uint32_t ii = 0; ii < BX_COUNTOF(m_fragmentShaders); ++ii)
  479. {
  480. m_fragmentShaders[ii].destroy();
  481. }
  482. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  483. {
  484. m_textures[ii].destroy();
  485. }
  486. for (uint32_t ii = 0; ii < BX_COUNTOF(m_uniforms); ++ii)
  487. {
  488. m_uniforms[ii].destroy();
  489. }
  490. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  491. {
  492. m_predefinedUniforms[ii].destroy();
  493. }
  494. DX_RELEASE(m_swapChain, 0);
  495. DX_RELEASE(m_deviceCtx, 0);
  496. DX_RELEASE(m_device, 0);
  497. DX_RELEASE(m_factory, 0);
  498. bx::dlclose(m_dxgidll);
  499. bx::dlclose(m_d3d11dll);
  500. }
  501. void preReset()
  502. {
  503. DX_RELEASE(m_backBufferDepthStencil, 0);
  504. DX_RELEASE(m_backBufferColor, 0);
  505. // invalidateCache();
  506. capturePreReset();
  507. }
  508. void postReset()
  509. {
  510. ID3D11Texture2D* color;
  511. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&color) );
  512. DX_CHECK(m_device->CreateRenderTargetView(color, NULL, &m_backBufferColor) );
  513. DX_RELEASE(color, 0);
  514. D3D11_TEXTURE2D_DESC dsd;
  515. dsd.Width = m_scd.BufferDesc.Width;
  516. dsd.Height = m_scd.BufferDesc.Height;
  517. dsd.MipLevels = 1;
  518. dsd.ArraySize = 1;
  519. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  520. dsd.SampleDesc = m_scd.SampleDesc;
  521. dsd.Usage = D3D11_USAGE_DEFAULT;
  522. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  523. dsd.CPUAccessFlags = 0;
  524. dsd.MiscFlags = 0;
  525. ID3D11Texture2D* depthStencil;
  526. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  527. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  528. DX_RELEASE(depthStencil, 0);
  529. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  530. m_currentColor = m_backBufferColor;
  531. m_currentDepthStencil = m_backBufferDepthStencil;
  532. capturePostReset();
  533. }
  534. void flip()
  535. {
  536. if (NULL != m_swapChain)
  537. {
  538. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  539. DX_CHECK(m_swapChain->Present(syncInterval, 0) );
  540. }
  541. }
  542. void invalidateCache()
  543. {
  544. m_inputLayoutCache.invalidate();
  545. m_blendStateCache.invalidate();
  546. m_depthStencilStateCache.invalidate();
  547. m_rasterizerStateCache.invalidate();
  548. m_samplerStateCache.invalidate();
  549. }
  550. void updateMsaa()
  551. {
  552. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  553. {
  554. uint32_t msaa = s_checkMsaa[ii];
  555. uint32_t quality = 0;
  556. HRESULT hr = m_device->CheckMultisampleQualityLevels(m_scd.BufferDesc.Format, msaa, &quality);
  557. if (SUCCEEDED(hr)
  558. && 0 < quality)
  559. {
  560. s_msaa[ii].Count = msaa;
  561. s_msaa[ii].Quality = quality - 1;
  562. last = ii;
  563. }
  564. else
  565. {
  566. s_msaa[ii] = s_msaa[last];
  567. }
  568. }
  569. }
  570. void updateResolution(const Resolution& _resolution)
  571. {
  572. if ( (uint32_t)m_scd.BufferDesc.Width != _resolution.m_width
  573. || (uint32_t)m_scd.BufferDesc.Height != _resolution.m_height
  574. || m_flags != _resolution.m_flags)
  575. {
  576. bool resize = (m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  577. m_flags = _resolution.m_flags;
  578. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  579. m_textVideoMem.clear();
  580. m_scd.BufferDesc.Width = _resolution.m_width;
  581. m_scd.BufferDesc.Height = _resolution.m_height;
  582. preReset();
  583. if (resize)
  584. {
  585. DX_CHECK(m_swapChain->ResizeBuffers(2
  586. , m_scd.BufferDesc.Width
  587. , m_scd.BufferDesc.Height
  588. , m_scd.BufferDesc.Format
  589. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  590. ) );
  591. }
  592. else
  593. {
  594. updateMsaa();
  595. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  596. DX_RELEASE(m_swapChain, 0);
  597. HRESULT hr;
  598. hr = m_factory->CreateSwapChain(m_device
  599. , &m_scd
  600. , &m_swapChain
  601. );
  602. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  603. }
  604. postReset();
  605. }
  606. }
  607. void setShaderConstant(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  608. {
  609. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  610. {
  611. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  612. m_fsChanges += _numRegs;
  613. }
  614. else
  615. {
  616. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  617. m_vsChanges += _numRegs;
  618. }
  619. }
  620. void commitShaderConstants()
  621. {
  622. if (0 < m_vsChanges)
  623. {
  624. if (NULL != m_currentProgram->m_vsh->m_buffer)
  625. {
  626. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  627. }
  628. m_vsChanges = 0;
  629. }
  630. if (0 < m_fsChanges)
  631. {
  632. if (NULL != m_currentProgram->m_fsh->m_buffer)
  633. {
  634. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  635. }
  636. m_fsChanges = 0;
  637. }
  638. }
  639. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  640. {
  641. BX_UNUSED(_msaa);
  642. if (!isValid(_fbh) )
  643. {
  644. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  645. m_currentColor = m_backBufferColor;
  646. m_currentDepthStencil = m_backBufferDepthStencil;
  647. }
  648. else
  649. {
  650. invalidateTextureStage();
  651. FrameBuffer& frameBuffer = m_frameBuffers[_fbh.idx];
  652. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  653. m_currentColor = frameBuffer.m_rtv[0];
  654. m_currentDepthStencil = frameBuffer.m_dsv;
  655. }
  656. if (isValid(m_fbh)
  657. && m_fbh.idx != _fbh.idx
  658. && m_rtMsaa)
  659. {
  660. FrameBuffer& frameBuffer = m_frameBuffers[m_fbh.idx];
  661. frameBuffer.resolve();
  662. }
  663. m_fbh = _fbh;
  664. m_rtMsaa = _msaa;
  665. }
  666. void clear(const Clear& _clear)
  667. {
  668. if (NULL != m_currentColor
  669. && BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  670. {
  671. uint32_t rgba = _clear.m_rgba;
  672. float frgba[4] = { (rgba>>24)/255.0f, ( (rgba>>16)&0xff)/255.0f, ( (rgba>>8)&0xff)/255.0f, (rgba&0xff)/255.0f };
  673. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  674. }
  675. if (NULL != m_currentDepthStencil
  676. && (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
  677. {
  678. DWORD flags = 0;
  679. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
  680. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
  681. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  682. }
  683. }
  684. void setInputLayout(const VertexDecl& _vertexDecl, const Program& _program, uint8_t _numInstanceData)
  685. {
  686. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  687. layoutHash ^= _numInstanceData;
  688. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  689. if (NULL == layout)
  690. {
  691. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  692. VertexDecl decl;
  693. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  694. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  695. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  696. {
  697. uint8_t mask = attrMask[ii];
  698. uint8_t attr = (decl.m_attributes[ii] & mask);
  699. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  700. }
  701. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  702. uint32_t num = uint32_t(elem-vertexElements);
  703. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  704. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  705. {
  706. uint32_t index = 8-_numInstanceData+ii;
  707. uint32_t jj;
  708. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  709. for (jj = 0; jj < num; ++jj)
  710. {
  711. curr = &vertexElements[jj];
  712. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  713. && curr->SemanticIndex == index)
  714. {
  715. break;
  716. }
  717. }
  718. if (jj == num)
  719. {
  720. curr = elem;
  721. ++elem;
  722. }
  723. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  724. curr->InputSlot = 1;
  725. curr->SemanticIndex = index;
  726. curr->AlignedByteOffset = ii*16;
  727. }
  728. num = uint32_t(elem-vertexElements);
  729. DX_CHECK(m_device->CreateInputLayout(vertexElements
  730. , num
  731. , _program.m_vsh->m_code->data
  732. , _program.m_vsh->m_code->size
  733. , &layout
  734. ) );
  735. m_inputLayoutCache.add(layoutHash, layout);
  736. }
  737. m_deviceCtx->IASetInputLayout(layout);
  738. }
  739. void setBlendState(uint64_t _state, uint32_t _rgba = UINT32_MAX)
  740. {
  741. _state &= BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE;
  742. ID3D11BlendState* bs = m_blendStateCache.find(_state);
  743. if (NULL == bs)
  744. {
  745. D3D11_BLEND_DESC desc;
  746. memset(&desc, 0, sizeof(desc) );
  747. D3D11_RENDER_TARGET_BLEND_DESC& drt = desc.RenderTarget[0];
