renderer_d3d11.cpp 169 KB

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  1. /*
  2. * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. #if BX_PLATFORM_WINRT
  9. # include <inspectable.h>
  10. # include <windows.ui.xaml.media.dxinterop.h>
  11. #endif // BX_PLATFORM_WINRT
  12. namespace bgfx { namespace d3d11
  13. {
  14. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  15. struct PrimInfo
  16. {
  17. D3D11_PRIMITIVE_TOPOLOGY m_type;
  18. uint32_t m_min;
  19. uint32_t m_div;
  20. uint32_t m_sub;
  21. };
  22. static const PrimInfo s_primInfo[] =
  23. {
  24. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  25. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  26. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  27. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  28. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  29. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  30. };
  31. static const char* s_primName[] =
  32. {
  33. "TriList",
  34. "TriStrip",
  35. "Line",
  36. "LineStrip",
  37. "Point",
  38. };
  39. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  40. union Zero
  41. {
  42. Zero()
  43. {
  44. memset(this, 0, sizeof(Zero) );
  45. }
  46. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  47. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  48. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  49. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  50. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  51. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  52. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  53. };
  54. BX_PRAGMA_DIAGNOSTIC_PUSH();
  55. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  56. static const Zero s_zero;
  57. BX_PRAGMA_DIAGNOSTIC_POP();
  58. static const uint32_t s_checkMsaa[] =
  59. {
  60. 0,
  61. 2,
  62. 4,
  63. 8,
  64. 16,
  65. };
  66. static DXGI_SAMPLE_DESC s_msaa[] =
  67. {
  68. { 1, 0 },
  69. { 2, 0 },
  70. { 4, 0 },
  71. { 8, 0 },
  72. { 16, 0 },
  73. };
  74. static const D3D11_BLEND s_blendFactor[][2] =
  75. {
  76. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  77. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  78. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  79. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  80. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  81. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  82. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  83. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  84. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  85. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  86. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  87. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  88. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  89. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  90. };
  91. static const D3D11_BLEND_OP s_blendEquation[] =
  92. {
  93. D3D11_BLEND_OP_ADD,
  94. D3D11_BLEND_OP_SUBTRACT,
  95. D3D11_BLEND_OP_REV_SUBTRACT,
  96. D3D11_BLEND_OP_MIN,
  97. D3D11_BLEND_OP_MAX,
  98. };
  99. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  100. {
  101. D3D11_COMPARISON_FUNC(0), // ignored
  102. D3D11_COMPARISON_LESS,
  103. D3D11_COMPARISON_LESS_EQUAL,
  104. D3D11_COMPARISON_EQUAL,
  105. D3D11_COMPARISON_GREATER_EQUAL,
  106. D3D11_COMPARISON_GREATER,
  107. D3D11_COMPARISON_NOT_EQUAL,
  108. D3D11_COMPARISON_NEVER,
  109. D3D11_COMPARISON_ALWAYS,
  110. };
  111. static const D3D11_STENCIL_OP s_stencilOp[] =
  112. {
  113. D3D11_STENCIL_OP_ZERO,
  114. D3D11_STENCIL_OP_KEEP,
  115. D3D11_STENCIL_OP_REPLACE,
  116. D3D11_STENCIL_OP_INCR,
  117. D3D11_STENCIL_OP_INCR_SAT,
  118. D3D11_STENCIL_OP_DECR,
  119. D3D11_STENCIL_OP_DECR_SAT,
  120. D3D11_STENCIL_OP_INVERT,
  121. };
  122. static const D3D11_CULL_MODE s_cullMode[] =
  123. {
  124. D3D11_CULL_NONE,
  125. D3D11_CULL_FRONT,
  126. D3D11_CULL_BACK,
  127. };
  128. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  129. {
  130. D3D11_TEXTURE_ADDRESS_WRAP,
  131. D3D11_TEXTURE_ADDRESS_MIRROR,
  132. D3D11_TEXTURE_ADDRESS_CLAMP,
  133. D3D11_TEXTURE_ADDRESS_BORDER,
  134. };
  135. /*
  136. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  137. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  138. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  139. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  140. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  141. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  142. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  143. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  144. * D3D11_FILTER_ANISOTROPIC = 0x55,
  145. *
  146. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  147. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  148. *
  149. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  150. * 0x10 // MIN_LINEAR
  151. * 0x04 // MAG_LINEAR
  152. * 0x01 // MIP_LINEAR
  153. */
  154. static const uint8_t s_textureFilter[3][3] =
  155. {
  156. {
  157. 0x10, // min linear
  158. 0x00, // min point
  159. 0x55, // anisotropic
  160. },
  161. {
  162. 0x04, // mag linear
  163. 0x00, // mag point
  164. 0x55, // anisotropic
  165. },
  166. {
  167. 0x01, // mip linear
  168. 0x00, // mip point
  169. 0x55, // anisotropic
  170. },
  171. };
  172. struct TextureFormatInfo
  173. {
  174. DXGI_FORMAT m_fmt;
  175. DXGI_FORMAT m_fmtSrv;
  176. DXGI_FORMAT m_fmtDsv;
  177. DXGI_FORMAT m_fmtSrgb;
  178. };
  179. static const TextureFormatInfo s_textureFormat[] =
  180. {
  181. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  182. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  183. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  184. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  185. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  186. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  187. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  189. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  190. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  191. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  192. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  193. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  194. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  195. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  196. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  197. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  198. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  199. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  200. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  201. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  202. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  203. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  204. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  205. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  206. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  207. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  208. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  209. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  210. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  211. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  212. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  213. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  214. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  215. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  216. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  217. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  218. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  219. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  220. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  221. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  222. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  223. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  224. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  225. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  226. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  227. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  228. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  229. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  230. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  231. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  232. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  233. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  234. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  235. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  236. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  237. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  238. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  239. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  240. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  241. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  242. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  243. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  244. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  245. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  246. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  247. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  248. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  249. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  250. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  251. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  252. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  253. };
  254. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  255. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  256. {
  257. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  258. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  259. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  260. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  261. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  262. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  263. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  264. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  265. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  266. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  267. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  268. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  269. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  270. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  271. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  272. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  273. };
  274. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  275. static const DXGI_FORMAT s_attribType[][4][2] =
  276. {
  277. { // Uint8
  278. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  279. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  280. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  281. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  282. },
  283. { // Uint10
  284. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  285. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  286. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  287. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  288. },
  289. { // Int16
  290. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  291. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  292. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  293. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  294. },
  295. { // Half
  296. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  297. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  298. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  299. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  300. },
  301. { // Float
  302. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  303. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  304. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  305. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  306. },
  307. };
  308. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  309. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  310. {
  311. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  312. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  313. {
  314. if (UINT16_MAX != _decl.m_attributes[attr])
  315. {
  316. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  317. if (0 == _decl.m_attributes[attr])
  318. {
  319. elem->AlignedByteOffset = 0;
  320. }
  321. else
  322. {
  323. uint8_t num;
  324. AttribType::Enum type;
  325. bool normalized;
  326. bool asInt;
  327. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  328. elem->Format = s_attribType[type][num-1][normalized];
  329. elem->AlignedByteOffset = _decl.m_offset[attr];
  330. }
  331. ++elem;
  332. }
  333. }
  334. return elem;
  335. }
  336. struct TextureStage
  337. {
  338. TextureStage()
  339. {
  340. clear();
  341. }
  342. void clear()
  343. {
  344. memset(m_srv, 0, sizeof(m_srv) );
  345. memset(m_sampler, 0, sizeof(m_sampler) );
  346. }
  347. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  348. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  349. };
  350. BX_PRAGMA_DIAGNOSTIC_PUSH();
  351. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  352. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  353. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  354. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  355. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  356. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  357. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  358. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  359. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  360. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  361. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  362. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  363. enum D3D11_FORMAT_SUPPORT2
  364. {
  365. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  366. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  367. };
  368. static const GUID s_deviceIIDs[] =
  369. {
  370. IID_IDXGIDevice3,
  371. IID_IDXGIDevice2,
  372. IID_IDXGIDevice1,
  373. IID_IDXGIDevice0,
  374. };
  375. template <typename Ty>
  376. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  377. {
  378. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  379. {
  380. char temp[2048];
  381. va_list argList;
  382. va_start(argList, _format);
  383. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  384. va_end(argList);
  385. temp[size] = '\0';
  386. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  387. }
  388. }
  389. BX_PRAGMA_DIAGNOSTIC_POP();
  390. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  391. {
  392. uint8_t temp[28];
  393. D3D11_BUFFER_DESC desc;
  394. desc.ByteWidth = sizeof(temp);
  395. desc.Usage = D3D11_USAGE_STAGING;
  396. desc.BindFlags = 0;
  397. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  398. desc.MiscFlags = 0;
  399. desc.StructureByteStride = 0;
  400. D3D11_SUBRESOURCE_DATA initData;
  401. initData.pSysMem = &temp;
  402. initData.SysMemPitch = sizeof(temp);
  403. initData.SysMemSlicePitch = 0;
  404. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  405. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  406. bx::write(&writer, UINT32_C(0x00010000) );
  407. bx::write(&writer, UINT32_C(0) );
  408. bx::write(&writer, UINT32_C(0) );
  409. ID3D11Buffer* buffer;
  410. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  411. if (SUCCEEDED(hr) )
  412. {
  413. buffer->Release();
  414. bx::MemoryReader reader(&temp, sizeof(temp) );
  415. bx::skip(&reader, 16);
  416. uint32_t version;
  417. bx::read(&reader, version);
  418. uint32_t driverVersion;
  419. bx::read(&reader, driverVersion);
  420. return version <= driverVersion;
  421. }
  422. return false;
  423. };
  424. enum AGS_RETURN_CODE
  425. {
  426. AGS_SUCCESS,
  427. AGS_INVALID_ARGS,
  428. AGS_OUT_OF_MEMORY,
  429. AGS_ERROR_MISSING_DLL,
  430. AGS_ERROR_LEGACY_DRIVER,
  431. AGS_EXTENSION_NOT_SUPPORTED,
  432. AGS_ADL_FAILURE,
  433. };
  434. enum AGS_DRIVER_EXTENSION
  435. {
  436. AGS_EXTENSION_QUADLIST = 1 << 0,
  437. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  438. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  439. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  440. };
  441. struct AGSDriverVersionInfo
  442. {
  443. char strDriverVersion[256];
  444. char strCatalystVersion[256];
  445. char strCatalystWebLink[256];
  446. };
  447. struct AGSContext;
  448. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  449. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  450. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  451. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  452. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  453. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  454. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  455. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  456. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  457. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  458. static PFN_AGS_INIT agsInit;
  459. static PFN_AGS_DEINIT agsDeInit;
  460. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  461. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  462. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  463. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  464. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  465. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  466. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  467. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  468. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  469. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  470. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  471. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  472. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  473. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  474. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  475. #if USE_D3D11_DYNAMIC_LIB
  476. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  477. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  478. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  479. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  480. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  481. static PFN_GET_DEBUG_INTERFACE DXGIGetDebugInterface;
  482. static PFN_GET_DEBUG_INTERFACE1 DXGIGetDebugInterface1;
  483. #endif // USE_D3D11_DYNAMIC_LIB
  484. struct RendererContextD3D11 : public RendererContextI
  485. {
  486. RendererContextD3D11()
  487. : m_d3d9dll(NULL)
  488. , m_d3d11dll(NULL)
  489. , m_dxgidll(NULL)
  490. , m_dxgidebugdll(NULL)
  491. , m_renderdocdll(NULL)
  492. , m_agsdll(NULL)
  493. , m_ags(NULL)
  494. , m_driverType(D3D_DRIVER_TYPE_NULL)
  495. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  496. , m_adapter(NULL)
  497. , m_factory(NULL)
  498. , m_swapChain(NULL)
  499. , m_lost(0)
  500. , m_numWindows(0)
  501. , m_device(NULL)
  502. , m_deviceCtx(NULL)
  503. , m_infoQueue(NULL)
  504. , m_backBufferColor(NULL)
  505. , m_backBufferDepthStencil(NULL)
  506. , m_currentColor(NULL)
  507. , m_currentDepthStencil(NULL)
  508. , m_captureTexture(NULL)
  509. , m_captureResolve(NULL)
  510. , m_wireframe(false)
  511. , m_maxAnisotropy(1)
  512. , m_currentProgram(NULL)
  513. , m_vsChanges(0)
  514. , m_fsChanges(0)
  515. , m_rtMsaa(false)
  516. , m_ovrRtv(NULL)
  517. , m_ovrDsv(NULL)
  518. {
  519. m_fbh.idx = invalidHandle;
  520. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  521. memset(&m_scd, 0, sizeof(m_scd) );
  522. memset(&m_windows, 0xff, sizeof(m_windows) );
  523. }
  524. ~RendererContextD3D11()
  525. {
  526. }
  527. bool init()
  528. {
  529. struct ErrorState
  530. {
  531. enum Enum
  532. {
  533. Default,
  534. LoadedD3D11,
  535. LoadedDXGI,
  536. CreatedDXGIFactory,
  537. };
  538. };
  539. ErrorState::Enum errorState = ErrorState::Default;
  540. // Must be before device creation, and before RenderDoc.
  541. m_ovr.init();
  542. if (!m_ovr.isInitialized() )
  543. {
  544. m_renderdocdll = loadRenderDoc();
  545. }
  546. m_fbh.idx = invalidHandle;
  547. memset(m_uniforms, 0, sizeof(m_uniforms) );
  548. memset(&m_resolution, 0, sizeof(m_resolution) );
  549. m_ags = NULL;
  550. m_agsdll = bx::dlopen(
  551. #if BX_ARCH_32BIT
  552. "amd_ags_x86.dll"
  553. #else
  554. "amd_ags_x64.dll"
  555. #endif // BX_ARCH_32BIT
  556. );
  557. if (NULL != m_agsdll)
  558. {
  559. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsdll, "agsInit");
  560. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsdll, "agsDeInit");
  561. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetCrossfireGPUCount");
  562. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetTotalGPUCount");
  563. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsdll, "agsGetGPUMemorySize");
  564. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsdll, "agsGetDriverVersionInfo");
  565. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsdll, "agsDriverExtensions_Init");
  566. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsdll, "agsDriverExtensions_DeInit");
  567. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  568. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  569. bool agsSupported = true
  570. && NULL != agsInit
  571. && NULL != agsDeInit
  572. && NULL != agsGetCrossfireGPUCount
  573. && NULL != agsGetTotalGPUCount
  574. && NULL != agsGetGPUMemorySize
  575. && NULL != agsGetDriverVersionInfo
  576. && NULL != agsDriverExtensions_Init
  577. && NULL != agsDriverExtensions_DeInit
  578. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  579. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  580. ;
  581. if (agsSupported)
  582. {
  583. AGS_RETURN_CODE result = agsInit(&m_ags);
  584. agsSupported = AGS_SUCCESS == result;
  585. if (agsSupported)
  586. {
  587. AGSDriverVersionInfo vi;
  588. result = agsGetDriverVersionInfo(m_ags, &vi);
  589. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  590. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  591. int32_t numCrossfireGPUs = 0;
  592. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  593. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  594. int32_t numGPUs = 0;
  595. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  596. BX_TRACE(" Num GPUs: %d", numGPUs);
  597. for (int32_t ii = 0; ii < numGPUs; ++ii)
  598. {
  599. long long memSize;
  600. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  601. if (AGS_SUCCESS == result)
  602. {
  603. char memSizeStr[16];
  604. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  605. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  606. }
  607. }
  608. }
  609. }
  610. BX_WARN(!agsSupported, "AMD/AGS supported.");
  611. if (!agsSupported)
  612. {
  613. if (NULL != m_ags)
  614. {
  615. agsDeInit(m_ags);
  616. m_ags = NULL;
  617. }
  618. bx::dlclose(m_agsdll);
  619. m_agsdll = NULL;
  620. }
  621. }
  622. #if USE_D3D11_DYNAMIC_LIB
  623. m_d3d11dll = bx::dlopen("d3d11.dll");
  624. BX_WARN(NULL != m_d3d11dll, "Failed to load d3d11.dll.");
  625. if (NULL == m_d3d11dll)
  626. {
  627. goto error;
  628. }
  629. errorState = ErrorState::LoadedD3D11;
  630. m_d3d9dll = NULL;
  631. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  632. {
  633. // D3D11_1.h has ID3DUserDefinedAnnotation
  634. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  635. m_d3d9dll = bx::dlopen("d3d9.dll");
  636. if (NULL != m_d3d9dll)
  637. {
  638. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  639. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  640. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  641. BX_CHECK(NULL != D3DPERF_SetMarker
  642. && NULL != D3DPERF_BeginEvent
  643. && NULL != D3DPERF_EndEvent
  644. , "Failed to initialize PIX events."
