renderer_d3d12.cpp 210 KB

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  1. /*
  2. * Copyright 2011-2018 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. #if !BX_PLATFORM_WINDOWS
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  15. PFN_PIX_GET_THREAD_INFO bgfx_PIXGetThreadInfo;
  16. PFN_PIX_EVENTS_REPLACE_BLOCK bgfx_PIXEventsReplaceBlock;
  17. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  18. namespace bgfx { namespace d3d12
  19. {
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. struct PrimInfo
  22. {
  23. D3D_PRIMITIVE_TOPOLOGY m_topology;
  24. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  25. uint32_t m_min;
  26. uint32_t m_div;
  27. uint32_t m_sub;
  28. };
  29. static const PrimInfo s_primInfo[] =
  30. {
  31. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  32. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  33. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  34. { D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 1, 1 },
  35. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  36. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  37. };
  38. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  39. static const uint32_t s_checkMsaa[] =
  40. {
  41. 0,
  42. 2,
  43. 4,
  44. 8,
  45. 16,
  46. };
  47. static DXGI_SAMPLE_DESC s_msaa[] =
  48. {
  49. { 1, 0 },
  50. { 2, 0 },
  51. { 4, 0 },
  52. { 8, 0 },
  53. { 16, 0 },
  54. };
  55. static const D3D12_BLEND s_blendFactor[][2] =
  56. {
  57. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  58. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  59. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  60. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  61. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  62. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  63. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  64. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  65. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  66. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  67. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  68. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  69. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  70. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  71. };
  72. static const D3D12_BLEND_OP s_blendEquation[] =
  73. {
  74. D3D12_BLEND_OP_ADD,
  75. D3D12_BLEND_OP_SUBTRACT,
  76. D3D12_BLEND_OP_REV_SUBTRACT,
  77. D3D12_BLEND_OP_MIN,
  78. D3D12_BLEND_OP_MAX,
  79. };
  80. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  81. {
  82. D3D12_COMPARISON_FUNC(0), // ignored
  83. D3D12_COMPARISON_FUNC_LESS,
  84. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  85. D3D12_COMPARISON_FUNC_EQUAL,
  86. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  87. D3D12_COMPARISON_FUNC_GREATER,
  88. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  89. D3D12_COMPARISON_FUNC_NEVER,
  90. D3D12_COMPARISON_FUNC_ALWAYS,
  91. };
  92. static const D3D12_STENCIL_OP s_stencilOp[] =
  93. {
  94. D3D12_STENCIL_OP_ZERO,
  95. D3D12_STENCIL_OP_KEEP,
  96. D3D12_STENCIL_OP_REPLACE,
  97. D3D12_STENCIL_OP_INCR,
  98. D3D12_STENCIL_OP_INCR_SAT,
  99. D3D12_STENCIL_OP_DECR,
  100. D3D12_STENCIL_OP_DECR_SAT,
  101. D3D12_STENCIL_OP_INVERT,
  102. };
  103. static const D3D12_CULL_MODE s_cullMode[] =
  104. {
  105. D3D12_CULL_MODE_NONE,
  106. D3D12_CULL_MODE_FRONT,
  107. D3D12_CULL_MODE_BACK,
  108. };
  109. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  110. {
  111. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  112. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  113. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  114. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  115. };
  116. /*
  117. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  118. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  119. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  120. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  121. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  122. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  123. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  124. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  125. * D3D11_FILTER_ANISOTROPIC = 0x55,
  126. *
  127. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  128. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  129. *
  130. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  131. * 0x10 // MIN_LINEAR
  132. * 0x04 // MAG_LINEAR
  133. * 0x01 // MIP_LINEAR
  134. */
  135. static const uint8_t s_textureFilter[3][3] =
  136. {
  137. {
  138. 0x10, // min linear
  139. 0x00, // min point
  140. 0x55, // anisotropic
  141. },
  142. {
  143. 0x04, // mag linear
  144. 0x00, // mag point
  145. 0x55, // anisotropic
  146. },
  147. {
  148. 0x01, // mip linear
  149. 0x00, // mip point
  150. 0x55, // anisotropic
  151. },
  152. };
  153. struct TextureFormatInfo
  154. {
  155. DXGI_FORMAT m_fmt;
  156. DXGI_FORMAT m_fmtSrv;
  157. DXGI_FORMAT m_fmtDsv;
  158. DXGI_FORMAT m_fmtSrgb;
  159. };
  160. static const TextureFormatInfo s_textureFormat[] =
  161. {
  162. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  163. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  164. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  165. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  166. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  167. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  168. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATC
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCE
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCI
  182. { DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_4X4_UNORM_SRGB }, // ASTC4x4
  183. { DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X5_UNORM_SRGB }, // ASTC5x5
  184. { DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X6_UNORM_SRGB }, // ASTC6x6
  185. { DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X5_UNORM_SRGB }, // ASTC8x5
  186. { DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X6_UNORM_SRGB }, // ASTC8x6
  187. { DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X5_UNORM_SRGB }, // ASTC10x5
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  189. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  190. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  191. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  192. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  193. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  194. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  195. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  196. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  197. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  198. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  199. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  200. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  201. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  202. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  203. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  204. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  205. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  206. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  207. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  208. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  209. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  210. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  211. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  212. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  213. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  214. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  215. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  216. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  217. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  218. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  219. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  220. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  221. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  222. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  223. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  224. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  225. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  226. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  227. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  228. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  229. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  230. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  231. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  232. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  233. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  234. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  235. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  236. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  237. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  238. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  239. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  240. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  241. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  242. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  243. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  244. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  245. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  246. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  247. };
  248. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  249. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  250. {
  251. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  254. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  255. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  256. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  257. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  258. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  259. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  260. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  261. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  262. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  263. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  264. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  265. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  266. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  267. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  268. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  269. };
  270. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  271. static const DXGI_FORMAT s_attribType[][4][2] =
  272. {
  273. { // Uint8
  274. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  275. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  276. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  277. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  278. },
  279. { // Uint10
  280. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  281. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  282. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  283. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  284. },
  285. { // Int16
  286. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  287. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  288. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  289. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  290. },
  291. { // Half
  292. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  293. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  294. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  295. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  296. },
  297. { // Float
  298. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  299. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  300. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  301. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  302. },
  303. };
  304. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  305. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(uint8_t _stream, D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  306. {
  307. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  308. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  309. {
  310. if (UINT16_MAX != _decl.m_attributes[attr])
  311. {
  312. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  313. elem->InputSlot = _stream;
  314. if (0 == _decl.m_attributes[attr])
  315. {
  316. elem->AlignedByteOffset = 0;
  317. }
  318. else
  319. {
  320. uint8_t num;
  321. AttribType::Enum type;
  322. bool normalized;
  323. bool asInt;
  324. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  325. elem->Format = s_attribType[type][num-1][normalized];
  326. elem->AlignedByteOffset = _decl.m_offset[attr];
  327. }
  328. ++elem;
  329. }
  330. }
  331. return elem;
  332. }
  333. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  334. {
  335. D3D12_RESOURCE_BARRIER barrier;
  336. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  337. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  338. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  339. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  340. barrier.Transition.StateBefore = _stateBefore;
  341. barrier.Transition.StateAfter = _stateAfter;
  342. _commandList->ResourceBarrier(1, &barrier);
  343. }
  344. BX_PRAGMA_DIAGNOSTIC_PUSH();
  345. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  346. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  347. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  348. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  349. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  350. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  351. static const GUID IID_ID3D12Debug1 = { 0xaffaa4ca, 0x63fe, 0x4d8e, { 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04 } };
  352. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  353. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  354. static const GUID IID_ID3D12Device1 = { 0x77acce80, 0x638e, 0x4e65, { 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e } };
  355. static const GUID IID_ID3D12Device2 = { 0x30baa41e, 0xb15b, 0x475c, { 0xa0, 0xbb, 0x1a, 0xf5, 0xc5, 0xb6, 0x43, 0x28 } };
  356. static const GUID IID_ID3D12Device3 = { 0x81dadc15, 0x2bad, 0x4392, { 0x93, 0xc5, 0x10, 0x13, 0x45, 0xc4, 0xaa, 0x98 } };
  357. static const GUID IID_ID3D12Device4 = { 0xe865df17, 0xa9ee, 0x46f9, { 0xa4, 0x63, 0x30, 0x98, 0x31, 0x5a, 0xa2, 0xe5 } };
  358. static const GUID IID_ID3D12Device5 = { 0x8b4f173b, 0x2fea, 0x4b80, { 0x8f, 0x58, 0x43, 0x07, 0x19, 0x1a, 0xb9, 0x5d } };
  359. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  360. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  361. static const GUID IID_ID3D12GraphicsCommandList1 = { 0x553103fb, 0x1fe7, 0x4557, { 0xbb, 0x38, 0x94, 0x6d, 0x7d, 0x0e, 0x7c, 0xa7 } };
  362. static const GUID IID_ID3D12GraphicsCommandList2 = { 0x38C3E585, 0xFF17, 0x412C, { 0x91, 0x50, 0x4F, 0xC6, 0xF9, 0xD7, 0x2A, 0x28 } };
  363. static const GUID IID_ID3D12GraphicsCommandList3 = { 0x6FDA83A7, 0xB84C, 0x4E38, { 0x9A, 0xC8, 0xC7, 0xBD, 0x22, 0x01, 0x6B, 0x3D } };
  364. static const GUID IID_ID3D12GraphicsCommandList4 = { 0x8754318e, 0xd3a9, 0x4541, { 0x98, 0xcf, 0x64, 0x5b, 0x50, 0xdc, 0x48, 0x74 } };
  365. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  366. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  367. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  368. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  369. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  370. BX_PRAGMA_DIAGNOSTIC_POP();
  371. static const GUID s_d3dDeviceIIDs[] =
  372. {
  373. IID_ID3D12Device5,
  374. IID_ID3D12Device4,
  375. IID_ID3D12Device3,
  376. IID_ID3D12Device2,
  377. IID_ID3D12Device1,
  378. };
  379. struct HeapProperty
  380. {
  381. enum Enum
  382. {
  383. Default,
  384. Texture,
  385. Upload,
  386. ReadBack,
  387. Count
  388. };
  389. D3D12_HEAP_PROPERTIES m_properties;
  390. D3D12_RESOURCE_STATES m_state;
  391. };
  392. static HeapProperty s_heapProperties[] =
  393. {
  394. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  395. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  396. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  397. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COPY_DEST },
  398. };
  399. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  400. static inline D3D12_HEAP_PROPERTIES ID3D12DeviceGetCustomHeapProperties(ID3D12Device *device, UINT nodeMask, D3D12_HEAP_TYPE heapType)
  401. {
  402. // NOTICE: gcc trick for return struct
  403. union {
  404. D3D12_HEAP_PROPERTIES (STDMETHODCALLTYPE ID3D12Device::*w)(UINT, D3D12_HEAP_TYPE);
  405. void (STDMETHODCALLTYPE ID3D12Device::*f)(D3D12_HEAP_PROPERTIES *, UINT, D3D12_HEAP_TYPE);
  406. } conversion = { &ID3D12Device::GetCustomHeapProperties };
  407. D3D12_HEAP_PROPERTIES ret;
  408. (device->*conversion.f)(&ret, nodeMask, heapType);
  409. return ret;
  410. }
  411. static void initHeapProperties(ID3D12Device* _device, D3D12_HEAP_PROPERTIES& _properties)
  412. {
  413. if (D3D12_HEAP_TYPE_CUSTOM != _properties.Type)
  414. {
  415. _properties = ID3D12DeviceGetCustomHeapProperties(_device, 1, _properties.Type);
  416. }
  417. }
  418. static void initHeapProperties(ID3D12Device* _device)
  419. {
  420. #if BX_PLATFORM_WINDOWS
  421. initHeapProperties(_device, s_heapProperties[HeapProperty::Default ].m_properties);
  422. initHeapProperties(_device, s_heapProperties[HeapProperty::Texture ].m_properties);
  423. initHeapProperties(_device, s_heapProperties[HeapProperty::Upload ].m_properties);
  424. initHeapProperties(_device, s_heapProperties[HeapProperty::ReadBack].m_properties);
  425. #endif // BX_PLATFORM_WINDOWS
  426. }
  427. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, const D3D12_RESOURCE_DESC* _resourceDesc, const D3D12_CLEAR_VALUE* _clearValue, bool _memSet = false)
  428. {
  429. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  430. ID3D12Resource* resource;
  431. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  432. , D3D12_HEAP_FLAG_NONE
  433. , _resourceDesc
  434. , heapProperty.m_state
  435. , _clearValue
  436. , IID_ID3D12Resource
  437. , (void**)&resource
  438. ) );
  439. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  440. , _resourceDesc->Width
  441. );
  442. if (BX_ENABLED(BX_PLATFORM_XBOXONE)
  443. && _memSet)
  444. {
  445. void* ptr;
  446. DX_CHECK(resource->Map(0, NULL, &ptr) );
  447. D3D12_RESOURCE_ALLOCATION_INFO rai = _device->GetResourceAllocationInfo(1, 1, _resourceDesc);
  448. bx::memSet(ptr, 0, size_t(rai.SizeInBytes) );
  449. resource->Unmap(0, NULL);
  450. }
  451. return resource;
  452. }
  453. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  454. {
  455. D3D12_RESOURCE_DESC resourceDesc;
  456. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  457. resourceDesc.Alignment = 0;
  458. resourceDesc.Width = _size;
  459. resourceDesc.Height = 1;
  460. resourceDesc.DepthOrArraySize = 1;
  461. resourceDesc.MipLevels = 1;
  462. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  463. resourceDesc.SampleDesc.Count = 1;
  464. resourceDesc.SampleDesc.Quality = 0;
  465. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  466. resourceDesc.Flags = _flags;
  467. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  468. }
  469. inline bool isLost(HRESULT _hr)
  470. {
  471. return false
  472. || _hr == DXGI_ERROR_DEVICE_REMOVED
  473. || _hr == DXGI_ERROR_DEVICE_HUNG
  474. || _hr == DXGI_ERROR_DEVICE_RESET
  475. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  476. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  477. ;
  478. }
  479. static const char* getLostReason(HRESULT _hr)
  480. {
  481. switch (_hr)
  482. {
  483. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  484. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  485. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  486. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  487. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  488. // The calling application should re-create the device and continue.
  489. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  490. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  491. // suspect, and the application should not continue.
  492. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  493. // A resource is not available at the time of the call, but may become available later.
  494. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  495. case S_OK: return "S_OK";
  496. default: break;
  497. }
  498. return "Unknown HRESULT?";
  499. }
  500. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  501. {
  502. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  503. {
  504. char temp[2048];
  505. va_list argList;
  506. va_start(argList, _format);
  507. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  508. va_end(argList);
  509. temp[size] = '\0';
  510. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  511. mbstowcs(wtemp, temp, size+1);
  512. _object->SetName(wtemp);
  513. }
  514. }
  515. #if USE_D3D12_DYNAMIC_LIB
  516. static PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES D3D12EnableExperimentalFeatures;
  517. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  518. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  519. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  520. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  521. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  522. #endif // USE_D3D12_DYNAMIC_LIB
  523. inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  524. {
  525. #if BX_COMPILER_MSVC
  526. return _heap->GetCPUDescriptorHandleForHeapStart();
  527. #else
  528. D3D12_CPU_DESCRIPTOR_HANDLE handle;
  529. union {
  530. D3D12_CPU_DESCRIPTOR_HANDLE (WINAPI ID3D12DescriptorHeap::*w)();
  531. void (WINAPI ID3D12DescriptorHeap::*f)(D3D12_CPU_DESCRIPTOR_HANDLE *);
  532. } conversion = { &ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart };
  533. (_heap->*conversion.f)(&handle);
  534. return handle;
  535. #endif // BX_COMPILER_MSVC
  536. }
  537. inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  538. {
  539. #if BX_COMPILER_MSVC
  540. return _heap->GetGPUDescriptorHandleForHeapStart();
  541. #else
  542. D3D12_GPU_DESCRIPTOR_HANDLE handle;
  543. union {
  544. D3D12_GPU_DESCRIPTOR_HANDLE (WINAPI ID3D12DescriptorHeap::*w)();
  545. void (WINAPI ID3D12DescriptorHeap::*f)(D3D12_GPU_DESCRIPTOR_HANDLE *);
  546. } conversion = { &ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart };
  547. (_heap->*conversion.f)(&handle);
  548. return handle;
  549. #endif // BX_COMPILER_MSVC
  550. }
  551. inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
  552. {
  553. #if BX_COMPILER_MSVC
  554. return _resource->GetDesc();
  555. #else
  556. D3D12_RESOURCE_DESC desc;
  557. union {
  558. D3D12_RESOURCE_DESC (STDMETHODCALLTYPE ID3D12Resource::*w)();
  559. void (STDMETHODCALLTYPE ID3D12Resource::*f)(D3D12_RESOURCE_DESC *);
  560. } conversion = { &ID3D12Resource::GetDesc };
  561. (_resource->*conversion.f)(&desc);
  562. return desc;
  563. #endif // BX_COMPILER_MSVC
  564. }
  565. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  566. static PIXEventsThreadInfo s_pixEventsThreadInfo;
  567. PIXEventsThreadInfo* WINAPI stubPIXGetThreadInfo()
  568. {
  569. return &s_pixEventsThreadInfo;
  570. }
  571. uint64_t WINAPI stubPIXEventsReplaceBlock(bool _getEarliestTime)
  572. {
  573. BX_UNUSED(_getEarliestTime);
  574. return 0;
  575. }
  576. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  577. struct RendererContextD3D12 : public RendererContextI
  578. {
  579. RendererContextD3D12()
  580. : m_d3d12Dll(NULL)
  581. , m_renderDocDll(NULL)
  582. , m_winPixEvent(NULL)
  583. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  584. , m_swapChain(NULL)
  585. , m_wireframe(false)
  586. , m_lost(false)
  587. , m_maxAnisotropy(1)
  588. , m_depthClamp(false)
  589. , m_fsChanges(0)
  590. , m_vsChanges(0)
  591. , m_backBufferColorIdx(0)
  592. , m_rtMsaa(false)
  593. , m_directAccessSupport(false)
  594. {
  595. }
  596. ~RendererContextD3D12()
  597. {
  598. }
  599. bool init(const Init& _init)
  600. {
  601. struct ErrorState
  602. {
  603. enum Enum
  604. {
  605. Default,
  606. LoadedKernel32,
  607. LoadedD3D12,
  608. LoadedDXGI,
  609. CreatedDXGIFactory,
  610. CreatedCommandQueue,
  611. };
  612. };
  613. ErrorState::Enum errorState = ErrorState::Default;
  614. // LUID luid;
  615. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  616. m_winPixEvent = bx::dlopen("WinPixEventRuntime.dll");
  617. if (NULL != m_winPixEvent)
  618. {
  619. bgfx_PIXGetThreadInfo = (PFN_PIX_GET_THREAD_INFO )bx::dlsym(m_winPixEvent, "PIXGetThreadInfo");
  620. bgfx_PIXEventsReplaceBlock = (PFN_PIX_EVENTS_REPLACE_BLOCK)bx::dlsym(m_winPixEvent, "PIXEventsReplaceBlock");
  621. }
  622. if (NULL == bgfx_PIXGetThreadInfo
  623. || NULL == bgfx_PIXEventsReplaceBlock)
  624. {
  625. bgfx_PIXGetThreadInfo = stubPIXGetThreadInfo;
  626. bgfx_PIXEventsReplaceBlock = stubPIXEventsReplaceBlock;
  627. }
  628. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  629. if (_init.debug
  630. || _init.profile)
  631. {
  632. m_renderDocDll = loadRenderDoc();
  633. }
  634. setGraphicsDebuggerPresent(NULL != m_renderDocDll || NULL != m_winPixEvent);
  635. m_fbh.idx = kInvalidHandle;
  636. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  637. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  638. #if USE_D3D12_DYNAMIC_LIB
  639. m_kernel32Dll = bx::dlopen("kernel32.dll");
  640. if (NULL == m_kernel32Dll)
  641. {
  642. BX_TRACE("Init error: Failed to load kernel32.dll.");
  643. goto error;
  644. }
  645. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32Dll, "CreateEventExA");
  646. if (NULL == CreateEventExA)
  647. {
  648. BX_TRACE("Init error: Function CreateEventExA not found.");
  649. goto error;
  650. }
  651. errorState = ErrorState::LoadedKernel32;
  652. m_nvapi.init();
  653. m_d3d12Dll = bx::dlopen("d3d12.dll");
  654. if (NULL == m_d3d12Dll)
  655. {
  656. BX_TRACE("Init error: Failed to load d3d12.dll.");
  657. goto error;
  658. }
  659. errorState = ErrorState::LoadedD3D12;
  660. D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)bx::dlsym(m_d3d12Dll, "D3D12EnableExperimentalFeatures");
  661. BX_WARN(NULL != D3D12EnableExperimentalFeatures, "Function D3D12EnableExperimentalFeatures not found.");
  662. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12Dll, "D3D12CreateDevice");
  663. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  664. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12Dll, "D3D12GetDebugInterface");
  665. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  666. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12Dll, "D3D12SerializeRootSignature");
  667. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  668. if (NULL == D3D12CreateDevice
  669. || NULL == D3D12GetDebugInterface
  670. || NULL == D3D12SerializeRootSignature)
  671. {
  672. BX_TRACE("Init error: Function not found.");
  673. goto error;
  674. }
  675. #endif // USE_D3D12_DYNAMIC_LIB
  676. if (!m_dxgi.init(g_caps) )
  677. {
  678. goto error;
  679. }
  680. errorState = ErrorState::LoadedDXGI;
  681. HRESULT hr;
  682. if (_init.debug
  683. || _init.profile)
  684. {
  685. ID3D12Debug* debug0;
  686. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug0);
  687. if (SUCCEEDED(hr) )
  688. {
  689. uint32_t debugFlags = 0;
  690. if (_init.debug)
  691. {
  692. #if BX_PLATFORM_WINDOWS
  693. debug0->EnableDebugLayer();
  694. {
  695. ID3D12Debug1* debug1;
  696. hr = debug0->QueryInterface(IID_ID3D12Debug1, (void**)&debug1);
  697. if (SUCCEEDED(hr) )
  698. {
  699. // debug1->SetEnableGPUBasedValidation(true);
  700. // debug1->SetEnableSynchronizedCommandQueueValidation(true);
  701. }
  702. DX_RELEASE(debug1, 1);
  703. }
  704. #elif BX_PLATFORM_XBOXONE
  705. debugFlags |= D3D12_PROCESS_DEBUG_FLAG_DEBUG_LAYER_ENABLED;
  706. #endif // BX_PLATFORM_WINDOWS
  707. }
  708. #if BX_PLATFORM_XBOXONE
  709. // https://github.com/Microsoft/Xbox-ATG-Samples/blob/76d236e3bd372aceec18b2ad0556a7879dbd9628/XDKSamples/IntroGraphics/SimpleTriangle12/DeviceResources.cpp#L67
  710. debugFlags |= _init.profile ? D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED : 0;
  711. if (0 != debugFlags)
  712. {
  713. debug0->SetProcessDebugFlags(D3D12XBOX_PROCESS_DEBUG_FLAGS(debugFlags) );
  714. }
  715. #endif // BX_PLATFORM_XBOXONE
  716. BX_UNUSED(debugFlags);
  717. DX_RELEASE(debug0, 0);
  718. }
  719. }
  720. {
  721. D3D_FEATURE_LEVEL featureLevel[] =
  722. {
  723. D3D_FEATURE_LEVEL_12_1,
  724. D3D_FEATURE_LEVEL_12_0,
  725. D3D_FEATURE_LEVEL_11_1,
  726. D3D_FEATURE_LEVEL_11_0,
  727. };
  728. hr = E_FAIL;
  729. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  730. {
  731. hr = D3D12CreateDevice(m_dxgi.m_adapter
  732. , featureLevel[ii]
  733. , IID_ID3D12Device
  734. , (void**)&m_device
  735. );
  736. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  737. , (featureLevel[ii] >> 12) & 0xf
  738. , (featureLevel[ii] >> 8) & 0xf
  739. );
  740. m_featureLevel = featureLevel[ii];
  741. }
  742. }
  743. if (FAILED(hr) )
  744. {
  745. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  746. if (BX_ENABLED(BX_PLATFORM_WINRT) )
  747. {
  748. BX_TRACE("Hint: Change UWP app to game?");
  749. }
  750. goto error;
  751. }
  752. m_dxgi.update(m_device);
  753. {
  754. m_deviceInterfaceVersion = 0;
  755. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  756. {
  757. ID3D12Device* device;
  758. hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  759. if (SUCCEEDED(hr) )
  760. {
  761. device->Release(); // BK - ignore ref count.