  748. drt.BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  749. uint32_t blend = (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT;
  750. uint32_t equation = (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT;
  751. uint32_t src = blend&0xf;
  752. uint32_t dst = (blend>>4)&0xf;
  753. uint32_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  754. writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  755. drt.SrcBlend = s_blendFactor[src][0];
  756. drt.DestBlend = s_blendFactor[dst][0];
  757. drt.BlendOp = s_blendEquation[equation];
  758. drt.SrcBlendAlpha = s_blendFactor[src][1];
  759. drt.DestBlendAlpha = s_blendFactor[dst][1];
  760. drt.BlendOpAlpha = s_blendEquation[equation];
  761. drt.RenderTargetWriteMask = writeMask;
  762. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  763. m_blendStateCache.add(_state, bs);
  764. }
  765. float blendFactor[4];
  766. blendFactor[0] = (_rgba>>24)/255.0f;
  767. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  768. blendFactor[2] = ( (_rgba>>8)&0xff)/255.0f;
  769. blendFactor[3] = (_rgba&0xff)/255.0f;
  770. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  771. }
  772. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  773. {
  774. _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
  775. uint32_t fstencil = unpackStencil(0, _stencil);
  776. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  777. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  778. bx::HashMurmur2A murmur;
  779. murmur.begin();
  780. murmur.add(_state);
  781. murmur.add(_stencil);
  782. uint32_t hash = murmur.end();
  783. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  784. if (NULL == dss)
  785. {
  786. D3D11_DEPTH_STENCIL_DESC desc;
  787. memset(&desc, 0, sizeof(desc) );
  788. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  789. desc.DepthEnable = 0 != func;
  790. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  791. desc.DepthFunc = s_cmpFunc[func];
  792. uint32_t bstencil = unpackStencil(1, _stencil);
  793. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  794. bstencil = frontAndBack ? bstencil : fstencil;
  795. desc.StencilEnable = 0 != _stencil;
  796. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  797. desc.StencilWriteMask = 0xff;
  798. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  799. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  800. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  801. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  802. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  803. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  804. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  805. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  806. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  807. m_depthStencilStateCache.add(hash, dss);
  808. }
  809. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  810. }
  811. void setDebugWireframe(bool _wireframe)
  812. {
  813. if (m_wireframe != _wireframe)
  814. {
  815. m_wireframe = _wireframe;
  816. m_rasterizerStateCache.invalidate();
  817. }
  818. }
  819. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  820. {
  821. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  822. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  823. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  824. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  825. if (NULL == rs)
  826. {
  827. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  828. D3D11_RASTERIZER_DESC desc;
  829. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  830. desc.CullMode = s_cullMode[cull];
  831. desc.FrontCounterClockwise = false;
  832. desc.DepthBias = 0;
  833. desc.DepthBiasClamp = 0.0f;
  834. desc.SlopeScaledDepthBias = 0.0f;
  835. desc.DepthClipEnable = false;
  836. desc.ScissorEnable = _scissor;
  837. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  838. desc.AntialiasedLineEnable = false;
  839. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  840. m_rasterizerStateCache.add(_state, rs);
  841. }
  842. m_deviceCtx->RSSetState(rs);
  843. }
  844. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  845. {
  846. _flags &= BGFX_TEXTURE_MIN_MASK|BGFX_TEXTURE_MAG_MASK|BGFX_TEXTURE_MIP_MASK
  847. | BGFX_TEXTURE_U_MASK|BGFX_TEXTURE_V_MASK|BGFX_TEXTURE_W_MASK
  848. | BGFX_TEXTURE_COMPARE_MASK
  849. ;
  850. ID3D11SamplerState* sampler = m_samplerStateCache.find(_flags);
  851. if (NULL == sampler)
  852. {
  853. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  854. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  855. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  856. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  857. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  858. D3D11_SAMPLER_DESC sd;
  859. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  860. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  861. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  862. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  863. sd.MipLODBias = 0.0f;
  864. sd.MaxAnisotropy = 1;
  865. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  866. sd.BorderColor[0] = 0.0f;
  867. sd.BorderColor[1] = 0.0f;
  868. sd.BorderColor[2] = 0.0f;
  869. sd.BorderColor[3] = 0.0f;
  870. sd.MinLOD = 0;
  871. sd.MaxLOD = D3D11_FLOAT32_MAX;
  872. m_device->CreateSamplerState(&sd, &sampler);
  873. DX_CHECK_REFCOUNT(sampler, 1);
  874. m_samplerStateCache.add(_flags, sampler);
  875. }
  876. return sampler;
  877. }
  878. void commitTextureStage()
  879. {
  880. m_deviceCtx->PSSetShaderResources(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_srv);
  881. m_deviceCtx->PSSetSamplers(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_sampler);
  882. }
  883. void invalidateTextureStage()
  884. {
  885. m_textureStage.clear();
  886. commitTextureStage();
  887. }
  888. void capturePostReset()
  889. {
  890. if (m_flags&BGFX_RESET_CAPTURE)
  891. {
  892. ID3D11Texture2D* backBuffer;
  893. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  894. D3D11_TEXTURE2D_DESC backBufferDesc;
  895. backBuffer->GetDesc(&backBufferDesc);
  896. D3D11_TEXTURE2D_DESC desc;
  897. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  898. desc.SampleDesc.Count = 1;
  899. desc.SampleDesc.Quality = 0;
  900. desc.Usage = D3D11_USAGE_STAGING;
  901. desc.BindFlags = 0;
  902. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  903. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  904. if (SUCCEEDED(hr) )
  905. {
  906. if (backBufferDesc.SampleDesc.Count != 1)
  907. {
  908. desc.Usage = D3D11_USAGE_DEFAULT;
  909. desc.CPUAccessFlags = 0;
  910. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  911. }
  912. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  913. }
  914. DX_RELEASE(backBuffer, 0);
  915. }
  916. }
  917. void capturePreReset()
  918. {
  919. if (NULL != m_captureTexture)
  920. {
  921. g_callback->captureEnd();
  922. }
  923. DX_RELEASE(m_captureResolve, 0);
  924. DX_RELEASE(m_captureTexture, 0);
  925. }
  926. void capture()
  927. {
  928. if (NULL != m_captureTexture)
  929. {
  930. ID3D11Texture2D* backBuffer;
  931. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  932. DXGI_MODE_DESC& desc = m_scd.BufferDesc;
  933. if (NULL == m_captureResolve)
  934. {
  935. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  936. }
  937. else
  938. {
  939. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, desc.Format);
  940. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  941. }
  942. D3D11_MAPPED_SUBRESOURCE mapped;
  943. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  944. g_callback->captureFrame(mapped.pData, desc.Height*mapped.RowPitch);
  945. m_deviceCtx->Unmap(m_captureTexture, 0);
  946. DX_RELEASE(backBuffer, 0);
  947. }
  948. }
  949. void saveScreenShot(const char* _filePath)
  950. {
  951. ID3D11Texture2D* backBuffer;
  952. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  953. D3D11_TEXTURE2D_DESC backBufferDesc;
  954. backBuffer->GetDesc(&backBufferDesc);
  955. D3D11_TEXTURE2D_DESC desc;
  956. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  957. desc.SampleDesc.Count = 1;
  958. desc.SampleDesc.Quality = 0;
  959. desc.Usage = D3D11_USAGE_STAGING;
  960. desc.BindFlags = 0;
  961. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  962. ID3D11Texture2D* texture;
  963. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  964. if (SUCCEEDED(hr) )
  965. {
  966. if (backBufferDesc.SampleDesc.Count == 1)
  967. {
  968. m_deviceCtx->CopyResource(texture, backBuffer);
  969. }
  970. else
  971. {
  972. desc.Usage = D3D11_USAGE_DEFAULT;
  973. desc.CPUAccessFlags = 0;
  974. ID3D11Texture2D* resolve;