  645. );
  646. }
  647. }
  648. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  649. BX_WARN(NULL != D3D11CreateDevice, "Function D3D11CreateDevice not found.");
  650. if (NULL == D3D11CreateDevice)
  651. {
  652. goto error;
  653. }
  654. m_dxgidll = bx::dlopen("dxgi.dll");
  655. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  656. if (NULL == m_dxgidll)
  657. {
  658. goto error;
  659. }
  660. errorState = ErrorState::LoadedDXGI;
  661. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  662. BX_WARN(NULL != CreateDXGIFactory, "Function CreateDXGIFactory not found.");
  663. if (NULL == CreateDXGIFactory)
  664. {
  665. goto error;
  666. }
  667. m_dxgidebugdll = bx::dlopen("dxgidebug.dll");
  668. if (NULL != m_dxgidebugdll)
  669. {
  670. DXGIGetDebugInterface = (PFN_GET_DEBUG_INTERFACE )bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface");
  671. DXGIGetDebugInterface1 = (PFN_GET_DEBUG_INTERFACE1)bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface1");
  672. if (NULL == DXGIGetDebugInterface
  673. && NULL == DXGIGetDebugInterface1)
  674. {
  675. bx::dlclose(m_dxgidebugdll);
  676. m_dxgidebugdll = NULL;
  677. }
  678. else
  679. {
  680. // Figure out how to access IDXGIInfoQueue on pre Win8...
  681. }
  682. }
  683. #endif // USE_D3D11_DYNAMIC_LIB
  684. HRESULT hr;
  685. IDXGIFactory* factory;
  686. #if BX_PLATFORM_WINRT
  687. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  688. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  689. #else
  690. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  691. #endif // BX_PLATFORM_WINRT
  692. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  693. if (FAILED(hr) )
  694. {
  695. goto error;
  696. }
  697. errorState = ErrorState::CreatedDXGIFactory;
  698. m_device = (ID3D11Device*)g_platformData.context;
  699. if (NULL == m_device)
  700. {
  701. m_adapter = NULL;
  702. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  703. ? D3D_DRIVER_TYPE_WARP
  704. : D3D_DRIVER_TYPE_HARDWARE
  705. ;
  706. IDXGIAdapter* adapter;
  707. for (uint32_t ii = 0
  708. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  709. ; ++ii
  710. )
  711. {
  712. DXGI_ADAPTER_DESC desc;
  713. hr = adapter->GetDesc(&desc);
  714. if (SUCCEEDED(hr) )
  715. {
  716. BX_TRACE("Adapter #%d", ii);
  717. char description[BX_COUNTOF(desc.Description)];
  718. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  719. BX_TRACE("\tDescription: %s", description);
  720. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  721. , desc.VendorId
  722. , desc.DeviceId
  723. , desc.SubSysId
  724. , desc.Revision
  725. );
  726. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  727. , desc.DedicatedVideoMemory
  728. , desc.DedicatedSystemMemory
  729. , desc.SharedSystemMemory
  730. );
  731. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  732. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  733. ++g_caps.numGPUs;
  734. if (NULL == m_adapter)
  735. {
  736. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  737. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  738. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  739. {
  740. m_adapter = adapter;
  741. m_adapter->AddRef();
  742. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  743. }
  744. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  745. && 0 != strstr(description, "PerfHUD") )
  746. {
  747. m_adapter = adapter;
  748. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  749. }
  750. }
  751. }
  752. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  753. }
  754. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  755. D3D_FEATURE_LEVEL featureLevel[] =
  756. {
  757. D3D_FEATURE_LEVEL_11_1,
  758. D3D_FEATURE_LEVEL_11_0,
  759. D3D_FEATURE_LEVEL_10_1,
  760. D3D_FEATURE_LEVEL_10_0,
  761. D3D_FEATURE_LEVEL_9_3,
  762. D3D_FEATURE_LEVEL_9_2,
  763. D3D_FEATURE_LEVEL_9_1,
  764. };
  765. for (;;)
  766. {
  767. uint32_t flags = 0
  768. | D3D11_CREATE_DEVICE_SINGLETHREADED
  769. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  770. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  771. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  772. ;
  773. hr = E_FAIL;
  774. for (uint32_t ii = 0; ii < 3 && FAILED(hr);)
  775. {
  776. hr = D3D11CreateDevice(m_adapter
  777. , m_driverType
  778. , NULL
  779. , flags
  780. , &featureLevel[ii]
  781. , BX_COUNTOF(featureLevel)-ii
  782. , D3D11_SDK_VERSION
  783. , &m_device
  784. , &m_featureLevel
  785. , &m_deviceCtx
  786. );
  787. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  788. , (m_featureLevel >> 12) & 0xf
  789. , (m_featureLevel >> 8) & 0xf
  790. );
  791. if (FAILED(hr)
  792. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  793. {
  794. // Try without debug in case D3D11 SDK Layers
  795. // is not present?
  796. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  797. continue;
  798. }
  799. // Enable debug flags.
  800. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  801. ++ii;
  802. }
  803. if (FAILED(hr)
  804. && D3D_DRIVER_TYPE_WARP != m_driverType)
  805. {
  806. // Try with WARP
  807. m_driverType = D3D_DRIVER_TYPE_WARP;
  808. continue;
  809. }
  810. break;
  811. }
  812. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  813. if (FAILED(hr) )
  814. {
  815. goto error;
  816. }
  817. if (NULL != m_adapter)
  818. {
  819. DX_RELEASE(m_adapter, 2);
  820. }
  821. }
  822. else
  823. {
  824. m_device->GetImmediateContext(&m_deviceCtx);
  825. BX_WARN(NULL != m_deviceCtx, "Unable to create Direct3D11 device.");
  826. if (NULL == m_deviceCtx)
  827. {
  828. goto error;
  829. }
  830. }
  831. {
  832. IDXGIDevice* device = NULL;
  833. IDXGIAdapter* adapter = NULL;
  834. hr = E_FAIL;
  835. for (uint32_t ii = 0; ii < BX_COUNTOF(s_deviceIIDs) && FAILED(hr); ++ii)
  836. {
  837. hr = m_device->QueryInterface(s_deviceIIDs[ii], (void**)&device);
  838. BX_TRACE("D3D device 11.%d, hr %x", BX_COUNTOF(s_deviceIIDs)-1-ii, hr);
  839. if (SUCCEEDED(hr) )
  840. {
  841. #if BX_COMPILER_MSVC
  842. BX_PRAGMA_DIAGNOSTIC_PUSH();
  843. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  844. try
  845. {
  846. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  847. hr = device->GetAdapter(&adapter);
  848. }
  849. catch (...)
  850. {
  851. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_deviceIIDs)-1-ii);
  852. DX_RELEASE(device, 0);
  853. hr = E_FAIL;
  854. }
  855. BX_PRAGMA_DIAGNOSTIC_POP();
  856. #else
  857. hr = device->GetAdapter(&adapter);
  858. #endif // BX_COMPILER_MSVC
  859. }
  860. }
  861. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  862. if (FAILED(hr) )
  863. {
  864. goto error;
  865. }
  866. // GPA increases device ref count.
  867. // RenderDoc makes device ref count 0 here.
  868. //
  869. // This causes assert in debug. When debugger is present refcount
  870. // checks are off.
  871. IDXGIDevice* renderdoc;
  872. hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  873. if (SUCCEEDED(hr) )
  874. {
  875. setGraphicsDebuggerPresent(true);
  876. DX_RELEASE(renderdoc, 2);
  877. }
  878. else
  879. {
  880. setGraphicsDebuggerPresent(3 != getRefCount(device) );
  881. DX_RELEASE(device, 2);
  882. }
  883. hr = adapter->GetDesc(&m_adapterDesc);
  884. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  885. if (FAILED(hr) )
  886. {
  887. DX_RELEASE(adapter, 2);
  888. goto error;
  889. }
  890. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  891. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  892. : (uint16_t)m_adapterDesc.VendorId
  893. ;
  894. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  895. if (NULL == g_platformData.backBuffer)
  896. {
  897. #if BX_PLATFORM_WINRT
  898. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  899. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  900. DX_RELEASE(adapter, 2);
  901. if (FAILED(hr) )
  902. {
  903. goto error;
  904. }
  905. memset(&m_scd, 0, sizeof(m_scd) );
  906. m_scd.Width = BGFX_DEFAULT_WIDTH;
  907. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  908. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  909. m_scd.Stereo = false;
  910. m_scd.SampleDesc.Count = 1;
  911. m_scd.SampleDesc.Quality = 0;
  912. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  913. m_scd.BufferCount = 2;
  914. m_scd.Scaling = 0 == g_platformData.ndt
  915. ? DXGI_SCALING_NONE
  916. : DXGI_SCALING_STRETCH;
  917. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  918. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  919. if (NULL == g_platformData.ndt)
  920. {
  921. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  922. , (::IUnknown*)g_platformData.nwh
  923. , &m_scd
  924. , NULL
  925. , &m_swapChain
  926. );
  927. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  928. }
  929. else
  930. {
  931. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  932. hr = m_factory->CreateSwapChainForComposition(m_device
  933. , &m_scd
  934. , NULL
  935. , &m_swapChain
  936. );
  937. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  938. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  939. ISwapChainBackgroundPanelNative* panel = NULL;
  940. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  941. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  942. if (NULL != panel)
  943. {
  944. hr = panel->SetSwapChain(m_swapChain);
  945. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  946. panel->Release();
  947. }
  948. }
  949. #else
  950. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  951. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  952. DX_RELEASE(adapter, 2);
  953. if (FAILED(hr) )
  954. {
  955. goto error;
  956. }
  957. memset(&m_scd, 0, sizeof(m_scd) );
  958. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  959. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  960. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  961. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  962. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  963. m_scd.SampleDesc.Count = 1;
  964. m_scd.SampleDesc.Quality = 0;
  965. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  966. m_scd.BufferCount = 1;
  967. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  968. m_scd.Windowed = true;
  969. hr = m_factory->CreateSwapChain(m_device
  970. , &m_scd
  971. , &m_swapChain
  972. );
  973. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  974. | DXGI_MWA_NO_WINDOW_CHANGES
  975. | DXGI_MWA_NO_ALT_ENTER
  976. ) );
  977. #endif // BX_PLATFORM_WINRT
  978. BX_WARN(SUCCEEDED(hr), "Failed to create swap chain.");
  979. if (FAILED(hr) )
  980. {
  981. goto error;
  982. }
  983. }
  984. else
  985. {
  986. memset(&m_scd, 0, sizeof(m_scd) );
  987. m_scd.SampleDesc.Count = 1;
  988. m_scd.SampleDesc.Quality = 0;
  989. setBufferSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  990. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  991. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  992. }
  993. }
  994. m_numWindows = 1;
  995. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  996. {
  997. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  998. if (SUCCEEDED(hr) )
  999. {
  1000. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  1001. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  1002. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  1003. D3D11_INFO_QUEUE_FILTER filter;
  1004. memset(&filter, 0, sizeof(filter) );
  1005. D3D11_MESSAGE_CATEGORY catlist[] =
  1006. {
  1007. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  1008. };
  1009. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1010. filter.DenyList.pCategoryList = catlist;
  1011. m_infoQueue->PushStorageFilter(&filter);
  1012. DX_RELEASE(m_infoQueue, 3);
  1013. }
  1014. }
  1015. {
  1016. UniformHandle handle = BGFX_INVALID_HANDLE;
  1017. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  1018. {
  1019. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  1020. }
  1021. g_caps.supported |= (0
  1022. | BGFX_CAPS_TEXTURE_3D
  1023. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1024. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1025. | BGFX_CAPS_FRAGMENT_DEPTH
  1026. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1027. | BGFX_CAPS_SWAP_CHAIN
  1028. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  1029. | BGFX_CAPS_DRAW_INDIRECT
  1030. | BGFX_CAPS_TEXTURE_BLIT
  1031. | BGFX_CAPS_TEXTURE_READ_BACK
  1032. );
  1033. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1034. {
  1035. g_caps.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1036. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1037. }
  1038. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1039. {
  1040. g_caps.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1041. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1042. }
  1043. else
  1044. {
  1045. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1046. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1047. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1048. }
  1049. // 32-bit indices only supported on 9_2+.
  1050. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1051. {
  1052. g_caps.supported |= BGFX_CAPS_INDEX32;
  1053. }
  1054. // Independent blend only supported on 10_1+.
  1055. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1056. {
  1057. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1058. }
  1059. // Compute support is optional on 10_0 and 10_1 targets.
  1060. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1061. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1062. {
  1063. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  1064. {
  1065. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  1066. };
  1067. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1068. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1069. if (SUCCEEDED(hr)
  1070. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1071. {
  1072. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1073. }
  1074. }
  1075. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1076. {
  1077. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1078. }
  1079. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1080. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1081. {
  1082. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1083. }
  1084. else
  1085. {
  1086. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  1087. {
  1088. BOOL SimpleInstancingSupported;
  1089. };
  1090. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1091. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  1092. if (SUCCEEDED(hr)
  1093. && data.SimpleInstancingSupported)
  1094. {
  1095. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1096. }
  1097. }
  1098. // shadow compare is optional on 9_1 through 9_3 targets
  1099. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1100. {
  1101. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  1102. {
  1103. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  1104. };
  1105. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1106. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  1107. if (SUCCEEDED(hr)
  1108. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1109. {
  1110. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1111. }
  1112. }
  1113. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1114. {
  1115. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1116. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  1117. ? s_textureFormat[ii].m_fmtDsv
  1118. : s_textureFormat[ii].m_fmt
  1119. ;
  1120. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1121. if (DXGI_FORMAT_UNKNOWN != fmt)
  1122. {
  1123. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1124. {
  1125. DXGI_FORMAT InFormat;
  1126. UINT OutFormatSupport;
  1127. };
  1128. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1129. data.InFormat = fmt;
  1130. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1131. if (SUCCEEDED(hr) )
  1132. {
  1133. support |= 0 != (data.OutFormatSupport & (0
  1134. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1135. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1136. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1137. ) )
  1138. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1139. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1140. ;
  1141. support |= 0 != (data.OutFormatSupport & (0
  1142. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1143. ) )
  1144. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1145. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1146. ;
  1147. support |= 0 != (data.OutFormatSupport & (0
  1148. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1149. ) )
  1150. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1151. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1152. ;
  1153. support |= 0 != (data.OutFormatSupport & (0
  1154. | D3D11_FORMAT_SUPPORT_BUFFER
  1155. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1156. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1157. ) )
  1158. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1159. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1160. ;
  1161. support |= 0 != (data.OutFormatSupport & (0
  1162. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1163. ) )
  1164. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1165. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1166. ;
  1167. support |= 0 != (data.OutFormatSupport & (0
  1168. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1169. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1170. ) )
  1171. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1172. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1173. ;
  1174. support |= 0 != (data.OutFormatSupport & (0
  1175. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1176. ) )
  1177. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1178. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1179. ;
  1180. support |= 0 != (data.OutFormatSupport & (0
  1181. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1182. ) )
  1183. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1184. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1185. ;
  1186. }
  1187. else
  1188. {
  1189. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1190. }
  1191. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1192. {
  1193. // clear image flag for additional testing
  1194. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1195. data.InFormat = s_textureFormat[ii].m_fmt;
  1196. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  1197. if (SUCCEEDED(hr) )
  1198. {
  1199. support |= 0 != (data.OutFormatSupport & (0
  1200. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1201. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1202. ) )
  1203. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1204. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1205. ;
  1206. }
  1207. }
  1208. }
  1209. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1210. {
  1211. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1212. {
  1213. DXGI_FORMAT InFormat;
  1214. UINT OutFormatSupport;
  1215. };
  1216. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1217. data.InFormat = fmtSrgb;
  1218. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1219. if (SUCCEEDED(hr) )
  1220. {
  1221. support |= 0 != (data.OutFormatSupport & (0
  1222. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1223. ) )
  1224. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1225. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1226. ;
  1227. support |= 0 != (data.OutFormatSupport & (0
  1228. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1229. ) )
  1230. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1231. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1232. ;
  1233. support |= 0 != (data.OutFormatSupport & (0
  1234. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1235. ) )
  1236. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1237. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1238. ;
  1239. }
  1240. else
  1241. {
  1242. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1243. }
  1244. }
  1245. g_caps.formats[ii] = support;
  1246. }
  1247. // Init reserved part of view name.