  762. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs) - ii;
  763. break;
  764. }
  765. }
  766. }
  767. #if BX_PLATFORM_XBOXONE
  768. m_device->SetDebugErrorFilterX(0x73EC9EAF, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_BREAKS);
  769. m_device->SetDebugErrorFilterX(0x8EC9B15C, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_OUTPUT);
  770. #endif // BX_PLATFORM_XBOXONE
  771. if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
  772. {
  773. m_nvapi.shutdown();
  774. }
  775. {
  776. uint32_t numNodes = m_device->GetNodeCount();
  777. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  778. for (uint32_t ii = 0; ii < numNodes; ++ii)
  779. {
  780. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  781. architecture.NodeIndex = ii;
  782. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  783. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  784. , ii
  785. , architecture.TileBasedRenderer
  786. , architecture.UMA
  787. , architecture.CacheCoherentUMA
  788. );
  789. if (0 == ii)
  790. {
  791. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  792. }
  793. }
  794. }
  795. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  796. BX_TRACE("D3D12 options:")
  797. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  798. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  799. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  800. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  801. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  802. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  803. initHeapProperties(m_device);
  804. m_cmd.init(m_device);
  805. errorState = ErrorState::CreatedCommandQueue;
  806. if (NULL == g_platformData.backBuffer)
  807. {
  808. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  809. m_scd.width = _init.resolution.width;
  810. m_scd.height = _init.resolution.height;
  811. m_scd.format = s_textureFormat[_init.resolution.format].m_fmt;
  812. m_scd.stereo = false;
  813. updateMsaa(m_scd.format);
  814. m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  815. m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  816. m_scd.bufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BX_COUNTOF(m_backBufferColor) );
  817. m_scd.scaling = 0 == g_platformData.ndt
  818. ? DXGI_SCALING_NONE
  819. : DXGI_SCALING_STRETCH
  820. ;
  821. m_scd.swapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  822. m_scd.alphaMode = DXGI_ALPHA_MODE_IGNORE;
  823. m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  824. m_scd.maxFrameLatency = bx::min<uint8_t>(_init.resolution.maxFrameLatency, 3);
  825. m_scd.nwh = g_platformData.nwh;
  826. m_scd.ndt = g_platformData.ndt;
  827. m_scd.windowed = true;
  828. m_backBufferColorIdx = m_scd.bufferCount-1;
  829. m_msaaRt = NULL;
  830. if (NULL != m_scd.nwh)
  831. {
  832. hr = m_dxgi.createSwapChain(
  833. getDeviceForSwapChain()
  834. , m_scd
  835. , &m_swapChain
  836. );
  837. if (FAILED(hr) )
  838. {
  839. BX_TRACE("Init error: Unable to create Direct3D12 swap chain.");
  840. goto error;
  841. }
  842. else
  843. {
  844. m_resolution = _init.resolution;
  845. m_resolution.reset = _init.resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  846. m_textVideoMem.resize(false, _init.resolution.width, _init.resolution.height);
  847. m_textVideoMem.clear();
  848. }
  849. if (1 < m_scd.sampleDesc.Count)
  850. {
  851. D3D12_RESOURCE_DESC resourceDesc;
  852. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  853. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  854. resourceDesc.Width = m_scd.width;
  855. resourceDesc.Height = m_scd.height;
  856. resourceDesc.MipLevels = 1;
  857. resourceDesc.Format = m_scd.format;
  858. resourceDesc.SampleDesc = m_scd.sampleDesc;
  859. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  860. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  861. resourceDesc.DepthOrArraySize = 1;
  862. D3D12_CLEAR_VALUE clearValue;
  863. clearValue.Format = resourceDesc.Format;
  864. clearValue.Color[0] = 0.0f;
  865. clearValue.Color[1] = 0.0f;
  866. clearValue.Color[2] = 0.0f;
  867. clearValue.Color[3] = 0.0f;
  868. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  869. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  870. }
  871. }
  872. }
  873. m_presentElapsed = 0;
  874. {
  875. m_resolution.width = _init.resolution.width;
  876. m_resolution.height = _init.resolution.height;
  877. m_numWindows = 1;
  878. #if BX_PLATFORM_WINDOWS
  879. m_infoQueue = NULL;
  880. DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  881. , 0
  882. | DXGI_MWA_NO_WINDOW_CHANGES
  883. | DXGI_MWA_NO_ALT_ENTER
  884. ) );
  885. if (_init.debug)
  886. {
  887. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  888. if (SUCCEEDED(hr) )
  889. {
  890. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  891. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  892. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  893. D3D12_INFO_QUEUE_FILTER filter;
  894. bx::memSet(&filter, 0, sizeof(filter) );
  895. D3D12_MESSAGE_CATEGORY catlist[] =
  896. {
  897. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  898. D3D12_MESSAGE_CATEGORY_EXECUTION,
  899. };
  900. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  901. filter.DenyList.pCategoryList = catlist;
  902. m_infoQueue->PushStorageFilter(&filter);
  903. }
  904. }
  905. #endif // BX_PLATFORM_WINDOWS
  906. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  907. rtvDescHeap.NumDescriptors = 0
  908. + BX_COUNTOF(m_backBufferColor)
  909. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  910. ;
  911. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  912. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  913. rtvDescHeap.NodeMask = 1;
  914. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  915. , IID_ID3D12DescriptorHeap
  916. , (void**)&m_rtvDescriptorHeap
  917. ) );
  918. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  919. dsvDescHeap.NumDescriptors = 0
  920. + 1 // reserved for depth backbuffer.
  921. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  922. ;
  923. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  924. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  925. dsvDescHeap.NodeMask = 1;
  926. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  927. , IID_ID3D12DescriptorHeap
  928. , (void**)&m_dsvDescriptorHeap
  929. ) );
  930. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  931. {
  932. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  933. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  934. );
  935. }
  936. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  937. , 1024
  938. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  939. );
  940. D3D12_DESCRIPTOR_RANGE descRange[] =
  941. {
  942. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  943. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  944. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  945. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  946. };
  947. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  948. D3D12_ROOT_PARAMETER rootParameter[] =
  949. {
  950. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  951. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  952. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  953. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  954. };
  955. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  956. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  957. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  958. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  959. descRootSignature.pParameters = rootParameter;
  960. descRootSignature.NumStaticSamplers = 0;
  961. descRootSignature.pStaticSamplers = NULL;
  962. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  963. ID3DBlob* outBlob;
  964. ID3DBlob* errorBlob;
  965. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  966. , D3D_ROOT_SIGNATURE_VERSION_1
  967. , &outBlob
  968. , &errorBlob
  969. ) );
  970. DX_CHECK(m_device->CreateRootSignature(0
  971. , outBlob->GetBufferPointer()
  972. , outBlob->GetBufferSize()
  973. , IID_ID3D12RootSignature
  974. , (void**)&m_rootSignature
  975. ) );
  976. ///
  977. m_directAccessSupport = true
  978. && BX_ENABLED(BX_PLATFORM_XBOXONE)
  979. && m_architecture.UMA
  980. ;
  981. g_caps.supported |= ( 0
  982. | BGFX_CAPS_TEXTURE_3D
  983. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  984. | BGFX_CAPS_INSTANCING
  985. | BGFX_CAPS_DRAW_INDIRECT
  986. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  987. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  988. | BGFX_CAPS_VERTEX_ID
  989. | BGFX_CAPS_FRAGMENT_DEPTH
  990. | BGFX_CAPS_BLEND_INDEPENDENT
  991. | BGFX_CAPS_COMPUTE
  992. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  993. | (m_directAccessSupport ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
  994. | (BX_ENABLED(BX_PLATFORM_WINDOWS) ? BGFX_CAPS_SWAP_CHAIN : 0)
  995. | BGFX_CAPS_TEXTURE_BLIT
  996. | BGFX_CAPS_TEXTURE_READ_BACK
  997. | BGFX_CAPS_OCCLUSION_QUERY
  998. | BGFX_CAPS_ALPHA_TO_COVERAGE
  999. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1000. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1001. );
  1002. g_caps.limits.maxTextureSize = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1003. g_caps.limits.maxTextureLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  1004. g_caps.limits.maxFBAttachments = bx::min<uint8_t>(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  1005. g_caps.limits.maxComputeBindings = bx::min(D3D12_UAV_SLOT_COUNT, BGFX_MAX_COMPUTE_BINDINGS);
  1006. g_caps.limits.maxVertexStreams = BGFX_CONFIG_MAX_VERTEX_STREAMS;
  1007. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1008. {
  1009. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1010. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1011. ? s_textureFormat[ii].m_fmtDsv
  1012. : s_textureFormat[ii].m_fmt
  1013. ;
  1014. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1015. if (DXGI_FORMAT_UNKNOWN != fmt)
  1016. {
  1017. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1018. data.Format = fmt;
  1019. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1020. if (SUCCEEDED(hr) )
  1021. {
  1022. support |= 0 != (data.Support1 & (0
  1023. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1024. ) )
  1025. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1026. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1027. ;
  1028. support |= 0 != (data.Support1 & (0
  1029. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1030. ) )
  1031. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1032. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1033. ;
  1034. support |= 0 != (data.Support1 & (0
  1035. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1036. ) )
  1037. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1038. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1039. ;
  1040. support |= 0 != (data.Support1 & (0
  1041. | D3D12_FORMAT_SUPPORT1_BUFFER
  1042. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  1043. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  1044. ) )
  1045. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1046. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1047. ;
  1048. support |= 0 != (data.Support1 & (0
  1049. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  1050. ) )
  1051. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1052. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1053. ;
  1054. support |= 0 != (data.Support1 & (0
  1055. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  1056. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  1057. ) )
  1058. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1059. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1060. ;
  1061. support |= 0 != (data.Support1 & (0
  1062. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  1063. ) )
  1064. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1065. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1066. ;
  1067. support |= 0 != (data.Support1 & (0
  1068. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  1069. ) )
  1070. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1071. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1072. ;
  1073. }
  1074. else
  1075. {
  1076. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1077. }
  1078. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1079. {
  1080. // clear image flag for additional testing
  1081. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1082. data.Format = s_textureFormat[ii].m_fmt;
  1083. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1084. if (SUCCEEDED(hr) )
  1085. {
  1086. support |= 0 != (data.Support2 & (0
  1087. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1088. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1089. ) )
  1090. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1091. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1092. ;
  1093. }
  1094. }
  1095. }
  1096. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1097. {
  1098. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1099. {
  1100. DXGI_FORMAT InFormat;
  1101. UINT OutFormatSupport;
  1102. };
  1103. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1104. data.Format = fmtSrgb;
  1105. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1106. if (SUCCEEDED(hr) )
  1107. {
  1108. support |= 0 != (data.Support1 & (0
  1109. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1110. ) )
  1111. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1112. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1113. ;
  1114. support |= 0 != (data.Support1 & (0
  1115. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1116. ) )
  1117. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1118. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1119. ;
  1120. support |= 0 != (data.Support1 & (0
  1121. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1122. ) )
  1123. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1124. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1125. ;
  1126. }
  1127. else
  1128. {
  1129. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1130. }
  1131. }
  1132. g_caps.formats[ii] = support;
  1133. }
  1134. // Init reserved part of view name.
  1135. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1136. {
  1137. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1138. }
  1139. postReset();
  1140. m_batch.create(4<<10);
  1141. m_batch.setIndirectMode(BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId);
  1142. m_gpuTimer.init();
  1143. m_occlusionQuery.init();
  1144. {
  1145. D3D12_INDIRECT_ARGUMENT_TYPE argType[] =
  1146. {
  1147. D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH,
  1148. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW,
  1149. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED,
  1150. };
  1151. D3D12_INDIRECT_ARGUMENT_DESC argDesc;
  1152. bx::memSet(&argDesc, 0, sizeof(argDesc) );
  1153. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1154. {
  1155. argDesc.Type = argType[ii];
  1156. D3D12_COMMAND_SIGNATURE_DESC commandSignatureDesc = { BGFX_CONFIG_DRAW_INDIRECT_STRIDE, 1, &argDesc, 1 };
  1157. m_commandSignature[ii] = NULL;
  1158. DX_CHECK(m_device->CreateCommandSignature(&commandSignatureDesc
  1159. , NULL
  1160. , IID_ID3D12CommandSignature
  1161. , (void**)&m_commandSignature[ii]
  1162. ) );
  1163. }
  1164. }
  1165. }
  1166. if (m_nvapi.isInitialized() )
  1167. {
  1168. finish();
  1169. m_commandList = m_cmd.alloc();
  1170. m_nvapi.initAftermath(m_device, m_commandList);
  1171. }
  1172. g_internalData.context = m_device;
  1173. return true;
  1174. error:
  1175. switch (errorState)
  1176. {
  1177. case ErrorState::CreatedCommandQueue:
  1178. m_cmd.shutdown();
  1179. BX_FALLTHROUGH;
  1180. case ErrorState::CreatedDXGIFactory:
  1181. DX_RELEASE(m_device, 0);
  1182. m_dxgi.shutdown();
  1183. BX_FALLTHROUGH;
  1184. #if USE_D3D12_DYNAMIC_LIB
  1185. case ErrorState::LoadedDXGI:
  1186. case ErrorState::LoadedD3D12:
  1187. bx::dlclose(m_d3d12Dll);
  1188. BX_FALLTHROUGH;
  1189. case ErrorState::LoadedKernel32:
  1190. bx::dlclose(m_kernel32Dll);
  1191. BX_FALLTHROUGH;
  1192. #endif // USE_D3D12_DYNAMIC_LIB
  1193. case ErrorState::Default:
  1194. default:
  1195. m_nvapi.shutdown();
  1196. unloadRenderDoc(m_renderDocDll);
  1197. bx::dlclose(m_winPixEvent);
  1198. m_winPixEvent = NULL;
  1199. break;
  1200. }
  1201. return false;
  1202. }
  1203. void shutdown()
  1204. {
  1205. m_cmd.finish();
  1206. m_batch.destroy();
  1207. preReset();
  1208. m_gpuTimer.shutdown();
  1209. m_occlusionQuery.shutdown();
  1210. m_samplerAllocator.destroy();
  1211. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1212. {
  1213. m_scratchBuffer[ii].destroy();
  1214. }
  1215. m_pipelineStateCache.invalidate();
  1216. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1217. {
  1218. m_indexBuffers[ii].destroy();
  1219. }
  1220. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1221. {
  1222. m_vertexBuffers[ii].destroy();
  1223. }
  1224. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1225. {
  1226. m_shaders[ii].destroy();
  1227. }
  1228. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1229. {
  1230. m_textures[ii].destroy();
  1231. }
  1232. #if BX_PLATFORM_WINDOWS
  1233. DX_RELEASE_W(m_infoQueue, 0);
  1234. #endif // BX_PLATFORM_WINDOWS
  1235. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1236. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1237. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1238. {
  1239. DX_RELEASE(m_commandSignature[ii], 0);
  1240. }
  1241. DX_RELEASE(m_rootSignature, 0);
  1242. DX_RELEASE(m_msaaRt, 0);
  1243. DX_RELEASE(m_swapChain, 0);
  1244. m_cmd.shutdown();
  1245. DX_RELEASE(m_device, 0);
  1246. m_nvapi.shutdown();
  1247. m_dxgi.shutdown();
  1248. unloadRenderDoc(m_renderDocDll);
  1249. bx::dlclose(m_winPixEvent);
  1250. m_winPixEvent = NULL;
  1251. #if USE_D3D12_DYNAMIC_LIB
  1252. bx::dlclose(m_d3d12Dll);
  1253. bx::dlclose(m_kernel32Dll);
  1254. #endif // USE_D3D12_DYNAMIC_LIB
  1255. }
  1256. RendererType::Enum getRendererType() const override
  1257. {
  1258. return RendererType::Direct3D12;
  1259. }
  1260. const char* getRendererName() const override
  1261. {
  1262. return BGFX_RENDERER_DIRECT3D12_NAME;
  1263. }
  1264. bool isDeviceRemoved() override
  1265. {
  1266. return m_lost;
  1267. }
  1268. void flip() override
  1269. {
  1270. if (!m_lost)
  1271. {
  1272. int64_t start = bx::getHPCounter();
  1273. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.bufferCount]);
  1274. HRESULT hr = S_OK;
  1275. uint32_t syncInterval = !!(m_resolution.reset & BGFX_RESET_VSYNC);
  1276. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1277. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1278. {
  1279. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  1280. hr = frameBuffer.present(syncInterval, flags);
  1281. }
  1282. if (SUCCEEDED(hr)
  1283. && NULL != m_swapChain)
  1284. {
  1285. hr = m_swapChain->Present(syncInterval, flags);
  1286. }
  1287. int64_t now = bx::getHPCounter();
  1288. m_presentElapsed = now - start;
  1289. m_lost = isLost(hr);
  1290. BGFX_FATAL(!m_lost
  1291. , bgfx::Fatal::DeviceLost
  1292. , "Device is lost. FAILED 0x%08x %s (%s)"
  1293. , hr
  1294. , getLostReason(hr)
  1295. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1296. );
  1297. }
  1298. }
  1299. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  1300. {
  1301. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1302. }
  1303. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1304. {
  1305. m_indexBuffers[_handle.idx].destroy();
  1306. }
  1307. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1308. {
  1309. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1310. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1311. dump(decl);
  1312. }
  1313. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1314. {
  1315. }
  1316. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1317. {
  1318. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1319. }
  1320. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1321. {
  1322. m_vertexBuffers[_handle.idx].destroy();
  1323. }
  1324. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1325. {
  1326. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1327. }
  1328. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1329. {
  1330. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1331. }
  1332. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1333. {
  1334. m_indexBuffers[_handle.idx].destroy();
  1335. }
  1336. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1337. {
  1338. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1339. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1340. }
  1341. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1342. {
  1343. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1344. }
  1345. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1346. {
  1347. m_vertexBuffers[_handle.idx].destroy();
  1348. }
  1349. void createShader(ShaderHandle _handle, const Memory* _mem) override
  1350. {
  1351. m_shaders[_handle.idx].create(_mem);
  1352. }
  1353. void destroyShader(ShaderHandle _handle) override
  1354. {
  1355. m_shaders[_handle.idx].destroy();
  1356. }
  1357. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1358. {
  1359. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1360. }
  1361. void destroyProgram(ProgramHandle _handle) override
  1362. {
  1363. m_program[_handle.idx].destroy();
  1364. }
  1365. void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
  1366. {
  1367. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1368. }
  1369. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1370. {
  1371. }
  1372. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1373. {
  1374. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1375. }
  1376. void updateTextureEnd() override
  1377. {
  1378. }
  1379. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1380. {
  1381. const TextureD3D12& texture = m_textures[_handle.idx];
  1382. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1383. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1384. uint32_t numRows;
  1385. uint64_t total;
  1386. uint64_t srcPitch;
  1387. m_device->GetCopyableFootprints(&desc
  1388. , _mip
  1389. , 1
  1390. , 0
  1391. , &layout
  1392. , &numRows
  1393. , &srcPitch
  1394. , &total
  1395. );
  1396. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1397. D3D12_BOX box;
  1398. box.left = 0;
  1399. box.top = 0;
  1400. box.right = texture.m_width;
  1401. box.bottom = texture.m_height;
  1402. box.front = 0;
  1403. box.back = 1;
  1404. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1405. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1406. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1407. finish();
  1408. m_commandList = m_cmd.alloc();
  1409. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1410. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1411. uint8_t* src;
  1412. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1413. uint8_t* dst = (uint8_t*)_data;
  1414. uint32_t dstPitch = srcWidth*bpp/8;
  1415. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1416. D3D12_RANGE readRange = { 0, dstPitch*srcHeight };
  1417. readback->Map(0, &readRange, (void**)&src);
  1418. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1419. {
  1420. bx::memCopy(dst, src, pitch);
  1421. src += srcPitch;
  1422. dst += dstPitch;
  1423. }
  1424. D3D12_RANGE writeRange = { 0, 0 };
  1425. readback->Unmap(0, &writeRange);
  1426. DX_RELEASE(readback, 0);
  1427. }
  1428. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) override
  1429. {
  1430. TextureD3D12& texture = m_textures[_handle.idx];