  975. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  976. if (SUCCEEDED(hr) )
  977. {
  978. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  979. m_deviceCtx->CopyResource(texture, resolve);
  980. DX_RELEASE(resolve, 0);
  981. }
  982. }
  983. D3D11_MAPPED_SUBRESOURCE mapped;
  984. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  985. g_callback->screenShot(_filePath
  986. , backBufferDesc.Width
  987. , backBufferDesc.Height
  988. , mapped.RowPitch
  989. , mapped.pData
  990. , backBufferDesc.Height*mapped.RowPitch
  991. , false
  992. );
  993. m_deviceCtx->Unmap(texture, 0);
  994. DX_RELEASE(texture, 0);
  995. }
  996. DX_RELEASE(backBuffer, 0);
  997. }
  998. #if BGFX_CONFIG_DEBUG_PIX
  999. void* m_d3d9dll;
  1000. D3DPERF_SetMarkerFunc m_D3DPERF_SetMarker;
  1001. D3DPERF_BeginEventFunc m_D3DPERF_BeginEvent;
  1002. D3DPERF_EndEventFunc m_D3DPERF_EndEvent;
  1003. #endif // BGFX_CONFIG_DEBUG_PIX
  1004. void* m_d3d11dll;
  1005. void* m_dxgidll;
  1006. D3D_DRIVER_TYPE m_driverType;
  1007. IDXGIAdapter* m_adapter;
  1008. DXGI_ADAPTER_DESC m_adapterDesc;
  1009. IDXGIFactory* m_factory;
  1010. IDXGISwapChain* m_swapChain;
  1011. ID3D11Device* m_device;
  1012. ID3D11DeviceContext* m_deviceCtx;
  1013. ID3D11RenderTargetView* m_backBufferColor;
  1014. ID3D11DepthStencilView* m_backBufferDepthStencil;
  1015. ID3D11RenderTargetView* m_currentColor;
  1016. ID3D11DepthStencilView* m_currentDepthStencil;
  1017. ID3D11Texture2D* m_captureTexture;
  1018. ID3D11Texture2D* m_captureResolve;
  1019. bool m_wireframe;
  1020. DXGI_SWAP_CHAIN_DESC m_scd;
  1021. uint32_t m_flags;
  1022. IndexBuffer m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1023. VertexBuffer m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1024. Shader m_vertexShaders[BGFX_CONFIG_MAX_VERTEX_SHADERS];
  1025. Shader m_fragmentShaders[BGFX_CONFIG_MAX_FRAGMENT_SHADERS];
  1026. Program m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1027. Texture m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1028. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  1029. FrameBuffer m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1030. UniformBuffer m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1031. UniformBuffer m_predefinedUniforms[PredefinedUniform::Count];
  1032. UniformRegistry m_uniformReg;
  1033. StateCacheT<ID3D11BlendState> m_blendStateCache;
  1034. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  1035. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  1036. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  1037. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  1038. TextVideoMem m_textVideoMem;
  1039. TextureStage m_textureStage;
  1040. Program* m_currentProgram;
  1041. uint8_t m_vsScratch[64<<10];
  1042. uint8_t m_fsScratch[64<<10];
  1043. uint32_t m_vsChanges;
  1044. uint32_t m_fsChanges;
  1045. FrameBufferHandle m_fbh;
  1046. bool m_rtMsaa;
  1047. };
  1048. static RendererContext* s_renderCtx;
  1049. void IndexBuffer::create(uint32_t _size, void* _data)
  1050. {
  1051. m_size = _size;
  1052. m_dynamic = NULL == _data;
  1053. D3D11_BUFFER_DESC desc;
  1054. desc.ByteWidth = _size;
  1055. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  1056. desc.MiscFlags = 0;
  1057. desc.StructureByteStride = 0;
  1058. if (m_dynamic)
  1059. {
  1060. desc.Usage = D3D11_USAGE_DYNAMIC;
  1061. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1062. DX_CHECK(s_renderCtx->m_device->CreateBuffer(&desc
  1063. , NULL
  1064. , &m_ptr
  1065. ) );
  1066. }
  1067. else
  1068. {
  1069. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1070. desc.CPUAccessFlags = 0;
  1071. D3D11_SUBRESOURCE_DATA srd;
  1072. srd.pSysMem = _data;
  1073. srd.SysMemPitch = 0;
  1074. srd.SysMemSlicePitch = 0;
  1075. DX_CHECK(s_renderCtx->m_device->CreateBuffer(&desc
  1076. , &srd
  1077. , &m_ptr
  1078. ) );
  1079. }
  1080. }
  1081. void IndexBuffer::update(uint32_t _offset, uint32_t _size, void* _data)
  1082. {
  1083. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1084. BX_CHECK(m_dynamic, "Must be dynamic!");
  1085. D3D11_MAPPED_SUBRESOURCE mapped;
  1086. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  1087. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  1088. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  1089. deviceCtx->Unmap(m_ptr, 0);
  1090. }
  1091. void VertexBuffer::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
  1092. {
  1093. m_size = _size;
  1094. m_decl = _declHandle;
  1095. m_dynamic = NULL == _data;
  1096. D3D11_BUFFER_DESC desc;
  1097. desc.ByteWidth = _size;
  1098. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  1099. desc.MiscFlags = 0;
  1100. if (m_dynamic)
  1101. {
  1102. desc.Usage = D3D11_USAGE_DYNAMIC;
  1103. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1104. desc.StructureByteStride = 0;
  1105. DX_CHECK(s_renderCtx->m_device->CreateBuffer(&desc
  1106. , NULL
  1107. , &m_ptr
  1108. ) );
  1109. }
  1110. else
  1111. {
  1112. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1113. desc.CPUAccessFlags = 0;
  1114. desc.StructureByteStride = 0;
  1115. D3D11_SUBRESOURCE_DATA srd;
  1116. srd.pSysMem = _data;
  1117. srd.SysMemPitch = 0;
  1118. srd.SysMemSlicePitch = 0;
  1119. DX_CHECK(s_renderCtx->m_device->CreateBuffer(&desc
  1120. , &srd
  1121. , &m_ptr
  1122. ) );
  1123. }
  1124. }
  1125. void VertexBuffer::update(uint32_t _offset, uint32_t _size, void* _data)
  1126. {
  1127. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1128. BX_CHECK(m_dynamic, "Must be dynamic!");
  1129. D3D11_MAPPED_SUBRESOURCE mapped;
  1130. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  1131. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  1132. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  1133. deviceCtx->Unmap(m_ptr, 0);
  1134. }
  1135. void ConstantBuffer::commit()
  1136. {
  1137. reset();
  1138. do
  1139. {
  1140. uint32_t opcode = read();
  1141. if (UniformType::End == opcode)
  1142. {
  1143. break;
  1144. }
  1145. UniformType::Enum type;
  1146. uint16_t loc;
  1147. uint16_t num;
  1148. uint16_t copy;
  1149. decodeOpcode(opcode, type, loc, num, copy);
  1150. const char* data;
  1151. if (copy)
  1152. {
  1153. data = read(g_uniformTypeSize[type]*num);
  1154. }
  1155. else
  1156. {
  1157. memcpy(&data, read(sizeof(void*) ), sizeof(void*) );
  1158. }
  1159. #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
  1160. case UniformType::_uniform: \
  1161. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1162. { \
  1163. s_renderCtx->setShaderConstant(type, loc, data, num); \
  1164. } \
  1165. break;
  1166. switch ((int32_t)type)
  1167. {
  1168. CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
  1169. CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
  1170. CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
  1171. CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
  1172. CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
  1173. CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
  1174. CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
  1175. CASE_IMPLEMENT_UNIFORM(Uniform3x3fv, Matrix3fv, F, float);
  1176. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, Matrix4fv, F, float);
  1177. case UniformType::End:
  1178. break;
  1179. default:
  1180. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy);
  1181. break;
  1182. }
  1183. #undef CASE_IMPLEMENT_UNIFORM
  1184. } while (true);
  1185. }
  1186. void TextVideoMemBlitter::setup()
  1187. {
  1188. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1189. uint32_t width = s_renderCtx->m_scd.BufferDesc.Width;
  1190. uint32_t height = s_renderCtx->m_scd.BufferDesc.Height;
  1191. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1192. s_renderCtx->setFrameBuffer(fbh, false);
  1193. D3D11_VIEWPORT vp;
  1194. vp.TopLeftX = 0;
  1195. vp.TopLeftY = 0;
  1196. vp.Width = (float)width;
  1197. vp.Height = (float)height;
  1198. vp.MinDepth = 0.0f;
  1199. vp.MaxDepth = 1.0f;
  1200. deviceCtx->RSSetViewports(1, &vp);
  1201. uint64_t state = BGFX_STATE_RGB_WRITE
  1202. | BGFX_STATE_ALPHA_WRITE
  1203. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1204. ;
  1205. s_renderCtx->setBlendState(state);
  1206. s_renderCtx->setDepthStencilState(state);
  1207. s_renderCtx->setRasterizerState(state);
  1208. Program& program = s_renderCtx->m_program[m_program.idx];
  1209. s_renderCtx->m_currentProgram = &program;
  1210. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  1211. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1212. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  1213. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1214. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[m_vb->handle.idx];