  1248. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1249. {
  1250. char name[BGFX_CONFIG_MAX_VIEW_NAME_RESERVED+1];
  1251. bx::snprintf(name, sizeof(name), "%3d ", ii);
  1252. mbstowcs(s_viewNameW[ii], name, BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1253. }
  1254. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  1255. && NULL != m_infoQueue)
  1256. {
  1257. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1258. }
  1259. { //
  1260. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1261. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1262. if (NULL != m_ags)
  1263. {
  1264. uint32_t flags;
  1265. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1266. bool hasExtensions = AGS_SUCCESS == result;
  1267. if (hasExtensions
  1268. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1269. {
  1270. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1271. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1272. }
  1273. else
  1274. {
  1275. if (hasExtensions)
  1276. {
  1277. agsDriverExtensions_DeInit(m_ags);
  1278. }
  1279. agsDeInit(m_ags);
  1280. m_ags = NULL;
  1281. }
  1282. }
  1283. }
  1284. //
  1285. updateMsaa();
  1286. postReset();
  1287. }
  1288. return true;
  1289. error:
  1290. switch (errorState)
  1291. {
  1292. case ErrorState::CreatedDXGIFactory:
  1293. DX_RELEASE(m_swapChain, 0);
  1294. DX_RELEASE(m_deviceCtx, 0);
  1295. DX_RELEASE(m_device, 0);
  1296. DX_RELEASE(m_factory, 0);
  1297. case ErrorState::LoadedDXGI:
  1298. #if USE_D3D11_DYNAMIC_LIB
  1299. if (NULL != m_dxgidebugdll)
  1300. {
  1301. bx::dlclose(m_dxgidebugdll);
  1302. m_dxgidebugdll = NULL;
  1303. }
  1304. if (NULL != m_d3d9dll)
  1305. {
  1306. bx::dlclose(m_d3d9dll);
  1307. m_d3d9dll = NULL;
  1308. }
  1309. bx::dlclose(m_dxgidll);
  1310. m_dxgidll = NULL;
  1311. #endif // USE_D3D11_DYNAMIC_LIB
  1312. case ErrorState::LoadedD3D11:
  1313. #if USE_D3D11_DYNAMIC_LIB
  1314. bx::dlclose(m_d3d11dll);
  1315. m_d3d11dll = NULL;
  1316. #endif // USE_D3D11_DYNAMIC_LIB
  1317. case ErrorState::Default:
  1318. if (NULL != m_ags)
  1319. {
  1320. agsDeInit(m_ags);
  1321. }
  1322. bx::dlclose(m_agsdll);
  1323. m_agsdll = NULL;
  1324. unloadRenderDoc(m_renderdocdll);
  1325. m_ovr.shutdown();
  1326. break;
  1327. }
  1328. return false;
  1329. }
  1330. void shutdown()
  1331. {
  1332. preReset();
  1333. m_ovr.shutdown();
  1334. if (NULL != m_ags)
  1335. {
  1336. agsDeInit(m_ags);
  1337. m_ags = NULL;
  1338. }
  1339. bx::dlclose(m_agsdll);
  1340. m_agsdll = NULL;
  1341. m_deviceCtx->ClearState();
  1342. invalidateCache();
  1343. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1344. {
  1345. m_frameBuffers[ii].destroy();
  1346. }
  1347. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1348. {
  1349. m_indexBuffers[ii].destroy();
  1350. }
  1351. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1352. {
  1353. m_vertexBuffers[ii].destroy();
  1354. }
  1355. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1356. {
  1357. m_shaders[ii].destroy();
  1358. }
  1359. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1360. {
  1361. m_textures[ii].destroy();
  1362. }
  1363. DX_RELEASE(m_swapChain, 0);
  1364. DX_RELEASE(m_deviceCtx, 0);
  1365. DX_RELEASE(m_device, 0);
  1366. DX_RELEASE(m_factory, 0);
  1367. unloadRenderDoc(m_renderdocdll);
  1368. #if USE_D3D11_DYNAMIC_LIB
  1369. if (NULL != m_dxgidebugdll)
  1370. {
  1371. bx::dlclose(m_dxgidebugdll);
  1372. m_dxgidebugdll = NULL;
  1373. }
  1374. if (NULL != m_d3d9dll)
  1375. {
  1376. bx::dlclose(m_d3d9dll);
  1377. m_d3d9dll = NULL;
  1378. }
  1379. bx::dlclose(m_dxgidll);
  1380. m_dxgidll = NULL;
  1381. bx::dlclose(m_d3d11dll);
  1382. m_d3d11dll = NULL;
  1383. #endif // USE_D3D11_DYNAMIC_LIB
  1384. }
  1385. RendererType::Enum getRendererType() const BX_OVERRIDE
  1386. {
  1387. return RendererType::Direct3D11;
  1388. }
  1389. const char* getRendererName() const BX_OVERRIDE
  1390. {
  1391. return BGFX_RENDERER_DIRECT3D11_NAME;
  1392. }
  1393. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1394. {
  1395. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1396. }
  1397. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1398. {
  1399. m_indexBuffers[_handle.idx].destroy();
  1400. }
  1401. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1402. {
  1403. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1404. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1405. dump(decl);
  1406. }
  1407. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1408. {
  1409. }
  1410. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1411. {
  1412. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1413. }
  1414. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1415. {
  1416. m_vertexBuffers[_handle.idx].destroy();
  1417. }
  1418. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1419. {
  1420. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1421. }
  1422. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1423. {
  1424. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1425. }
  1426. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1427. {
  1428. m_indexBuffers[_handle.idx].destroy();
  1429. }
  1430. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1431. {
  1432. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1433. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1434. }
  1435. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1436. {
  1437. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1438. }
  1439. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1440. {
  1441. m_vertexBuffers[_handle.idx].destroy();
  1442. }
  1443. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1444. {
  1445. m_shaders[_handle.idx].create(_mem);
  1446. }
  1447. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1448. {
  1449. m_shaders[_handle.idx].destroy();
  1450. }
  1451. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1452. {
  1453. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1454. }
  1455. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1456. {
  1457. m_program[_handle.idx].destroy();
  1458. }
  1459. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1460. {
  1461. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1462. }
  1463. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1464. {
  1465. }
  1466. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1467. {
  1468. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1469. }
  1470. void updateTextureEnd() BX_OVERRIDE
  1471. {
  1472. }
  1473. void readTexture(TextureHandle _handle, void* _data) BX_OVERRIDE
  1474. {
  1475. const TextureD3D11& texture = m_textures[_handle.idx];
  1476. D3D11_MAPPED_SUBRESOURCE mapped;
  1477. DX_CHECK(m_deviceCtx->Map(texture.m_ptr, 0, D3D11_MAP_READ, 0, &mapped) );
  1478. uint8_t* src = (uint8_t*)mapped.pData;
  1479. uint32_t srcPitch = mapped.RowPitch;
  1480. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(texture.m_textureFormat) );
  1481. uint8_t* dst = (uint8_t*)_data;
  1482. uint32_t dstPitch = texture.m_width*bpp/8;
  1483. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1484. for (uint32_t yy = 0, height = texture.m_height; yy < height; ++yy)
  1485. {
  1486. memcpy(dst, src, pitch);
  1487. src += srcPitch;
  1488. dst += dstPitch;
  1489. }
  1490. m_deviceCtx->Unmap(texture.m_ptr, 0);
  1491. }
  1492. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1493. {
  1494. TextureD3D11& texture = m_textures[_handle.idx];
  1495. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1496. const Memory* mem = alloc(size);
  1497. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1498. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1499. bx::write(&writer, magic);
  1500. TextureCreate tc;
  1501. tc.m_flags = texture.m_flags;
  1502. tc.m_width = _width;
  1503. tc.m_height = _height;
  1504. tc.m_sides = 0;
  1505. tc.m_depth = 0;
  1506. tc.m_numMips = 1;
  1507. tc.m_format = texture.m_requestedFormat;
  1508. tc.m_cubeMap = false;
  1509. tc.m_mem = NULL;
  1510. bx::write(&writer, tc);
  1511. texture.destroy();
  1512. texture.create(mem, tc.m_flags, 0);
  1513. release(mem);
  1514. }
  1515. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1516. {
  1517. m_textures[_handle.idx].destroy();
  1518. }
  1519. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1520. {
  1521. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1522. }
  1523. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1524. {
  1525. uint16_t denseIdx = m_numWindows++;
  1526. m_windows[denseIdx] = _handle;
  1527. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1528. }
  1529. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1530. {
  1531. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1532. if (UINT16_MAX != denseIdx)
  1533. {
  1534. --m_numWindows;
  1535. if (m_numWindows > 1)
  1536. {
  1537. FrameBufferHandle handle = m_windows[m_numWindows];
  1538. m_windows[denseIdx] = handle;
  1539. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1540. }
  1541. }
  1542. }
  1543. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1544. {
  1545. if (NULL != m_uniforms[_handle.idx])
  1546. {
  1547. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1548. }
  1549. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1550. void* data = BX_ALLOC(g_allocator, size);
  1551. memset(data, 0, size);
  1552. m_uniforms[_handle.idx] = data;
  1553. m_uniformReg.add(_handle, _name, data);
  1554. }
  1555. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1556. {
  1557. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1558. m_uniforms[_handle.idx] = NULL;
  1559. }
  1560. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1561. {
  1562. BX_WARN(NULL != m_swapChain, "Unable to capture screenshot %s.", _filePath);
  1563. if (NULL == m_swapChain)
  1564. {
  1565. return;
  1566. }
  1567. ID3D11Texture2D* backBuffer;
  1568. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1569. D3D11_TEXTURE2D_DESC backBufferDesc;
  1570. backBuffer->GetDesc(&backBufferDesc);
  1571. D3D11_TEXTURE2D_DESC desc;
  1572. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1573. desc.SampleDesc.Count = 1;
  1574. desc.SampleDesc.Quality = 0;
  1575. desc.Usage = D3D11_USAGE_STAGING;
  1576. desc.BindFlags = 0;
  1577. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1578. ID3D11Texture2D* texture;
  1579. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1580. if (SUCCEEDED(hr) )
  1581. {
  1582. if (backBufferDesc.SampleDesc.Count == 1)
  1583. {
  1584. m_deviceCtx->CopyResource(texture, backBuffer);
  1585. }
  1586. else
  1587. {
  1588. desc.Usage = D3D11_USAGE_DEFAULT;
  1589. desc.CPUAccessFlags = 0;
  1590. ID3D11Texture2D* resolve;
  1591. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1592. if (SUCCEEDED(hr) )
  1593. {
  1594. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1595. m_deviceCtx->CopyResource(texture, resolve);
  1596. DX_RELEASE(resolve, 0);
  1597. }
  1598. }
  1599. D3D11_MAPPED_SUBRESOURCE mapped;
  1600. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1601. imageSwizzleBgra8(backBufferDesc.Width
  1602. , backBufferDesc.Height
  1603. , mapped.RowPitch
  1604. , mapped.pData
  1605. , mapped.pData
  1606. );
  1607. g_callback->screenShot(_filePath
  1608. , backBufferDesc.Width
  1609. , backBufferDesc.Height
  1610. , mapped.RowPitch
  1611. , mapped.pData
  1612. , backBufferDesc.Height*mapped.RowPitch
  1613. , false
  1614. );
  1615. m_deviceCtx->Unmap(texture, 0);
  1616. DX_RELEASE(texture, 0);
  1617. }
  1618. DX_RELEASE(backBuffer, 0);
  1619. }
  1620. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1621. {
  1622. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1623. {
  1624. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1625. , _name
  1626. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1627. );
  1628. }
  1629. }
  1630. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1631. {
  1632. memcpy(m_uniforms[_loc], _data, _size);
  1633. }
  1634. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1635. {
  1636. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1637. {
  1638. uint32_t size = _size*sizeof(wchar_t);
  1639. wchar_t* name = (wchar_t*)alloca(size);
  1640. mbstowcs(name, _marker, size-2);
  1641. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  1642. }
  1643. }
  1644. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1645. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1646. {
  1647. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1648. uint32_t width = getBufferWidth();
  1649. uint32_t height = getBufferHeight();
  1650. if (m_ovr.isEnabled() )
  1651. {
  1652. m_ovr.getSize(width, height);
  1653. }
  1654. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1655. setFrameBuffer(fbh, false);
  1656. D3D11_VIEWPORT vp;
  1657. vp.TopLeftX = 0;
  1658. vp.TopLeftY = 0;
  1659. vp.Width = (float)width;
  1660. vp.Height = (float)height;
  1661. vp.MinDepth = 0.0f;
  1662. vp.MaxDepth = 1.0f;
  1663. deviceCtx->RSSetViewports(1, &vp);
  1664. uint64_t state = BGFX_STATE_RGB_WRITE
  1665. | BGFX_STATE_ALPHA_WRITE
  1666. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1667. ;
  1668. setBlendState(state);
  1669. setDepthStencilState(state);
  1670. setRasterizerState(state);
  1671. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1672. m_currentProgram = &program;
  1673. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1674. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1675. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1676. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1677. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1678. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1679. uint32_t stride = vertexDecl.m_stride;
  1680. uint32_t offset = 0;
  1681. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1682. setInputLayout(vertexDecl, program, 0);
  1683. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1684. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1685. float proj[16];
  1686. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1687. PredefinedUniform& predefined = program.m_predefined[0];
  1688. uint8_t flags = predefined.m_type;
  1689. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1690. commitShaderConstants();
  1691. m_textures[_blitter.m_texture.idx].commit(0, BGFX_SAMPLER_DEFAULT_FLAGS, NULL);
  1692. commitTextureStage();
  1693. }
  1694. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1695. {
  1696. const uint32_t numVertices = _numIndices*4/6;
  1697. if (0 < numVertices)
  1698. {
  1699. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1700. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data);
  1701. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1702. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1703. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1704. }
  1705. }
  1706. void preReset()
  1707. {
  1708. ovrPreReset();
  1709. m_gpuTimer.preReset();
  1710. if (NULL == g_platformData.backBufferDS)
  1711. {
  1712. DX_RELEASE(m_backBufferDepthStencil, 0);
  1713. }
  1714. if (NULL != m_swapChain)
  1715. {
  1716. DX_RELEASE(m_backBufferColor, 0);
  1717. }
  1718. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1719. {
  1720. m_frameBuffers[ii].preReset();
  1721. }
  1722. // invalidateCache();
  1723. capturePreReset();
  1724. }
  1725. void postReset()
  1726. {
  1727. if (NULL != m_swapChain)
  1728. {
  1729. ID3D11Texture2D* color;
  1730. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color) );
  1731. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1732. desc.ViewDimension = (m_resolution.m_flags & BGFX_RESET_MSAA_MASK)
  1733. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1734. : D3D11_RTV_DIMENSION_TEXTURE2D
  1735. ;
  1736. desc.Texture2D.MipSlice = 0;
  1737. desc.Format = (m_resolution.m_flags & BGFX_RESET_SRGB_BACKBUFFER)
  1738. ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
  1739. : DXGI_FORMAT_R8G8B8A8_UNORM
  1740. ;
  1741. DX_CHECK(m_device->CreateRenderTargetView(color, &desc, &m_backBufferColor) );
  1742. DX_RELEASE(color, 0);
  1743. }
  1744. m_gpuTimer.postReset();
  1745. ovrPostReset();
  1746. // If OVR doesn't create separate depth stencil view, create default one.