  1431. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1432. const Memory* mem = alloc(size);
  1433. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1434. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1435. bx::write(&writer, magic);
  1436. TextureCreate tc;
  1437. tc.m_width = _width;
  1438. tc.m_height = _height;
  1439. tc.m_depth = 0;
  1440. tc.m_numLayers = _numLayers;
  1441. tc.m_numMips = _numMips;
  1442. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1443. tc.m_cubeMap = false;
  1444. tc.m_mem = NULL;
  1445. bx::write(&writer, tc);
  1446. texture.destroy();
  1447. texture.create(mem, texture.m_flags, 0);
  1448. release(mem);
  1449. }
  1450. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1451. {
  1452. BX_UNUSED(_handle, _ptr);
  1453. }
  1454. uintptr_t getInternal(TextureHandle _handle) override
  1455. {
  1456. BX_UNUSED(_handle);
  1457. return 0;
  1458. }
  1459. void destroyTexture(TextureHandle _handle) override
  1460. {
  1461. m_textures[_handle.idx].destroy();
  1462. }
  1463. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1464. {
  1465. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1466. }
  1467. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
  1468. {
  1469. finishAll(true);
  1470. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1471. {
  1472. FrameBufferHandle handle = m_windows[ii];
  1473. if (isValid(handle)
  1474. && m_frameBuffers[handle.idx].m_nwh == _nwh)
  1475. {
  1476. destroyFrameBuffer(handle);
  1477. }
  1478. }
  1479. uint16_t denseIdx = m_numWindows++;
  1480. m_windows[denseIdx] = _handle;
  1481. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
  1482. }
  1483. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1484. {
  1485. FrameBufferD3D12& frameBuffer = m_frameBuffers[_handle.idx];
  1486. if (NULL != frameBuffer.m_swapChain)
  1487. {
  1488. finishAll(true);
  1489. }
  1490. uint16_t denseIdx = frameBuffer.destroy();
  1491. if (UINT16_MAX != denseIdx)
  1492. {
  1493. --m_numWindows;
  1494. if (m_numWindows > 1)
  1495. {
  1496. FrameBufferHandle handle = m_windows[m_numWindows];
  1497. m_windows[m_numWindows] = {kInvalidHandle};
  1498. if (m_numWindows != denseIdx)
  1499. {
  1500. m_windows[denseIdx] = handle;
  1501. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1502. }
  1503. }
  1504. }
  1505. }
  1506. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1507. {
  1508. if (NULL != m_uniforms[_handle.idx])
  1509. {
  1510. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1511. }
  1512. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1513. void* data = BX_ALLOC(g_allocator, size);
  1514. bx::memSet(data, 0, size);
  1515. m_uniforms[_handle.idx] = data;
  1516. m_uniformReg.add(_handle, _name);
  1517. }
  1518. void destroyUniform(UniformHandle _handle) override
  1519. {
  1520. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1521. m_uniforms[_handle.idx] = NULL;
  1522. m_uniformReg.remove(_handle);
  1523. }
  1524. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1525. {
  1526. BX_UNUSED(_handle);
  1527. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.bufferCount;
  1528. m_cmd.finish(m_backBufferColorFence[idx]);
  1529. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1530. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1531. const uint32_t width = (uint32_t)desc.Width;
  1532. const uint32_t height = (uint32_t)desc.Height;
  1533. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1534. uint32_t numRows;
  1535. uint64_t total;
  1536. uint64_t pitch;
  1537. m_device->GetCopyableFootprints(&desc
  1538. , 0
  1539. , 1
  1540. , 0
  1541. , &layout
  1542. , &numRows
  1543. , &pitch
  1544. , &total
  1545. );
  1546. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1547. D3D12_BOX box;
  1548. box.left = 0;
  1549. box.top = 0;
  1550. box.right = width;
  1551. box.bottom = height;
  1552. box.front = 0;
  1553. box.back = 1;
  1554. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1555. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1556. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1557. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1558. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1559. finish();
  1560. m_commandList = m_cmd.alloc();
  1561. void* data;
  1562. readback->Map(0, NULL, (void**)&data);
  1563. bimg::imageSwizzleBgra8(
  1564. data
  1565. , layout.Footprint.RowPitch
  1566. , width
  1567. , height
  1568. , data
  1569. , layout.Footprint.RowPitch
  1570. );
  1571. g_callback->screenShot(_filePath
  1572. , width
  1573. , height
  1574. , layout.Footprint.RowPitch
  1575. , data
  1576. , (uint32_t)total
  1577. , false
  1578. );
  1579. readback->Unmap(0, NULL);
  1580. DX_RELEASE(readback, 0);
  1581. }
  1582. void updateViewName(ViewId _id, const char* _name) override
  1583. {
  1584. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1585. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1586. , _name
  1587. );
  1588. }
  1589. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1590. {
  1591. bx::memCopy(m_uniforms[_loc], _data, _size);
  1592. }
  1593. void setMarker(const char* _marker, uint32_t /*_size*/) override
  1594. {
  1595. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1596. {
  1597. PIX3_SETMARKER(m_commandList, D3DCOLOR_MARKER, _marker);
  1598. }
  1599. }
  1600. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1601. {
  1602. m_occlusionQuery.invalidate(_handle);
  1603. }
  1604. virtual void setName(Handle _handle, const char* _name) override
  1605. {
  1606. switch (_handle.type)
  1607. {
  1608. case Handle::Shader:
  1609. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, "%s", _name);
  1610. break;
  1611. case Handle::Texture:
  1612. setDebugObjectName(m_textures[_handle.idx].m_ptr, "%s", _name);
  1613. break;
  1614. default:
  1615. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1616. break;
  1617. }
  1618. }
  1619. void submitBlit(BlitState& _bs, uint16_t _view);
  1620. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1621. void blitSetup(TextVideoMemBlitter& _blitter) override
  1622. {
  1623. const uint32_t width = m_scd.width;
  1624. const uint32_t height = m_scd.height;
  1625. setFrameBuffer(BGFX_INVALID_HANDLE, false);
  1626. D3D12_VIEWPORT vp;
  1627. vp.TopLeftX = 0;
  1628. vp.TopLeftY = 0;
  1629. vp.Width = (float)width;
  1630. vp.Height = (float)height;
  1631. vp.MinDepth = 0.0f;
  1632. vp.MaxDepth = 1.0f;
  1633. m_commandList->RSSetViewports(1, &vp);
  1634. D3D12_RECT rc;
  1635. rc.left = 0;
  1636. rc.top = 0;
  1637. rc.right = width;
  1638. rc.bottom = height;
  1639. m_commandList->RSSetScissorRects(1, &rc);
  1640. const uint64_t state = 0
  1641. | BGFX_STATE_WRITE_RGB
  1642. | BGFX_STATE_WRITE_A
  1643. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1644. ;
  1645. const VertexDecl* decls[1] = { &m_vertexDecls[_blitter.m_vb->decl.idx] };
  1646. ID3D12PipelineState* pso = getPipelineState(state
  1647. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1648. , 1
  1649. , decls
  1650. , _blitter.m_program
  1651. , 0
  1652. );
  1653. m_commandList->SetPipelineState(pso);
  1654. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1655. float proj[16];
  1656. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1657. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1658. uint8_t flags = predefined.m_type;
  1659. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1660. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1661. commitShaderConstants(_blitter.m_program, gpuAddress);
  1662. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1663. ID3D12DescriptorHeap* heaps[] =
  1664. {
  1665. m_samplerAllocator.getHeap(),
  1666. scratchBuffer.getHeap(),
  1667. };
  1668. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1669. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1670. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1671. uint32_t samplerFlags[] = { uint32_t(texture.m_flags & BGFX_SAMPLER_BITS_MASK) };
  1672. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BX_COUNTOF(samplerFlags), NULL);
  1673. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1674. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1675. scratchBuffer.allocSrv(srvHandle, texture);
  1676. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1677. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1678. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1679. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1680. viewDesc.BufferLocation = vb.m_gpuVA;
  1681. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1682. viewDesc.SizeInBytes = vb.m_size;
  1683. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1684. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1685. D3D12_INDEX_BUFFER_VIEW ibv;
  1686. ibv.Format = DXGI_FORMAT_R16_UINT;
  1687. ibv.BufferLocation = ib.m_gpuVA;
  1688. ibv.SizeInBytes = ib.m_size;
  1689. m_commandList->IASetIndexBuffer(&ibv);
  1690. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1691. }
  1692. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1693. {
  1694. const uint32_t numVertices = _numIndices*4/6;
  1695. if (0 < numVertices)
  1696. {
  1697. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1698. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1699. m_commandList->DrawIndexedInstanced(_numIndices
  1700. , 1
  1701. , 0
  1702. , 0
  1703. , 0
  1704. );
  1705. }
  1706. }
  1707. void preReset()
  1708. {
  1709. finishAll();
  1710. if (NULL != m_swapChain)
  1711. {
  1712. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1713. {
  1714. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1715. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1716. #else
  1717. DX_RELEASE(m_backBufferColor[ii], 1);
  1718. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1719. }
  1720. DX_RELEASE(m_backBufferDepthStencil, 0);
  1721. }
  1722. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1723. {
  1724. m_frameBuffers[ii].preReset();
  1725. }
  1726. invalidateCache();
  1727. // capturePreReset();
  1728. }
  1729. void postReset()
  1730. {
  1731. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1732. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1733. if (NULL != m_swapChain)
  1734. {
  1735. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1736. {
  1737. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1738. handle.ptr += ii * rtvDescriptorSize;
  1739. DX_CHECK(m_swapChain->GetBuffer(ii
  1740. , IID_ID3D12Resource
  1741. , (void**)&m_backBufferColor[ii]
  1742. ) );
  1743. m_device->CreateRenderTargetView(
  1744. NULL == m_msaaRt
  1745. ? m_backBufferColor[ii]
  1746. : m_msaaRt
  1747. , NULL
  1748. , handle
  1749. );
  1750. if (BX_ENABLED(BX_PLATFORM_XBOXONE) )
  1751. {
  1752. ID3D12Resource* resource = m_backBufferColor[ii];
  1753. BX_CHECK(DXGI_FORMAT_R8G8B8A8_UNORM == m_scd.format, "");
  1754. const uint32_t size = m_scd.width*m_scd.height*4;
  1755. void* ptr;
  1756. DX_CHECK(resource->Map(0, NULL, &ptr) );
  1757. bx::memSet(ptr, 0, size);
  1758. resource->Unmap(0, NULL);
  1759. }
  1760. }
  1761. }
  1762. D3D12_RESOURCE_DESC resourceDesc;
  1763. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1764. resourceDesc.Alignment = 1 < m_scd.sampleDesc.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  1765. resourceDesc.Width = bx::uint32_max(m_resolution.width, 1);
  1766. resourceDesc.Height = bx::uint32_max(m_resolution.height, 1);
  1767. resourceDesc.DepthOrArraySize = 1;
  1768. resourceDesc.MipLevels = 1;
  1769. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1770. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1771. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1772. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1773. D3D12_CLEAR_VALUE clearValue;
  1774. clearValue.Format = resourceDesc.Format;
  1775. clearValue.DepthStencil.Depth = 1.0f;
  1776. clearValue.DepthStencil.Stencil = 0;
  1777. m_commandList = m_cmd.alloc();
  1778. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1779. m_device->CreateDepthStencilView(m_backBufferDepthStencil, NULL, getCPUHandleHeapStart(m_dsvDescriptorHeap));
  1780. setResourceBarrier(m_commandList
  1781. , m_backBufferDepthStencil
  1782. , D3D12_RESOURCE_STATE_COMMON
  1783. , D3D12_RESOURCE_STATE_DEPTH_WRITE
  1784. );
  1785. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1786. {
  1787. m_frameBuffers[ii].postReset();
  1788. }
  1789. if (NULL != m_msaaRt)
  1790. {
  1791. setResourceBarrier(m_commandList
  1792. , m_msaaRt
  1793. , D3D12_RESOURCE_STATE_COMMON
  1794. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  1795. );
  1796. }
  1797. // capturePostReset();
  1798. }
  1799. void invalidateCache()
  1800. {
  1801. m_pipelineStateCache.invalidate();
  1802. m_samplerStateCache.invalidate();
  1803. m_samplerAllocator.reset();
  1804. }
  1805. void updateMsaa(DXGI_FORMAT _format) const
  1806. {
  1807. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1808. {
  1809. uint32_t msaa = s_checkMsaa[ii];
  1810. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1811. bx::memSet(&data, 0, sizeof(msaa) );
  1812. data.Format = _format;
  1813. data.SampleCount = msaa;
  1814. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1815. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1816. if (SUCCEEDED(hr)
  1817. && 0 < data.NumQualityLevels)
  1818. {
  1819. s_msaa[ii].Count = data.SampleCount;
  1820. s_msaa[ii].Quality = data.NumQualityLevels-1;
  1821. last = ii;
  1822. }
  1823. else
  1824. {
  1825. s_msaa[ii] = s_msaa[last];
  1826. }
  1827. }
  1828. }
  1829. IUnknown* getDeviceForSwapChain() const
  1830. {
  1831. # if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1832. return m_cmd.m_commandQueue;
  1833. # else
  1834. return m_device;
  1835. # endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1836. }
  1837. bool updateResolution(const Resolution& _resolution)
  1838. {
  1839. if (!!(_resolution.reset & BGFX_RESET_MAXANISOTROPY) )
  1840. {
  1841. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1842. }
  1843. else
  1844. {
  1845. m_maxAnisotropy = 1;
  1846. }
  1847. bool depthClamp = !!(_resolution.reset & BGFX_RESET_DEPTH_CLAMP);
  1848. if (m_depthClamp != depthClamp)
  1849. {
  1850. m_depthClamp = depthClamp;
  1851. m_pipelineStateCache.invalidate();
  1852. }
  1853. const uint32_t maskFlags = ~(0
  1854. | BGFX_RESET_MAXANISOTROPY
  1855. | BGFX_RESET_DEPTH_CLAMP
  1856. | BGFX_RESET_SUSPEND
  1857. );
  1858. if (m_resolution.width != _resolution.width
  1859. || m_resolution.height != _resolution.height
  1860. || m_resolution.format != _resolution.format
  1861. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  1862. {
  1863. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  1864. bool resize = true
  1865. && BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  1866. && (m_resolution.reset&BGFX_RESET_MSAA_MASK) == (_resolution.reset&BGFX_RESET_MSAA_MASK)
  1867. ;
  1868. m_resolution = _resolution;
  1869. m_resolution.reset = flags;
  1870. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  1871. m_textVideoMem.clear();
  1872. m_scd.width = _resolution.width;
  1873. m_scd.height = _resolution.height;
  1874. m_scd.format = s_textureFormat[_resolution.format].m_fmt;
  1875. preReset();
  1876. DX_RELEASE(m_msaaRt, 0);
  1877. if (NULL == m_swapChain)
  1878. {
  1879. }
  1880. else
  1881. {
  1882. if (resize)
  1883. {
  1884. #if BX_PLATFORM_WINDOWS
  1885. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1886. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1887. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1888. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1889. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd, nodeMask, presentQueue) );
  1890. #elif BX_PLATFORM_WINRT
  1891. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd);
  1892. m_backBufferColorIdx = m_scd.bufferCount-1;
  1893. #endif // BX_PLATFORM_WINDOWS
  1894. }
  1895. else
  1896. {
  1897. updateMsaa(m_scd.format);
  1898. m_scd.sampleDesc = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1899. DX_RELEASE(m_swapChain, 0);
  1900. HRESULT hr;
  1901. hr = m_dxgi.createSwapChain(
  1902. getDeviceForSwapChain()
  1903. , m_scd
  1904. , &m_swapChain
  1905. );
  1906. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1907. }
  1908. if (1 < m_scd.sampleDesc.Count)
  1909. {
  1910. D3D12_RESOURCE_DESC resourceDesc;
  1911. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1912. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  1913. resourceDesc.Width = m_scd.width;
  1914. resourceDesc.Height = m_scd.height;
  1915. resourceDesc.MipLevels = 1;
  1916. resourceDesc.Format = m_scd.format;
  1917. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1918. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1919. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  1920. resourceDesc.DepthOrArraySize = 1;
  1921. D3D12_CLEAR_VALUE clearValue;
  1922. clearValue.Format = resourceDesc.Format;
  1923. clearValue.Color[0] = 0.0f;
  1924. clearValue.Color[1] = 0.0f;
  1925. clearValue.Color[2] = 0.0f;
  1926. clearValue.Color[3] = 0.0f;
  1927. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  1928. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  1929. }
  1930. }
  1931. postReset();
  1932. }
  1933. return false;
  1934. }
  1935. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1936. {
  1937. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1938. {
  1939. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1940. m_fsChanges += _numRegs;
  1941. }
  1942. else
  1943. {
  1944. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1945. m_vsChanges += _numRegs;
  1946. }
  1947. }
  1948. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1949. {
  1950. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1951. }
  1952. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1953. {
  1954. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1955. }
  1956. void commitShaderConstants(ProgramHandle _program, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1957. {
  1958. const ProgramD3D12& program = m_program[_program.idx];
  1959. uint32_t total = bx::strideAlign(0
  1960. + program.m_vsh->m_size
  1961. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1962. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1963. );
  1964. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1965. {
  1966. uint32_t size = program.m_vsh->m_size;
  1967. bx::memCopy(data, m_vsScratch, size);
  1968. data += size;
  1969. m_vsChanges = 0;
  1970. }
  1971. if (NULL != program.m_fsh)
  1972. {
  1973. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  1974. m_fsChanges = 0;
  1975. }
  1976. }
  1977. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh)
  1978. {
  1979. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1980. if (NULL != frameBuffer.m_swapChain)
  1981. {
  1982. #if BX_PLATFORM_WINDOWS
  1983. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  1984. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1985. return getRtv(_fbh, idx);
  1986. #endif // BX_PLATFORM_WINDOWS
  1987. }
  1988. return getRtv(_fbh, 0);
  1989. }
  1990. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh, uint8_t _attachment)
  1991. {
  1992. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1993. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1994. D3D12_CPU_DESCRIPTOR_HANDLE result =
  1995. {
  1996. rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS + _attachment) * rtvDescriptorSize
  1997. };
  1998. return result;
  1999. }
  2000. D3D12_CPU_DESCRIPTOR_HANDLE getDsv(FrameBufferHandle _fbh) const
  2001. {
  2002. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2003. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  2004. D3D12_CPU_DESCRIPTOR_HANDLE result = { dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize };
  2005. return result;
  2006. }
  2007. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  2008. {
  2009. if (isValid(m_fbh)
  2010. && m_fbh.idx != _fbh.idx)
  2011. {
  2012. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2013. if (NULL == frameBuffer.m_swapChain)
  2014. {
  2015. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2016. {
  2017. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2018. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  2019. }
  2020. if (isValid(frameBuffer.m_depth) )
  2021. {
  2022. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2023. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  2024. if (!writeOnly)
  2025. {
  2026. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  2027. }
  2028. }
  2029. }
  2030. }
  2031. if (!isValid(_fbh) )
  2032. {
  2033. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2034. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2035. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  2036. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2037. m_currentColor = &m_rtvHandle;
  2038. m_currentDepthStencil = &m_dsvHandle;
  2039. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  2040. }
  2041. else
  2042. {
  2043. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2044. if (0 < frameBuffer.m_num)
  2045. {
  2046. m_rtvHandle = getRtv(_fbh);
  2047. m_currentColor = &m_rtvHandle;
  2048. }
  2049. else
  2050. {
  2051. m_currentColor = NULL;
  2052. }
  2053. if (isValid(frameBuffer.m_depth) )
  2054. {
  2055. m_dsvHandle = getDsv(_fbh);
  2056. m_currentDepthStencil = &m_dsvHandle;
  2057. }
  2058. else
  2059. {
  2060. m_currentDepthStencil = NULL;
  2061. }
  2062. if (NULL != frameBuffer.m_swapChain)
  2063. {
  2064. frameBuffer.m_needPresent = true;
  2065. }
  2066. else
  2067. {
  2068. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2069. {
  2070. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2071. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2072. }
  2073. if (isValid(frameBuffer.m_depth) )
  2074. {
  2075. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2076. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  2077. }
  2078. }
  2079. m_commandList->OMSetRenderTargets(
  2080. frameBuffer.m_num
  2081. , m_currentColor
  2082. , true
  2083. , m_currentDepthStencil
  2084. );
  2085. }
  2086. m_fbh = _fbh;
  2087. m_rtMsaa = _msaa;
  2088. }
  2089. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  2090. {
  2091. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2092. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2093. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  2094. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2095. drt->LogicOpEnable = false;
  2096. {
  2097. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  2098. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  2099. const uint32_t srcRGB = (blend ) & 0xf;
  2100. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2101. const uint32_t srcA = (blend >> 8) & 0xf;
  2102. const uint32_t dstA = (blend >> 12) & 0xf;
  2103. const uint32_t equRGB = (equation ) & 0x7;
  2104. const uint32_t equA = (equation >> 3) & 0x7;
  2105. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2106. drt->DestBlend = s_blendFactor[dstRGB][0];
  2107. drt->BlendOp = s_blendEquation[equRGB];
  2108. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2109. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2110. drt->BlendOpAlpha = s_blendEquation[equA];
  2111. }
  2112. uint8_t writeMask = 0;
  2113. writeMask |= (_state & BGFX_STATE_WRITE_R) ? D3D12_COLOR_WRITE_ENABLE_RED : 0;
  2114. writeMask |= (_state & BGFX_STATE_WRITE_G) ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0;
  2115. writeMask |= (_state & BGFX_STATE_WRITE_B) ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0;
  2116. writeMask |= (_state & BGFX_STATE_WRITE_A) ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0;