  1215. VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[m_vb->decl.idx];
  1216. uint32_t stride = vertexDecl.m_stride;
  1217. uint32_t offset = 0;
  1218. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1219. s_renderCtx->setInputLayout(vertexDecl, program, 0);
  1220. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib->handle.idx];
  1221. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1222. float proj[16];
  1223. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1224. PredefinedUniform& predefined = program.m_predefined[0];
  1225. uint8_t flags = predefined.m_type;
  1226. s_renderCtx->setShaderConstant(flags, predefined.m_loc, proj, 4);
  1227. s_renderCtx->commitShaderConstants();
  1228. s_renderCtx->m_textures[m_texture.idx].commit(0);
  1229. s_renderCtx->commitTextureStage();
  1230. }
  1231. void TextVideoMemBlitter::render(uint32_t _numIndices)
  1232. {
  1233. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1234. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib->handle.idx];
  1235. ib.update(0, _numIndices*2, m_ib->data);
  1236. uint32_t numVertices = _numIndices*4/6;
  1237. s_renderCtx->m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data);
  1238. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1239. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1240. }
  1241. void ClearQuad::clear(const Rect& _rect, const Clear& _clear, uint32_t _height)
  1242. {
  1243. BX_UNUSED(_height);
  1244. uint32_t width = s_renderCtx->m_scd.BufferDesc.Width;
  1245. uint32_t height = s_renderCtx->m_scd.BufferDesc.Height;
  1246. if (0 == _rect.m_x
  1247. && 0 == _rect.m_y
  1248. && width == _rect.m_width
  1249. && height == _rect.m_height)
  1250. {
  1251. s_renderCtx->clear(_clear);
  1252. }
  1253. else
  1254. {
  1255. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1256. uint64_t state = 0;
  1257. state |= _clear.m_flags & BGFX_CLEAR_COLOR_BIT ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  1258. state |= _clear.m_flags & BGFX_CLEAR_DEPTH_BIT ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  1259. uint64_t stencil = 0;
  1260. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL_BIT ? 0
  1261. | BGFX_STENCIL_TEST_ALWAYS
  1262. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  1263. | BGFX_STENCIL_FUNC_RMASK(0xff)
  1264. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  1265. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  1266. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  1267. : 0
  1268. ;
  1269. s_renderCtx->setBlendState(state);
  1270. s_renderCtx->setDepthStencilState(state, stencil);
  1271. s_renderCtx->setRasterizerState(state);
  1272. Program& program = s_renderCtx->m_program[m_program.idx];
  1273. s_renderCtx->m_currentProgram = &program;
  1274. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  1275. deviceCtx->VSSetConstantBuffers(0, 0, NULL);
  1276. if (NULL != s_renderCtx->m_currentColor)
  1277. {
  1278. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  1279. deviceCtx->PSSetConstantBuffers(0, 0, NULL);
  1280. }
  1281. else
  1282. {
  1283. deviceCtx->PSSetShader(NULL, NULL, 0);
  1284. }
  1285. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[m_vb->handle.idx];
  1286. VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[m_vb->decl.idx];
  1287. uint32_t stride = vertexDecl.m_stride;
  1288. uint32_t offset = 0;
  1289. {
  1290. struct Vertex
  1291. {
  1292. float m_x;
  1293. float m_y;
  1294. float m_z;
  1295. uint32_t m_abgr;
  1296. } * vertex = (Vertex*)m_vb->data;
  1297. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  1298. const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
  1299. const float depth = _clear.m_depth;
  1300. vertex->m_x = -1.0f;
  1301. vertex->m_y = -1.0f;
  1302. vertex->m_z = depth;
  1303. vertex->m_abgr = abgr;
  1304. vertex++;
  1305. vertex->m_x = 1.0f;
  1306. vertex->m_y = -1.0f;
  1307. vertex->m_z = depth;
  1308. vertex->m_abgr = abgr;
  1309. vertex++;
  1310. vertex->m_x = 1.0f;
  1311. vertex->m_y = 1.0f;
  1312. vertex->m_z = depth;
  1313. vertex->m_abgr = abgr;
  1314. vertex++;
  1315. vertex->m_x = -1.0f;
  1316. vertex->m_y = 1.0f;
  1317. vertex->m_z = depth;
  1318. vertex->m_abgr = abgr;
  1319. }
  1320. s_renderCtx->m_vertexBuffers[m_vb->handle.idx].update(0, 4*m_decl.m_stride, m_vb->data);
  1321. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1322. s_renderCtx->setInputLayout(vertexDecl, program, 0);
  1323. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib.idx];
  1324. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1325. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1326. deviceCtx->DrawIndexed(6, 0, 0);
  1327. }
  1328. }
  1329. void Shader::create(bool _fragment, const Memory* _mem)
  1330. {
  1331. bx::MemoryReader reader(_mem->data, _mem->size);
  1332. uint32_t magic;
  1333. bx::read(&reader, magic);
  1334. uint32_t iohash;
  1335. bx::read(&reader, iohash);
  1336. bx::read(&reader, m_attrMask, sizeof(m_attrMask) );
  1337. uint16_t count;
  1338. bx::read(&reader, count);
  1339. uint16_t size;
  1340. bx::read(&reader, size);
  1341. if (0 < size)
  1342. {
  1343. D3D11_BUFFER_DESC desc;
  1344. desc.ByteWidth = size;
  1345. desc.Usage = D3D11_USAGE_DEFAULT;
  1346. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1347. desc.CPUAccessFlags = 0;
  1348. desc.MiscFlags = 0;
  1349. desc.StructureByteStride = 0;
  1350. DX_CHECK(s_renderCtx->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  1351. }
  1352. m_numPredefined = 0;
  1353. m_numUniforms = count;
  1354. BX_TRACE("Shader consts %d", count);
  1355. uint8_t fragmentBit = _fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  1356. if (0 < count)
  1357. {
  1358. m_constantBuffer = ConstantBuffer::create(1024);
  1359. for (uint32_t ii = 0; ii < count; ++ii)
  1360. {
  1361. uint8_t nameSize;
  1362. bx::read(&reader, nameSize);
  1363. char name[256];
  1364. bx::read(&reader, &name, nameSize);
  1365. name[nameSize] = '\0';
  1366. uint8_t type;
  1367. bx::read(&reader, type);
  1368. uint8_t num;
  1369. bx::read(&reader, num);
  1370. uint16_t regIndex;
  1371. bx::read(&reader, regIndex);
  1372. uint16_t regCount;
  1373. bx::read(&reader, regCount);
  1374. const char* kind = "invalid";
  1375. const void* data = NULL;
  1376. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  1377. if (PredefinedUniform::Count != predefined)
  1378. {
  1379. kind = "predefined";
  1380. m_predefined[m_numPredefined].m_loc = regIndex;
  1381. m_predefined[m_numPredefined].m_count = regCount;
  1382. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  1383. m_numPredefined++;
  1384. }
  1385. else
  1386. {
  1387. const UniformInfo* info = s_renderCtx->m_uniformReg.find(name);
  1388. UniformBuffer* uniform = info != NULL ? (UniformBuffer*)info->m_data : NULL;
  1389. if (NULL != uniform)
  1390. {
  1391. kind = "user";
  1392. data = uniform->m_data;
  1393. m_constantBuffer->writeUniformRef( (UniformType::Enum)(type|fragmentBit), regIndex, data, regCount);
  1394. }
  1395. }
  1396. BX_TRACE("\t%s: %s, type %2d, num %2d, r.index %3d, r.count %2d"
  1397. , kind
  1398. , name
  1399. , type
  1400. , num
  1401. , regIndex
  1402. , regCount
  1403. );
  1404. }
  1405. m_constantBuffer->finish();
  1406. }
  1407. uint16_t shaderSize;
  1408. bx::read(&reader, shaderSize);
  1409. const DWORD* code = (const DWORD*)reader.getDataPtr();
  1410. bx::skip(&reader, shaderSize);
  1411. if (_fragment)
  1412. {
  1413. DX_CHECK(s_renderCtx->m_device->CreatePixelShader(code, shaderSize, NULL, (ID3D11PixelShader**)&m_ptr) );
  1414. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  1415. }
  1416. else
  1417. {
  1418. m_hash = bx::hashMurmur2A(code, shaderSize);
  1419. m_code = alloc(shaderSize);
  1420. memcpy(m_code->data, code, shaderSize);
  1421. DX_CHECK(s_renderCtx->m_device->CreateVertexShader(code, shaderSize, NULL, (ID3D11VertexShader**)&m_ptr) );
  1422. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  1423. }
  1424. }
  1425. void Texture::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  1426. {
  1427. m_sampler = s_renderCtx->getSamplerState(_flags);
  1428. ImageContainer imageContainer;
  1429. if (imageParse(imageContainer, _mem->data, _mem->size) )
  1430. {
  1431. uint8_t numMips = imageContainer.m_numMips;
  1432. const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
  1433. numMips -= startLod;
  1434. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  1435. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  1436. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  1437. m_flags = _flags;