  1747. if (NULL == m_backBufferDepthStencil)
  1748. {
  1749. D3D11_TEXTURE2D_DESC dsd;
  1750. dsd.Width = getBufferWidth();
  1751. dsd.Height = getBufferHeight();
  1752. dsd.MipLevels = 1;
  1753. dsd.ArraySize = 1;
  1754. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1755. dsd.SampleDesc = m_scd.SampleDesc;
  1756. dsd.Usage = D3D11_USAGE_DEFAULT;
  1757. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1758. dsd.CPUAccessFlags = 0;
  1759. dsd.MiscFlags = 0;
  1760. ID3D11Texture2D* depthStencil;
  1761. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1762. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1763. DX_RELEASE(depthStencil, 0);
  1764. }
  1765. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1766. m_currentColor = m_backBufferColor;
  1767. m_currentDepthStencil = m_backBufferDepthStencil;
  1768. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1769. {
  1770. m_frameBuffers[ii].postReset();
  1771. }
  1772. capturePostReset();
  1773. }
  1774. static bool isLost(HRESULT _hr)
  1775. {
  1776. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1777. || DXGI_ERROR_DEVICE_HUNG == _hr
  1778. || DXGI_ERROR_DEVICE_RESET == _hr
  1779. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1780. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1781. ;
  1782. }
  1783. void flip(HMD& _hmd) BX_OVERRIDE
  1784. {
  1785. if (NULL != m_swapChain)
  1786. {
  1787. HRESULT hr = S_OK;
  1788. uint32_t syncInterval = BX_ENABLED(BX_PLATFORM_WINRT)
  1789. ? 1 // sync interval of 0 is not supported on WinRT
  1790. : !!(m_resolution.m_flags & BGFX_RESET_VSYNC)
  1791. ;
  1792. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1793. {
  1794. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  1795. }
  1796. if (SUCCEEDED(hr) )
  1797. {
  1798. if (!m_ovr.swap(_hmd) )
  1799. {
  1800. hr = m_swapChain->Present(syncInterval, 0);
  1801. }
  1802. }
  1803. if (FAILED(hr)
  1804. && isLost(hr) )
  1805. {
  1806. ++m_lost;
  1807. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1808. }
  1809. else
  1810. {
  1811. m_lost = 0;
  1812. }
  1813. }
  1814. }
  1815. void invalidateCache()
  1816. {
  1817. m_inputLayoutCache.invalidate();
  1818. m_blendStateCache.invalidate();
  1819. m_depthStencilStateCache.invalidate();
  1820. m_rasterizerStateCache.invalidate();
  1821. m_samplerStateCache.invalidate();
  1822. m_srvUavLru.invalidate();
  1823. }
  1824. void invalidateCompute()
  1825. {
  1826. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1827. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1828. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  1829. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1830. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  1831. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1832. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  1833. }
  1834. void updateMsaa()
  1835. {
  1836. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1837. {
  1838. uint32_t msaa = s_checkMsaa[ii];
  1839. uint32_t quality = 0;
  1840. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  1841. if (SUCCEEDED(hr)
  1842. && 0 < quality)
  1843. {
  1844. s_msaa[ii].Count = msaa;
  1845. s_msaa[ii].Quality = quality - 1;
  1846. last = ii;
  1847. }
  1848. else
  1849. {
  1850. s_msaa[ii] = s_msaa[last];
  1851. }
  1852. }
  1853. }
  1854. void updateResolution(const Resolution& _resolution)
  1855. {
  1856. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  1857. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1858. {
  1859. m_maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  1860. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  1861. : D3D11_REQ_MAXANISOTROPY
  1862. ;
  1863. }
  1864. else
  1865. {
  1866. m_maxAnisotropy = 1;
  1867. }
  1868. uint32_t flags = _resolution.m_flags & ~(BGFX_RESET_HMD_RECENTER | BGFX_RESET_MAXANISOTROPY);
  1869. if (m_resolution.m_width != _resolution.m_width
  1870. || m_resolution.m_height != _resolution.m_height
  1871. || m_resolution.m_flags != flags)
  1872. {
  1873. flags &= ~BGFX_RESET_FORCE;
  1874. bool resize = true
  1875. && !BX_ENABLED(BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  1876. && (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  1877. ;
  1878. m_resolution = _resolution;
  1879. m_resolution.m_flags = flags;
  1880. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1881. m_textVideoMem.clear();
  1882. setBufferSize(_resolution.m_width, _resolution.m_height);
  1883. preReset();
  1884. if (NULL == m_swapChain)
  1885. {
  1886. // Updated backbuffer if it changed in PlatformData.
  1887. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1888. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1889. }
  1890. else
  1891. {
  1892. if (resize)
  1893. {
  1894. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  1895. DX_CHECK(m_swapChain->ResizeBuffers(2
  1896. , getBufferWidth()
  1897. , getBufferHeight()
  1898. , getBufferFormat()
  1899. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  1900. ) );
  1901. }
  1902. else
  1903. {
  1904. updateMsaa();
  1905. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1906. DX_RELEASE(m_swapChain, 0);
  1907. SwapChainDesc* scd = &m_scd;
  1908. SwapChainDesc swapChainScd;
  1909. if (0 != (m_resolution.m_flags & BGFX_RESET_HMD)
  1910. && m_ovr.isInitialized() )
  1911. {
  1912. swapChainScd = m_scd;
  1913. swapChainScd.SampleDesc = s_msaa[0];
  1914. scd = &swapChainScd;
  1915. }
  1916. #if BX_PLATFORM_WINRT
  1917. HRESULT hr;
  1918. if (g_platformData.ndt == 0)
  1919. {
  1920. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1921. , (::IUnknown*)g_platformData.nwh
  1922. , scd
  1923. , NULL
  1924. , &m_swapChain
  1925. );
  1926. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  1927. }
  1928. else
  1929. {
  1930. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Invalid native display type.");
  1931. hr = m_factory->CreateSwapChainForComposition(m_device
  1932. , &m_scd
  1933. , NULL
  1934. , &m_swapChain
  1935. );
  1936. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  1937. IInspectable *nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  1938. ISwapChainBackgroundPanelNative* panel = NULL;
  1939. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&panel);
  1940. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1941. if (NULL != panel)
  1942. {
  1943. hr = panel->SetSwapChain(m_swapChain);
  1944. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1945. panel->Release();
  1946. }
  1947. }
  1948. #else
  1949. HRESULT hr;
  1950. hr = m_factory->CreateSwapChain(m_device
  1951. , scd
  1952. , &m_swapChain
  1953. );
  1954. #endif // BX_PLATFORM_WINRT
  1955. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1956. }
  1957. }
  1958. postReset();
  1959. }
  1960. if (recenter)
  1961. {
  1962. m_ovr.recenter();
  1963. }
  1964. }
  1965. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1966. {
  1967. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1968. {
  1969. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1970. m_fsChanges += _numRegs;
  1971. }
  1972. else
  1973. {
  1974. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1975. m_vsChanges += _numRegs;
  1976. }
  1977. }
  1978. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1979. {
  1980. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1981. }
  1982. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1983. {
  1984. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1985. }
  1986. void commitShaderConstants()
  1987. {
  1988. if (0 < m_vsChanges)
  1989. {
  1990. if (NULL != m_currentProgram->m_vsh->m_buffer)
  1991. {
  1992. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  1993. }
  1994. m_vsChanges = 0;
  1995. }
  1996. if (0 < m_fsChanges)
  1997. {
  1998. if (NULL != m_currentProgram->m_fsh->m_buffer)
  1999. {
  2000. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  2001. }
  2002. m_fsChanges = 0;
  2003. }
  2004. }
  2005. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  2006. {
  2007. if (isValid(m_fbh)
  2008. && m_fbh.idx != _fbh.idx
  2009. && m_rtMsaa)
  2010. {
  2011. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2012. frameBuffer.resolve();
  2013. }
  2014. if (!isValid(_fbh) )
  2015. {
  2016. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  2017. m_currentColor = m_backBufferColor;
  2018. m_currentDepthStencil = m_backBufferDepthStencil;
  2019. }
  2020. else
  2021. {
  2022. invalidateTextureStage();
  2023. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  2024. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  2025. m_currentColor = frameBuffer.m_rtv[0];
  2026. m_currentDepthStencil = frameBuffer.m_dsv;
  2027. }
  2028. m_fbh = _fbh;
  2029. m_rtMsaa = _msaa;
  2030. }
  2031. void clear(const Clear& _clear, const float _palette[][4])
  2032. {
  2033. if (isValid(m_fbh) )
  2034. {
  2035. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2036. frameBuffer.clear(_clear, _palette);
  2037. }
  2038. else
  2039. {
  2040. if (NULL != m_currentColor
  2041. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2042. {
  2043. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2044. {
  2045. uint8_t index = _clear.m_index[0];
  2046. if (UINT8_MAX != index)
  2047. {
  2048. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  2049. }
  2050. }
  2051. else
  2052. {
  2053. float frgba[4] =
  2054. {
  2055. _clear.m_index[0]*1.0f/255.0f,
  2056. _clear.m_index[1]*1.0f/255.0f,
  2057. _clear.m_index[2]*1.0f/255.0f,
  2058. _clear.m_index[3]*1.0f/255.0f,
  2059. };
  2060. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  2061. }
  2062. }
  2063. if (NULL != m_currentDepthStencil
  2064. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2065. {
  2066. DWORD flags = 0;
  2067. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2068. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2069. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  2070. }
  2071. }
  2072. }
  2073. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2074. {
  2075. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  2076. layoutHash ^= _numInstanceData;
  2077. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  2078. if (NULL == layout)
  2079. {
  2080. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2081. VertexDecl decl;
  2082. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  2083. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  2084. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2085. {
  2086. uint16_t mask = attrMask[ii];
  2087. uint16_t attr = (decl.m_attributes[ii] & mask);
  2088. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2089. }
  2090. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  2091. uint32_t num = uint32_t(elem-vertexElements);
  2092. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  2093. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2094. {
  2095. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2096. uint32_t jj;
  2097. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2098. for (jj = 0; jj < num; ++jj)
  2099. {
  2100. curr = &vertexElements[jj];
  2101. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  2102. && curr->SemanticIndex == index)
  2103. {
  2104. break;
  2105. }
  2106. }
  2107. if (jj == num)
  2108. {
  2109. curr = elem;
  2110. ++elem;
  2111. }
  2112. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2113. curr->InputSlot = 1;
  2114. curr->SemanticIndex = index;
  2115. curr->AlignedByteOffset = ii*16;
  2116. }
  2117. num = uint32_t(elem-vertexElements);
  2118. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2119. , num
  2120. , _program.m_vsh->m_code->data
  2121. , _program.m_vsh->m_code->size
  2122. , &layout
  2123. ) );
  2124. m_inputLayoutCache.add(layoutHash, layout);
  2125. }
  2126. m_deviceCtx->IASetInputLayout(layout);
  2127. }
  2128. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2129. {
  2130. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2131. bx::HashMurmur2A murmur;
  2132. murmur.begin();
  2133. murmur.add(_state);
  2134. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  2135. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  2136. bool hasFactor = f0 == (_state & f0)
  2137. || f1 == (_state & f1)
  2138. ;
  2139. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2140. if (hasFactor)
  2141. {
  2142. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2143. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2144. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2145. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2146. }
  2147. else
  2148. {
  2149. murmur.add(_rgba);
  2150. }
  2151. uint32_t hash = murmur.end();
  2152. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2153. if (NULL == bs)
  2154. {
  2155. D3D11_BLEND_DESC desc;
  2156. memset(&desc, 0, sizeof(desc) );
  2157. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2158. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2159. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2160. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  2161. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2162. const uint32_t srcRGB = (blend ) & 0xf;
  2163. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2164. const uint32_t srcA = (blend >> 8) & 0xf;
  2165. const uint32_t dstA = (blend >> 12) & 0xf;
  2166. const uint32_t equRGB = (equation ) & 0x7;
  2167. const uint32_t equA = (equation >> 3) & 0x7;
  2168. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2169. drt->DestBlend = s_blendFactor[dstRGB][0];
  2170. drt->BlendOp = s_blendEquation[equRGB];
  2171. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2172. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2173. drt->BlendOpAlpha = s_blendEquation[equA];
  2174. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE)
  2175. ? D3D11_COLOR_WRITE_ENABLE_ALPHA
  2176. : 0
  2177. ;
  2178. writeMask |= (_state&BGFX_STATE_RGB_WRITE)
  2179. ? D3D11_COLOR_WRITE_ENABLE_RED
  2180. | D3D11_COLOR_WRITE_ENABLE_GREEN
  2181. | D3D11_COLOR_WRITE_ENABLE_BLUE
  2182. : 0
  2183. ;
  2184. drt->RenderTargetWriteMask = writeMask;
  2185. if (desc.IndependentBlendEnable)
  2186. {
  2187. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2188. {
  2189. drt = &desc.RenderTarget[ii];
  2190. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2191. const uint32_t src = (rgba ) & 0xf;
  2192. const uint32_t dst = (rgba >> 4) & 0xf;
  2193. const uint32_t equ = (rgba >> 8) & 0x7;
  2194. drt->SrcBlend = s_blendFactor[src][0];
  2195. drt->DestBlend = s_blendFactor[dst][0];
  2196. drt->BlendOp = s_blendEquation[equ];
  2197. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2198. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2199. drt->BlendOpAlpha = s_blendEquation[equ];
  2200. drt->RenderTargetWriteMask = writeMask;
  2201. }
  2202. }
  2203. else
  2204. {
  2205. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2206. {
  2207. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2208. }
  2209. }
  2210. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2211. m_blendStateCache.add(hash, bs);
  2212. }
  2213. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2214. }
  2215. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2216. {
  2217. _state &= BGFX_D3D11_DEPTH_STENCIL_MASK;
  2218. uint32_t fstencil = unpackStencil(0, _stencil);
  2219. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2220. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2221. bx::HashMurmur2A murmur;
  2222. murmur.begin();
  2223. murmur.add(_state);
  2224. murmur.add(_stencil);
  2225. uint32_t hash = murmur.end();
  2226. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2227. if (NULL == dss)
  2228. {
  2229. D3D11_DEPTH_STENCIL_DESC desc;
  2230. memset(&desc, 0, sizeof(desc) );
  2231. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2232. desc.DepthEnable = 0 != func;
  2233. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2234. desc.DepthFunc = s_cmpFunc[func];
  2235. uint32_t bstencil = unpackStencil(1, _stencil);
  2236. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2237. bstencil = frontAndBack ? bstencil : fstencil;
  2238. desc.StencilEnable = 0 != _stencil;
  2239. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2240. desc.StencilWriteMask = 0xff;
  2241. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2242. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2243. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2244. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2245. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2246. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2247. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2248. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2249. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2250. m_depthStencilStateCache.add(hash, dss);
  2251. }
  2252. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2253. }
  2254. void setDebugWireframe(bool _wireframe)
  2255. {
  2256. if (m_wireframe != _wireframe)
  2257. {
  2258. m_wireframe = _wireframe;
  2259. m_rasterizerStateCache.invalidate();
  2260. }
  2261. }
  2262. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2263. {
  2264. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  2265. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2266. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2267. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2268. if (NULL == rs)
  2269. {
  2270. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2271. D3D11_RASTERIZER_DESC desc;
  2272. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2273. desc.CullMode = s_cullMode[cull];
  2274. desc.FrontCounterClockwise = false;
  2275. desc.DepthBias = 0;
  2276. desc.DepthBiasClamp = 0.0f;
  2277. desc.SlopeScaledDepthBias = 0.0f;
  2278. desc.DepthClipEnable = m_featureLevel <= D3D_FEATURE_LEVEL_9_3; // disabling depth clip is only supported on 10_0+
  2279. desc.ScissorEnable = _scissor;
  2280. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2281. desc.AntialiasedLineEnable = false;
  2282. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2283. m_rasterizerStateCache.add(_state, rs);
  2284. }
  2285. m_deviceCtx->RSSetState(rs);
  2286. }
  2287. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2288. {
  2289. const uint32_t index = (_flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2290. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  2291. uint32_t hash;
  2292. ID3D11SamplerState* sampler;
  2293. if (!needBorderColor(_flags) )
  2294. {
  2295. bx::HashMurmur2A murmur;
  2296. murmur.begin();
  2297. murmur.add(_flags);
  2298. murmur.add(-1);
  2299. hash = murmur.end();
  2300. _rgba = s_zero.m_zerof;
  2301. sampler = m_samplerStateCache.find(hash);
  2302. }
  2303. else
  2304. {
  2305. bx::HashMurmur2A murmur;
  2306. murmur.begin();
  2307. murmur.add(_flags);
  2308. murmur.add(index);
  2309. hash = murmur.end();
  2310. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2311. sampler = m_samplerStateCache.find(hash);
  2312. if (NULL != sampler)
  2313. {
  2314. D3D11_SAMPLER_DESC sd;
  2315. sampler->GetDesc(&sd);
  2316. if (0 != memcmp(_rgba, sd.BorderColor, 16) )
  2317. {
  2318. // Sampler will be released when updated sampler
  2319. // is added to cache.