  2117. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2118. drt->RenderTargetWriteMask = writeMask;
  2119. if (_desc.IndependentBlendEnable)
  2120. {
  2121. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2122. {
  2123. drt = &_desc.RenderTarget[ii];
  2124. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2125. drt->LogicOpEnable = false;
  2126. const uint32_t src = (rgba ) & 0xf;
  2127. const uint32_t dst = (rgba >> 4) & 0xf;
  2128. const uint32_t equation = (rgba >> 8) & 0x7;
  2129. drt->SrcBlend = s_blendFactor[src][0];
  2130. drt->DestBlend = s_blendFactor[dst][0];
  2131. drt->BlendOp = s_blendEquation[equation];
  2132. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2133. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2134. drt->BlendOpAlpha = s_blendEquation[equation];
  2135. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2136. drt->RenderTargetWriteMask = writeMask;
  2137. }
  2138. }
  2139. else
  2140. {
  2141. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2142. {
  2143. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  2144. }
  2145. }
  2146. }
  2147. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  2148. {
  2149. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  2150. _desc.FillMode = _wireframe
  2151. ? D3D12_FILL_MODE_WIREFRAME
  2152. : D3D12_FILL_MODE_SOLID
  2153. ;
  2154. _desc.CullMode = s_cullMode[cull];
  2155. _desc.FrontCounterClockwise = false;
  2156. _desc.DepthBias = 0;
  2157. _desc.DepthBiasClamp = 0.0f;
  2158. _desc.SlopeScaledDepthBias = 0.0f;
  2159. _desc.DepthClipEnable = !m_depthClamp;
  2160. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2161. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2162. _desc.ForcedSampleCount = 0;
  2163. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2164. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  2165. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2166. ;
  2167. }
  2168. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  2169. {
  2170. const uint32_t fstencil = unpackStencil(0, _stencil);
  2171. bx::memSet(&_desc, 0, sizeof(_desc) );
  2172. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2173. _desc.DepthEnable = 0 != func;
  2174. _desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state)
  2175. ? D3D12_DEPTH_WRITE_MASK_ALL
  2176. : D3D12_DEPTH_WRITE_MASK_ZERO
  2177. ;
  2178. _desc.DepthFunc = s_cmpFunc[func];
  2179. uint32_t bstencil = unpackStencil(1, _stencil);
  2180. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2181. bstencil = frontAndBack ? bstencil : fstencil;
  2182. _desc.StencilEnable = 0 != _stencil;
  2183. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2184. _desc.StencilWriteMask = 0xff;
  2185. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2186. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2187. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2188. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2189. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2190. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2191. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2192. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2193. }
  2194. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, uint8_t _numStreams, const VertexDecl** _vertexDecls, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2195. {
  2196. uint16_t attrMask[Attrib::Count];
  2197. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask));
  2198. D3D12_INPUT_ELEMENT_DESC* elem = _vertexElements;
  2199. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2200. {
  2201. VertexDecl decl;
  2202. bx::memCopy(&decl, _vertexDecls[stream], sizeof(VertexDecl));
  2203. const bool last = stream == _numStreams-1;
  2204. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2205. {
  2206. uint16_t mask = attrMask[ii];
  2207. uint16_t attr = (decl.m_attributes[ii] & mask);
  2208. if (0 == attr
  2209. || UINT16_MAX == attr)
  2210. {
  2211. decl.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2212. }
  2213. else
  2214. {
  2215. attrMask[ii] = 0;
  2216. }
  2217. }
  2218. elem = fillVertexDecl(stream, elem, decl);
  2219. }
  2220. uint32_t num = uint32_t(elem-_vertexElements);
  2221. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2222. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2223. {
  2224. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2225. uint32_t jj;
  2226. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2227. for (jj = 0; jj < num; ++jj)
  2228. {
  2229. curr = &_vertexElements[jj];
  2230. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2231. && curr->SemanticIndex == index)
  2232. {
  2233. break;
  2234. }
  2235. }
  2236. if (jj == num)
  2237. {
  2238. curr = elem;
  2239. ++elem;
  2240. }
  2241. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2242. curr->InputSlot = 1;
  2243. curr->SemanticIndex = index;
  2244. curr->AlignedByteOffset = ii*16;
  2245. }
  2246. return uint32_t(elem-_vertexElements);
  2247. }
  2248. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2249. {
  2250. const VertexDecl* decls[1] = { &_vertexDecl };
  2251. return setInputLayout(_vertexElements, BX_COUNTOF(decls), decls, _program, _numInstanceData);
  2252. }
  2253. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2254. {
  2255. union { void* ptr; uint32_t offset; } cast = { _userData };
  2256. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2257. {
  2258. DxbcOperand& operand = _instruction.operand[ii];
  2259. if (DxbcOperandType::ConstantBuffer == operand.type)
  2260. {
  2261. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2262. && 0 == operand.regIndex[0])
  2263. {
  2264. for (uint32_t jj = 1; jj < operand.numAddrModes; ++jj)
  2265. {
  2266. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[jj]
  2267. || DxbcOperandAddrMode::RegImm32 == operand.addrMode[jj])
  2268. {
  2269. operand.regIndex[jj] += cast.offset;
  2270. }
  2271. else if (0 != cast.offset)
  2272. {
  2273. operand.subOperand[jj].regIndex = operand.regIndex[jj];
  2274. operand.addrMode[jj] = DxbcOperandAddrMode::RegImm32;
  2275. operand.regIndex[jj] = cast.offset;
  2276. }
  2277. }
  2278. }
  2279. }
  2280. }
  2281. }
  2282. ID3D12PipelineState* getPipelineState(ProgramHandle _program)
  2283. {
  2284. ProgramD3D12& program = m_program[_program.idx];
  2285. const uint32_t hash = program.m_vsh->m_hash;
  2286. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2287. if (BX_LIKELY(NULL != pso) )
  2288. {
  2289. return pso;
  2290. }
  2291. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2292. bx::memSet(&desc, 0, sizeof(desc) );
  2293. desc.pRootSignature = m_rootSignature;
  2294. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2295. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2296. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2297. , IID_ID3D12PipelineState
  2298. , (void**)&pso
  2299. ) );
  2300. m_pipelineStateCache.add(hash, pso);
  2301. return pso;
  2302. }
  2303. ID3D12PipelineState* getPipelineState(
  2304. uint64_t _state
  2305. , uint64_t _stencil
  2306. , uint8_t _numStreams
  2307. , const VertexDecl** _vertexDecls
  2308. , ProgramHandle _program
  2309. , uint8_t _numInstanceData
  2310. )
  2311. {
  2312. ProgramD3D12& program = m_program[_program.idx];
  2313. _state &= 0
  2314. | BGFX_STATE_WRITE_RGB
  2315. | BGFX_STATE_WRITE_A
  2316. | BGFX_STATE_WRITE_Z
  2317. | BGFX_STATE_DEPTH_TEST_MASK
  2318. | BGFX_STATE_BLEND_MASK
  2319. | BGFX_STATE_BLEND_EQUATION_MASK
  2320. | BGFX_STATE_BLEND_INDEPENDENT
  2321. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2322. | BGFX_STATE_CULL_MASK
  2323. | BGFX_STATE_MSAA
  2324. | BGFX_STATE_LINEAA
  2325. | BGFX_STATE_CONSERVATIVE_RASTER
  2326. | BGFX_STATE_PT_MASK
  2327. ;
  2328. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, ~BGFX_STENCIL_FUNC_REF_MASK);
  2329. VertexDecl decl;
  2330. if (0 < _numStreams)
  2331. {
  2332. bx::memCopy(&decl, _vertexDecls[0], sizeof(VertexDecl) );
  2333. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2334. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2335. {
  2336. uint16_t mask = attrMask[ii];
  2337. uint16_t attr = (decl.m_attributes[ii] & mask);
  2338. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2339. }
  2340. }
  2341. bx::HashMurmur2A murmur;
  2342. murmur.begin();
  2343. murmur.add(_state);
  2344. murmur.add(_stencil);
  2345. murmur.add(program.m_vsh->m_hash);
  2346. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2347. if (NULL != program.m_fsh)
  2348. {
  2349. murmur.add(program.m_fsh->m_hash);
  2350. }
  2351. for (uint32_t ii = 0; ii < _numStreams; ++ii)
  2352. {
  2353. murmur.add(_vertexDecls[ii]->m_hash);
  2354. }
  2355. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  2356. murmur.add(m_fbh.idx);
  2357. murmur.add(_numInstanceData);
  2358. const uint32_t hash = murmur.end();
  2359. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2360. if (NULL != pso)
  2361. {
  2362. return pso;
  2363. }
  2364. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2365. bx::memSet(&desc, 0, sizeof(desc) );
  2366. desc.pRootSignature = m_rootSignature;
  2367. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2368. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2369. const Memory* temp = NULL;
  2370. if (NULL != program.m_fsh)
  2371. {
  2372. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2373. DxbcContext dxbc;
  2374. bx::Error err;
  2375. read(&rd, dxbc, &err);
  2376. bool patchShader = !dxbc.shader.aon9;
  2377. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2378. && patchShader)
  2379. {
  2380. union { uint32_t offset; void* ptr; } cast = { 0 };
  2381. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2382. temp = alloc(uint32_t(dxbc.shader.byteCode.size() )+1024);
  2383. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2384. int32_t size = write(&wr, dxbc, &err);
  2385. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2386. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2387. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2388. if (!patchShader)
  2389. {
  2390. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2391. {
  2392. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2393. {
  2394. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2395. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2396. break;
  2397. }
  2398. }
  2399. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2400. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2401. }
  2402. release(temp);
  2403. temp = NULL;
  2404. }
  2405. if (patchShader)
  2406. {
  2407. union { uint32_t offset; void* ptr; } cast =
  2408. {
  2409. uint32_t(program.m_vsh->m_size)/16
  2410. };
  2411. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2412. temp = alloc(uint32_t(dxbc.shader.byteCode.size() )+1024);
  2413. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2414. int32_t size = write(&wr, dxbc, &err);
  2415. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2416. desc.PS.pShaderBytecode = temp->data;
  2417. desc.PS.BytecodeLength = size;
  2418. }
  2419. else
  2420. {
  2421. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2422. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2423. }
  2424. }
  2425. else
  2426. {
  2427. desc.PS.pShaderBytecode = NULL;
  2428. desc.PS.BytecodeLength = 0;
  2429. }
  2430. desc.DS.pShaderBytecode = NULL;
  2431. desc.DS.BytecodeLength = 0;
  2432. desc.HS.pShaderBytecode = NULL;
  2433. desc.HS.BytecodeLength = 0;
  2434. desc.GS.pShaderBytecode = NULL;
  2435. desc.GS.BytecodeLength = 0;
  2436. desc.StreamOutput.pSODeclaration = NULL;
  2437. desc.StreamOutput.NumEntries = 0;
  2438. desc.StreamOutput.pBufferStrides = NULL;
  2439. desc.StreamOutput.NumStrides = 0;
  2440. desc.StreamOutput.RasterizedStream = 0;
  2441. setBlendState(desc.BlendState, _state);
  2442. desc.SampleMask = UINT32_MAX;
  2443. setRasterizerState(desc.RasterizerState, _state);
  2444. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2445. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2446. desc.InputLayout.NumElements = setInputLayout(vertexElements, _numStreams, _vertexDecls, program, _numInstanceData);
  2447. desc.InputLayout.pInputElementDescs = 0 == desc.InputLayout.NumElements
  2448. ? NULL
  2449. : vertexElements
  2450. ;
  2451. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2452. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2453. if (isValid(m_fbh) )
  2454. {
  2455. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2456. if (NULL == frameBuffer.m_swapChain)
  2457. {
  2458. desc.NumRenderTargets = frameBuffer.m_num;
  2459. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2460. {
  2461. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2462. }
  2463. if (isValid(frameBuffer.m_depth) )
  2464. {
  2465. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2466. }
  2467. else
  2468. {
  2469. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2470. }
  2471. }
  2472. else
  2473. {
  2474. desc.NumRenderTargets = 1;
  2475. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2476. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2477. }
  2478. }
  2479. else
  2480. {
  2481. desc.NumRenderTargets = 1;
  2482. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2483. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2484. }
  2485. desc.SampleDesc = m_scd.sampleDesc;
  2486. uint32_t length = g_callback->cacheReadSize(hash);
  2487. bool cached = length > 0;
  2488. void* cachedData = NULL;
  2489. if (cached)
  2490. {
  2491. cachedData = BX_ALLOC(g_allocator, length);
  2492. if (g_callback->cacheRead(hash, cachedData, length) )
  2493. {
  2494. BX_TRACE("Loading cached PSO (size %d).", length);
  2495. bx::MemoryReader reader(cachedData, length);
  2496. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2497. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2498. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2499. , IID_ID3D12PipelineState
  2500. , (void**)&pso
  2501. );
  2502. if (FAILED(hr) )
  2503. {
  2504. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  2505. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2506. }
  2507. }
  2508. }
  2509. if (NULL == pso)
  2510. {
  2511. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2512. , IID_ID3D12PipelineState
  2513. , (void**)&pso
  2514. ) );
  2515. }
  2516. BGFX_FATAL(NULL != pso, Fatal::InvalidShader, "Failed to create PSO!");
  2517. m_pipelineStateCache.add(hash, pso);
  2518. if (NULL != temp)
  2519. {
  2520. release(temp);
  2521. }
  2522. ID3DBlob* blob;
  2523. HRESULT hr = pso->GetCachedBlob(&blob);
  2524. if (SUCCEEDED(hr) )
  2525. {
  2526. void* data = blob->GetBufferPointer();
  2527. length = (uint32_t)blob->GetBufferSize();
  2528. g_callback->cacheWrite(hash, data, length);
  2529. DX_RELEASE(blob, 0);
  2530. }
  2531. if (NULL != cachedData)
  2532. {
  2533. BX_FREE(g_allocator, cachedData);
  2534. }
  2535. return pso;
  2536. }
  2537. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2538. {
  2539. bx::HashMurmur2A murmur;
  2540. murmur.begin();
  2541. murmur.add(_flags, _num * sizeof(uint32_t) );
  2542. uint32_t hash = murmur.end();
  2543. uint16_t sampler = m_samplerStateCache.find(hash);
  2544. if (UINT16_MAX == sampler)
  2545. {
  2546. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2547. m_samplerStateCache.add(hash, sampler);
  2548. }
  2549. return sampler;
  2550. }
  2551. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2552. {
  2553. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2554. }
  2555. void commit(UniformBuffer& _uniformBuffer)
  2556. {
  2557. _uniformBuffer.reset();
  2558. for (;;)
  2559. {
  2560. uint32_t opcode = _uniformBuffer.read();
  2561. if (UniformType::End == opcode)
  2562. {
  2563. break;
  2564. }
  2565. UniformType::Enum type;
  2566. uint16_t loc;
  2567. uint16_t num;
  2568. uint16_t copy;
  2569. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2570. const char* data;
  2571. if (copy)
  2572. {
  2573. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2574. }
  2575. else
  2576. {
  2577. UniformHandle handle;
  2578. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2579. data = (const char*)m_uniforms[handle.idx];
  2580. }
  2581. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2582. case UniformType::_uniform: \
  2583. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2584. { \
  2585. setShaderUniform(uint8_t(type), loc, data, num); \
  2586. } \
  2587. break;
  2588. switch ( (uint32_t)type)
  2589. {
  2590. case UniformType::Mat3:
  2591. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2592. {
  2593. float* value = (float*)data;
  2594. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2595. {
  2596. Matrix4 mtx;
  2597. mtx.un.val[ 0] = value[0];
  2598. mtx.un.val[ 1] = value[1];
  2599. mtx.un.val[ 2] = value[2];
  2600. mtx.un.val[ 3] = 0.0f;
  2601. mtx.un.val[ 4] = value[3];
  2602. mtx.un.val[ 5] = value[4];
  2603. mtx.un.val[ 6] = value[5];
  2604. mtx.un.val[ 7] = 0.0f;
  2605. mtx.un.val[ 8] = value[6];
  2606. mtx.un.val[ 9] = value[7];
  2607. mtx.un.val[10] = value[8];
  2608. mtx.un.val[11] = 0.0f;
  2609. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2610. }
  2611. }
  2612. break;
  2613. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2614. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2615. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2616. case UniformType::End:
  2617. break;
  2618. default:
  2619. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2620. break;
  2621. }
  2622. #undef CASE_IMPLEMENT_UNIFORM
  2623. }
  2624. }
  2625. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2626. {
  2627. if (isValid(m_fbh) )
  2628. {
  2629. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2630. frameBuffer.clear(m_commandList, _clear, _palette);
  2631. }
  2632. else
  2633. {
  2634. if (NULL != m_currentColor
  2635. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2636. {
  2637. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2638. {
  2639. uint8_t index = _clear.m_index[0];
  2640. if (UINT8_MAX != index)
  2641. {
  2642. m_commandList->ClearRenderTargetView(*m_currentColor
  2643. , _palette[index]
  2644. , _num
  2645. , _rect
  2646. );
  2647. }
  2648. }
  2649. else
  2650. {
  2651. float frgba[4] =
  2652. {
  2653. _clear.m_index[0] * 1.0f / 255.0f,
  2654. _clear.m_index[1] * 1.0f / 255.0f,
  2655. _clear.m_index[2] * 1.0f / 255.0f,
  2656. _clear.m_index[3] * 1.0f / 255.0f,
  2657. };
  2658. m_commandList->ClearRenderTargetView(*m_currentColor
  2659. , frgba
  2660. , _num
  2661. , _rect
  2662. );
  2663. }
  2664. }
  2665. if (NULL != m_currentDepthStencil
  2666. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2667. {
  2668. uint32_t flags = 0;
  2669. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2670. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2671. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2672. , D3D12_CLEAR_FLAGS(flags)
  2673. , _clear.m_depth
  2674. , _clear.m_stencil
  2675. , _num
  2676. , _rect
  2677. );
  2678. }
  2679. }
  2680. }
  2681. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2682. {
  2683. uint32_t width;
  2684. uint32_t height;
  2685. if (isValid(m_fbh) )
  2686. {
  2687. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2688. width = fb.m_width;
  2689. height = fb.m_height;
  2690. }
  2691. else
  2692. {
  2693. width = m_scd.width;
  2694. height = m_scd.height;
  2695. }
  2696. if (0 == _rect.m_x
  2697. && 0 == _rect.m_y
  2698. && width == _rect.m_width
  2699. && height == _rect.m_height)
  2700. {
  2701. clear(_clear, _palette);
  2702. }
  2703. else
  2704. {
  2705. D3D12_RECT rect;
  2706. rect.left = _rect.m_x;
  2707. rect.top = _rect.m_y;
  2708. rect.right = _rect.m_x + _rect.m_width;
  2709. rect.bottom = _rect.m_y + _rect.m_height;
  2710. clear(_clear, _palette, &rect, 1);
  2711. }
  2712. }
  2713. uint64_t kick()
  2714. {
  2715. uint64_t fence = m_cmd.kick();
  2716. m_commandList = m_cmd.alloc();
  2717. return fence;
  2718. }
  2719. void finish()
  2720. {
  2721. m_cmd.kick();
  2722. m_cmd.finish();
  2723. m_commandList = NULL;
  2724. }
  2725. void finishAll(bool _alloc = false)
  2726. {
  2727. uint64_t fence = m_cmd.kick();
  2728. m_cmd.finish(fence, true);
  2729. m_commandList = _alloc ? m_cmd.alloc() : NULL;
  2730. }
  2731. Dxgi m_dxgi;
  2732. NvApi m_nvapi;
  2733. void* m_kernel32Dll;
  2734. void* m_d3d12Dll;
  2735. void* m_renderDocDll;
  2736. void* m_winPixEvent;
  2737. D3D_FEATURE_LEVEL m_featureLevel;
  2738. D3D_DRIVER_TYPE m_driverType;
  2739. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2740. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2741. Dxgi::SwapChainI* m_swapChain;
  2742. ID3D12Resource* m_msaaRt;
  2743. #if BX_PLATFORM_WINDOWS
  2744. ID3D12InfoQueue* m_infoQueue;
  2745. #endif // BX_PLATFORM_WINDOWS
  2746. int64_t m_presentElapsed;
  2747. uint16_t m_numWindows;
  2748. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2749. ID3D12Device* m_device;
  2750. TimerQueryD3D12 m_gpuTimer;
  2751. OcclusionQueryD3D12 m_occlusionQuery;
  2752. uint32_t m_deviceInterfaceVersion;
  2753. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2754. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2755. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2756. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2757. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2758. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2759. ID3D12Resource* m_backBufferColor[BGFX_CONFIG_MAX_BACK_BUFFERS];
  2760. uint64_t m_backBufferColorFence[BGFX_CONFIG_MAX_BACK_BUFFERS];
  2761. ID3D12Resource* m_backBufferDepthStencil;
  2762. ScratchBufferD3D12 m_scratchBuffer[BGFX_CONFIG_MAX_BACK_BUFFERS];
  2763. DescriptorAllocatorD3D12 m_samplerAllocator;
  2764. ID3D12RootSignature* m_rootSignature;
  2765. ID3D12CommandSignature* m_commandSignature[3];
  2766. CommandQueueD3D12 m_cmd;
  2767. BatchD3D12 m_batch;
  2768. ID3D12GraphicsCommandList* m_commandList;
  2769. Resolution m_resolution;
  2770. bool m_wireframe;
  2771. bool m_lost;
  2772. SwapChainDesc m_scd;
  2773. uint32_t m_maxAnisotropy;
  2774. bool m_depthClamp;
  2775. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2776. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2777. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2778. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2779. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2780. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2781. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2782. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2783. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2784. UniformRegistry m_uniformReg;
  2785. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2786. StateCache m_samplerStateCache;
  2787. TextVideoMem m_textVideoMem;
  2788. uint8_t m_fsScratch[64<<10];
  2789. uint8_t m_vsScratch[64<<10];
  2790. uint32_t m_fsChanges;
  2791. uint32_t m_vsChanges;
  2792. FrameBufferHandle m_fbh;
  2793. uint32_t m_backBufferColorIdx;
  2794. bool m_rtMsaa;
  2795. bool m_directAccessSupport;
  2796. };
  2797. static RendererContextD3D12* s_renderD3D12;
  2798. RendererContextI* rendererCreate(const Init& _init)
  2799. {
  2800. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2801. if (!s_renderD3D12->init(_init) )
  2802. {
  2803. BX_DELETE(g_allocator, s_renderD3D12);
  2804. s_renderD3D12 = NULL;
  2805. }
  2806. return s_renderD3D12;
  2807. }
  2808. void rendererDestroy()
  2809. {
  2810. s_renderD3D12->shutdown();
  2811. BX_DELETE(g_allocator, s_renderD3D12);
  2812. s_renderD3D12 = NULL;
  2813. }
  2814. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2815. {
  2816. m_size = _size;
  2817. ID3D12Device* device = s_renderD3D12->m_device;
  2818. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2819. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2820. desc.NumDescriptors = _maxDescriptors;