  1438. m_requestedFormat = (uint8_t)imageContainer.m_format;
  1439. m_textureFormat = (uint8_t)imageContainer.m_format;
  1440. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  1441. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  1442. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  1443. if (convert)
  1444. {
  1445. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  1446. bpp = 32;
  1447. }
  1448. if (imageContainer.m_cubeMap)
  1449. {
  1450. m_type = TextureCube;
  1451. }
  1452. else if (imageContainer.m_depth > 1)
  1453. {
  1454. m_type = Texture3D;
  1455. }
  1456. else
  1457. {
  1458. m_type = Texture2D;
  1459. }
  1460. m_numMips = numMips;
  1461. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  1462. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  1463. uint32_t kk = 0;
  1464. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  1465. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1466. {
  1467. uint32_t width = textureWidth;
  1468. uint32_t height = textureHeight;
  1469. uint32_t depth = imageContainer.m_depth;
  1470. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  1471. {
  1472. width = bx::uint32_max(1, width);
  1473. height = bx::uint32_max(1, height);
  1474. depth = bx::uint32_max(1, depth);
  1475. ImageMip mip;
  1476. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  1477. {
  1478. srd[kk].pSysMem = mip.m_data;
  1479. if (convert)
  1480. {
  1481. uint32_t srcpitch = mip.m_width*bpp/8;
  1482. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  1483. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  1484. srd[kk].pSysMem = temp;
  1485. srd[kk].SysMemPitch = srcpitch;
  1486. }
  1487. else if (compressed)
  1488. {
  1489. srd[kk].SysMemPitch = (mip.m_width/blockInfo.blockWidth)*mip.m_blockSize;
  1490. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  1491. }
  1492. else
  1493. {
  1494. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  1495. }
  1496. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  1497. ++kk;
  1498. }
  1499. width >>= 1;
  1500. height >>= 1;
  1501. depth >>= 1;
  1502. }
  1503. }
  1504. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  1505. memset(&srvd, 0, sizeof(srvd) );
  1506. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  1507. const DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  1508. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  1509. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  1510. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  1511. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  1512. switch (m_type)
  1513. {
  1514. case Texture2D:
  1515. case TextureCube:
  1516. {
  1517. D3D11_TEXTURE2D_DESC desc;
  1518. desc.Width = textureWidth;
  1519. desc.Height = textureHeight;
  1520. desc.MipLevels = numMips;
  1521. desc.Format = format;
  1522. desc.SampleDesc = msaa;
  1523. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  1524. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  1525. desc.CPUAccessFlags = 0;
  1526. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  1527. {
  1528. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  1529. desc.Usage = D3D11_USAGE_DEFAULT;
  1530. }
  1531. else if (renderTarget)
  1532. {
  1533. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  1534. desc.Usage = D3D11_USAGE_DEFAULT;
  1535. }
  1536. if (imageContainer.m_cubeMap)
  1537. {
  1538. desc.ArraySize = 6;
  1539. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  1540. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  1541. srvd.TextureCube.MipLevels = numMips;
  1542. }
  1543. else
  1544. {
  1545. desc.ArraySize = 1;
  1546. desc.MiscFlags = 0;
  1547. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  1548. srvd.Texture2D.MipLevels = numMips;
  1549. }
  1550. DX_CHECK(s_renderCtx->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  1551. }
  1552. break;
  1553. case Texture3D:
  1554. {
  1555. D3D11_TEXTURE3D_DESC desc;
  1556. desc.Width = textureWidth;
  1557. desc.Height = textureHeight;
  1558. desc.Depth = imageContainer.m_depth;
  1559. desc.MipLevels = imageContainer.m_numMips;
  1560. desc.Format = format;
  1561. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  1562. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1563. desc.CPUAccessFlags = 0;
  1564. desc.MiscFlags = 0;
  1565. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  1566. srvd.Texture3D.MipLevels = numMips;
  1567. DX_CHECK(s_renderCtx->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  1568. }
  1569. break;
  1570. }
  1571. if (!bufferOnly)
  1572. {
  1573. DX_CHECK(s_renderCtx->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  1574. }
  1575. if (convert
  1576. && 0 != kk)
  1577. {
  1578. kk = 0;
  1579. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1580. {
  1581. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  1582. {
  1583. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  1584. ++kk;
  1585. }
  1586. }
  1587. }
  1588. }
  1589. }
  1590. void Texture::destroy()
  1591. {
  1592. DX_RELEASE(m_srv, 0);
  1593. DX_RELEASE(m_ptr, 0);
  1594. }
  1595. void Texture::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  1596. {
  1597. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1598. D3D11_BOX box;
  1599. box.left = _rect.m_x;
  1600. box.top = _rect.m_y;
  1601. box.right = box.left + _rect.m_width;
  1602. box.bottom = box.top + _rect.m_height;
  1603. box.front = _z;
  1604. box.back = box.front + _depth;
  1605. const uint32_t subres = _mip + (_side * m_numMips);
  1606. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  1607. const uint32_t rectpitch = _rect.m_width*bpp/8;
  1608. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  1609. const bool convert = m_textureFormat != m_requestedFormat;
  1610. uint8_t* data = _mem->data;
  1611. uint8_t* temp = NULL;
  1612. if (convert)
  1613. {
  1614. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  1615. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  1616. data = temp;
  1617. }
  1618. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  1619. if (NULL != temp)
  1620. {
  1621. BX_FREE(g_allocator, temp);
  1622. }
  1623. }
  1624. void Texture::commit(uint8_t _stage, uint32_t _flags)
  1625. {
  1626. TextureStage& ts = s_renderCtx->m_textureStage;
  1627. ts.m_srv[_stage] = m_srv;
  1628. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  1629. ? s_renderCtx->getSamplerState(_flags)
  1630. : m_sampler
  1631. ;
  1632. }
  1633. void Texture::resolve()
  1634. {
  1635. }
  1636. void FrameBuffer::create(uint8_t _num, const TextureHandle* _handles)
  1637. {
  1638. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  1639. {
  1640. m_rtv[ii] = NULL;
  1641. }
  1642. m_dsv = NULL;
  1643. m_num = 0;
  1644. for (uint32_t ii = 0; ii < _num; ++ii)
  1645. {
  1646. TextureHandle handle = _handles[ii];
  1647. if (isValid(handle) )
  1648. {
  1649. const Texture& texture = s_renderCtx->m_textures[handle.idx];
  1650. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  1651. {
  1652. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  1653. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  1654. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  1655. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1656. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  1657. dsvDesc.ViewDimension = 1 < msaa.Count ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
  1658. dsvDesc.Flags = 0;
  1659. dsvDesc.Texture2D.MipSlice = 0;
  1660. DX_CHECK(s_renderCtx->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  1661. }
  1662. else
  1663. {
  1664. DX_CHECK(s_renderCtx->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  1665. DX_CHECK(s_renderCtx->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  1666. m_num++;
  1667. }
  1668. }
  1669. }
  1670. }
  1671. void FrameBuffer::destroy()
  1672. {
  1673. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  1674. {
  1675. DX_RELEASE(m_srv[ii], 0);
  1676. DX_RELEASE(m_rtv[ii], 0);
  1677. }
  1678. DX_RELEASE(m_dsv, 0);
  1679. m_num = 0;
  1680. }
  1681. void FrameBuffer::resolve()
  1682. {
  1683. }
  1684. void UniformBuffer::create(UniformType::Enum _type, uint16_t _num, bool _alloc)
  1685. {
  1686. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1687. if (_alloc)
  1688. {
  1689. m_data = BX_ALLOC(g_allocator, size);
  1690. memset(m_data, 0, size);
  1691. }
  1692. D3D11_BUFFER_DESC desc;
  1693. desc.ByteWidth = size;
  1694. desc.Usage = D3D11_USAGE_DEFAULT;
  1695. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1696. desc.CPUAccessFlags = 0;
  1697. desc.MiscFlags = 0;