  2320. sampler = NULL;
  2321. }
  2322. }
  2323. }
  2324. if (NULL == sampler)
  2325. {
  2326. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2327. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2328. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2329. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2330. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2331. D3D11_SAMPLER_DESC sd;
  2332. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2333. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2334. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2335. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2336. sd.MipLODBias = 0.0f;
  2337. sd.MaxAnisotropy = m_maxAnisotropy;
  2338. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2339. sd.BorderColor[0] = _rgba[0];
  2340. sd.BorderColor[1] = _rgba[1];
  2341. sd.BorderColor[2] = _rgba[2];
  2342. sd.BorderColor[3] = _rgba[3];
  2343. sd.MinLOD = 0;
  2344. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2345. m_device->CreateSamplerState(&sd, &sampler);
  2346. DX_CHECK_REFCOUNT(sampler, 1);
  2347. m_samplerStateCache.add(hash, sampler);
  2348. }
  2349. return sampler;
  2350. }
  2351. DXGI_FORMAT getBufferFormat()
  2352. {
  2353. #if BX_PLATFORM_WINRT
  2354. return m_scd.Format;
  2355. #else
  2356. return m_scd.BufferDesc.Format;
  2357. #endif
  2358. }
  2359. uint32_t getBufferWidth()
  2360. {
  2361. #if BX_PLATFORM_WINRT
  2362. return m_scd.Width;
  2363. #else
  2364. return m_scd.BufferDesc.Width;
  2365. #endif
  2366. }
  2367. uint32_t getBufferHeight()
  2368. {
  2369. #if BX_PLATFORM_WINRT
  2370. return m_scd.Height;
  2371. #else
  2372. return m_scd.BufferDesc.Height;
  2373. #endif
  2374. }
  2375. void setBufferSize(uint32_t _width, uint32_t _height)
  2376. {
  2377. #if BX_PLATFORM_WINRT
  2378. m_scd.Width = _width;
  2379. m_scd.Height = _height;
  2380. #else
  2381. m_scd.BufferDesc.Width = _width;
  2382. m_scd.BufferDesc.Height = _height;
  2383. #endif
  2384. }
  2385. void commitTextureStage()
  2386. {
  2387. // vertex texture fetch not supported on 9_1 through 9_3
  2388. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2389. {
  2390. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2391. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2392. }
  2393. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2394. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2395. }
  2396. void invalidateTextureStage()
  2397. {
  2398. m_textureStage.clear();
  2399. commitTextureStage();
  2400. }
  2401. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2402. {
  2403. bx::HashMurmur2A murmur;
  2404. murmur.begin();
  2405. murmur.add(_handle);
  2406. murmur.add(_mip);
  2407. murmur.add(0);
  2408. uint32_t hash = murmur.end();
  2409. IUnknown** ptr = m_srvUavLru.find(hash);
  2410. ID3D11UnorderedAccessView* uav;
  2411. if (NULL == ptr)
  2412. {
  2413. TextureD3D11& texture = m_textures[_handle.idx];
  2414. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2415. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2416. switch (texture.m_type)
  2417. {
  2418. case TextureD3D11::Texture2D:
  2419. case TextureD3D11::TextureCube:
  2420. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2421. desc.Texture2D.MipSlice = _mip;
  2422. break;
  2423. case TextureD3D11::Texture3D:
  2424. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2425. desc.Texture3D.MipSlice = _mip;
  2426. desc.Texture3D.FirstWSlice = 0;
  2427. desc.Texture3D.WSize = UINT32_MAX;
  2428. break;
  2429. }
  2430. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2431. m_srvUavLru.add(hash, uav, _handle.idx);
  2432. }
  2433. else
  2434. {
  2435. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2436. }
  2437. return uav;
  2438. }
  2439. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip)
  2440. {
  2441. bx::HashMurmur2A murmur;
  2442. murmur.begin();
  2443. murmur.add(_handle);
  2444. murmur.add(_mip);
  2445. murmur.add(0);
  2446. uint32_t hash = murmur.end();
  2447. IUnknown** ptr = m_srvUavLru.find(hash);
  2448. ID3D11ShaderResourceView* srv;
  2449. if (NULL == ptr)
  2450. {
  2451. TextureD3D11& texture = m_textures[_handle.idx];
  2452. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2453. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2454. switch (texture.m_type)
  2455. {
  2456. case TextureD3D11::Texture2D:
  2457. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  2458. desc.Texture2D.MostDetailedMip = _mip;
  2459. desc.Texture2D.MipLevels = 1;
  2460. break;
  2461. case TextureD3D11::TextureCube:
  2462. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2463. desc.TextureCube.MostDetailedMip = _mip;
  2464. desc.TextureCube.MipLevels = 1;
  2465. break;
  2466. case TextureD3D11::Texture3D:
  2467. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2468. desc.Texture3D.MostDetailedMip = _mip;
  2469. desc.Texture3D.MipLevels = 1;
  2470. break;
  2471. }
  2472. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2473. m_srvUavLru.add(hash, srv, _handle.idx);
  2474. }
  2475. else
  2476. {
  2477. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2478. }
  2479. return srv;
  2480. }
  2481. void ovrPostReset()
  2482. {
  2483. #if BGFX_CONFIG_USE_OVR
  2484. if (m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  2485. {
  2486. ovrD3D11Config config;
  2487. config.D3D11.Header.API = ovrRenderAPI_D3D11;
  2488. # if OVR_VERSION > OVR_VERSION_043
  2489. config.D3D11.Header.BackBufferSize.w = m_scd.BufferDesc.Width;
  2490. config.D3D11.Header.BackBufferSize.h = m_scd.BufferDesc.Height;
  2491. config.D3D11.pBackBufferUAV = NULL;
  2492. # else
  2493. config.D3D11.Header.RTSize.w = m_scd.BufferDesc.Width;
  2494. config.D3D11.Header.RTSize.h = m_scd.BufferDesc.Height;
  2495. # endif // OVR_VERSION > OVR_VERSION_042
  2496. config.D3D11.Header.Multisample = 0;
  2497. config.D3D11.pDevice = m_device;
  2498. config.D3D11.pDeviceContext = m_deviceCtx;
  2499. config.D3D11.pBackBufferRT = m_backBufferColor;
  2500. config.D3D11.pSwapChain = m_swapChain;
  2501. if (m_ovr.postReset(g_platformData.nwh, &config.Config, !!(m_flags & BGFX_RESET_HMD_DEBUG) ) )
  2502. {
  2503. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  2504. const Memory* mem = alloc(size);
  2505. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  2506. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  2507. bx::write(&writer, magic);
  2508. TextureCreate tc;
  2509. tc.m_flags = BGFX_TEXTURE_RT|( ((m_flags & BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT) << BGFX_TEXTURE_RT_MSAA_SHIFT);
  2510. tc.m_width = m_ovr.m_rtSize.w;
  2511. tc.m_height = m_ovr.m_rtSize.h;
  2512. tc.m_sides = 0;
  2513. tc.m_depth = 0;
  2514. tc.m_numMips = 1;
  2515. tc.m_format = uint8_t(bgfx::TextureFormat::BGRA8);
  2516. tc.m_cubeMap = false;
  2517. tc.m_mem = NULL;
  2518. bx::write(&writer, tc);
  2519. m_ovrRT.create(mem, tc.m_flags, 0);
  2520. release(mem);
  2521. DX_CHECK(m_device->CreateRenderTargetView(m_ovrRT.m_ptr, NULL, &m_ovrRtv) );
  2522. D3D11_TEXTURE2D_DESC dsd;
  2523. dsd.Width = m_ovr.m_rtSize.w;
  2524. dsd.Height = m_ovr.m_rtSize.h;
  2525. dsd.MipLevels = 1;
  2526. dsd.ArraySize = 1;
  2527. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2528. dsd.SampleDesc = m_scd.SampleDesc;
  2529. dsd.Usage = D3D11_USAGE_DEFAULT;
  2530. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  2531. dsd.CPUAccessFlags = 0;
  2532. dsd.MiscFlags = 0;
  2533. ID3D11Texture2D* depthStencil;
  2534. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  2535. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_ovrDsv) );
  2536. DX_RELEASE(depthStencil, 0);
  2537. ovrD3D11Texture texture;
  2538. texture.D3D11.Header.API = ovrRenderAPI_D3D11;
  2539. texture.D3D11.Header.TextureSize = m_ovr.m_rtSize;
  2540. texture.D3D11.pTexture = m_ovrRT.m_texture2d;
  2541. texture.D3D11.pSRView = m_ovrRT.m_srv;
  2542. m_ovr.postReset(texture.Texture);
  2543. bx::xchg(m_ovrRtv, m_backBufferColor);
  2544. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  2545. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  2546. }
  2547. }
  2548. #endif // BGFX_CONFIG_USE_OVR
  2549. }
  2550. void ovrPreReset()
  2551. {
  2552. #if BGFX_CONFIG_USE_OVR
  2553. m_ovr.preReset();
  2554. if (NULL != m_ovrRtv)
  2555. {
  2556. bx::xchg(m_ovrRtv, m_backBufferColor);
  2557. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  2558. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  2559. DX_RELEASE(m_ovrRtv, 0);
  2560. DX_RELEASE(m_ovrDsv, 0);
  2561. m_ovrRT.destroy();
  2562. }
  2563. #endif // BGFX_CONFIG_USE_OVR
  2564. }
  2565. void capturePostReset()
  2566. {
  2567. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  2568. {
  2569. ID3D11Texture2D* backBuffer;
  2570. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2571. D3D11_TEXTURE2D_DESC backBufferDesc;
  2572. backBuffer->GetDesc(&backBufferDesc);
  2573. D3D11_TEXTURE2D_DESC desc;
  2574. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  2575. desc.SampleDesc.Count = 1;
  2576. desc.SampleDesc.Quality = 0;
  2577. desc.Usage = D3D11_USAGE_STAGING;
  2578. desc.BindFlags = 0;
  2579. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2580. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2581. if (SUCCEEDED(hr) )
  2582. {
  2583. if (backBufferDesc.SampleDesc.Count != 1)
  2584. {
  2585. desc.Usage = D3D11_USAGE_DEFAULT;
  2586. desc.CPUAccessFlags = 0;
  2587. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2588. }
  2589. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2590. }
  2591. DX_RELEASE(backBuffer, 0);
  2592. }
  2593. }
  2594. void capturePreReset()
  2595. {
  2596. if (NULL != m_captureTexture)
  2597. {
  2598. g_callback->captureEnd();
  2599. }
  2600. DX_RELEASE(m_captureResolve, 0);
  2601. DX_RELEASE(m_captureTexture, 0);
  2602. }
  2603. void capture()
  2604. {
  2605. if (NULL != m_captureTexture)
  2606. {
  2607. ID3D11Texture2D* backBuffer;
  2608. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2609. if (NULL == m_captureResolve)
  2610. {
  2611. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2612. }
  2613. else
  2614. {
  2615. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat() );
  2616. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2617. }
  2618. D3D11_MAPPED_SUBRESOURCE mapped;
  2619. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2620. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  2621. m_deviceCtx->Unmap(m_captureTexture, 0);
  2622. DX_RELEASE(backBuffer, 0);
  2623. }
  2624. }
  2625. void commit(UniformBuffer& _uniformBuffer)
  2626. {
  2627. _uniformBuffer.reset();
  2628. for (;;)
  2629. {
  2630. uint32_t opcode = _uniformBuffer.read();
  2631. if (UniformType::End == opcode)
  2632. {
  2633. break;
  2634. }
  2635. UniformType::Enum type;
  2636. uint16_t loc;
  2637. uint16_t num;
  2638. uint16_t copy;
  2639. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2640. const char* data;
  2641. if (copy)
  2642. {
  2643. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2644. }
  2645. else
  2646. {
  2647. UniformHandle handle;
  2648. memcpy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2649. data = (const char*)m_uniforms[handle.idx];
  2650. }
  2651. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2652. case UniformType::_uniform: \
  2653. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2654. { \
  2655. setShaderUniform(uint8_t(type), loc, data, num); \
  2656. } \
  2657. break;
  2658. switch ( (uint32_t)type)
  2659. {
  2660. case UniformType::Mat3:
  2661. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  2662. {
  2663. float* value = (float*)data;
  2664. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2665. {
  2666. Matrix4 mtx;
  2667. mtx.un.val[ 0] = value[0];
  2668. mtx.un.val[ 1] = value[1];
  2669. mtx.un.val[ 2] = value[2];
  2670. mtx.un.val[ 3] = 0.0f;
  2671. mtx.un.val[ 4] = value[3];
  2672. mtx.un.val[ 5] = value[4];
  2673. mtx.un.val[ 6] = value[5];
  2674. mtx.un.val[ 7] = 0.0f;
  2675. mtx.un.val[ 8] = value[6];
  2676. mtx.un.val[ 9] = value[7];
  2677. mtx.un.val[10] = value[8];
  2678. mtx.un.val[11] = 0.0f;
  2679. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2680. }
  2681. }
  2682. break;
  2683. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2684. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2685. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2686. case UniformType::End:
  2687. break;
  2688. default:
  2689. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2690. break;
  2691. }
  2692. #undef CASE_IMPLEMENT_UNIFORM
  2693. }
  2694. }
  2695. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2696. {
  2697. uint32_t width;
  2698. uint32_t height;
  2699. if (isValid(m_fbh) )
  2700. {
  2701. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  2702. width = fb.m_width;
  2703. height = fb.m_height;
  2704. }
  2705. else
  2706. {
  2707. width = getBufferWidth();
  2708. height = getBufferHeight();
  2709. }
  2710. if (0 == _rect.m_x
  2711. && 0 == _rect.m_y
  2712. && width == _rect.m_width
  2713. && height == _rect.m_height)
  2714. {
  2715. clear(_clear, _palette);
  2716. }
  2717. else
  2718. {
  2719. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2720. uint64_t state = 0;
  2721. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  2722. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  2723. uint64_t stencil = 0;
  2724. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2725. | BGFX_STENCIL_TEST_ALWAYS
  2726. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2727. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2728. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2729. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2730. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2731. : 0
  2732. ;
  2733. setBlendState(state);
  2734. setDepthStencilState(state, stencil);
  2735. setRasterizerState(state);
  2736. uint32_t numMrt = 1;
  2737. FrameBufferHandle fbh = m_fbh;
  2738. if (isValid(fbh) )
  2739. {
  2740. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  2741. numMrt = bx::uint32_max(1, fb.m_num);
  2742. }
  2743. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2744. m_currentProgram = &program;
  2745. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  2746. deviceCtx->VSSetConstantBuffers(0, 1, s_zero.m_buffer);
  2747. if (NULL != m_currentColor)
  2748. {
  2749. const ShaderD3D11* fsh = program.m_fsh;
  2750. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2751. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2752. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2753. {
  2754. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2755. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2756. {
  2757. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  2758. memcpy(mrtClear[ii], _palette[index], 16);
  2759. }
  2760. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  2761. }
  2762. else
  2763. {
  2764. float rgba[4] =
  2765. {
  2766. _clear.m_index[0]*1.0f/255.0f,
  2767. _clear.m_index[1]*1.0f/255.0f,
  2768. _clear.m_index[2]*1.0f/255.0f,
  2769. _clear.m_index[3]*1.0f/255.0f,
  2770. };
  2771. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  2772. }
  2773. }
  2774. else
  2775. {
  2776. deviceCtx->PSSetShader(NULL, NULL, 0);
  2777. }