  2821. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2822. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2823. desc.NodeMask = 1;
  2824. DX_CHECK(device->CreateDescriptorHeap(&desc
  2825. , IID_ID3D12DescriptorHeap
  2826. , (void**)&m_heap
  2827. ) );
  2828. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2829. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2830. D3D12_RANGE readRange = { 0, 0 };
  2831. m_upload->Map(0, &readRange, (void**)&m_data);
  2832. reset(m_gpuHandle);
  2833. }
  2834. void ScratchBufferD3D12::destroy()
  2835. {
  2836. D3D12_RANGE writeRange = { 0, 0 };
  2837. m_upload->Unmap(0, &writeRange);
  2838. DX_RELEASE(m_upload, 0);
  2839. DX_RELEASE(m_heap, 0);
  2840. }
  2841. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2842. {
  2843. m_pos = 0;
  2844. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2845. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2846. _gpuHandle = m_gpuHandle;
  2847. }
  2848. void ScratchBufferD3D12::allocEmpty(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2849. {
  2850. m_cpuHandle.ptr += m_incrementSize;
  2851. _gpuHandle = m_gpuHandle;
  2852. m_gpuHandle.ptr += m_incrementSize;
  2853. }
  2854. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2855. {
  2856. _gpuAddress = m_gpuVA + m_pos;
  2857. void* data = &m_data[m_pos];
  2858. m_pos += BX_ALIGN_256(_size);
  2859. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2860. // desc.BufferLocation = _gpuAddress;
  2861. // desc.SizeInBytes = _size;
  2862. // ID3D12Device* device = s_renderD3D12->m_device;
  2863. // device->CreateConstantBufferView(&desc
  2864. // , m_cpuHandle
  2865. // );
  2866. // m_cpuHandle.ptr += m_incrementSize;
  2867. // m_gpuHandle.ptr += m_incrementSize;
  2868. return data;
  2869. }
  2870. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2871. {
  2872. ID3D12Device* device = s_renderD3D12->m_device;
  2873. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2874. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2875. if (0 != _mip)
  2876. {
  2877. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2878. srvd = &tmpSrvd;
  2879. switch (_texture.m_srvd.ViewDimension)
  2880. {
  2881. default:
  2882. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2883. srvd->Texture2D.MostDetailedMip = _mip;
  2884. srvd->Texture2D.MipLevels = 1;
  2885. srvd->Texture2D.PlaneSlice = 0;
  2886. srvd->Texture2D.ResourceMinLODClamp = 0;
  2887. break;
  2888. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2889. srvd->TextureCube.MostDetailedMip = _mip;
  2890. srvd->TextureCube.MipLevels = 1;
  2891. srvd->TextureCube.ResourceMinLODClamp = 0;
  2892. break;
  2893. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2894. srvd->Texture3D.MostDetailedMip = _mip;
  2895. srvd->Texture3D.MipLevels = 1;
  2896. srvd->Texture3D.ResourceMinLODClamp = 0;
  2897. break;
  2898. }
  2899. }
  2900. device->CreateShaderResourceView(_texture.m_ptr
  2901. , srvd
  2902. , m_cpuHandle
  2903. );
  2904. m_cpuHandle.ptr += m_incrementSize;
  2905. _gpuHandle = m_gpuHandle;
  2906. m_gpuHandle.ptr += m_incrementSize;
  2907. }
  2908. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2909. {
  2910. ID3D12Device* device = s_renderD3D12->m_device;
  2911. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2912. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2913. if (0 != _mip)
  2914. {
  2915. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2916. uavd = &tmpUavd;
  2917. switch (_texture.m_uavd.ViewDimension)
  2918. {
  2919. default:
  2920. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2921. uavd->Texture2D.MipSlice = _mip;
  2922. uavd->Texture2D.PlaneSlice = 0;
  2923. break;
  2924. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  2925. uavd->Texture2DArray.MipSlice = _mip;
  2926. uavd->Texture2DArray.PlaneSlice = 0;
  2927. break;
  2928. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2929. uavd->Texture3D.MipSlice = _mip;
  2930. break;
  2931. }
  2932. }
  2933. device->CreateUnorderedAccessView(_texture.m_ptr
  2934. , NULL
  2935. , uavd
  2936. , m_cpuHandle
  2937. );
  2938. m_cpuHandle.ptr += m_incrementSize;
  2939. _gpuHandle = m_gpuHandle;
  2940. m_gpuHandle.ptr += m_incrementSize;
  2941. }
  2942. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2943. {
  2944. ID3D12Device* device = s_renderD3D12->m_device;
  2945. device->CreateShaderResourceView(_buffer.m_ptr
  2946. , &_buffer.m_srvd
  2947. , m_cpuHandle
  2948. );
  2949. m_cpuHandle.ptr += m_incrementSize;
  2950. _gpuHandle = m_gpuHandle;
  2951. m_gpuHandle.ptr += m_incrementSize;
  2952. }
  2953. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2954. {
  2955. ID3D12Device* device = s_renderD3D12->m_device;
  2956. device->CreateUnorderedAccessView(_buffer.m_ptr
  2957. , NULL
  2958. , &_buffer.m_uavd
  2959. , m_cpuHandle
  2960. );
  2961. m_cpuHandle.ptr += m_incrementSize;
  2962. _gpuHandle = m_gpuHandle;
  2963. m_gpuHandle.ptr += m_incrementSize;
  2964. }
  2965. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2966. {
  2967. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2968. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2969. ID3D12Device* device = s_renderD3D12->m_device;
  2970. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2971. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2972. desc.NumDescriptors = _maxDescriptors;
  2973. desc.Type = _type;
  2974. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2975. desc.NodeMask = 1;
  2976. DX_CHECK(device->CreateDescriptorHeap(&desc
  2977. , IID_ID3D12DescriptorHeap
  2978. , (void**)&m_heap
  2979. ) );
  2980. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2981. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2982. }
  2983. void DescriptorAllocatorD3D12::destroy()
  2984. {
  2985. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2986. DX_RELEASE(m_heap, 0);
  2987. }
  2988. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2989. {
  2990. uint16_t idx = m_handleAlloc->alloc();
  2991. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2992. ID3D12Device* device = s_renderD3D12->m_device;
  2993. device->CreateShaderResourceView(_ptr
  2994. , _desc
  2995. , cpuHandle
  2996. );
  2997. return idx;
  2998. }
  2999. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  3000. {
  3001. uint16_t idx = m_handleAlloc->alloc();
  3002. ID3D12Device* device = s_renderD3D12->m_device;
  3003. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  3004. for (uint32_t ii = 0; ii < _num; ++ii)
  3005. {
  3006. uint32_t flags = _flags[ii];
  3007. const uint32_t cmpFunc = (flags&BGFX_SAMPLER_COMPARE_MASK)>>BGFX_SAMPLER_COMPARE_SHIFT;
  3008. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
  3009. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
  3010. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
  3011. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  3012. D3D12_SAMPLER_DESC sd;
  3013. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  3014. sd.AddressU = s_textureAddress[(flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
  3015. sd.AddressV = s_textureAddress[(flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
  3016. sd.AddressW = s_textureAddress[(flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
  3017. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  3018. sd.MaxAnisotropy = maxAnisotropy;
  3019. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  3020. uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  3021. if (NULL != _palette
  3022. && needBorderColor(flags) )
  3023. {
  3024. const float* rgba = _palette[index];
  3025. sd.BorderColor[0] = rgba[0];
  3026. sd.BorderColor[1] = rgba[1];
  3027. sd.BorderColor[2] = rgba[2];
  3028. sd.BorderColor[3] = rgba[3];
  3029. }
  3030. else
  3031. {
  3032. sd.BorderColor[0] = 0.0f;
  3033. sd.BorderColor[1] = 0.0f;
  3034. sd.BorderColor[2] = 0.0f;
  3035. sd.BorderColor[3] = 0.0f;
  3036. }
  3037. sd.MinLOD = 0;
  3038. sd.MaxLOD = D3D12_FLOAT32_MAX;
  3039. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  3040. {
  3041. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  3042. };
  3043. device->CreateSampler(&sd, cpuHandle);
  3044. }
  3045. return idx;
  3046. }
  3047. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  3048. {
  3049. m_handleAlloc->free(_idx);
  3050. }
  3051. void DescriptorAllocatorD3D12::reset()
  3052. {
  3053. uint16_t max = m_handleAlloc->getMaxHandles();
  3054. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3055. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  3056. }
  3057. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  3058. {
  3059. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  3060. return gpuHandle;
  3061. }
  3062. void CommandQueueD3D12::init(ID3D12Device* _device)
  3063. {
  3064. D3D12_COMMAND_QUEUE_DESC queueDesc;
  3065. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  3066. queueDesc.Priority = 0;
  3067. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  3068. queueDesc.NodeMask = 1;
  3069. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  3070. , IID_ID3D12CommandQueue
  3071. , (void**)&m_commandQueue
  3072. ) );
  3073. m_completedFence = 0;
  3074. m_currentFence = 0;
  3075. DX_CHECK(_device->CreateFence(0
  3076. , D3D12_FENCE_FLAG_NONE
  3077. , IID_ID3D12Fence
  3078. , (void**)&m_fence
  3079. ) );
  3080. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3081. {
  3082. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  3083. , IID_ID3D12CommandAllocator
  3084. , (void**)&m_commandList[ii].m_commandAllocator
  3085. ) );
  3086. DX_CHECK(_device->CreateCommandList(0
  3087. , D3D12_COMMAND_LIST_TYPE_DIRECT
  3088. , m_commandList[ii].m_commandAllocator
  3089. , NULL
  3090. , IID_ID3D12GraphicsCommandList
  3091. , (void**)&m_commandList[ii].m_commandList
  3092. ) );
  3093. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  3094. }
  3095. }
  3096. void CommandQueueD3D12::shutdown()
  3097. {
  3098. finish(UINT64_MAX, true);
  3099. DX_RELEASE(m_fence, 0);
  3100. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3101. {
  3102. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  3103. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  3104. }
  3105. DX_RELEASE(m_commandQueue, 0);
  3106. }
  3107. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  3108. {
  3109. while (0 == m_control.reserve(1) )
  3110. {
  3111. consume();
  3112. }
  3113. CommandList& commandList = m_commandList[m_control.m_current];
  3114. DX_CHECK(commandList.m_commandAllocator->Reset() );
  3115. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  3116. return commandList.m_commandList;
  3117. }
  3118. uint64_t CommandQueueD3D12::kick()
  3119. {
  3120. CommandList& commandList = m_commandList[m_control.m_current];
  3121. DX_CHECK(commandList.m_commandList->Close() );
  3122. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  3123. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  3124. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  3125. const uint64_t fence = m_currentFence++;
  3126. m_commandQueue->Signal(m_fence, fence);
  3127. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  3128. m_control.commit(1);
  3129. return fence;
  3130. }
  3131. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  3132. {
  3133. while (0 < m_control.available() )
  3134. {
  3135. consume();
  3136. if (!_finishAll
  3137. && _waitFence <= m_completedFence)
  3138. {
  3139. return;
  3140. }
  3141. }
  3142. BX_CHECK(0 == m_control.available(), "");
  3143. }
  3144. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  3145. {
  3146. if (0 < m_control.available() )
  3147. {
  3148. if (consume(0)
  3149. && _waitFence <= m_completedFence)
  3150. {
  3151. return true;
  3152. }
  3153. }
  3154. return false;
  3155. }
  3156. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  3157. {
  3158. m_release[m_control.m_current].push_back(_ptr);
  3159. }
  3160. bool CommandQueueD3D12::consume(uint32_t _ms)
  3161. {
  3162. CommandList& commandList = m_commandList[m_control.m_read];
  3163. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  3164. {
  3165. CloseHandle(commandList.m_event);
  3166. commandList.m_event = NULL;
  3167. m_completedFence = m_fence->GetCompletedValue();
  3168. BX_WARN(UINT64_MAX != m_completedFence, "D3D12: Device lost.");
  3169. m_commandQueue->Wait(m_fence, m_completedFence);
  3170. ResourceArray& ra = m_release[m_control.m_read];
  3171. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  3172. {
  3173. DX_RELEASE(*it, 0);
  3174. }
  3175. ra.clear();
  3176. m_control.consume(1);
  3177. return true;
  3178. }
  3179. return false;
  3180. }
  3181. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  3182. {
  3183. m_maxDrawPerBatch = _maxDrawPerBatch;
  3184. setSeqMode(false);
  3185. setIndirectMode(true);
  3186. ID3D12Device* device = s_renderD3D12->m_device;
  3187. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  3188. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  3189. {
  3190. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3191. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3192. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3193. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3194. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3195. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3196. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  3197. };
  3198. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  3199. {
  3200. sizeof(DrawIndirectCommand),
  3201. BX_COUNTOF(drawArgDesc),
  3202. drawArgDesc,
  3203. 1,
  3204. };
  3205. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  3206. , rootSignature
  3207. , IID_ID3D12CommandSignature
  3208. , (void**)&m_commandSignature[Draw]
  3209. ) );
  3210. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  3211. {
  3212. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3213. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3214. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3215. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3216. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3217. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  3218. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3219. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  3220. };
  3221. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  3222. {
  3223. sizeof(DrawIndexedIndirectCommand),
  3224. BX_COUNTOF(drawIndexedArgDesc),
  3225. drawIndexedArgDesc,
  3226. 1,
  3227. };
  3228. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  3229. , rootSignature
  3230. , IID_ID3D12CommandSignature
  3231. , (void**)&m_commandSignature[DrawIndexed]
  3232. ) );
  3233. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  3234. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  3235. uint32_t cmdSize = bx::max<uint32_t>(sizeof(DrawIndirectCommand), sizeof(DrawIndexedIndirectCommand) );
  3236. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3237. {
  3238. m_indirect[ii].create(m_maxDrawPerBatch*cmdSize
  3239. , NULL
  3240. , BGFX_BUFFER_DRAW_INDIRECT
  3241. , false
  3242. , cmdSize
  3243. );
  3244. }
  3245. }
  3246. void BatchD3D12::destroy()
  3247. {
  3248. BX_FREE(g_allocator, m_cmds[0]);
  3249. BX_FREE(g_allocator, m_cmds[1]);
  3250. DX_RELEASE(m_commandSignature[0], 0);
  3251. DX_RELEASE(m_commandSignature[1], 0);
  3252. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3253. {
  3254. m_indirect[ii].destroy();
  3255. }
  3256. }
  3257. template<typename Ty>
  3258. Ty& BatchD3D12::getCmd(Enum _type)
  3259. {
  3260. uint32_t index = m_num[_type];
  3261. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  3262. m_num[_type]++;
  3263. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3264. return *cmd;
  3265. }
  3266. uint8_t fill(ID3D12GraphicsCommandList* _commandList, D3D12_VERTEX_BUFFER_VIEW* _vbv, const RenderDraw& _draw, uint32_t& _outNumVertices)
  3267. {
  3268. uint8_t numStreams = 0;
  3269. _outNumVertices = _draw.m_numVertices;
  3270. if (UINT8_MAX != _draw.m_streamMask)
  3271. {
  3272. for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  3273. ; 0 != streamMask
  3274. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  3275. )
  3276. {
  3277. streamMask >>= ntz;
  3278. idx += ntz;
  3279. const Stream& stream = _draw.m_stream[idx];
  3280. uint16_t handle = stream.m_handle.idx;
  3281. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3282. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3283. uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
  3284. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
  3285. uint32_t stride = vertexDecl.m_stride;
  3286. D3D12_VERTEX_BUFFER_VIEW& vbv = _vbv[numStreams];
  3287. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3288. vbv.StrideInBytes = vertexDecl.m_stride;
  3289. vbv.SizeInBytes = vb.m_size;
  3290. _outNumVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3291. ? vb.m_size/stride
  3292. : _draw.m_numVertices
  3293. , _outNumVertices
  3294. );
  3295. }
  3296. }
  3297. return numStreams;
  3298. }
  3299. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3300. {
  3301. if (isValid(_draw.m_indirectBuffer) )
  3302. {
  3303. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, _cbv);
  3304. D3D12_VERTEX_BUFFER_VIEW vbvs[BGFX_CONFIG_MAX_VERTEX_STREAMS+1];
  3305. uint32_t numVertices;
  3306. uint8_t numStreams = fill(_commandList, vbvs, _draw, numVertices);
  3307. if (isValid(_draw.m_instanceDataBuffer) )
  3308. {
  3309. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3310. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3311. D3D12_VERTEX_BUFFER_VIEW& vbv = vbvs[numStreams++];
  3312. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3313. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3314. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3315. }
  3316. _commandList->IASetVertexBuffers(0
  3317. , numStreams
  3318. , vbvs
  3319. );
  3320. const VertexBufferD3D12& indirect = s_renderD3D12->m_vertexBuffers[_draw.m_indirectBuffer.idx];
  3321. const uint32_t numDrawIndirect = UINT16_MAX == _draw.m_numIndirect
  3322. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3323. : _draw.m_numIndirect
  3324. ;
  3325. uint32_t numIndices = 0;
  3326. if (isValid(_draw.m_indexBuffer) )
  3327. {
  3328. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3329. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3330. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3331. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3332. numIndices = UINT32_MAX == _draw.m_numIndices
  3333. ? ib.m_size / indexSize
  3334. : _draw.m_numIndices
  3335. ;
  3336. D3D12_INDEX_BUFFER_VIEW ibv;
  3337. ibv.BufferLocation = ib.m_gpuVA;
  3338. ibv.SizeInBytes = ib.m_size;
  3339. ibv.Format = hasIndex16
  3340. ? DXGI_FORMAT_R16_UINT
  3341. : DXGI_FORMAT_R32_UINT
  3342. ;
  3343. _commandList->IASetIndexBuffer(&ibv);
  3344. _commandList->ExecuteIndirect(
  3345. s_renderD3D12->m_commandSignature[2]
  3346. , numDrawIndirect
  3347. , indirect.m_ptr
  3348. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3349. , NULL
  3350. , 0
  3351. );
  3352. }
  3353. else
  3354. {
  3355. _commandList->ExecuteIndirect(
  3356. s_renderD3D12->m_commandSignature[1]
  3357. , numDrawIndirect
  3358. , indirect.m_ptr
  3359. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3360. , NULL
  3361. , 0
  3362. );
  3363. }
  3364. return numIndices;
  3365. }
  3366. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3367. uint32_t numIndices = 0;
  3368. if (Draw == type)
  3369. {
  3370. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3371. cmd.cbv = _cbv;
  3372. uint32_t numVertices;
  3373. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3374. if (isValid(_draw.m_instanceDataBuffer) )
  3375. {
  3376. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3377. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3378. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3379. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3380. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3381. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3382. }
  3383. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3384. {
  3385. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3386. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3387. }
  3388. cmd.args.InstanceCount = _draw.m_numInstances;
  3389. cmd.args.VertexCountPerInstance = numVertices;
  3390. cmd.args.StartVertexLocation = 0;
  3391. cmd.args.StartInstanceLocation = 0;
  3392. }
  3393. else
  3394. {
  3395. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3396. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3397. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3398. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3399. numIndices = UINT32_MAX == _draw.m_numIndices
  3400. ? ib.m_size / indexSize
  3401. : _draw.m_numIndices
  3402. ;
  3403. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3404. cmd.cbv = _cbv;
  3405. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3406. cmd.ibv.SizeInBytes = ib.m_size;
  3407. cmd.ibv.Format = hasIndex16
  3408. ? DXGI_FORMAT_R16_UINT
  3409. : DXGI_FORMAT_R32_UINT
  3410. ;
  3411. uint32_t numVertices;
  3412. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3413. if (isValid(_draw.m_instanceDataBuffer) )
  3414. {
  3415. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3416. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3417. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3418. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3419. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3420. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3421. }
  3422. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3423. {
  3424. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3425. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3426. }
  3427. cmd.args.IndexCountPerInstance = numIndices;
  3428. cmd.args.InstanceCount = _draw.m_numInstances;
  3429. cmd.args.StartIndexLocation = _draw.m_startIndex;
  3430. cmd.args.BaseVertexLocation = 0;
  3431. cmd.args.StartInstanceLocation = 0;
  3432. }
  3433. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3434. {
  3435. flush(_commandList, type);
  3436. }
  3437. return numIndices;
  3438. }
  3439. static const uint32_t s_indirectCommandSize[] =
  3440. {
  3441. sizeof(BatchD3D12::DrawIndirectCommand),
  3442. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3443. };
  3444. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3445. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3446. {
  3447. uint32_t num = m_num[_type];
  3448. if (0 != num)
  3449. {
  3450. m_num[_type] = 0;
  3451. if (m_minIndirect < num)
  3452. {
  3453. m_stats.m_numIndirect[_type]++;
  3454. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3455. m_currIndirect %= BX_COUNTOF(m_indirect);
  3456. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3457. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3458. , num
  3459. , indirect.m_ptr
  3460. , 0
  3461. , NULL
  3462. , 0
  3463. );
  3464. }
  3465. else
  3466. {
  3467. m_stats.m_numImmediate[_type]++;
  3468. if (Draw == _type)
  3469. {
  3470. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3471. for (uint32_t ii = 0; ii < num; ++ii)
  3472. {
  3473. const DrawIndirectCommand& cmd = cmds[ii];
  3474. if (m_current.cbv != cmd.cbv)
  3475. {
  3476. m_current.cbv = cmd.cbv;
  3477. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3478. }
  3479. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3480. {
  3481. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3482. _commandList->IASetVertexBuffers(0
  3483. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3484. , cmd.vbv
  3485. );
  3486. }