  1698. desc.StructureByteStride = 0;
  1699. DX_CHECK(s_renderCtx->m_device->CreateBuffer(&desc, NULL, &m_ptr) );
  1700. }
  1701. void UniformBuffer::destroy()
  1702. {
  1703. if (NULL != m_data)
  1704. {
  1705. BX_FREE(g_allocator, m_data);
  1706. m_data = NULL;
  1707. }
  1708. DX_RELEASE(m_ptr, 0);
  1709. }
  1710. void Context::rendererFlip()
  1711. {
  1712. if (NULL != s_renderCtx)
  1713. {
  1714. s_renderCtx->flip();
  1715. }
  1716. }
  1717. void Context::rendererInit()
  1718. {
  1719. s_renderCtx = BX_NEW(g_allocator, RendererContext);
  1720. s_renderCtx->init();
  1721. }
  1722. void Context::rendererShutdown()
  1723. {
  1724. s_renderCtx->shutdown();
  1725. BX_DELETE(g_allocator, s_renderCtx);
  1726. s_renderCtx = NULL;
  1727. }
  1728. void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem)
  1729. {
  1730. s_renderCtx->m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  1731. }
  1732. void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle)
  1733. {
  1734. s_renderCtx->m_indexBuffers[_handle.idx].destroy();
  1735. }
  1736. void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl)
  1737. {
  1738. VertexDecl& decl = s_renderCtx->m_vertexDecls[_handle.idx];
  1739. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1740. dump(decl);
  1741. }
  1742. void Context::rendererDestroyVertexDecl(VertexDeclHandle /*_handle*/)
  1743. {
  1744. }
  1745. void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle)
  1746. {
  1747. s_renderCtx->m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  1748. }
  1749. void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle)
  1750. {
  1751. s_renderCtx->m_vertexBuffers[_handle.idx].destroy();
  1752. }
  1753. void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size)
  1754. {
  1755. s_renderCtx->m_indexBuffers[_handle.idx].create(_size, NULL);
  1756. }
  1757. void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  1758. {
  1759. s_renderCtx->m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1760. }
  1761. void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle)
  1762. {
  1763. s_renderCtx->m_indexBuffers[_handle.idx].destroy();
  1764. }
  1765. void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size)
  1766. {
  1767. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1768. s_renderCtx->m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  1769. }
  1770. void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  1771. {
  1772. s_renderCtx->m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1773. }
  1774. void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle)
  1775. {
  1776. s_renderCtx->m_vertexBuffers[_handle.idx].destroy();
  1777. }
  1778. void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem)
  1779. {
  1780. s_renderCtx->m_vertexShaders[_handle.idx].create(false, _mem);
  1781. }
  1782. void Context::rendererDestroyVertexShader(VertexShaderHandle _handle)
  1783. {
  1784. s_renderCtx->m_vertexShaders[_handle.idx].destroy();
  1785. }
  1786. void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem)
  1787. {
  1788. s_renderCtx->m_fragmentShaders[_handle.idx].create(true, _mem);
  1789. }
  1790. void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle)
  1791. {
  1792. s_renderCtx->m_fragmentShaders[_handle.idx].destroy();
  1793. }
  1794. void Context::rendererCreateProgram(ProgramHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh)
  1795. {
  1796. s_renderCtx->m_program[_handle.idx].create(s_renderCtx->m_vertexShaders[_vsh.idx], s_renderCtx->m_fragmentShaders[_fsh.idx]);
  1797. }
  1798. void Context::rendererDestroyProgram(FragmentShaderHandle _handle)
  1799. {
  1800. s_renderCtx->m_program[_handle.idx].destroy();
  1801. }
  1802. void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip)
  1803. {
  1804. s_renderCtx->m_textures[_handle.idx].create(_mem, _flags, _skip);
  1805. }
  1806. void Context::rendererUpdateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/)
  1807. {
  1808. }
  1809. void Context::rendererUpdateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  1810. {
  1811. s_renderCtx->m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1812. }
  1813. void Context::rendererUpdateTextureEnd()
  1814. {
  1815. }
  1816. void Context::rendererDestroyTexture(TextureHandle _handle)
  1817. {
  1818. s_renderCtx->m_textures[_handle.idx].destroy();
  1819. }
  1820. void Context::rendererCreateFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles)
  1821. {
  1822. s_renderCtx->m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1823. }
  1824. void Context::rendererDestroyFrameBuffer(FrameBufferHandle _handle)
  1825. {
  1826. s_renderCtx->m_frameBuffers[_handle.idx].destroy();
  1827. }
  1828. void Context::rendererCreateUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name)
  1829. {
  1830. s_renderCtx->m_uniforms[_handle.idx].create(_type, _num);
  1831. s_renderCtx->m_uniformReg.add(_name, &s_renderCtx->m_uniforms[_handle.idx]);
  1832. }
  1833. void Context::rendererDestroyUniform(UniformHandle _handle)
  1834. {
  1835. s_renderCtx->m_uniforms[_handle.idx].destroy();
  1836. }
  1837. void Context::rendererSaveScreenShot(const char* _filePath)
  1838. {
  1839. s_renderCtx->saveScreenShot(_filePath);
  1840. }
  1841. void Context::rendererUpdateViewName(uint8_t _id, const char* _name)
  1842. {
  1843. mbstowcs(&s_viewNameW[_id][0], _name, BX_COUNTOF(s_viewNameW[0]) );
  1844. }
  1845. void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size)
  1846. {
  1847. memcpy(s_renderCtx->m_uniforms[_loc].m_data, _data, _size);
  1848. }
  1849. void Context::rendererSetMarker(const char* _marker, uint32_t _size)
  1850. {
  1851. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1852. {
  1853. uint32_t size = _size*sizeof(wchar_t);
  1854. wchar_t* name = (wchar_t*)alloca(size);
  1855. mbstowcs(name, _marker, size-2);
  1856. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  1857. }
  1858. }
  1859. void Context::rendererSubmit()
  1860. {
  1861. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  1862. ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
  1863. s_renderCtx->updateResolution(m_render->m_resolution);
  1864. int64_t elapsed = -bx::getHPCounter();
  1865. int64_t captureElapsed = 0;
  1866. if (0 < m_render->m_iboffset)
  1867. {
  1868. TransientIndexBuffer* ib = m_render->m_transientIb;
  1869. s_renderCtx->m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data);
  1870. }
  1871. if (0 < m_render->m_vboffset)
  1872. {
  1873. TransientVertexBuffer* vb = m_render->m_transientVb;
  1874. s_renderCtx->m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data);
  1875. }
  1876. m_render->sort();
  1877. RenderState currentState;
  1878. currentState.reset();
  1879. currentState.m_flags = BGFX_STATE_NONE;
  1880. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  1881. Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
  1882. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1883. {
  1884. bx::float4x4_mul(&viewProj[ii].un.f4x4, &m_render->m_view[ii].un.f4x4, &m_render->m_proj[ii].un.f4x4);
  1885. }
  1886. bool wireframe = !!(m_render->m_debug&BGFX_DEBUG_WIREFRAME);
  1887. bool scissorEnabled = false;
  1888. s_renderCtx->setDebugWireframe(wireframe);
  1889. uint16_t programIdx = invalidHandle;
  1890. SortKey key;
  1891. uint8_t view = 0xff;
  1892. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1893. float alphaRef = 0.0f;
  1894. D3D11_PRIMITIVE_TOPOLOGY primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  1895. deviceCtx->IASetPrimitiveTopology(primType);
  1896. uint32_t primNumVerts = 3;
  1897. bool viewHasScissor = false;
  1898. Rect viewScissorRect;
  1899. viewScissorRect.clear();
  1900. uint32_t statsNumPrimsSubmitted = 0;
  1901. uint32_t statsNumIndices = 0;
  1902. uint32_t statsNumInstances = 0;
  1903. uint32_t statsNumPrimsRendered = 0;
  1904. if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) )
  1905. {
  1906. for (uint32_t item = 0, numItems = m_render->m_num; item < numItems; ++item)
  1907. {
  1908. key.decode(m_render->m_sortKeys[item]);
  1909. const RenderState& state = m_render->m_renderState[m_render->m_sortValues[item] ];
  1910. const uint64_t newFlags = state.m_flags;
  1911. uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
  1912. currentState.m_flags = newFlags;
  1913. const uint64_t newStencil = state.m_stencil;
  1914. uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil;
  1915. currentState.m_stencil = newStencil;
  1916. if (key.m_view != view)
  1917. {
  1918. currentState.clear();
  1919. currentState.m_scissor = !state.m_scissor;
  1920. changedFlags = BGFX_STATE_MASK;