  2778. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  2779. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  2780. const uint32_t stride = vertexDecl.m_stride;
  2781. const uint32_t offset = 0;
  2782. {
  2783. struct Vertex
  2784. {
  2785. float m_x;
  2786. float m_y;
  2787. float m_z;
  2788. };
  2789. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  2790. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  2791. const float depth = _clear.m_depth;
  2792. vertex->m_x = -1.0f;
  2793. vertex->m_y = -1.0f;
  2794. vertex->m_z = depth;
  2795. vertex++;
  2796. vertex->m_x = 1.0f;
  2797. vertex->m_y = -1.0f;
  2798. vertex->m_z = depth;
  2799. vertex++;
  2800. vertex->m_x = -1.0f;
  2801. vertex->m_y = 1.0f;
  2802. vertex->m_z = depth;
  2803. vertex++;
  2804. vertex->m_x = 1.0f;
  2805. vertex->m_y = 1.0f;
  2806. vertex->m_z = depth;
  2807. }
  2808. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  2809. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2810. setInputLayout(vertexDecl, program, 0);
  2811. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  2812. deviceCtx->Draw(4, 0);
  2813. }
  2814. }
  2815. void* m_d3d9dll;
  2816. void* m_d3d11dll;
  2817. void* m_dxgidll;
  2818. void* m_dxgidebugdll;
  2819. void* m_renderdocdll;
  2820. void* m_agsdll;
  2821. AGSContext* m_ags;
  2822. D3D_DRIVER_TYPE m_driverType;
  2823. D3D_FEATURE_LEVEL m_featureLevel;
  2824. IDXGIAdapter* m_adapter;
  2825. DXGI_ADAPTER_DESC m_adapterDesc;
  2826. #if BX_PLATFORM_WINRT
  2827. IDXGIFactory2* m_factory;
  2828. IDXGISwapChain1* m_swapChain;
  2829. #else
  2830. IDXGIFactory* m_factory;
  2831. IDXGISwapChain* m_swapChain;
  2832. #endif // BX_PLATFORM_WINRT
  2833. uint16_t m_lost;
  2834. uint16_t m_numWindows;
  2835. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2836. ID3D11Device* m_device;
  2837. ID3D11DeviceContext* m_deviceCtx;
  2838. ID3D11InfoQueue* m_infoQueue;
  2839. TimerQueryD3D11 m_gpuTimer;
  2840. ID3D11RenderTargetView* m_backBufferColor;
  2841. ID3D11DepthStencilView* m_backBufferDepthStencil;
  2842. ID3D11RenderTargetView* m_currentColor;
  2843. ID3D11DepthStencilView* m_currentDepthStencil;
  2844. ID3D11Texture2D* m_captureTexture;
  2845. ID3D11Texture2D* m_captureResolve;
  2846. Resolution m_resolution;
  2847. bool m_wireframe;
  2848. #if BX_PLATFORM_WINRT
  2849. typedef DXGI_SWAP_CHAIN_DESC1 SwapChainDesc;
  2850. #else
  2851. typedef DXGI_SWAP_CHAIN_DESC SwapChainDesc;
  2852. #endif // BX_PLATFORM_WINRT
  2853. SwapChainDesc m_scd;
  2854. uint32_t m_maxAnisotropy;
  2855. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2856. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2857. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2858. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2859. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2860. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2861. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2862. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2863. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2864. UniformRegistry m_uniformReg;
  2865. ViewState m_viewState;
  2866. StateCacheT<ID3D11BlendState> m_blendStateCache;
  2867. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  2868. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  2869. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  2870. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  2871. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  2872. TextVideoMem m_textVideoMem;
  2873. TextureStage m_textureStage;
  2874. ProgramD3D11* m_currentProgram;
  2875. uint8_t m_vsScratch[64<<10];
  2876. uint8_t m_fsScratch[64<<10];
  2877. uint32_t m_vsChanges;
  2878. uint32_t m_fsChanges;
  2879. FrameBufferHandle m_fbh;
  2880. bool m_rtMsaa;
  2881. OVR m_ovr;
  2882. TextureD3D11 m_ovrRT;
  2883. ID3D11RenderTargetView* m_ovrRtv;
  2884. ID3D11DepthStencilView* m_ovrDsv;
  2885. };
  2886. static RendererContextD3D11* s_renderD3D11;
  2887. RendererContextI* rendererCreate()
  2888. {
  2889. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  2890. if (!s_renderD3D11->init() )
  2891. {
  2892. BX_DELETE(g_allocator, s_renderD3D11);
  2893. s_renderD3D11 = NULL;
  2894. }
  2895. return s_renderD3D11;
  2896. }
  2897. void rendererDestroy()
  2898. {
  2899. s_renderD3D11->shutdown();
  2900. BX_DELETE(g_allocator, s_renderD3D11);
  2901. s_renderD3D11 = NULL;
  2902. }
  2903. void trim()
  2904. {
  2905. #if BX_PLATFORM_WINRT
  2906. if (NULL != s_renderD3D11)
  2907. {
  2908. if (s_renderD3D11->m_device)
  2909. {
  2910. IDXGIDevice3* pDXGIDevice;
  2911. HRESULT hr = s_renderD3D11->m_device->QueryInterface(__uuidof(IDXGIDevice3),(void **)&pDXGIDevice);
  2912. if (SUCCEEDED(hr) )
  2913. {
  2914. pDXGIDevice->Trim();
  2915. pDXGIDevice->Release();
  2916. }
  2917. }
  2918. }
  2919. #endif // BX_PLATFORM_WINRT
  2920. }
  2921. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2922. {
  2923. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2924. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  2925. {
  2926. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  2927. _offset += _stride;
  2928. }
  2929. }
  2930. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2931. {
  2932. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2933. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  2934. {
  2935. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  2936. _offset += _stride;
  2937. }
  2938. }
  2939. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2940. {
  2941. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  2942. }
  2943. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2944. {
  2945. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  2946. }
  2947. struct UavFormat
  2948. {
  2949. DXGI_FORMAT format[3];
  2950. uint32_t stride;
  2951. };
  2952. static const UavFormat s_uavFormat[] =
  2953. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  2954. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  2955. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  2956. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  2957. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  2958. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  2959. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  2960. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  2961. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  2962. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  2963. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  2964. };
  2965. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  2966. {
  2967. m_uav = NULL;
  2968. m_size = _size;
  2969. m_flags = _flags;
  2970. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  2971. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  2972. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  2973. m_dynamic = NULL == _data && !needUav;
  2974. D3D11_BUFFER_DESC desc;
  2975. desc.ByteWidth = _size;
  2976. desc.BindFlags = 0
  2977. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  2978. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  2979. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  2980. ;
  2981. desc.MiscFlags = 0
  2982. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  2983. ;
  2984. desc.StructureByteStride = 0;
  2985. DXGI_FORMAT format;
  2986. uint32_t stride;
  2987. if (drawIndirect)
  2988. {
  2989. format = DXGI_FORMAT_R32G32B32A32_UINT;
  2990. stride = 16;
  2991. }
  2992. else
  2993. {
  2994. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  2995. if (0 == uavFormat)
  2996. {
  2997. if (_vertex)
  2998. {
  2999. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3000. stride = 16;
  3001. }
  3002. else
  3003. {
  3004. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3005. {
  3006. format = DXGI_FORMAT_R16_UINT;
  3007. stride = 2;
  3008. }
  3009. else
  3010. {
  3011. format = DXGI_FORMAT_R32_UINT;
  3012. stride = 4;
  3013. }
  3014. }
  3015. }
  3016. else
  3017. {
  3018. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3019. format = s_uavFormat[uavFormat].format[uavType];
  3020. stride = s_uavFormat[uavFormat].stride;
  3021. }
  3022. }
  3023. ID3D11Device* device = s_renderD3D11->m_device;
  3024. if (needUav)
  3025. {
  3026. desc.Usage = D3D11_USAGE_DEFAULT;
  3027. desc.CPUAccessFlags = 0;
  3028. desc.StructureByteStride = _stride;
  3029. DX_CHECK(device->CreateBuffer(&desc
  3030. , NULL
  3031. , &m_ptr
  3032. ) );
  3033. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  3034. uavd.Format = format;
  3035. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  3036. uavd.Buffer.FirstElement = 0;
  3037. uavd.Buffer.NumElements = m_size / stride;
  3038. uavd.Buffer.Flags = 0;
  3039. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  3040. , &uavd
  3041. , &m_uav
  3042. ) );
  3043. }
  3044. else if (m_dynamic)
  3045. {
  3046. desc.Usage = D3D11_USAGE_DYNAMIC;
  3047. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3048. DX_CHECK(device->CreateBuffer(&desc
  3049. , NULL
  3050. , &m_ptr
  3051. ) );
  3052. }
  3053. else
  3054. {
  3055. desc.Usage = D3D11_USAGE_IMMUTABLE;
  3056. desc.CPUAccessFlags = 0;
  3057. D3D11_SUBRESOURCE_DATA srd;
  3058. srd.pSysMem = _data;
  3059. srd.SysMemPitch = 0;
  3060. srd.SysMemSlicePitch = 0;
  3061. DX_CHECK(device->CreateBuffer(&desc
  3062. , &srd
  3063. , &m_ptr
  3064. ) );
  3065. }
  3066. if (needSrv)
  3067. {
  3068. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3069. srvd.Format = format;
  3070. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  3071. srvd.Buffer.FirstElement = 0;
  3072. srvd.Buffer.NumElements = m_size / stride;
  3073. DX_CHECK(device->CreateShaderResourceView(m_ptr
  3074. , &srvd
  3075. , &m_srv
  3076. ) );
  3077. }
  3078. }
  3079. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  3080. {
  3081. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3082. BX_CHECK(m_dynamic, "Must be dynamic!");
  3083. #if 0
  3084. BX_UNUSED(_discard);
  3085. ID3D11Device* device = s_renderD3D11->m_device;
  3086. D3D11_BUFFER_DESC desc;
  3087. desc.ByteWidth = _size;
  3088. desc.Usage = D3D11_USAGE_STAGING;
  3089. desc.BindFlags = 0;
  3090. desc.MiscFlags = 0;
  3091. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3092. desc.StructureByteStride = 0;
  3093. D3D11_SUBRESOURCE_DATA srd;
  3094. srd.pSysMem = _data;
  3095. srd.SysMemPitch = 0;
  3096. srd.SysMemSlicePitch = 0;
  3097. ID3D11Buffer* ptr;
  3098. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  3099. D3D11_BOX box;
  3100. box.left = 0;
  3101. box.top = 0;
  3102. box.front = 0;
  3103. box.right = _size;
  3104. box.bottom = 1;
  3105. box.back = 1;
  3106. deviceCtx->CopySubresourceRegion(m_ptr
  3107. , 0
  3108. , _offset
  3109. , 0
  3110. , 0
  3111. , ptr
  3112. , 0
  3113. , &box
  3114. );
  3115. DX_RELEASE(ptr, 0);
  3116. #else
  3117. D3D11_MAPPED_SUBRESOURCE mapped;
  3118. BX_UNUSED(_discard);
  3119. D3D11_MAP type = D3D11_MAP_WRITE_DISCARD;
  3120. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  3121. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3122. deviceCtx->Unmap(m_ptr, 0);
  3123. #endif // 0
  3124. }
  3125. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3126. {
  3127. m_decl = _declHandle;
  3128. uint16_t stride = isValid(_declHandle)
  3129. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  3130. : 0
  3131. ;
  3132. BufferD3D11::create(_size, _data, _flags, stride, true);
  3133. }
  3134. static bool hasDepthOp(const void* _code, uint32_t _size)
  3135. {
  3136. bx::MemoryReader rd(_code, _size);
  3137. DxbcContext dxbc;
  3138. read(&rd, dxbc);
  3139. struct FindDepthOp
  3140. {
  3141. FindDepthOp()
  3142. : m_found(false)
  3143. {
  3144. }
  3145. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3146. {
  3147. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3148. if (_instruction.opcode == DxbcOpcode::DISCARD
  3149. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3150. {
  3151. out.m_found = true;
  3152. return false;
  3153. }
  3154. return true;
  3155. }
  3156. bool m_found;
  3157. } find;
  3158. parse(dxbc.shader, FindDepthOp::find, &find);
  3159. return find.m_found;
  3160. }
  3161. void ShaderD3D11::create(const Memory* _mem)
  3162. {
  3163. bx::MemoryReader reader(_mem->data, _mem->size);
  3164. uint32_t magic;
  3165. bx::read(&reader, magic);
  3166. switch (magic)
  3167. {
  3168. case BGFX_CHUNK_MAGIC_CSH:
  3169. case BGFX_CHUNK_MAGIC_FSH:
  3170. case BGFX_CHUNK_MAGIC_VSH:
  3171. break;
  3172. default:
  3173. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3174. break;
  3175. }
  3176. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3177. uint32_t iohash;
  3178. bx::read(&reader, iohash);
  3179. uint16_t count;
  3180. bx::read(&reader, count);
  3181. m_numPredefined = 0;
  3182. m_numUniforms = count;
  3183. BX_TRACE("%s Shader consts %d"
  3184. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3185. , count
  3186. );
  3187. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3188. if (0 < count)
  3189. {
  3190. for (uint32_t ii = 0; ii < count; ++ii)
  3191. {
  3192. uint8_t nameSize;
  3193. bx::read(&reader, nameSize);
  3194. char name[256];
  3195. bx::read(&reader, &name, nameSize);
  3196. name[nameSize] = '\0';
  3197. uint8_t type;
  3198. bx::read(&reader, type);
  3199. uint8_t num;
  3200. bx::read(&reader, num);
  3201. uint16_t regIndex;
  3202. bx::read(&reader, regIndex);
  3203. uint16_t regCount;
  3204. bx::read(&reader, regCount);
  3205. const char* kind = "invalid";
  3206. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3207. if (PredefinedUniform::Count != predefined)
  3208. {
  3209. kind = "predefined";
  3210. m_predefined[m_numPredefined].m_loc = regIndex;
  3211. m_predefined[m_numPredefined].m_count = regCount;
  3212. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3213. m_numPredefined++;
  3214. }
  3215. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3216. {
  3217. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3218. BX_CHECK(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3219. if (NULL != info)
  3220. {
  3221. if (NULL == m_constantBuffer)
  3222. {
  3223. m_constantBuffer = UniformBuffer::create(1024);
  3224. }
  3225. kind = "user";
  3226. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3227. }
  3228. }
  3229. else
  3230. {
  3231. kind = "sampler";
  3232. }
  3233. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3234. , kind
  3235. , name
  3236. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3237. , num
  3238. , regIndex
  3239. , regCount
  3240. );
  3241. BX_UNUSED(kind);
  3242. }
  3243. if (NULL != m_constantBuffer)
  3244. {
  3245. m_constantBuffer->finish();
  3246. }
  3247. }
  3248. uint16_t shaderSize;
  3249. bx::read(&reader, shaderSize);
  3250. const DWORD* code = (const DWORD*)reader.getDataPtr();
  3251. bx::skip(&reader, shaderSize+1);
  3252. if (BGFX_CHUNK_MAGIC_FSH == magic)
  3253. {
  3254. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3255. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3256. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3257. }
  3258. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  3259. {
  3260. m_hash = bx::hashMurmur2A(code, shaderSize);
  3261. m_code = copy(code, shaderSize);