  3487. _commandList->DrawInstanced(
  3488. cmd.args.VertexCountPerInstance
  3489. , cmd.args.InstanceCount
  3490. , cmd.args.StartVertexLocation
  3491. , cmd.args.StartInstanceLocation
  3492. );
  3493. }
  3494. }
  3495. else
  3496. {
  3497. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3498. for (uint32_t ii = 0; ii < num; ++ii)
  3499. {
  3500. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3501. if (m_current.cbv != cmd.cbv)
  3502. {
  3503. m_current.cbv = cmd.cbv;
  3504. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3505. }
  3506. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3507. {
  3508. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3509. _commandList->IASetVertexBuffers(0
  3510. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3511. , cmd.vbv
  3512. );
  3513. }
  3514. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3515. {
  3516. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3517. _commandList->IASetIndexBuffer(&cmd.ibv);
  3518. }
  3519. _commandList->DrawIndexedInstanced(
  3520. cmd.args.IndexCountPerInstance
  3521. , cmd.args.InstanceCount
  3522. , cmd.args.StartIndexLocation
  3523. , cmd.args.BaseVertexLocation
  3524. , cmd.args.StartInstanceLocation
  3525. );
  3526. }
  3527. }
  3528. }
  3529. }
  3530. }
  3531. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3532. {
  3533. flush(_commandList, Draw);
  3534. flush(_commandList, DrawIndexed);
  3535. if (_clean)
  3536. {
  3537. bx::memSet(&m_current, 0, sizeof(m_current) );
  3538. }
  3539. }
  3540. void BatchD3D12::begin()
  3541. {
  3542. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3543. bx::memSet(&m_current, 0, sizeof(m_current) );
  3544. }
  3545. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3546. {
  3547. flush(_commandList);
  3548. }
  3549. struct UavFormat
  3550. {
  3551. DXGI_FORMAT format[3];
  3552. uint32_t stride;
  3553. };
  3554. static const UavFormat s_uavFormat[] =
  3555. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3556. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3557. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3558. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3559. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3560. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3561. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3562. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3563. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3564. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3565. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3566. };
  3567. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3568. {
  3569. m_size = _size;
  3570. m_flags = _flags;
  3571. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3572. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3573. m_dynamic = NULL == _data || needUav;
  3574. DXGI_FORMAT format;
  3575. uint32_t stride;
  3576. uint32_t flags = needUav
  3577. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3578. : D3D12_RESOURCE_FLAG_NONE
  3579. ;
  3580. if (drawIndirect)
  3581. {
  3582. #if BX_PLATFORM_XBOXONE
  3583. flags |= D3D12XBOX_RESOURCE_FLAG_ALLOW_INDIRECT_BUFFER;
  3584. #endif // BX_PLATFORM_XBOXONE
  3585. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3586. stride = 16;
  3587. }
  3588. else
  3589. {
  3590. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3591. if (0 == uavFormat)
  3592. {
  3593. if (_vertex)
  3594. {
  3595. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3596. stride = 16;
  3597. }
  3598. else
  3599. {
  3600. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3601. {
  3602. format = DXGI_FORMAT_R16_UINT;
  3603. stride = 2;
  3604. }
  3605. else
  3606. {
  3607. format = DXGI_FORMAT_R32_UINT;
  3608. stride = 4;
  3609. }
  3610. }
  3611. }
  3612. else
  3613. {
  3614. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3615. format = s_uavFormat[uavFormat].format[uavType];
  3616. stride = s_uavFormat[uavFormat].stride;
  3617. }
  3618. }
  3619. stride = 0 == _stride ? stride : _stride;
  3620. m_srvd.Format = format;
  3621. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3622. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3623. m_srvd.Buffer.FirstElement = 0;
  3624. m_srvd.Buffer.NumElements = m_size / stride;
  3625. m_srvd.Buffer.StructureByteStride = 0;
  3626. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3627. m_uavd.Format = format;
  3628. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3629. m_uavd.Buffer.FirstElement = 0;
  3630. m_uavd.Buffer.NumElements = m_size / stride;
  3631. m_uavd.Buffer.StructureByteStride = 0;
  3632. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3633. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3634. ID3D12Device* device = s_renderD3D12->m_device;
  3635. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3636. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3637. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3638. setState(commandList, drawIndirect
  3639. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3640. : D3D12_RESOURCE_STATE_GENERIC_READ
  3641. );
  3642. if (!m_dynamic)
  3643. {
  3644. update(commandList, 0, _size, _data);
  3645. }
  3646. }
  3647. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3648. {
  3649. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3650. uint8_t* data;
  3651. D3D12_RANGE readRange = { 0, 0 };
  3652. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  3653. bx::memCopy(data, _data, _size);
  3654. D3D12_RANGE writeRange = { 0, _size };
  3655. staging->Unmap(0, &writeRange);
  3656. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3657. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3658. setState(_commandList, state);
  3659. s_renderD3D12->m_cmd.release(staging);
  3660. }
  3661. void BufferD3D12::destroy()
  3662. {
  3663. if (NULL != m_ptr)
  3664. {
  3665. s_renderD3D12->m_cmd.release(m_ptr);
  3666. m_dynamic = false;
  3667. m_state = D3D12_RESOURCE_STATE_COMMON;
  3668. }
  3669. }
  3670. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3671. {
  3672. if (m_state != _state)
  3673. {
  3674. setResourceBarrier(_commandList
  3675. , m_ptr
  3676. , m_state
  3677. , _state
  3678. );
  3679. bx::swap(m_state, _state);
  3680. }
  3681. return _state;
  3682. }
  3683. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3684. {
  3685. BufferD3D12::create(_size, _data, _flags, true);
  3686. m_decl = _declHandle;
  3687. }
  3688. void ShaderD3D12::create(const Memory* _mem)
  3689. {
  3690. bx::MemoryReader reader(_mem->data, _mem->size);
  3691. uint32_t magic;
  3692. bx::read(&reader, magic);
  3693. const bool fragment = isShaderType(magic, 'F');
  3694. uint32_t hashIn;
  3695. bx::read(&reader, hashIn);
  3696. uint32_t hashOut;
  3697. if (isShaderVerLess(magic, 6) )
  3698. {
  3699. hashOut = hashIn;
  3700. }
  3701. else
  3702. {
  3703. bx::read(&reader, hashOut);
  3704. }
  3705. uint16_t count;
  3706. bx::read(&reader, count);
  3707. m_numPredefined = 0;
  3708. m_numUniforms = count;
  3709. BX_TRACE("%s Shader consts %d"
  3710. , getShaderTypeName(magic)
  3711. , count
  3712. );
  3713. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3714. if (0 < count)
  3715. {
  3716. for (uint32_t ii = 0; ii < count; ++ii)
  3717. {
  3718. uint8_t nameSize = 0;
  3719. bx::read(&reader, nameSize);
  3720. char name[256] = {};
  3721. bx::read(&reader, &name, nameSize);
  3722. name[nameSize] = '\0';
  3723. uint8_t type = 0;
  3724. bx::read(&reader, type);
  3725. uint8_t num = 0;
  3726. bx::read(&reader, num);
  3727. uint16_t regIndex = 0;
  3728. bx::read(&reader, regIndex);
  3729. uint16_t regCount = 0;
  3730. bx::read(&reader, regCount);
  3731. const char* kind = "invalid";
  3732. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3733. if (PredefinedUniform::Count != predefined)
  3734. {
  3735. kind = "predefined";
  3736. m_predefined[m_numPredefined].m_loc = regIndex;
  3737. m_predefined[m_numPredefined].m_count = regCount;
  3738. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3739. m_numPredefined++;
  3740. }
  3741. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3742. {
  3743. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3744. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3745. if (NULL != info)
  3746. {
  3747. if (NULL == m_constantBuffer)
  3748. {
  3749. m_constantBuffer = UniformBuffer::create(1024);
  3750. }
  3751. kind = "user";
  3752. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3753. }
  3754. }
  3755. else
  3756. {
  3757. kind = "sampler";
  3758. }
  3759. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3760. , kind
  3761. , name
  3762. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3763. , num
  3764. , regIndex
  3765. , regCount
  3766. );
  3767. BX_UNUSED(kind);
  3768. }
  3769. if (NULL != m_constantBuffer)
  3770. {
  3771. m_constantBuffer->finish();
  3772. }
  3773. }
  3774. uint32_t shaderSize;
  3775. bx::read(&reader, shaderSize);
  3776. const void* code = reader.getDataPtr();
  3777. bx::skip(&reader, shaderSize+1);
  3778. m_code = copy(code, shaderSize);
  3779. uint8_t numAttrs = 0;
  3780. bx::read(&reader, numAttrs);
  3781. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3782. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3783. {
  3784. uint16_t id;
  3785. bx::read(&reader, id);
  3786. Attrib::Enum attr = idToAttrib(id);
  3787. if (Attrib::Count != attr)
  3788. {
  3789. m_attrMask[attr] = UINT16_MAX;
  3790. }
  3791. }
  3792. bx::HashMurmur2A murmur;
  3793. murmur.begin();
  3794. murmur.add(hashIn);
  3795. murmur.add(hashOut);
  3796. murmur.add(code, shaderSize);
  3797. murmur.add(numAttrs);
  3798. murmur.add(m_attrMask, numAttrs);
  3799. m_hash = murmur.end();
  3800. bx::read(&reader, m_size);
  3801. }
  3802. void* TextureD3D12::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
  3803. {
  3804. bimg::ImageContainer imageContainer;
  3805. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3806. {
  3807. uint8_t numMips = imageContainer.m_numMips;
  3808. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3809. numMips -= startLod;
  3810. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3811. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3812. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3813. const uint16_t numLayers = imageContainer.m_numLayers;
  3814. m_flags = _flags;
  3815. m_width = textureWidth;
  3816. m_height = textureHeight;
  3817. m_depth = imageContainer.m_depth;
  3818. m_requestedFormat = uint8_t(imageContainer.m_format);
  3819. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3820. const bool convert = m_textureFormat != m_requestedFormat;
  3821. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3822. if (imageContainer.m_cubeMap)
  3823. {
  3824. m_type = TextureCube;
  3825. }
  3826. else if (imageContainer.m_depth > 1)
  3827. {
  3828. m_type = Texture3D;
  3829. }
  3830. else
  3831. {
  3832. m_type = Texture2D;
  3833. }
  3834. m_numMips = numMips;
  3835. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3836. const uint32_t numSrd = numSides * numMips;
  3837. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3838. uint32_t kk = 0;
  3839. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3840. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3841. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3842. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3843. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3844. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3845. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3846. , this - s_renderD3D12->m_textures
  3847. , getName( (TextureFormat::Enum)m_textureFormat)
  3848. , getName( (TextureFormat::Enum)m_requestedFormat)
  3849. , textureWidth
  3850. , textureHeight
  3851. , imageContainer.m_cubeMap ? "x6" : ""
  3852. , renderTarget ? 'x' : ' '
  3853. , writeOnly ? 'x' : ' '
  3854. , computeWrite ? 'x' : ' '
  3855. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3856. );
  3857. for (uint8_t side = 0; side < numSides; ++side)
  3858. {
  3859. for (uint8_t lod = 0; lod < numMips; ++lod)
  3860. {
  3861. bimg::ImageMip mip;
  3862. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3863. {
  3864. if (convert)
  3865. {
  3866. const uint32_t pitch = bx::strideAlign(bx::max<uint32_t>(mip.m_width, 4)*bpp/8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3867. const uint32_t slice = bx::strideAlign(bx::max<uint32_t>(mip.m_height, 4)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3868. const uint32_t size = slice*mip.m_depth;
  3869. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3870. bimg::imageDecodeToBgra8(
  3871. g_allocator
  3872. , temp
  3873. , mip.m_data
  3874. , mip.m_width
  3875. , mip.m_height
  3876. , pitch
  3877. , mip.m_format
  3878. );
  3879. srd[kk].pData = temp;
  3880. srd[kk].RowPitch = pitch;
  3881. srd[kk].SlicePitch = slice;
  3882. }
  3883. else if (compressed)
  3884. {
  3885. const uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3886. const uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3887. const uint32_t size = slice*mip.m_depth;
  3888. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3889. bimg::imageCopy(temp
  3890. , mip.m_height/blockInfo.blockHeight
  3891. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3892. , mip.m_depth
  3893. , mip.m_data
  3894. , pitch
  3895. );
  3896. srd[kk].pData = temp;
  3897. srd[kk].RowPitch = pitch;
  3898. srd[kk].SlicePitch = slice;
  3899. }
  3900. else
  3901. {
  3902. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3903. const uint32_t slice = bx::strideAlign(mip.m_height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3904. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice*mip.m_depth);
  3905. bimg::imageCopy(temp
  3906. , mip.m_height
  3907. , mip.m_width*mip.m_bpp/8
  3908. , mip.m_depth
  3909. , mip.m_data
  3910. , pitch
  3911. );
  3912. srd[kk].pData = temp;
  3913. srd[kk].RowPitch = pitch;
  3914. srd[kk].SlicePitch = slice;
  3915. }
  3916. ++kk;
  3917. }
  3918. }
  3919. }
  3920. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3921. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3922. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  3923. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3924. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3925. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3926. if (swizzle)
  3927. {
  3928. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3929. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3930. }
  3931. m_uavd.Format = m_srvd.Format;
  3932. ID3D12Device* device = s_renderD3D12->m_device;
  3933. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3934. D3D12_RESOURCE_DESC resourceDesc;
  3935. resourceDesc.Alignment = 1 < msaa.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  3936. resourceDesc.Width = textureWidth;
  3937. resourceDesc.Height = textureHeight;
  3938. resourceDesc.MipLevels = numMips;
  3939. resourceDesc.Format = format;
  3940. resourceDesc.SampleDesc = msaa;
  3941. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3942. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3943. resourceDesc.DepthOrArraySize = numSides;
  3944. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3945. D3D12_CLEAR_VALUE* clearValue = NULL;
  3946. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3947. {
  3948. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3949. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3950. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3951. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3952. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3953. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3954. clearValue->DepthStencil.Depth = 1.0f;
  3955. clearValue->DepthStencil.Stencil = 0;
  3956. }
  3957. else if (renderTarget)
  3958. {
  3959. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3960. state |= D3D12_RESOURCE_STATE_RENDER_TARGET;
  3961. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3962. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3963. clearValue->Format = resourceDesc.Format;
  3964. clearValue->Color[0] = 0.0f;
  3965. clearValue->Color[1] = 0.0f;
  3966. clearValue->Color[2] = 0.0f;
  3967. clearValue->Color[3] = 0.0f;
  3968. }
  3969. if (writeOnly)
  3970. {
  3971. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3972. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3973. }
  3974. if (computeWrite)
  3975. {
  3976. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3977. }
  3978. if (blit)
  3979. {
  3980. state = D3D12_RESOURCE_STATE_COPY_DEST;
  3981. }
  3982. const bool directAccess = s_renderD3D12->m_directAccessSupport
  3983. && !renderTarget
  3984. // && !readBack
  3985. && !blit
  3986. && !writeOnly
  3987. ;
  3988. switch (m_type)
  3989. {
  3990. case Texture2D:
  3991. case TextureCube:
  3992. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3993. if (imageContainer.m_cubeMap)
  3994. {
  3995. if (1 < numLayers)
  3996. {
  3997. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  3998. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  3999. m_srvd.TextureCubeArray.MipLevels = numMips;
  4000. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  4001. m_srvd.TextureCubeArray.NumCubes = numLayers;
  4002. }
  4003. else
  4004. {
  4005. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  4006. m_srvd.TextureCube.MostDetailedMip = 0;
  4007. m_srvd.TextureCube.MipLevels = numMips;
  4008. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  4009. }
  4010. }
  4011. else
  4012. {
  4013. if (1 < numLayers)
  4014. {
  4015. m_srvd.ViewDimension = 1 < msaa.Count
  4016. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  4017. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  4018. ;
  4019. m_srvd.Texture2DArray.MostDetailedMip = 0;
  4020. m_srvd.Texture2DArray.MipLevels = numMips;
  4021. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  4022. m_srvd.Texture2DArray.ArraySize = numLayers;
  4023. }
  4024. else
  4025. {
  4026. m_srvd.ViewDimension = 1 < msaa.Count
  4027. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  4028. : D3D12_SRV_DIMENSION_TEXTURE2D
  4029. ;
  4030. m_srvd.Texture2D.MostDetailedMip = 0;
  4031. m_srvd.Texture2D.MipLevels = numMips;
  4032. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  4033. }
  4034. }
  4035. if (1 < numLayers)
  4036. {
  4037. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4038. m_uavd.Texture2DArray.MipSlice = 0;
  4039. m_uavd.Texture2DArray.PlaneSlice = 0;
  4040. }
  4041. else
  4042. {
  4043. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  4044. m_uavd.Texture2D.MipSlice = 0;
  4045. m_uavd.Texture2D.PlaneSlice = 0;
  4046. }
  4047. if (TextureCube == m_type)
  4048. {
  4049. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4050. m_uavd.Texture2DArray.MipSlice = 0;
  4051. m_uavd.Texture2DArray.ArraySize = 6;
  4052. }
  4053. break;
  4054. case Texture3D:
  4055. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  4056. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  4057. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  4058. m_srvd.Texture3D.MostDetailedMip = 0;
  4059. m_srvd.Texture3D.MipLevels = numMips;
  4060. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  4061. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  4062. m_uavd.Texture3D.MipSlice = 0;
  4063. m_uavd.Texture3D.FirstWSlice = 0;
  4064. m_uavd.Texture3D.WSize = 0;
  4065. break;
  4066. }
  4067. m_ptr = createCommittedResource(device, HeapProperty::Texture, &resourceDesc, clearValue, renderTarget);
  4068. if (directAccess)
  4069. {
  4070. DX_CHECK(m_ptr->Map(0, NULL, &m_directAccessPtr) );
  4071. }
  4072. if (kk != 0)
  4073. {
  4074. uint64_t uploadBufferSize;
  4075. device->GetCopyableFootprints(&resourceDesc, 0, numSrd, 0, NULL, NULL, NULL, &uploadBufferSize);
  4076. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, uint32_t(uploadBufferSize) );
  4077. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4078. uint64_t result = UpdateSubresources(commandList
  4079. , m_ptr
  4080. , staging
  4081. , 0
  4082. , 0
  4083. , numSrd
  4084. , srd
  4085. );
  4086. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  4087. BX_TRACE("Update subresource %" PRId64, result);
  4088. setState(commandList, state);
  4089. s_renderD3D12->m_cmd.release(staging);
  4090. }
  4091. else
  4092. {
  4093. setState(commandList, state);
  4094. }
  4095. if (0 != kk)
  4096. {
  4097. kk = 0;
  4098. for (uint8_t side = 0; side < numSides; ++side)
  4099. {
  4100. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  4101. {
  4102. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  4103. ++kk;
  4104. }
  4105. }
  4106. }
  4107. }
  4108. return m_directAccessPtr;
  4109. }
  4110. void TextureD3D12::destroy()
  4111. {
  4112. if (NULL != m_ptr)
  4113. {
  4114. if (NULL != m_directAccessPtr)
  4115. {
  4116. D3D12_RANGE writeRange = { 0, 0 };
  4117. m_ptr->Unmap(0, &writeRange);
  4118. m_directAccessPtr = NULL;
  4119. }
  4120. s_renderD3D12->m_cmd.release(m_ptr);
  4121. m_ptr = NULL;
  4122. m_state = D3D12_RESOURCE_STATE_COMMON;
  4123. }
  4124. }
  4125. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4126. {
  4127. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4128. const uint32_t subres = _mip + (_side * m_numMips);
  4129. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4130. const uint32_t rectpitch = _rect.m_width*bpp/8;
  4131. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4132. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  4133. desc.Height = _rect.m_height;
  4134. uint32_t numRows;
  4135. uint64_t totalBytes;
  4136. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  4137. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  4138. , subres
  4139. , 1
  4140. , 0
  4141. , &layout
  4142. , &numRows
  4143. , NULL
  4144. , &totalBytes
  4145. );
  4146. const uint32_t rowPitch = layout.Footprint.RowPitch;
  4147. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  4148. uint8_t* data;
  4149. D3D12_RANGE readRange = { 0, 0 };
  4150. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  4151. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  4152. {
  4153. bx::memCopy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  4154. }
  4155. D3D12_RANGE writeRange = { 0, _rect.m_height*srcpitch };
  4156. staging->Unmap(0, &writeRange);
  4157. D3D12_BOX box;
  4158. box.left = 0;
  4159. box.top = 0;
  4160. box.right = box.left + _rect.m_width;
  4161. box.bottom = box.top + _rect.m_height;
  4162. box.front = _z;
  4163. box.back = _z+_depth;
  4164. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  4165. dst.SubresourceIndex = subres;
  4166. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  4167. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  4168. setState(_commandList, state);
  4169. s_renderD3D12->m_cmd.release(staging);
  4170. }
  4171. void TextureD3D12::resolve(uint8_t _resolve) const
  4172. {
  4173. BX_UNUSED(_resolve);
  4174. }
  4175. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  4176. {
  4177. if (m_state != _state)
  4178. {
  4179. setResourceBarrier(_commandList
  4180. , m_ptr
  4181. , m_state
  4182. , _state
  4183. );
  4184. bx::swap(m_state, _state);
  4185. }
  4186. return _state;
  4187. }
  4188. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  4189. {
  4190. m_denseIdx = UINT16_MAX;
  4191. m_numTh = _num;
  4192. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4193. postReset();
  4194. }
  4195. void FrameBufferD3D12::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
  4196. {
  4197. BX_UNUSED(_nwh, _width, _height, _depthFormat);
  4198. #if BX_PLATFORM_WINDOWS
  4199. SwapChainDesc scd;