  1921. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  1922. currentState.m_flags = newFlags;
  1923. currentState.m_stencil = newStencil;
  1924. PIX_ENDEVENT();
  1925. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), s_viewNameW[key.m_view]);
  1926. view = key.m_view;
  1927. programIdx = invalidHandle;
  1928. if (m_render->m_fb[view].idx != fbh.idx)
  1929. {
  1930. fbh = m_render->m_fb[view];
  1931. s_renderCtx->setFrameBuffer(fbh);
  1932. }
  1933. const Rect& rect = m_render->m_rect[view];
  1934. const Rect& scissorRect = m_render->m_scissor[view];
  1935. viewHasScissor = !scissorRect.isZero();
  1936. viewScissorRect = viewHasScissor ? scissorRect : rect;
  1937. D3D11_VIEWPORT vp;
  1938. vp.TopLeftX = rect.m_x;
  1939. vp.TopLeftY = rect.m_y;
  1940. vp.Width = rect.m_width;
  1941. vp.Height = rect.m_height;
  1942. vp.MinDepth = 0.0f;
  1943. vp.MaxDepth = 1.0f;
  1944. deviceCtx->RSSetViewports(1, &vp);
  1945. Clear& clear = m_render->m_clear[view];
  1946. if (BGFX_CLEAR_NONE != clear.m_flags)
  1947. {
  1948. m_clearQuad.clear(rect, clear);
  1949. }
  1950. s_renderCtx->setBlendState(newFlags);
  1951. s_renderCtx->setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  1952. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  1953. if (primType != s_primType[primIndex])
  1954. {
  1955. primType = s_primType[primIndex];
  1956. primNumVerts = 3-primIndex;
  1957. deviceCtx->IASetPrimitiveTopology(primType);
  1958. }
  1959. }
  1960. uint16_t scissor = state.m_scissor;
  1961. if (currentState.m_scissor != scissor)
  1962. {
  1963. currentState.m_scissor = scissor;
  1964. if (UINT16_MAX == scissor)
  1965. {
  1966. scissorEnabled = viewHasScissor;
  1967. if (viewHasScissor)
  1968. {
  1969. D3D11_RECT rc;
  1970. rc.left = viewScissorRect.m_x;
  1971. rc.top = viewScissorRect.m_y;
  1972. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  1973. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  1974. deviceCtx->RSSetScissorRects(1, &rc);
  1975. }
  1976. }
  1977. else
  1978. {
  1979. Rect scissorRect;
  1980. scissorRect.intersect(viewScissorRect, m_render->m_rectCache.m_cache[scissor]);
  1981. scissorEnabled = true;
  1982. D3D11_RECT rc;
  1983. rc.left = scissorRect.m_x;
  1984. rc.top = scissorRect.m_y;
  1985. rc.right = scissorRect.m_x + scissorRect.m_width;
  1986. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  1987. deviceCtx->RSSetScissorRects(1, &rc);
  1988. }
  1989. s_renderCtx->setRasterizerState(newFlags, wireframe, scissorEnabled);
  1990. }
  1991. if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
  1992. || 0 != changedStencil)
  1993. {
  1994. s_renderCtx->setDepthStencilState(newFlags, newStencil);
  1995. }
  1996. if ( (0
  1997. | BGFX_STATE_CULL_MASK
  1998. | BGFX_STATE_ALPHA_MASK
  1999. | BGFX_STATE_RGB_WRITE
  2000. | BGFX_STATE_BLEND_MASK
  2001. | BGFX_STATE_BLEND_EQUATION_MASK
  2002. | BGFX_STATE_ALPHA_REF_MASK
  2003. | BGFX_STATE_PT_MASK
  2004. | BGFX_STATE_POINT_SIZE_MASK
  2005. | BGFX_STATE_MSAA
  2006. ) & changedFlags)
  2007. {
  2008. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  2009. {
  2010. s_renderCtx->setBlendState(newFlags, state.m_rgba);
  2011. }
  2012. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  2013. {
  2014. s_renderCtx->setRasterizerState(newFlags, wireframe, scissorEnabled);
  2015. }
  2016. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  2017. {
  2018. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  2019. alphaRef = ref/255.0f;
  2020. }
  2021. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  2022. if (primType != s_primType[primIndex])
  2023. {
  2024. primType = s_primType[primIndex];
  2025. primNumVerts = 3-primIndex;
  2026. deviceCtx->IASetPrimitiveTopology(primType);
  2027. }
  2028. }
  2029. bool programChanged = false;
  2030. bool constantsChanged = state.m_constBegin < state.m_constEnd;
  2031. rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
  2032. if (key.m_program != programIdx)
  2033. {
  2034. programIdx = key.m_program;
  2035. if (invalidHandle == programIdx)
  2036. {
  2037. s_renderCtx->m_currentProgram = NULL;
  2038. deviceCtx->VSSetShader(NULL, NULL, 0);
  2039. deviceCtx->PSSetShader(NULL, NULL, 0);
  2040. }
  2041. else
  2042. {
  2043. Program& program = s_renderCtx->m_program[programIdx];
  2044. s_renderCtx->m_currentProgram = &program;
  2045. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  2046. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  2047. if (NULL != s_renderCtx->m_currentColor)
  2048. {
  2049. const Shader* fsh = program.m_fsh;
  2050. deviceCtx->PSSetShader( (ID3D11PixelShader*)fsh->m_ptr, NULL, 0);
  2051. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2052. }
  2053. else
  2054. {
  2055. deviceCtx->PSSetShader(NULL, NULL, 0);
  2056. }
  2057. }
  2058. programChanged =
  2059. constantsChanged = true;
  2060. }
  2061. if (invalidHandle != programIdx)
  2062. {
  2063. Program& program = s_renderCtx->m_program[programIdx];
  2064. if (constantsChanged)
  2065. {
  2066. program.commit();
  2067. }
  2068. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  2069. {
  2070. PredefinedUniform& predefined = program.m_predefined[ii];
  2071. uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
  2072. switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
  2073. {
  2074. case PredefinedUniform::ViewRect:
  2075. {
  2076. float rect[4];
  2077. rect[0] = m_render->m_rect[view].m_x;
  2078. rect[1] = m_render->m_rect[view].m_y;
  2079. rect[2] = m_render->m_rect[view].m_width;
  2080. rect[3] = m_render->m_rect[view].m_height;
  2081. s_renderCtx->setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
  2082. }
  2083. break;
  2084. case PredefinedUniform::ViewTexel:
  2085. {
  2086. float rect[4];
  2087. rect[0] = 1.0f/float(m_render->m_rect[view].m_width);
  2088. rect[1] = 1.0f/float(m_render->m_rect[view].m_height);
  2089. s_renderCtx->setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
  2090. }
  2091. break;
  2092. case PredefinedUniform::View:
  2093. {
  2094. s_renderCtx->setShaderConstant(flags, predefined.m_loc, m_render->m_view[view].un.val, bx::uint32_min(4, predefined.m_count) );
  2095. }
  2096. break;
  2097. case PredefinedUniform::ViewProj:
  2098. {
  2099. s_renderCtx->setShaderConstant(flags, predefined.m_loc, viewProj[view].un.val, bx::uint32_min(4, predefined.m_count) );
  2100. }
  2101. break;
  2102. case PredefinedUniform::Model:
  2103. {
  2104. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2105. s_renderCtx->setShaderConstant(flags, predefined.m_loc, model.un.val, bx::uint32_min(state.m_num*4, predefined.m_count) );
  2106. }
  2107. break;
  2108. case PredefinedUniform::ModelView:
  2109. {
  2110. Matrix4 modelView;
  2111. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2112. bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &m_render->m_view[view].un.f4x4);
  2113. s_renderCtx->setShaderConstant(flags, predefined.m_loc, modelView.un.val, bx::uint32_min(4, predefined.m_count) );
  2114. }
  2115. break;
  2116. case PredefinedUniform::ModelViewProj:
  2117. {
  2118. Matrix4 modelViewProj;
  2119. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2120. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProj[view].un.f4x4);
  2121. s_renderCtx->setShaderConstant(flags, predefined.m_loc, modelViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
  2122. }
  2123. break;
  2124. case PredefinedUniform::ModelViewProjX:
  2125. {
  2126. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2127. uint8_t other = m_render->m_other[view];
  2128. Matrix4 viewProjBias;
  2129. bx::float4x4_mul(&viewProjBias.un.f4x4, &viewProj[other].un.f4x4, &s_bias.un.f4x4);
  2130. Matrix4 modelViewProj;
  2131. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProjBias.un.f4x4);
  2132. s_renderCtx->setShaderConstant(flags, predefined.m_loc, modelViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
  2133. }
  2134. break;
  2135. case PredefinedUniform::ViewProjX:
  2136. {
  2137. uint8_t other = m_render->m_other[view];
  2138. Matrix4 viewProjBias;
  2139. bx::float4x4_mul(&viewProjBias.un.f4x4, &viewProj[other].un.f4x4, &s_bias.un.f4x4);
  2140. s_renderCtx->setShaderConstant(flags, predefined.m_loc, viewProjBias.un.val, bx::uint32_min(4, predefined.m_count) );
  2141. }
  2142. break;
  2143. case PredefinedUniform::AlphaRef:
  2144. {
  2145. s_renderCtx->setShaderConstant(flags, predefined.m_loc, &alphaRef, 1);
  2146. }
  2147. break;
  2148. default:
  2149. BX_CHECK(false, "predefined %d not handled", predefined.m_type);
  2150. break;
  2151. }
  2152. }
  2153. if (constantsChanged
  2154. || program.m_numPredefined > 0)