  4200. bx::memCopy(&scd, &s_renderD3D12->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  4201. scd.format = TextureFormat::Count == _format ? scd.format : s_textureFormat[_format].m_fmt;
  4202. scd.width = _width;
  4203. scd.height = _height;
  4204. scd.nwh = _nwh;
  4205. HRESULT hr;
  4206. hr = s_renderD3D12->m_dxgi.createSwapChain(
  4207. s_renderD3D12->getDeviceForSwapChain()
  4208. , scd
  4209. , &m_swapChain
  4210. );
  4211. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4212. m_state = D3D12_RESOURCE_STATE_PRESENT;
  4213. DX_CHECK(s_renderD3D12->m_dxgi.m_factory->MakeWindowAssociation(
  4214. (HWND)_nwh
  4215. , 0
  4216. | DXGI_MWA_NO_WINDOW_CHANGES
  4217. | DXGI_MWA_NO_ALT_ENTER
  4218. ) );
  4219. ID3D12Device* device = s_renderD3D12->m_device;
  4220. FrameBufferHandle fbh = { uint16_t(this - s_renderD3D12->m_frameBuffers) };
  4221. for (uint32_t ii = 0, num = scd.bufferCount; ii < num; ++ii)
  4222. {
  4223. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = s_renderD3D12->getRtv(fbh, uint8_t(ii) );
  4224. ID3D12Resource* colorBuffer;
  4225. DX_CHECK(m_swapChain->GetBuffer(ii
  4226. , IID_ID3D12Resource
  4227. , (void**)&colorBuffer
  4228. ) );
  4229. device->CreateRenderTargetView(colorBuffer, NULL, rtvHandle);
  4230. DX_RELEASE(colorBuffer, 0);
  4231. }
  4232. #endif // BX_PLATFORM_WINDOWS
  4233. m_nwh = _nwh;
  4234. m_denseIdx = _denseIdx;
  4235. m_num = 1;
  4236. }
  4237. uint16_t FrameBufferD3D12::destroy()
  4238. {
  4239. DX_RELEASE(m_swapChain, 0);
  4240. m_nwh = NULL;
  4241. m_numTh = 0;
  4242. m_needPresent = false;
  4243. m_depth.idx = bgfx::kInvalidHandle;
  4244. uint16_t denseIdx = m_denseIdx;
  4245. m_denseIdx = UINT16_MAX;
  4246. return denseIdx;
  4247. }
  4248. HRESULT FrameBufferD3D12::present(uint32_t _syncInterval, uint32_t _flags)
  4249. {
  4250. if (m_needPresent)
  4251. {
  4252. HRESULT hr = m_swapChain->Present(_syncInterval, _flags);
  4253. hr = !isLost(hr) ? S_OK : hr;
  4254. m_needPresent = false;
  4255. return hr;
  4256. }
  4257. return S_OK;
  4258. }
  4259. void FrameBufferD3D12::preReset()
  4260. {
  4261. }
  4262. void FrameBufferD3D12::postReset()
  4263. {
  4264. if (m_numTh != 0)
  4265. {
  4266. ID3D12Device* device = s_renderD3D12->m_device;
  4267. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4268. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4269. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4270. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4271. m_width = 0;
  4272. m_height = 0;
  4273. m_depth.idx = bgfx::kInvalidHandle;
  4274. m_num = 0;
  4275. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4276. {
  4277. const Attachment& at = m_attachment[ii];
  4278. if (isValid(at.handle) )
  4279. {
  4280. const TextureD3D12& texture = s_renderD3D12->m_textures[at.handle.idx];
  4281. if (0 == m_width)
  4282. {
  4283. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  4284. m_width = uint32_t(desc.Width);
  4285. m_height = uint32_t(desc.Height);
  4286. }
  4287. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4288. {
  4289. BX_CHECK(!isValid(m_depth), "");
  4290. m_depth = at.handle;
  4291. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4292. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4293. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4294. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  4295. BX_UNUSED(blockInfo);
  4296. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4297. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  4298. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4299. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  4300. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  4301. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  4302. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  4303. ;
  4304. device->CreateDepthStencilView(texture.m_ptr
  4305. , &dsvDesc
  4306. , dsvDescriptor
  4307. );
  4308. s_renderD3D12->m_commandList->ClearDepthStencilView(
  4309. dsvDescriptor
  4310. , D3D12_CLEAR_FLAG_DEPTH|D3D12_CLEAR_FLAG_STENCIL
  4311. , 0.0f
  4312. , 0
  4313. , 0
  4314. , NULL
  4315. );
  4316. }
  4317. else if (Access::Write == at.access)
  4318. {
  4319. m_texture[m_num] = at.handle;
  4320. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  4321. D3D12_RENDER_TARGET_VIEW_DESC desc;
  4322. desc.Format = texture.m_srvd.Format;
  4323. switch (texture.m_type)
  4324. {
  4325. default:
  4326. case TextureD3D12::Texture2D:
  4327. // if (1 < msaa.Count)
  4328. // {
  4329. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  4330. // }
  4331. // else
  4332. {
  4333. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4334. desc.Texture2D.MipSlice = at.mip;
  4335. desc.Texture2D.PlaneSlice = 0;
  4336. }
  4337. break;
  4338. case TextureD3D12::TextureCube:
  4339. // if (1 < msaa.Count)
  4340. // {
  4341. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4342. // desc.Texture2DMSArray.ArraySize = 1;
  4343. // desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4344. // }
  4345. // else
  4346. {
  4347. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4348. desc.Texture2DArray.ArraySize = 1;
  4349. desc.Texture2DArray.FirstArraySlice = at.layer;
  4350. desc.Texture2DArray.MipSlice = at.mip;
  4351. desc.Texture2DArray.PlaneSlice = 0;
  4352. }
  4353. break;
  4354. case TextureD3D12::Texture3D:
  4355. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  4356. desc.Texture3D.MipSlice = at.mip;
  4357. desc.Texture3D.WSize = 1;
  4358. desc.Texture3D.FirstWSlice = at.layer;
  4359. break;
  4360. }
  4361. device->CreateRenderTargetView(texture.m_ptr
  4362. , &desc
  4363. , rtv
  4364. );
  4365. float rgba[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
  4366. s_renderD3D12->m_commandList->ClearRenderTargetView(
  4367. rtv
  4368. , rgba
  4369. , 0
  4370. , NULL
  4371. );
  4372. m_num++;
  4373. }
  4374. else
  4375. {
  4376. BX_CHECK(false, "");
  4377. }
  4378. }
  4379. }
  4380. }
  4381. }
  4382. void FrameBufferD3D12::resolve()
  4383. {
  4384. if (0 < m_numTh)
  4385. {
  4386. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4387. {
  4388. const Attachment& at = m_attachment[ii];
  4389. if (isValid(at.handle) )
  4390. {
  4391. const TextureD3D12& texture = s_renderD3D12->m_textures[at.handle.idx];
  4392. texture.resolve(at.resolve);
  4393. }
  4394. }
  4395. }
  4396. }
  4397. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  4398. {
  4399. ID3D12Device* device = s_renderD3D12->m_device;
  4400. FrameBufferHandle fbh = { (uint16_t)(this - s_renderD3D12->m_frameBuffers) };
  4401. D3D12_CPU_DESCRIPTOR_HANDLE rtv = s_renderD3D12->getRtv(fbh);
  4402. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4403. if (BGFX_CLEAR_COLOR & _clear.m_flags
  4404. && 0 != m_num)
  4405. {
  4406. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4407. {
  4408. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4409. {
  4410. uint8_t index = _clear.m_index[ii];
  4411. if (UINT8_MAX != index)
  4412. {
  4413. _commandList->ClearRenderTargetView(rtv
  4414. , _palette[index]
  4415. , _num
  4416. , _rect
  4417. );
  4418. rtv.ptr += rtvDescriptorSize;
  4419. }
  4420. }
  4421. }
  4422. else
  4423. {
  4424. float frgba[4] =
  4425. {
  4426. _clear.m_index[0]*1.0f/255.0f,
  4427. _clear.m_index[1]*1.0f/255.0f,
  4428. _clear.m_index[2]*1.0f/255.0f,
  4429. _clear.m_index[3]*1.0f/255.0f,
  4430. };
  4431. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4432. {
  4433. _commandList->ClearRenderTargetView(rtv
  4434. , frgba
  4435. , _num
  4436. , _rect
  4437. );
  4438. rtv.ptr += rtvDescriptorSize;
  4439. }
  4440. }
  4441. }
  4442. if (isValid(m_depth)
  4443. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4444. {
  4445. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4446. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4447. dsvDescriptor.ptr += (1 + fbh.idx) * dsvDescriptorSize;
  4448. DWORD flags = 0;
  4449. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  4450. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  4451. _commandList->ClearDepthStencilView(dsvDescriptor
  4452. , D3D12_CLEAR_FLAGS(flags)
  4453. , _clear.m_depth
  4454. , _clear.m_stencil
  4455. , _num
  4456. , _rect
  4457. );
  4458. }
  4459. }
  4460. D3D12_RESOURCE_STATES FrameBufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, uint8_t _idx, D3D12_RESOURCE_STATES _state)
  4461. {
  4462. if (m_state != _state)
  4463. {
  4464. ID3D12Resource* colorBuffer;
  4465. DX_CHECK(m_swapChain->GetBuffer(_idx
  4466. , IID_ID3D12Resource
  4467. , (void**)&colorBuffer
  4468. ) );
  4469. setResourceBarrier(_commandList
  4470. , colorBuffer
  4471. , m_state
  4472. , _state
  4473. );
  4474. DX_RELEASE(colorBuffer, 0);
  4475. bx::swap(m_state, _state);
  4476. }
  4477. return _state;
  4478. }
  4479. void TimerQueryD3D12::init()
  4480. {
  4481. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4482. queryHeapDesc.Count = m_control.m_size * 2;
  4483. queryHeapDesc.NodeMask = 1;
  4484. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4485. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4486. , IID_ID3D12QueryHeap
  4487. , (void**)&m_queryHeap
  4488. ) );
  4489. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  4490. m_readback = createCommittedResource(s_renderD3D12->m_device
  4491. , HeapProperty::ReadBack
  4492. , size
  4493. );
  4494. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  4495. D3D12_RANGE range = { 0, size };
  4496. m_readback->Map(0, &range, (void**)&m_queryResult);
  4497. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4498. {
  4499. Result& result = m_result[ii];
  4500. result.reset();
  4501. }
  4502. m_control.reset();
  4503. }
  4504. void TimerQueryD3D12::shutdown()
  4505. {
  4506. D3D12_RANGE range = { 0, 0 };
  4507. m_readback->Unmap(0, &range);
  4508. DX_RELEASE(m_queryHeap, 0);
  4509. DX_RELEASE(m_readback, 0);
  4510. }
  4511. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx)
  4512. {
  4513. while (0 == m_control.reserve(1) )
  4514. {
  4515. m_control.consume(1);
  4516. }
  4517. Result& result = m_result[_resultIdx];
  4518. ++result.m_pending;
  4519. const uint32_t idx = m_control.m_current;
  4520. Query& query = m_query[idx];
  4521. query.m_resultIdx = _resultIdx;
  4522. query.m_ready = false;
  4523. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4524. uint32_t offset = idx * 2 + 0;
  4525. commandList->EndQuery(m_queryHeap
  4526. , D3D12_QUERY_TYPE_TIMESTAMP
  4527. , offset
  4528. );
  4529. m_control.commit(1);
  4530. return idx;
  4531. }
  4532. void TimerQueryD3D12::end(uint32_t _idx)
  4533. {
  4534. Query& query = m_query[_idx];
  4535. query.m_ready = true;
  4536. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  4537. uint32_t offset = _idx * 2;
  4538. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4539. commandList->EndQuery(m_queryHeap
  4540. , D3D12_QUERY_TYPE_TIMESTAMP
  4541. , offset + 1
  4542. );
  4543. commandList->ResolveQueryData(m_queryHeap
  4544. , D3D12_QUERY_TYPE_TIMESTAMP
  4545. , offset
  4546. , 2
  4547. , m_readback
  4548. , offset * sizeof(uint64_t)
  4549. );
  4550. while (update() )
  4551. {
  4552. }
  4553. }
  4554. bool TimerQueryD3D12::update()
  4555. {
  4556. if (0 != m_control.available() )
  4557. {
  4558. uint32_t idx = m_control.m_read;
  4559. Query& query = m_query[idx];
  4560. if (!query.m_ready)
  4561. {
  4562. return false;
  4563. }
  4564. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  4565. {
  4566. return false;
  4567. }
  4568. m_control.consume(1);
  4569. Result& result = m_result[query.m_resultIdx];
  4570. --result.m_pending;
  4571. uint32_t offset = idx * 2;
  4572. result.m_begin = m_queryResult[offset+0];
  4573. result.m_end = m_queryResult[offset+1];
  4574. return true;
  4575. }
  4576. return false;
  4577. }
  4578. void OcclusionQueryD3D12::init()
  4579. {
  4580. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4581. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4582. queryHeapDesc.NodeMask = 1;
  4583. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4584. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4585. , IID_ID3D12QueryHeap
  4586. , (void**)&m_queryHeap
  4587. ) );
  4588. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4589. m_readback = createCommittedResource(s_renderD3D12->m_device
  4590. , HeapProperty::ReadBack
  4591. , size
  4592. );
  4593. D3D12_RANGE range = { 0, size };
  4594. m_readback->Map(0, &range, (void**)&m_result);
  4595. }
  4596. void OcclusionQueryD3D12::shutdown()
  4597. {
  4598. D3D12_RANGE range = { 0, 0 };
  4599. m_readback->Unmap(0, &range);
  4600. DX_RELEASE(m_queryHeap, 0);
  4601. DX_RELEASE(m_readback, 0);
  4602. }
  4603. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4604. {
  4605. while (0 == m_control.reserve(1) )
  4606. {
  4607. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4608. if (isValid(handle) )
  4609. {
  4610. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4611. }
  4612. m_control.consume(1);
  4613. }
  4614. m_handle[m_control.m_current] = _handle;
  4615. _commandList->BeginQuery(m_queryHeap
  4616. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4617. , _handle.idx
  4618. );
  4619. }
  4620. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4621. {
  4622. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4623. _commandList->EndQuery(m_queryHeap
  4624. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4625. , handle.idx
  4626. );
  4627. _commandList->ResolveQueryData(m_queryHeap
  4628. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4629. , handle.idx
  4630. , 1
  4631. , m_readback
  4632. , handle.idx * sizeof(uint64_t)
  4633. );
  4634. m_control.commit(1);
  4635. }
  4636. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4637. {
  4638. const uint32_t size = m_control.m_size;
  4639. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4640. {
  4641. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4642. if (handle.idx == _handle.idx)
  4643. {
  4644. handle.idx = bgfx::kInvalidHandle;
  4645. }
  4646. }
  4647. }
  4648. struct Bind
  4649. {
  4650. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4651. uint16_t m_samplerStateIdx;
  4652. };
  4653. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4654. {
  4655. TextureHandle currentSrc = { kInvalidHandle };
  4656. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATES(UINT32_MAX);
  4657. while (_bs.hasItem(_view) )
  4658. {
  4659. const BlitItem& blit = _bs.advance();
  4660. TextureD3D12& src = m_textures[blit.m_src.idx];
  4661. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4662. if (currentSrc.idx != blit.m_src.idx)
  4663. {
  4664. if (D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4665. {
  4666. m_textures[currentSrc.idx].setState(m_commandList, state);
  4667. }
  4668. currentSrc = blit.m_src;
  4669. state = src.setState(m_commandList, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4670. }
  4671. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4672. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4673. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4674. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4675. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4676. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4677. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4678. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4679. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4680. if (TextureD3D12::Texture3D == src.m_type)
  4681. {
  4682. D3D12_BOX box;
  4683. box.left = blit.m_srcX;
  4684. box.top = blit.m_srcY;
  4685. box.front = blit.m_srcZ;
  4686. box.right = blit.m_srcX + width;
  4687. box.bottom = blit.m_srcY + height;;
  4688. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4689. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4690. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4691. m_commandList->CopyTextureRegion(&dstLocation
  4692. , blit.m_dstX
  4693. , blit.m_dstY
  4694. , blit.m_dstZ
  4695. , &srcLocation
  4696. , &box
  4697. );
  4698. }
  4699. else
  4700. {
  4701. D3D12_BOX box;
  4702. box.left = blit.m_srcX;
  4703. box.top = blit.m_srcY;
  4704. box.front = 0;
  4705. box.right = blit.m_srcX + width;
  4706. box.bottom = blit.m_srcY + height;;
  4707. box.back = 1;
  4708. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4709. ? blit.m_srcZ
  4710. : 0
  4711. ;
  4712. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4713. ? blit.m_dstZ
  4714. : 0
  4715. ;
  4716. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4717. dstLocation.pResource = dst.m_ptr;
  4718. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4719. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4720. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4721. srcLocation.pResource = src.m_ptr;
  4722. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4723. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4724. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4725. m_commandList->CopyTextureRegion(&dstLocation
  4726. , blit.m_dstX
  4727. , blit.m_dstY
  4728. , 0
  4729. , &srcLocation
  4730. , depthStencil ? NULL : &box
  4731. );
  4732. }
  4733. }
  4734. if (isValid(currentSrc)
  4735. && D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4736. {
  4737. m_textures[currentSrc.idx].setState(m_commandList, state);
  4738. }
  4739. }
  4740. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4741. {
  4742. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "rendererSubmit");
  4743. if (m_lost
  4744. || updateResolution(_render->m_resolution) )
  4745. {
  4746. return;
  4747. }
  4748. if (_render->m_capture)
  4749. {
  4750. renderDocTriggerCapture();
  4751. }
  4752. int64_t timeBegin = bx::getHPCounter();
  4753. int64_t captureElapsed = 0;
  4754. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4755. if (0 < _render->m_iboffset)
  4756. {
  4757. TransientIndexBuffer* ib = _render->m_transientIb;
  4758. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4759. }
  4760. if (0 < _render->m_vboffset)
  4761. {
  4762. TransientVertexBuffer* vb = _render->m_transientVb;
  4763. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4764. }
  4765. _render->sort();
  4766. RenderDraw currentState;
  4767. currentState.clear();
  4768. currentState.m_stateFlags = BGFX_STATE_NONE;
  4769. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4770. RenderBind currentBind;
  4771. currentBind.clear();
  4772. const bool hmdEnabled = false;
  4773. static ViewState viewState;
  4774. viewState.reset(_render, hmdEnabled);
  4775. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4776. // setDebugWireframe(wireframe);
  4777. uint16_t currentSamplerStateIdx = kInvalidHandle;
  4778. ProgramHandle currentProgram = BGFX_INVALID_HANDLE;
  4779. uint32_t currentBindHash = 0;
  4780. bool hasPredefined = false;
  4781. bool commandListChanged = false;
  4782. ID3D12PipelineState* currentPso = NULL;
  4783. SortKey key;
  4784. uint16_t view = UINT16_MAX;
  4785. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4786. BlitState bs(_render);
  4787. uint32_t blendFactor = 0;
  4788. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4789. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4790. PrimInfo prim = s_primInfo[primIndex];
  4791. bool wasCompute = false;
  4792. bool viewHasScissor = false;
  4793. bool restoreScissor = false;
  4794. Rect viewScissorRect;
  4795. viewScissorRect.clear();
  4796. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  4797. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4798. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4799. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4800. uint32_t statsNumIndices = 0;
  4801. uint32_t statsKeyType[2] = {};
  4802. Profiler<TimerQueryD3D12> profiler(
  4803. _render
  4804. , m_gpuTimer
  4805. , s_viewName
  4806. );
  4807. #if BX_PLATFORM_WINDOWS
  4808. if (NULL != m_swapChain)
  4809. {
  4810. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4811. }
  4812. else
  4813. {
  4814. m_backBufferColorIdx = (m_backBufferColorIdx+1) % BX_COUNTOF(m_scratchBuffer);
  4815. }
  4816. #else
  4817. m_backBufferColorIdx = (m_backBufferColorIdx+1) % m_scd.bufferCount;
  4818. #endif // BX_PLATFORM_WINDOWS
  4819. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4820. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4821. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4822. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4823. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4824. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4825. scratchBuffer.reset(gpuHandle);
  4826. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4827. StateCacheLru<Bind, 64> bindLru;
  4828. if (NULL != m_msaaRt)
  4829. {
  4830. setResourceBarrier(m_commandList
  4831. , m_msaaRt
  4832. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  4833. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4834. );
  4835. setResourceBarrier(m_commandList
  4836. , m_backBufferColor[m_backBufferColorIdx]
  4837. , D3D12_RESOURCE_STATE_PRESENT
  4838. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  4839. );
  4840. }
  4841. else if (NULL != m_swapChain)
  4842. {
  4843. setResourceBarrier(m_commandList
  4844. , m_backBufferColor[m_backBufferColorIdx]
  4845. , D3D12_RESOURCE_STATE_PRESENT
  4846. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4847. );
  4848. }
  4849. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4850. {
  4851. setFrameBuffer(BGFX_INVALID_HANDLE, true);
  4852. m_batch.begin();
  4853. // uint8_t eye = 0;
  4854. // uint8_t restartState = 0;
  4855. viewState.m_rect = _render->m_view[0].m_rect;
  4856. int32_t numItems = _render->m_numRenderItems;
  4857. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4858. {
  4859. const uint64_t encodedKey = _render->m_sortKeys[item];
  4860. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4861. statsKeyType[isCompute]++;
  4862. const bool viewChanged = 0
  4863. || key.m_view != view
  4864. || item == numItems
  4865. ;
  4866. const uint32_t itemIdx = _render->m_sortValues[item];
  4867. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4868. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4869. ++item;
  4870. if (viewChanged)
  4871. {
  4872. m_batch.flush(m_commandList, true);
  4873. kick();
  4874. commandListChanged = true;
  4875. view = key.m_view;
  4876. currentPso = NULL;
  4877. currentSamplerStateIdx = kInvalidHandle;
  4878. currentProgram = BGFX_INVALID_HANDLE;
  4879. hasPredefined = false;
  4880. fbh = _render->m_view[view].m_fbh;
  4881. setFrameBuffer(fbh);
  4882. if (item > 1)
  4883. {
  4884. profiler.end();
  4885. }
  4886. profiler.begin(view);
  4887. viewState.m_rect = _render->m_view[view].m_rect;
  4888. const Rect& rect = _render->m_view[view].m_rect;
  4889. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4890. viewHasScissor = !scissorRect.isZero();
  4891. viewScissorRect = viewHasScissor ? scissorRect : rect;
  4892. D3D12_VIEWPORT vp;
  4893. vp.TopLeftX = rect.m_x;
  4894. vp.TopLeftY = rect.m_y;
  4895. vp.Width = rect.m_width;
  4896. vp.Height = rect.m_height;
  4897. vp.MinDepth = 0.0f;
  4898. vp.MaxDepth = 1.0f;
  4899. m_commandList->RSSetViewports(1, &vp);
  4900. D3D12_RECT rc;
  4901. rc.left = viewScissorRect.m_x;
  4902. rc.top = viewScissorRect.m_y;
  4903. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4904. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4905. m_commandList->RSSetScissorRects(1, &rc);
  4906. restoreScissor = false;
  4907. Clear& clr = _render->m_view[view].m_clear;
  4908. if (BGFX_CLEAR_NONE != clr.m_flags)
  4909. {
  4910. Rect clearRect = rect;
  4911. clearRect.setIntersect(rect, viewScissorRect);
  4912. clearQuad(clearRect, clr, _render->m_colorPalette);
  4913. }
  4914. prim = s_primInfo[Topology::Count]; // Force primitive type update.
  4915. submitBlit(bs, view);
  4916. }
  4917. if (isCompute)
  4918. {
  4919. if (!wasCompute)
  4920. {
  4921. wasCompute = true;
  4922. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4923. {
  4924. char* viewName = s_viewName[view];
  4925. viewName[3] = L'C';
  4926. PIX3_ENDEVENT(m_commandList);
  4927. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_COMPUTE, viewName);
  4928. }
  4929. commandListChanged = true;
  4930. }
  4931. if (commandListChanged)
  4932. {
  4933. commandListChanged = false;
  4934. m_commandList->SetComputeRootSignature(m_rootSignature);
  4935. ID3D12DescriptorHeap* heaps[] = {
  4936. m_samplerAllocator.getHeap(),
  4937. scratchBuffer.getHeap(),
  4938. };
  4939. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4940. }
  4941. const RenderCompute& compute = renderItem.compute;
  4942. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4943. if (pso != currentPso)
  4944. {
  4945. currentPso = pso;
  4946. m_commandList->SetPipelineState(pso);
  4947. currentBindHash = 0;
  4948. }
  4949. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4950. if (currentBindHash != bindHash)
  4951. {
  4952. currentBindHash = bindHash;
  4953. Bind* bindCached = bindLru.find(bindHash);
  4954. if (NULL == bindCached)
  4955. {
  4956. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4957. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4958. for (uint8_t stage = 0; stage < maxComputeBindings; ++stage)
  4959. {
  4960. const Binding& bind = renderBind.m_bind[stage];
  4961. if (kInvalidHandle != bind.m_idx)
  4962. {
  4963. switch (bind.m_type)
  4964. {
  4965. case Binding::Image:
  4966. {
  4967. TextureD3D12& texture = m_textures[bind.m_idx];
  4968. if (Access::Read != bind.m_access)
  4969. {
  4970. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4971. scratchBuffer.allocUav(srvHandle[stage], texture, bind.m_mip);
  4972. }
  4973. else
  4974. {
  4975. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4976. scratchBuffer.allocSrv(srvHandle[stage], texture, bind.m_mip);
  4977. samplerFlags[stage] = uint32_t(texture.m_flags);
  4978. }
  4979. }
  4980. break;
  4981. case Binding::Texture:
  4982. {
  4983. TextureD3D12& texture = m_textures[bind.m_idx];
  4984. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4985. scratchBuffer.allocSrv(srvHandle[stage], texture);
  4986. samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_samplerFlags)
  4987. ? bind.m_samplerFlags
  4988. : texture.m_flags
  4989. ) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
  4990. ;
  4991. }
  4992. break;
  4993. case Binding::IndexBuffer:
  4994. case Binding::VertexBuffer:
  4995. {
  4996. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4997. ? m_indexBuffers[bind.m_idx]
  4998. : m_vertexBuffers[bind.m_idx]
  4999. ;
  5000. if (Access::Read != bind.m_access)
  5001. {
  5002. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5003. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5004. }
  5005. else
  5006. {
  5007. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5008. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5009. }
  5010. }
  5011. break;
  5012. }
  5013. }
  5014. else
  5015. {
  5016. samplerFlags[stage] = 0;
  5017. scratchBuffer.allocEmpty(srvHandle[stage]);
  5018. }
  5019. }
  5020. uint16_t samplerStateIdx = getSamplerState(samplerFlags, maxComputeBindings, _render->m_colorPalette);
  5021. if (samplerStateIdx != currentSamplerStateIdx)
  5022. {
  5023. currentSamplerStateIdx = samplerStateIdx;
  5024. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5025. }
  5026. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  5027. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  5028. Bind bind;
  5029. bind.m_srvHandle = srvHandle[0];
  5030. bind.m_samplerStateIdx = samplerStateIdx;
  5031. bindLru.add(bindHash, bind, 0);
  5032. }
  5033. else
  5034. {
  5035. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5036. if (samplerStateIdx != currentSamplerStateIdx)
  5037. {
  5038. currentSamplerStateIdx = samplerStateIdx;
  5039. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5040. }
  5041. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5042. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5043. }
  5044. }
  5045. bool constantsChanged = false;
  5046. if (compute.m_uniformBegin < compute.m_uniformEnd
  5047. || currentProgram.idx != key.m_program.idx)
  5048. {
  5049. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  5050. currentProgram = key.m_program;
  5051. ProgramD3D12& program = m_program[currentProgram.idx];
  5052. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5053. if (NULL != vcb)
  5054. {
  5055. commit(*vcb);
  5056. }
  5057. hasPredefined = 0 < program.m_numPredefined;
  5058. constantsChanged = true;
  5059. }
  5060. if (constantsChanged
  5061. || hasPredefined)
  5062. {
  5063. ProgramD3D12& program = m_program[currentProgram.idx];
  5064. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  5065. commitShaderConstants(key.m_program, gpuAddress);
  5066. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  5067. }
  5068. if (isValid(compute.m_indirectBuffer) )
  5069. {
  5070. const VertexBufferD3D12& indirect = m_vertexBuffers[compute.m_indirectBuffer.idx];
  5071. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  5072. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5073. : compute.m_numIndirect
  5074. ;
  5075. m_commandList->ExecuteIndirect(
  5076. s_renderD3D12->m_commandSignature[0]
  5077. , numDrawIndirect
  5078. , indirect.m_ptr
  5079. , compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5080. , NULL
  5081. , 0
  5082. );
  5083. }
  5084. else
  5085. {
  5086. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  5087. }
  5088. continue;
  5089. }
  5090. bool resetState = viewChanged || wasCompute;
  5091. if (wasCompute)
  5092. {
  5093. wasCompute = false;
  5094. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5095. {
  5096. BX_UNUSED(s_viewName);
  5097. char* viewName = s_viewName[view];
  5098. viewName[3] = ' ';
  5099. PIX3_ENDEVENT(m_commandList);
  5100. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  5101. }
  5102. commandListChanged = true;
  5103. }
  5104. const RenderDraw& draw = renderItem.draw;
  5105. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5106. {
  5107. const bool occluded = true
  5108. && isValid(draw.m_occlusionQuery)
  5109. && !hasOcclusionQuery
  5110. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  5111. ;
  5112. if (occluded
  5113. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  5114. {
  5115. if (resetState)
  5116. {
  5117. currentState.clear();
  5118. currentState.m_scissor = !draw.m_scissor;
  5119. currentBind.clear();
  5120. commandListChanged = true;
  5121. }
  5122. continue;
  5123. }
  5124. }
  5125. const uint64_t newFlags = draw.m_stateFlags;
  5126. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5127. currentState.m_stateFlags = newFlags;
  5128. const uint64_t newStencil = draw.m_stencil;
  5129. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  5130. currentState.m_stencil = newStencil;
  5131. if (resetState)
  5132. {
  5133. wasCompute = false;
  5134. currentState.clear();
  5135. currentState.m_scissor = !draw.m_scissor;
  5136. changedFlags = BGFX_STATE_MASK;
  5137. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5138. currentState.m_stateFlags = newFlags;
  5139. currentState.m_stencil = newStencil;
  5140. currentBind.clear();
  5141. commandListChanged = true;
  5142. }
  5143. if (commandListChanged)
  5144. {
  5145. commandListChanged = false;
  5146. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  5147. ID3D12DescriptorHeap* heaps[] = {
  5148. m_samplerAllocator.getHeap(),
  5149. scratchBuffer.getHeap(),
  5150. };
  5151. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5152. currentPso = NULL;
  5153. currentBindHash = 0;
  5154. currentSamplerStateIdx = kInvalidHandle;
  5155. currentProgram = BGFX_INVALID_HANDLE;
  5156. currentState.clear();
  5157. currentState.m_scissor = !draw.m_scissor;
  5158. changedFlags = BGFX_STATE_MASK;
  5159. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5160. currentState.m_stateFlags = newFlags;
  5161. currentState.m_stencil = newStencil;
  5162. currentBind.clear();
  5163. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5164. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5165. }
  5166. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5167. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  5168. if (0 != draw.m_streamMask)
  5169. {
  5170. currentState.m_streamMask = draw.m_streamMask;
  5171. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5172. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5173. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5174. const uint64_t state = draw.m_stateFlags;
  5175. bool hasFactor = 0
  5176. || f0 == (state & f0)
  5177. || f1 == (state & f1)
  5178. || f2 == (state & f2)
  5179. || f3 == (state & f3)
  5180. ;
  5181. const VertexDecl* decls[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5182. uint8_t numStreams = 0;
  5183. if (UINT8_MAX != draw.m_streamMask)
  5184. {
  5185. for (uint32_t idx = 0, streamMask = draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  5186. ; 0 != streamMask
  5187. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  5188. )
  5189. {
  5190. streamMask >>= ntz;
  5191. idx += ntz;
  5192. currentState.m_stream[idx].m_decl = draw.m_stream[idx].m_decl;
  5193. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5194. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5195. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5196. const VertexBufferD3D12& vb = m_vertexBuffers[handle];
  5197. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[idx].m_decl.idx : vb.m_decl.idx;
  5198. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5199. decls[numStreams] = &vertexDecl;
  5200. }
  5201. }
  5202. ID3D12PipelineState* pso =
  5203. getPipelineState(state
  5204. , draw.m_stencil
  5205. , numStreams
  5206. , decls
  5207. , key.m_program
  5208. , uint8_t(draw.m_instanceDataStride/16)
  5209. );
  5210. uint16_t scissor = draw.m_scissor;
  5211. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5212. if (currentBindHash != bindHash
  5213. || 0 != changedStencil
  5214. || (hasFactor && blendFactor != draw.m_rgba)
  5215. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5216. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5217. || currentState.m_scissor != scissor
  5218. || pso != currentPso
  5219. || hasOcclusionQuery)
  5220. {
  5221. m_batch.flush(m_commandList);
  5222. }
  5223. if (currentBindHash != bindHash)
  5224. {
  5225. currentBindHash = bindHash;
  5226. Bind* bindCached = bindLru.find(bindHash);
  5227. if (NULL == bindCached)
  5228. {
  5229. uint32_t numSet = 0;
  5230. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5231. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5232. {
  5233. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5234. {
  5235. const Binding& bind = renderBind.m_bind[stage];
  5236. if (kInvalidHandle != bind.m_idx)
  5237. {
  5238. switch (bind.m_type)
  5239. {
  5240. case Binding::Texture:
  5241. {
  5242. TextureD3D12& texture = m_textures[bind.m_idx];
  5243. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5244. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5245. samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_samplerFlags)
  5246. ? bind.m_samplerFlags
  5247. : texture.m_flags
  5248. ) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
  5249. ;
  5250. ++numSet;
  5251. }
  5252. break;
  5253. case Binding::IndexBuffer:
  5254. case Binding::VertexBuffer:
  5255. {
  5256. samplerFlags[stage] = 0;
  5257. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5258. ? m_indexBuffers[bind.m_idx]
  5259. : m_vertexBuffers[bind.m_idx]
  5260. ;
  5261. if (Access::Read != bind.m_access)
  5262. {
  5263. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5264. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5265. }
  5266. else
  5267. {
  5268. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5269. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5270. }
  5271. ++numSet;
  5272. }
  5273. break;
  5274. }
  5275. }
  5276. else
  5277. {
  5278. scratchBuffer.allocEmpty(srvHandle[stage]);
  5279. samplerFlags[stage] = 0;
  5280. }
  5281. }
  5282. }
  5283. if (0 != numSet)
  5284. {
  5285. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  5286. if (samplerStateIdx != currentSamplerStateIdx)
  5287. {
  5288. currentSamplerStateIdx = samplerStateIdx;
  5289. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5290. }
  5291. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  5292. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  5293. Bind bind;
  5294. bind.m_srvHandle = srvHandle[0];
  5295. bind.m_samplerStateIdx = samplerStateIdx;
  5296. bindLru.add(bindHash, bind, 0);
  5297. }
  5298. }
  5299. else
  5300. {
  5301. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5302. if (samplerStateIdx != currentSamplerStateIdx)
  5303. {
  5304. currentSamplerStateIdx = samplerStateIdx;
  5305. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5306. }
  5307. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5308. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5309. }
  5310. }
  5311. if (0 != changedStencil)
  5312. {
  5313. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  5314. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  5315. m_commandList->OMSetStencilRef(ref);
  5316. }
  5317. if (hasFactor
  5318. && blendFactor != draw.m_rgba)
  5319. {
  5320. blendFactor = draw.m_rgba;
  5321. float bf[4];
  5322. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  5323. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  5324. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  5325. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  5326. m_commandList->OMSetBlendFactor(bf);
  5327. }
  5328. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5329. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5330. {
  5331. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5332. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5333. prim = s_primInfo[primIndex];
  5334. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  5335. }
  5336. if (currentState.m_scissor != scissor)
  5337. {
  5338. currentState.m_scissor = scissor;
  5339. if (UINT16_MAX == scissor)
  5340. {
  5341. if (restoreScissor
  5342. || viewHasScissor)
  5343. {
  5344. restoreScissor = false;
  5345. D3D12_RECT rc;
  5346. rc.left = viewScissorRect.m_x;
  5347. rc.top = viewScissorRect.m_y;
  5348. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5349. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5350. m_commandList->RSSetScissorRects(1, &rc);
  5351. }
  5352. }
  5353. else
  5354. {
  5355. restoreScissor = true;
  5356. Rect scissorRect;
  5357. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5358. if (scissorRect.isZeroArea() )
  5359. {
  5360. continue;
  5361. }
  5362. D3D12_RECT rc;
  5363. rc.left = scissorRect.m_x;
  5364. rc.top = scissorRect.m_y;
  5365. rc.right = scissorRect.m_x + scissorRect.m_width;
  5366. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5367. m_commandList->RSSetScissorRects(1, &rc);
  5368. }
  5369. }
  5370. if (pso != currentPso)
  5371. {
  5372. currentPso = pso;
  5373. m_commandList->SetPipelineState(pso);
  5374. }
  5375. if (constantsChanged
  5376. || currentProgram.idx != key.m_program.idx
  5377. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5378. {
  5379. currentProgram = key.m_program;
  5380. ProgramD3D12& program = m_program[currentProgram.idx];
  5381. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5382. if (NULL != vcb)
  5383. {
  5384. commit(*vcb);
  5385. }
  5386. if (NULL != program.m_fsh)
  5387. {
  5388. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5389. if (NULL != fcb)
  5390. {
  5391. commit(*fcb);
  5392. }
  5393. }
  5394. hasPredefined = 0 < program.m_numPredefined;
  5395. constantsChanged = true;
  5396. }
  5397. if (constantsChanged
  5398. || hasPredefined)
  5399. {
  5400. ProgramD3D12& program = m_program[currentProgram.idx];
  5401. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5402. viewState.m_alphaRef = ref/255.0f;
  5403. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  5404. commitShaderConstants(key.m_program, gpuAddress);
  5405. }
  5406. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  5407. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  5408. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5409. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5410. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5411. statsNumInstances[primIndex] += draw.m_numInstances;
  5412. statsNumIndices += numIndices;
  5413. if (hasOcclusionQuery)
  5414. {
  5415. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  5416. m_batch.flush(m_commandList);
  5417. m_occlusionQuery.end(m_commandList);
  5418. }
  5419. }
  5420. }
  5421. m_batch.end(m_commandList);
  5422. kick();
  5423. if (wasCompute)
  5424. {
  5425. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5426. {
  5427. char* viewName = s_viewName[view];
  5428. viewName[3] = L'C';
  5429. PIX3_ENDEVENT(m_commandList);
  5430. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  5431. }
  5432. }
  5433. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5434. if (0 < _render->m_numRenderItems)
  5435. {
  5436. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5437. {
  5438. // deviceCtx->Flush();
  5439. }
  5440. // captureElapsed = -bx::getHPCounter();
  5441. // capture();
  5442. // captureElapsed += bx::getHPCounter();
  5443. profiler.end();
  5444. }
  5445. }
  5446. PIX3_ENDEVENT(m_commandList);
  5447. int64_t timeEnd = bx::getHPCounter();
  5448. int64_t frameTime = timeEnd - timeBegin;
  5449. static int64_t min = frameTime;
  5450. static int64_t max = frameTime;
  5451. min = bx::min<int64_t>(min, frameTime);
  5452. max = bx::max<int64_t>(max, frameTime);
  5453. static uint32_t maxGpuLatency = 0;
  5454. static double maxGpuElapsed = 0.0f;
  5455. double elapsedGpuMs = 0.0;
  5456. static int64_t presentMin = m_presentElapsed;
  5457. static int64_t presentMax = m_presentElapsed;
  5458. presentMin = bx::min<int64_t>(presentMin, m_presentElapsed);
  5459. presentMax = bx::max<int64_t>(presentMax, m_presentElapsed);
  5460. if (UINT32_MAX != frameQueryIdx)
  5461. {
  5462. m_gpuTimer.end(frameQueryIdx);
  5463. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5464. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5465. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5466. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5467. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5468. }
  5469. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5470. const int64_t timerFreq = bx::getHPFrequency();
  5471. Stats& perfStats = _render->m_perfStats;
  5472. perfStats.cpuTimeBegin = timeBegin;
  5473. perfStats.cpuTimeEnd = timeEnd;
  5474. perfStats.cpuTimerFreq = timerFreq;
  5475. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5476. perfStats.gpuTimeBegin = result.m_begin;
  5477. perfStats.gpuTimeEnd = result.m_end;
  5478. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5479. perfStats.numDraw = statsKeyType[0];
  5480. perfStats.numCompute = statsKeyType[1];
  5481. perfStats.numBlit = _render->m_numBlitItems;
  5482. perfStats.maxGpuLatency = maxGpuLatency;
  5483. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  5484. perfStats.gpuMemoryMax = -INT64_MAX;
  5485. perfStats.gpuMemoryUsed = -INT64_MAX;
  5486. #if BX_PLATFORM_WINDOWS
  5487. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  5488. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  5489. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  5490. perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
  5491. perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
  5492. #endif // BX_PLATFORM_WINDOWS
  5493. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5494. {
  5495. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugstats");
  5496. // m_needPresent = true;
  5497. TextVideoMem& tvm = m_textVideoMem;
  5498. static int64_t next = timeEnd;
  5499. if (timeEnd >= next)
  5500. {
  5501. next = timeEnd + timerFreq;
  5502. double freq = double(timerFreq);
  5503. double toMs = 1000.0 / freq;
  5504. tvm.clear();
  5505. uint16_t pos = 0;
  5506. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  5507. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5508. , getRendererName()
  5509. , m_deviceInterfaceVersion
  5510. , (m_featureLevel >> 12) & 0xf
  5511. , (m_featureLevel >> 8) & 0xf
  5512. );
  5513. const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
  5514. char description[BX_COUNTOF(desc.Description)];
  5515. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5516. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5517. char dedicatedVideo[16];
  5518. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5519. char dedicatedSystem[16];
  5520. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5521. char sharedSystem[16];
  5522. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5523. char processMemoryUsed[16];
  5524. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5525. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5526. , dedicatedVideo
  5527. , dedicatedSystem
  5528. , sharedSystem
  5529. , processMemoryUsed
  5530. );
  5531. #if BX_PLATFORM_WINDOWS
  5532. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  5533. {
  5534. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  5535. char budget[16];
  5536. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  5537. char currentUsage[16];
  5538. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  5539. char availableForReservation[16];
  5540. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  5541. char currentReservation[16];
  5542. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  5543. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  5544. , 0 == ii ? "Local " : "Non-local"
  5545. , budget
  5546. , currentUsage
  5547. , availableForReservation
  5548. , currentReservation
  5549. );
  5550. }
  5551. #endif // BX_PLATFORM_WINDOWS
  5552. pos = 10;
  5553. tvm.printf(10, pos++, 0x8b, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5554. , double(frameTime)*toMs
  5555. , double(min)*toMs
  5556. , double(max)*toMs
  5557. , freq/frameTime
  5558. );
  5559. tvm.printf(10, pos++, 0x8b, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  5560. , double(m_presentElapsed)*toMs
  5561. , double(presentMin)*toMs
  5562. , double(presentMax)*toMs
  5563. );
  5564. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5565. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  5566. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5567. , 0 != msaa ? '\xfe' : ' '
  5568. , 1<<msaa
  5569. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5570. );
  5571. double elapsedCpuMs = double(frameTime)*toMs;
  5572. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  5573. , _render->m_numRenderItems
  5574. , statsKeyType[0]
  5575. , statsKeyType[1]
  5576. , elapsedCpuMs
  5577. );
  5578. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  5579. {
  5580. tvm.printf(10, pos++, 0x8b, " %9s: %7d (#inst: %5d), submitted: %7d "
  5581. , getName(Topology::Enum(ii) )
  5582. , statsNumPrimsRendered[ii]
  5583. , statsNumInstances[ii]
  5584. , statsNumPrimsSubmitted[ii]
  5585. );
  5586. }
  5587. tvm.printf(10, pos++, 0x8b, " Batch: %7dx%d indirect, %7d immediate "
  5588. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  5589. , m_batch.m_maxDrawPerBatch
  5590. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  5591. );
  5592. tvm.printf(10, pos++, 0x8b, " %7dx%d indirect, %7d immediate "
  5593. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  5594. , m_batch.m_maxDrawPerBatch
  5595. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  5596. );
  5597. if (NULL != m_renderDocDll)
  5598. {
  5599. tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
  5600. }
  5601. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  5602. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5603. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  5604. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  5605. pos++;
  5606. tvm.printf(10, pos++, 0x8b, " State cache: ");
  5607. tvm.printf(10, pos++, 0x8b, " PSO | Sampler | Bind | Queued ");
  5608. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d "
  5609. , m_pipelineStateCache.getCount()
  5610. , m_samplerStateCache.getCount()
  5611. , bindLru.getCount()
  5612. , m_cmd.m_control.available()
  5613. );
  5614. pos++;
  5615. double captureMs = double(captureElapsed)*toMs;
  5616. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  5617. uint8_t attr[2] = { 0x8c, 0x8a };
  5618. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5619. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5620. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5621. min = frameTime;
  5622. max = frameTime;
  5623. presentMin = m_presentElapsed;
  5624. presentMax = m_presentElapsed;
  5625. }
  5626. blit(this, _textVideoMemBlitter, tvm);
  5627. PIX3_ENDEVENT(m_commandList);
  5628. }
  5629. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5630. {
  5631. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugtext");
  5632. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5633. PIX3_ENDEVENT(m_commandList);
  5634. }
  5635. m_commandList->OMSetRenderTargets(0, NULL, false, NULL);
  5636. if (NULL != m_msaaRt)
  5637. {
  5638. setResourceBarrier(m_commandList
  5639. , m_msaaRt
  5640. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5641. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  5642. );
  5643. m_commandList->ResolveSubresource(m_backBufferColor[m_backBufferColorIdx], 0, m_msaaRt, 0, m_scd.format);
  5644. setResourceBarrier(m_commandList
  5645. , m_backBufferColor[m_backBufferColorIdx]
  5646. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  5647. , D3D12_RESOURCE_STATE_PRESENT
  5648. );
  5649. }
  5650. else if (NULL != m_swapChain)
  5651. {
  5652. setResourceBarrier(m_commandList
  5653. , m_backBufferColor[m_backBufferColorIdx]
  5654. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5655. , D3D12_RESOURCE_STATE_PRESENT
  5656. );
  5657. }
  5658. #if BX_PLATFORM_WINDOWS
  5659. for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii)
  5660. {
  5661. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  5662. if (NULL != frameBuffer.m_swapChain)
  5663. {
  5664. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  5665. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_PRESENT);
  5666. }
  5667. }
  5668. #endif // BX_PLATFORM_WINDOWS
  5669. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  5670. }
  5671. } /* namespace d3d12 */ } // namespace bgfx
  5672. #else
  5673. namespace bgfx { namespace d3d12
  5674. {
  5675. RendererContextI* rendererCreate(const Init& _init)
  5676. {
  5677. BX_UNUSED(_init);
  5678. return NULL;
  5679. }
  5680. void rendererDestroy()
  5681. {
  5682. }
  5683. } /* namespace d3d12 */ } // namespace bgfx
  5684. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12