  2155. {
  2156. s_renderCtx->commitShaderConstants();
  2157. }
  2158. }
  2159. // if (BGFX_STATE_TEX_MASK & changedFlags)
  2160. {
  2161. uint32_t changes = 0;
  2162. uint64_t flag = BGFX_STATE_TEX0;
  2163. for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
  2164. {
  2165. const Sampler& sampler = state.m_sampler[stage];
  2166. Sampler& current = currentState.m_sampler[stage];
  2167. if (current.m_idx != sampler.m_idx
  2168. || current.m_flags != sampler.m_flags
  2169. || programChanged)
  2170. {
  2171. if (invalidHandle != sampler.m_idx)
  2172. {
  2173. Texture& texture = s_renderCtx->m_textures[sampler.m_idx];
  2174. texture.commit(stage, sampler.m_flags);
  2175. }
  2176. else
  2177. {
  2178. s_renderCtx->m_textureStage.m_srv[stage] = NULL;
  2179. s_renderCtx->m_textureStage.m_sampler[stage] = NULL;
  2180. }
  2181. ++changes;
  2182. }
  2183. current = sampler;
  2184. flag <<= 1;
  2185. }
  2186. if (0 < changes)
  2187. {
  2188. s_renderCtx->commitTextureStage();
  2189. }
  2190. }
  2191. if (programChanged
  2192. || currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
  2193. || currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
  2194. || currentState.m_instanceDataOffset != state.m_instanceDataOffset
  2195. || currentState.m_instanceDataStride != state.m_instanceDataStride)
  2196. {
  2197. currentState.m_vertexBuffer = state.m_vertexBuffer;
  2198. currentState.m_instanceDataBuffer.idx = state.m_instanceDataBuffer.idx;
  2199. currentState.m_instanceDataOffset = state.m_instanceDataOffset;
  2200. currentState.m_instanceDataStride = state.m_instanceDataStride;
  2201. uint16_t handle = state.m_vertexBuffer.idx;
  2202. if (invalidHandle != handle)
  2203. {
  2204. const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[handle];
  2205. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  2206. const VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[decl];
  2207. uint32_t stride = vertexDecl.m_stride;
  2208. uint32_t offset = 0;
  2209. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2210. if (isValid(state.m_instanceDataBuffer) )
  2211. {
  2212. const VertexBuffer& inst = s_renderCtx->m_vertexBuffers[state.m_instanceDataBuffer.idx];
  2213. uint32_t instStride = state.m_instanceDataStride;
  2214. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &state.m_instanceDataOffset);
  2215. s_renderCtx->setInputLayout(vertexDecl, s_renderCtx->m_program[programIdx], state.m_instanceDataStride/16);
  2216. }
  2217. else
  2218. {
  2219. deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
  2220. s_renderCtx->setInputLayout(vertexDecl, s_renderCtx->m_program[programIdx], 0);
  2221. }
  2222. }
  2223. else
  2224. {
  2225. deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
  2226. }
  2227. }
  2228. if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
  2229. {
  2230. currentState.m_indexBuffer = state.m_indexBuffer;
  2231. uint16_t handle = state.m_indexBuffer.idx;
  2232. if (invalidHandle != handle)
  2233. {
  2234. const IndexBuffer& ib = s_renderCtx->m_indexBuffers[handle];
  2235. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  2236. }
  2237. else
  2238. {
  2239. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  2240. }
  2241. }
  2242. if (isValid(currentState.m_vertexBuffer) )
  2243. {
  2244. uint32_t numVertices = state.m_numVertices;
  2245. if (UINT32_MAX == numVertices)
  2246. {
  2247. const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[currentState.m_vertexBuffer.idx];
  2248. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  2249. const VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[decl];
  2250. numVertices = vb.m_size/vertexDecl.m_stride;
  2251. }
  2252. uint32_t numIndices = 0;
  2253. uint32_t numPrimsSubmitted = 0;
  2254. uint32_t numInstances = 0;
  2255. uint32_t numPrimsRendered = 0;
  2256. if (isValid(state.m_indexBuffer) )
  2257. {
  2258. if (UINT32_MAX == state.m_numIndices)
  2259. {
  2260. numIndices = s_renderCtx->m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
  2261. numPrimsSubmitted = numIndices/primNumVerts;
  2262. numInstances = state.m_numInstances;
  2263. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2264. deviceCtx->DrawIndexedInstanced(numIndices
  2265. , state.m_numInstances
  2266. , 0
  2267. , state.m_startVertex
  2268. , 0
  2269. );
  2270. }
  2271. else if (primNumVerts <= state.m_numIndices)
  2272. {
  2273. numIndices = state.m_numIndices;
  2274. numPrimsSubmitted = numIndices/primNumVerts;
  2275. numInstances = state.m_numInstances;
  2276. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2277. deviceCtx->DrawIndexedInstanced(numIndices
  2278. , state.m_numInstances
  2279. , state.m_startIndex
  2280. , state.m_startVertex
  2281. , 0
  2282. );
  2283. }
  2284. }
  2285. else
  2286. {
  2287. numPrimsSubmitted = numVertices/primNumVerts;
  2288. numInstances = state.m_numInstances;
  2289. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2290. deviceCtx->DrawInstanced(numVertices
  2291. , state.m_numInstances
  2292. , state.m_startVertex
  2293. , 0
  2294. );
  2295. }
  2296. statsNumPrimsSubmitted += numPrimsSubmitted;
  2297. statsNumIndices += numIndices;
  2298. statsNumInstances += numInstances;
  2299. statsNumPrimsRendered += numPrimsRendered;
  2300. }
  2301. }
  2302. if (0 < m_render->m_num)
  2303. {
  2304. captureElapsed = -bx::getHPCounter();
  2305. s_renderCtx->capture();
  2306. captureElapsed += bx::getHPCounter();
  2307. }
  2308. }
  2309. int64_t now = bx::getHPCounter();
  2310. elapsed += now;
  2311. static int64_t last = now;
  2312. int64_t frameTime = now - last;
  2313. last = now;
  2314. static int64_t min = frameTime;
  2315. static int64_t max = frameTime;
  2316. min = min > frameTime ? frameTime : min;
  2317. max = max < frameTime ? frameTime : max;
  2318. if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  2319. {
  2320. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  2321. TextVideoMem& tvm = s_renderCtx->m_textVideoMem;
  2322. static int64_t next = now;
  2323. if (now >= next)
  2324. {
  2325. next = now + bx::getHPFrequency();
  2326. double freq = double(bx::getHPFrequency() );
  2327. double toMs = 1000.0/freq;
  2328. tvm.clear();
  2329. uint16_t pos = 0;
  2330. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " ");
  2331. const DXGI_ADAPTER_DESC& desc = s_renderCtx->m_adapterDesc;
  2332. char description[BX_COUNTOF(desc.Description)];
  2333. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  2334. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  2335. tvm.printf(0, pos++, 0x0f, " Memory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  2336. , desc.DedicatedVideoMemory
  2337. , desc.DedicatedSystemMemory
  2338. , desc.SharedSystemMemory
  2339. );
  2340. pos = 10;
  2341. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  2342. , double(frameTime)*toMs
  2343. , double(min)*toMs
  2344. , double(max)*toMs
  2345. , freq/frameTime
  2346. );
  2347. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  2348. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d "
  2349. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  2350. , 0 != msaa ? '\xfe' : ' '
  2351. , 1<<msaa
  2352. );
  2353. double elapsedCpuMs = double(elapsed)*toMs;
  2354. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
  2355. , m_render->m_num
  2356. , elapsedCpuMs
  2357. );
  2358. tvm.printf(10, pos++, 0x8e, " Prims: %7d (#inst: %5d), submitted: %7d"
  2359. , statsNumPrimsRendered
  2360. , statsNumInstances
  2361. , statsNumPrimsSubmitted
  2362. );
  2363. double captureMs = double(captureElapsed)*toMs;
  2364. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  2365. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  2366. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", m_render->m_vboffset);
  2367. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", m_render->m_iboffset);
  2368. uint8_t attr[2] = { 0x89, 0x8a };
  2369. uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender;
  2370. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %3.4f [ms]", m_render->m_waitSubmit*toMs);
  2371. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %3.4f [ms]", m_render->m_waitRender*toMs);
  2372. min = frameTime;
  2373. max = frameTime;
  2374. }
  2375. m_textVideoMemBlitter.blit(tvm);
  2376. PIX_ENDEVENT();
  2377. }
  2378. else if (m_render->m_debug & BGFX_DEBUG_TEXT)
  2379. {
  2380. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  2381. m_textVideoMemBlitter.blit(m_render->m_textVideoMem);
  2382. PIX_ENDEVENT();
  2383. }
  2384. }
  2385. }
  2386. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11