  3262. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3263. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3264. }
  3265. else
  3266. {
  3267. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3268. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3269. }
  3270. uint8_t numAttrs;
  3271. bx::read(&reader, numAttrs);
  3272. memset(m_attrMask, 0, sizeof(m_attrMask) );
  3273. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3274. {
  3275. uint16_t id;
  3276. bx::read(&reader, id);
  3277. Attrib::Enum attr = idToAttrib(id);
  3278. if (Attrib::Count != attr)
  3279. {
  3280. m_attrMask[attr] = UINT16_MAX;
  3281. }
  3282. }
  3283. uint16_t size;
  3284. bx::read(&reader, size);
  3285. if (0 < size)
  3286. {
  3287. D3D11_BUFFER_DESC desc;
  3288. desc.ByteWidth = (size + 0xf) & ~0xf;
  3289. desc.Usage = D3D11_USAGE_DEFAULT;
  3290. desc.CPUAccessFlags = 0;
  3291. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3292. desc.MiscFlags = 0;
  3293. desc.StructureByteStride = 0;
  3294. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3295. }
  3296. }
  3297. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3298. {
  3299. ImageContainer imageContainer;
  3300. if (imageParse(imageContainer, _mem->data, _mem->size) )
  3301. {
  3302. uint8_t numMips = imageContainer.m_numMips;
  3303. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3304. numMips -= startLod;
  3305. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  3306. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3307. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3308. m_flags = _flags;
  3309. m_width = textureWidth;
  3310. m_height = textureHeight;
  3311. m_depth = imageContainer.m_depth;
  3312. m_requestedFormat = (uint8_t)imageContainer.m_format;
  3313. m_textureFormat = (uint8_t)imageContainer.m_format;
  3314. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  3315. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  3316. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3317. if (convert)
  3318. {
  3319. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  3320. bpp = 32;
  3321. }
  3322. if (imageContainer.m_cubeMap)
  3323. {
  3324. m_type = TextureCube;
  3325. }
  3326. else if (imageContainer.m_depth > 1)
  3327. {
  3328. m_type = Texture3D;
  3329. }
  3330. else
  3331. {
  3332. m_type = Texture2D;
  3333. }
  3334. m_numMips = numMips;
  3335. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  3336. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3337. uint32_t kk = 0;
  3338. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  3339. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3340. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  3341. , getHandle()
  3342. , getName( (TextureFormat::Enum)m_textureFormat)
  3343. , getName( (TextureFormat::Enum)m_requestedFormat)
  3344. , textureWidth
  3345. , textureHeight
  3346. , imageContainer.m_cubeMap ? "x6" : ""
  3347. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3348. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3349. );
  3350. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  3351. {
  3352. uint32_t width = textureWidth;
  3353. uint32_t height = textureHeight;
  3354. uint32_t depth = imageContainer.m_depth;
  3355. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  3356. {
  3357. width = bx::uint32_max(1, width);
  3358. height = bx::uint32_max(1, height);
  3359. depth = bx::uint32_max(1, depth);
  3360. ImageMip mip;
  3361. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3362. {
  3363. srd[kk].pSysMem = mip.m_data;
  3364. if (convert)
  3365. {
  3366. uint32_t srcpitch = mip.m_width*bpp/8;
  3367. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  3368. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3369. srd[kk].pSysMem = temp;
  3370. srd[kk].SysMemPitch = srcpitch;
  3371. }
  3372. else if (compressed)
  3373. {
  3374. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3375. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3376. }
  3377. else
  3378. {
  3379. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3380. }
  3381. if (swizzle)
  3382. {
  3383. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  3384. }
  3385. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3386. ++kk;
  3387. }
  3388. width >>= 1;
  3389. height >>= 1;
  3390. depth >>= 1;
  3391. }
  3392. }
  3393. const bool bufferOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_BUFFER_ONLY|BGFX_TEXTURE_READ_BACK) );
  3394. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3395. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3396. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB) || imageContainer.m_srgb;
  3397. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3398. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  3399. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3400. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3401. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3402. memset(&srvd, 0, sizeof(srvd) );
  3403. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3404. if (swizzle)
  3405. {
  3406. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  3407. srvd.Format = format;
  3408. }
  3409. else if (srgb)
  3410. {
  3411. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  3412. srvd.Format = format;
  3413. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  3414. }
  3415. if (format == DXGI_FORMAT_UNKNOWN)
  3416. {
  3417. // not swizzled and not sRGB, or sRGB unsupported
  3418. format = s_textureFormat[m_textureFormat].m_fmt;
  3419. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3420. }
  3421. switch (m_type)
  3422. {
  3423. case Texture2D:
  3424. case TextureCube:
  3425. {
  3426. D3D11_TEXTURE2D_DESC desc;
  3427. desc.Width = textureWidth;
  3428. desc.Height = textureHeight;
  3429. desc.MipLevels = numMips;
  3430. desc.Format = format;
  3431. desc.SampleDesc = msaa;
  3432. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3433. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  3434. desc.CPUAccessFlags = 0;
  3435. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  3436. {
  3437. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  3438. desc.Usage = D3D11_USAGE_DEFAULT;
  3439. }
  3440. else if (renderTarget)
  3441. {
  3442. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3443. desc.Usage = D3D11_USAGE_DEFAULT;
  3444. }
  3445. if (computeWrite)
  3446. {
  3447. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3448. desc.Usage = D3D11_USAGE_DEFAULT;
  3449. }
  3450. if (readBack)
  3451. {
  3452. desc.BindFlags = 0;
  3453. desc.Usage = D3D11_USAGE_STAGING;
  3454. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3455. }
  3456. if (imageContainer.m_cubeMap)
  3457. {
  3458. desc.ArraySize = 6;
  3459. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  3460. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  3461. srvd.TextureCube.MipLevels = numMips;
  3462. }
  3463. else
  3464. {
  3465. desc.ArraySize = 1;
  3466. desc.MiscFlags = 0;
  3467. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  3468. srvd.Texture2D.MipLevels = numMips;
  3469. }
  3470. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  3471. }
  3472. break;
  3473. case Texture3D:
  3474. {
  3475. D3D11_TEXTURE3D_DESC desc;
  3476. desc.Width = textureWidth;
  3477. desc.Height = textureHeight;
  3478. desc.Depth = imageContainer.m_depth;
  3479. desc.MipLevels = imageContainer.m_numMips;
  3480. desc.Format = format;
  3481. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3482. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  3483. desc.CPUAccessFlags = 0;
  3484. desc.MiscFlags = 0;
  3485. if (computeWrite)
  3486. {
  3487. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3488. desc.Usage = D3D11_USAGE_DEFAULT;
  3489. }
  3490. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  3491. srvd.Texture3D.MipLevels = numMips;
  3492. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  3493. }
  3494. break;
  3495. }
  3496. if (!bufferOnly)
  3497. {
  3498. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  3499. }
  3500. if (computeWrite)
  3501. {
  3502. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  3503. }
  3504. if (convert
  3505. && 0 != kk)
  3506. {
  3507. kk = 0;
  3508. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  3509. {
  3510. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3511. {
  3512. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  3513. ++kk;
  3514. }
  3515. }
  3516. }
  3517. }
  3518. }
  3519. void TextureD3D11::destroy()
  3520. {
  3521. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  3522. DX_RELEASE(m_srv, 0);
  3523. DX_RELEASE(m_uav, 0);
  3524. DX_RELEASE(m_ptr, 0);
  3525. }
  3526. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3527. {
  3528. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3529. D3D11_BOX box;
  3530. box.left = _rect.m_x;
  3531. box.top = _rect.m_y;
  3532. box.right = box.left + _rect.m_width;
  3533. box.bottom = box.top + _rect.m_height;
  3534. box.front = _z;
  3535. box.back = box.front + _depth;
  3536. const uint32_t subres = _mip + (_side * m_numMips);
  3537. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3538. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3539. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3540. const bool convert = m_textureFormat != m_requestedFormat;
  3541. uint8_t* data = _mem->data;
  3542. uint8_t* temp = NULL;
  3543. if (convert)
  3544. {
  3545. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  3546. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  3547. data = temp;
  3548. }
  3549. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  3550. if (NULL != temp)
  3551. {
  3552. BX_FREE(g_allocator, temp);
  3553. }
  3554. }
  3555. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  3556. {
  3557. TextureStage& ts = s_renderD3D11->m_textureStage;
  3558. ts.m_srv[_stage] = m_srv;
  3559. uint32_t flags = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  3560. ? _flags
  3561. : m_flags
  3562. ;
  3563. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  3564. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags
  3565. , _palette[index])
  3566. ;
  3567. }
  3568. void TextureD3D11::resolve()
  3569. {
  3570. }
  3571. TextureHandle TextureD3D11::getHandle() const
  3572. {
  3573. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  3574. return handle;
  3575. }
  3576. void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
  3577. {
  3578. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  3579. {
  3580. m_rtv[ii] = NULL;
  3581. }
  3582. m_dsv = NULL;
  3583. m_swapChain = NULL;
  3584. m_numTh = _num;
  3585. memcpy(m_th, _handles, _num*sizeof(TextureHandle) );
  3586. postReset();
  3587. }
  3588. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  3589. {
  3590. DXGI_SWAP_CHAIN_DESC scd;
  3591. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  3592. scd.BufferDesc.Width = _width;
  3593. scd.BufferDesc.Height = _height;
  3594. scd.OutputWindow = (HWND)_nwh;
  3595. ID3D11Device* device = s_renderD3D11->m_device;
  3596. HRESULT hr;
  3597. hr = s_renderD3D11->m_factory->CreateSwapChain(device
  3598. , &scd
  3599. , &m_swapChain
  3600. );
  3601. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  3602. ID3D11Resource* ptr;
  3603. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  3604. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  3605. DX_RELEASE(ptr, 0);
  3606. DXGI_FORMAT fmtDsv = isDepth(_depthFormat)
  3607. ? s_textureFormat[_depthFormat].m_fmtDsv
  3608. : DXGI_FORMAT_D24_UNORM_S8_UINT
  3609. ;
  3610. D3D11_TEXTURE2D_DESC dsd;
  3611. dsd.Width = scd.BufferDesc.Width;
  3612. dsd.Height = scd.BufferDesc.Height;
  3613. dsd.MipLevels = 1;
  3614. dsd.ArraySize = 1;
  3615. dsd.Format = fmtDsv;
  3616. dsd.SampleDesc = scd.SampleDesc;
  3617. dsd.Usage = D3D11_USAGE_DEFAULT;
  3618. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  3619. dsd.CPUAccessFlags = 0;
  3620. dsd.MiscFlags = 0;
  3621. ID3D11Texture2D* depthStencil;
  3622. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  3623. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  3624. DX_RELEASE(depthStencil, 0);
  3625. m_srv[0] = NULL;
  3626. m_denseIdx = _denseIdx;
  3627. m_num = 1;
  3628. }
  3629. uint16_t FrameBufferD3D11::destroy()
  3630. {
  3631. preReset(true);
  3632. DX_RELEASE(m_swapChain, 0);
  3633. m_num = 0;
  3634. m_numTh = 0;
  3635. uint16_t denseIdx = m_denseIdx;
  3636. m_denseIdx = UINT16_MAX;
  3637. return denseIdx;
  3638. }
  3639. void FrameBufferD3D11::preReset(bool _force)
  3640. {
  3641. if (0 < m_numTh
  3642. || _force)
  3643. {
  3644. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3645. {
  3646. DX_RELEASE(m_srv[ii], 0);
  3647. DX_RELEASE(m_rtv[ii], 0);
  3648. }
  3649. DX_RELEASE(m_dsv, 0);
  3650. }
  3651. }
  3652. void FrameBufferD3D11::postReset()
  3653. {
  3654. m_width = 0;
  3655. m_height = 0;
  3656. if (0 < m_numTh)
  3657. {
  3658. m_num = 0;
  3659. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3660. {
  3661. TextureHandle handle = m_th[ii];
  3662. if (isValid(handle) )
  3663. {
  3664. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  3665. if (0 == m_width)
  3666. {
  3667. switch (texture.m_type)
  3668. {
  3669. case TextureD3D11::Texture2D:
  3670. case TextureD3D11::TextureCube:
  3671. {
  3672. D3D11_TEXTURE2D_DESC desc;
  3673. texture.m_texture2d->GetDesc(&desc);
  3674. m_width = desc.Width;
  3675. m_height = desc.Height;
  3676. }
  3677. break;
  3678. case TextureD3D11::Texture3D:
  3679. {
  3680. D3D11_TEXTURE3D_DESC desc;
  3681. texture.m_texture3d->GetDesc(&desc);
  3682. m_width = desc.Width;
  3683. m_height = desc.Height;
  3684. }
  3685. break;
  3686. }
  3687. }
  3688. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3689. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3690. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3691. {
  3692. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  3693. switch (texture.m_type)
  3694. {
  3695. default:
  3696. case TextureD3D11::Texture2D:
  3697. {
  3698. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3699. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3700. dsvDesc.ViewDimension = 1 < msaa.Count
  3701. ? D3D11_DSV_DIMENSION_TEXTURE2DMS
  3702. : D3D11_DSV_DIMENSION_TEXTURE2D
  3703. ;
  3704. dsvDesc.Flags = 0;
  3705. dsvDesc.Texture2D.MipSlice = 0;
  3706. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  3707. }
  3708. break;
  3709. case TextureD3D11::TextureCube:
  3710. {
  3711. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3712. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3713. if (1 < msaa.Count)
  3714. {
  3715. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  3716. dsvDesc.Texture2DMSArray.ArraySize = 1;
  3717. dsvDesc.Texture2DMSArray.FirstArraySlice = 0;
  3718. }
  3719. else
  3720. {
  3721. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  3722. dsvDesc.Texture2DArray.ArraySize = 1;
  3723. dsvDesc.Texture2DArray.FirstArraySlice = 0;
  3724. dsvDesc.Texture2DArray.MipSlice = 0;
  3725. }
  3726. dsvDesc.Flags = 0;
  3727. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  3728. }
  3729. break;
  3730. }
  3731. }
  3732. else
  3733. {
  3734. switch (texture.m_type)
  3735. {
  3736. default:
  3737. case TextureD3D11::Texture2D:
  3738. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  3739. break;
  3740. case TextureD3D11::TextureCube:
  3741. {
  3742. D3D11_RENDER_TARGET_VIEW_DESC desc;
  3743. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  3744. if (1 < msaa.Count)
  3745. {
  3746. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  3747. desc.Texture2DMSArray.ArraySize = 1;
  3748. desc.Texture2DMSArray.FirstArraySlice = 0;
  3749. }
  3750. else
  3751. {
  3752. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  3753. desc.Texture2DArray.ArraySize = 1;
  3754. desc.Texture2DArray.FirstArraySlice = 0;
  3755. desc.Texture2DArray.MipSlice = 0;
  3756. }
  3757. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  3758. }
  3759. break;
  3760. case TextureD3D11::Texture3D:
  3761. {
  3762. D3D11_RENDER_TARGET_VIEW_DESC desc;
  3763. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  3764. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
  3765. desc.Texture3D.MipSlice = 0;
  3766. desc.Texture3D.WSize = 1;
  3767. desc.Texture3D.FirstWSlice = 0;
  3768. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  3769. }
  3770. break;
  3771. }
  3772. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  3773. m_num++;
  3774. }
  3775. }
  3776. }
  3777. }
  3778. }
  3779. void FrameBufferD3D11::resolve()
  3780. {
  3781. }
  3782. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  3783. {
  3784. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3785. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  3786. {
  3787. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3788. {
  3789. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3790. {
  3791. uint8_t index = _clear.m_index[ii];
  3792. if (NULL != m_rtv[ii]
  3793. && UINT8_MAX != index)
  3794. {
  3795. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  3796. }
  3797. }
  3798. }
  3799. else
  3800. {
  3801. float frgba[4] =
  3802. {
  3803. _clear.m_index[0]*1.0f/255.0f,
  3804. _clear.m_index[1]*1.0f/255.0f,
  3805. _clear.m_index[2]*1.0f/255.0f,
  3806. _clear.m_index[3]*1.0f/255.0f,
  3807. };
  3808. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3809. {
  3810. if (NULL != m_rtv[ii])
  3811. {
  3812. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  3813. }
  3814. }
  3815. }
  3816. }
  3817. if (NULL != m_dsv
  3818. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3819. {
  3820. DWORD flags = 0;
  3821. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  3822. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  3823. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  3824. }
  3825. }
  3826. void TimerQueryD3D11::postReset()
  3827. {
  3828. ID3D11Device* device = s_renderD3D11->m_device;
  3829. D3D11_QUERY_DESC query;
  3830. query.MiscFlags = 0;
  3831. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  3832. {
  3833. Frame& frame = m_frame[ii];
  3834. query.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  3835. DX_CHECK(device->CreateQuery(&query, &frame.m_disjoint) );
  3836. query.Query = D3D11_QUERY_TIMESTAMP;
  3837. DX_CHECK(device->CreateQuery(&query, &frame.m_start) );
  3838. DX_CHECK(device->CreateQuery(&query, &frame.m_end) );
  3839. }
  3840. m_elapsed = 0;
  3841. m_frequency = 1;
  3842. m_control.reset();
  3843. }
  3844. void TimerQueryD3D11::preReset()
  3845. {
  3846. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  3847. {
  3848. Frame& frame = m_frame[ii];
  3849. DX_RELEASE(frame.m_disjoint, 0);
  3850. DX_RELEASE(frame.m_start, 0);
  3851. DX_RELEASE(frame.m_end, 0);
  3852. }
  3853. }
  3854. void TimerQueryD3D11::begin()
  3855. {
  3856. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3857. while (0 == m_control.reserve(1) )
  3858. {
  3859. get();
  3860. }
  3861. Frame& frame = m_frame[m_control.m_current];
  3862. deviceCtx->Begin(frame.m_disjoint);
  3863. deviceCtx->End(frame.m_start);
  3864. }
  3865. void TimerQueryD3D11::end()
  3866. {
  3867. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3868. Frame& frame = m_frame[m_control.m_current];
  3869. deviceCtx->End(frame.m_end);
  3870. deviceCtx->End(frame.m_disjoint);
  3871. m_control.commit(1);
  3872. }
  3873. bool TimerQueryD3D11::get()
  3874. {
  3875. if (0 != m_control.available() )
  3876. {
  3877. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3878. Frame& frame = m_frame[m_control.m_read];
  3879. uint64_t finish;
  3880. HRESULT hr = deviceCtx->GetData(frame.m_end, &finish, sizeof(finish), 0);
  3881. if (S_OK == hr)
  3882. {
  3883. m_control.consume(1);
  3884. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  3885. {
  3886. UINT64 Frequency;
  3887. BOOL Disjoint;
  3888. };
  3889. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  3890. deviceCtx->GetData(frame.m_disjoint, &disjoint, sizeof(disjoint), 0);
  3891. uint64_t start;
  3892. deviceCtx->GetData(frame.m_start, &start, sizeof(start), 0);
  3893. m_frequency = disjoint.Frequency;
  3894. m_elapsed = finish - start;
  3895. return true;
  3896. }
  3897. }
  3898. return false;
  3899. }
  3900. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  3901. {
  3902. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  3903. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  3904. updateResolution(_render->m_resolution);
  3905. int64_t elapsed = -bx::getHPCounter();
  3906. int64_t captureElapsed = 0;
  3907. m_gpuTimer.begin();
  3908. if (0 < _render->m_iboffset)
  3909. {
  3910. TransientIndexBuffer* ib = _render->m_transientIb;
  3911. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  3912. }
  3913. if (0 < _render->m_vboffset)
  3914. {
  3915. TransientVertexBuffer* vb = _render->m_transientVb;
  3916. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  3917. }
  3918. _render->sort();
  3919. RenderDraw currentState;
  3920. currentState.clear();
  3921. currentState.m_flags = BGFX_STATE_NONE;
  3922. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3923. _render->m_hmdInitialized = m_ovr.isInitialized();
  3924. const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
  3925. ViewState& viewState = m_viewState;
  3926. viewState.reset(_render, hmdEnabled);
  3927. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  3928. bool scissorEnabled = false;
  3929. setDebugWireframe(wireframe);
  3930. uint16_t programIdx = invalidHandle;
  3931. SortKey key;
  3932. uint16_t view = UINT16_MAX;
  3933. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  3934. BlitKey blitKey;
  3935. blitKey.decode(_render->m_blitKeys[0]);
  3936. uint16_t numBlitItems = _render->m_numBlitItems;
  3937. uint16_t blitItem = 0;
  3938. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3939. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  3940. PrimInfo prim = s_primInfo[primIndex];
  3941. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3942. bool wasCompute = false;
  3943. bool viewHasScissor = false;
  3944. Rect viewScissorRect;
  3945. viewScissorRect.clear();
  3946. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3947. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3948. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3949. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  3950. uint32_t statsNumIndices = 0;
  3951. uint32_t statsKeyType[2] = {};
  3952. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3953. {
  3954. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  3955. // if we don't do this we'll only see one frame of output and then nothing
  3956. setFrameBuffer(fbh);
  3957. bool viewRestart = false;
  3958. uint8_t eye = 0;
  3959. uint8_t restartState = 0;
  3960. viewState.m_rect = _render->m_rect[0];
  3961. int32_t numItems = _render->m_num;
  3962. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  3963. {
  3964. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  3965. statsKeyType[isCompute]++;
  3966. const bool viewChanged = 0
  3967. || key.m_view != view
  3968. || item == numItems
  3969. ;
  3970. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  3971. ++item;
  3972. if (viewChanged)
  3973. {
  3974. if (1 == restartState)
  3975. {
  3976. restartState = 2;
  3977. item = restartItem;
  3978. restartItem = numItems;
  3979. view = UINT16_MAX;
  3980. continue;
  3981. }
  3982. view = key.m_view;
  3983. programIdx = invalidHandle;
  3984. if (_render->m_fb[view].idx != fbh.idx)
  3985. {
  3986. fbh = _render->m_fb[view];
  3987. setFrameBuffer(fbh);
  3988. }
  3989. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  3990. viewRestart &= hmdEnabled;
  3991. if (viewRestart)
  3992. {
  3993. if (0 == restartState)
  3994. {
  3995. restartState = 1;
  3996. restartItem = item - 1;
  3997. }
  3998. eye = (restartState - 1) & 1;
  3999. restartState &= 1;
  4000. }
  4001. else
  4002. {
  4003. eye = 0;
  4004. }
  4005. PIX_ENDEVENT();
  4006. viewState.m_rect = _render->m_rect[view];
  4007. if (viewRestart)
  4008. {
  4009. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4010. {
  4011. wchar_t* viewNameW = s_viewNameW[view];
  4012. viewNameW[3] = L' ';
  4013. viewNameW[4] = eye ? L'R' : L'L';
  4014. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4015. }
  4016. if (m_ovr.isEnabled() )
  4017. {
  4018. m_ovr.getViewport(eye, &viewState.m_rect);
  4019. }
  4020. else
  4021. {
  4022. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  4023. viewState.m_rect.m_width /= 2;
  4024. }
  4025. }
  4026. else
  4027. {
  4028. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4029. {
  4030. wchar_t* viewNameW = s_viewNameW[view];
  4031. viewNameW[3] = L' ';
  4032. viewNameW[4] = L' ';
  4033. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4034. }
  4035. }
  4036. const Rect& scissorRect = _render->m_scissor[view];
  4037. viewHasScissor = !scissorRect.isZero();
  4038. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  4039. D3D11_VIEWPORT vp;
  4040. vp.TopLeftX = viewState.m_rect.m_x;
  4041. vp.TopLeftY = viewState.m_rect.m_y;
  4042. vp.Width = viewState.m_rect.m_width;
  4043. vp.Height = viewState.m_rect.m_height;
  4044. vp.MinDepth = 0.0f;
  4045. vp.MaxDepth = 1.0f;
  4046. deviceCtx->RSSetViewports(1, &vp);
  4047. Clear& clr = _render->m_clear[view];
  4048. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  4049. {
  4050. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  4051. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  4052. }
  4053. for (; blitItem < numBlitItems && blitKey.m_view <= view; blitItem++)
  4054. {
  4055. const BlitItem& blit = _render->m_blitItem[blitItem];
  4056. blitKey.decode(_render->m_blitKeys[blitItem+1]);
  4057. const TextureD3D11& src = m_textures[blit.m_src.idx];
  4058. const TextureD3D11& dst = m_textures[blit.m_dst.idx];
  4059. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4060. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4061. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4062. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4063. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4064. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4065. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4066. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4067. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4068. if (TextureD3D11::Texture3D == src.m_type)
  4069. {
  4070. D3D11_BOX box;
  4071. box.left = blit.m_srcX;
  4072. box.top = blit.m_srcY;
  4073. box.front = blit.m_srcZ;
  4074. box.right = blit.m_srcX + width;
  4075. box.bottom = blit.m_srcY + height;;
  4076. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4077. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4078. , blit.m_dstMip
  4079. , blit.m_dstX
  4080. , blit.m_dstY
  4081. , blit.m_dstZ
  4082. , src.m_ptr
  4083. , blit.m_srcMip
  4084. , &box
  4085. );
  4086. }
  4087. else
  4088. {
  4089. D3D11_BOX box;
  4090. box.left = blit.m_srcX;
  4091. box.top = blit.m_srcY;
  4092. box.front = 0;
  4093. box.right = blit.m_srcX + width;
  4094. box.bottom = blit.m_srcY + height;;
  4095. box.back = 1;
  4096. const uint32_t srcZ = TextureD3D11::TextureCube == src.m_type
  4097. ? blit.m_srcZ
  4098. : 0
  4099. ;
  4100. const uint32_t dstZ = TextureD3D11::TextureCube == dst.m_type
  4101. ? blit.m_dstZ
  4102. : 0
  4103. ;
  4104. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4105. , dstZ*dst.m_numMips+blit.m_dstMip
  4106. , blit.m_dstX
  4107. , blit.m_dstY
  4108. , 0
  4109. , src.m_ptr
  4110. , srcZ*src.m_numMips+blit.m_srcMip
  4111. , &box
  4112. );
  4113. }
  4114. }
  4115. }
  4116. if (isCompute)
  4117. {
  4118. if (!wasCompute)
  4119. {
  4120. wasCompute = true;
  4121. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4122. {
  4123. wchar_t* viewNameW = s_viewNameW[view];
  4124. viewNameW[3] = L'C';
  4125. PIX_ENDEVENT();
  4126. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4127. }
  4128. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4129. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4130. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  4131. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  4132. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  4133. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  4134. }
  4135. const RenderCompute& compute = renderItem.compute;
  4136. if (0 != eye
  4137. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  4138. {
  4139. continue;
  4140. }
  4141. bool programChanged = false;
  4142. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  4143. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  4144. if (key.m_program != programIdx)
  4145. {
  4146. programIdx = key.m_program;
  4147. ProgramD3D11& program = m_program[key.m_program];
  4148. m_currentProgram = &program;
  4149. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  4150. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  4151. programChanged =
  4152. constantsChanged = true;
  4153. }
  4154. if (invalidHandle != programIdx)
  4155. {
  4156. ProgramD3D11& program = m_program[programIdx];
  4157. if (constantsChanged)
  4158. {
  4159. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4160. if (NULL != vcb)
  4161. {
  4162. commit(*vcb);
  4163. }
  4164. }
  4165. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  4166. if (constantsChanged
  4167. || program.m_numPredefined > 0)
  4168. {
  4169. commitShaderConstants();
  4170. }
  4171. }
  4172. BX_UNUSED(programChanged);
  4173. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4174. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4175. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4176. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4177. {
  4178. const Binding& bind = compute.m_bind[ii];
  4179. if (invalidHandle != bind.m_idx)
  4180. {
  4181. switch (bind.m_type)
  4182. {
  4183. case Binding::Image:
  4184. {
  4185. TextureD3D11& texture = m_textures[bind.m_idx];
  4186. if (Access::Read != bind.m_un.m_compute.m_access)
  4187. {
  4188. uav[ii] = 0 == bind.m_un.m_compute.m_mip
  4189. ? texture.m_uav
  4190. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_un.m_compute.m_mip)
  4191. ;
  4192. }
  4193. else
  4194. {
  4195. srv[ii] = 0 == bind.m_un.m_compute.m_mip
  4196. ? texture.m_srv
  4197. : s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_un.m_compute.m_mip)
  4198. ;
  4199. sampler[ii] = s_renderD3D11->getSamplerState(texture.m_flags, NULL);
  4200. }
  4201. }
  4202. break;
  4203. case Binding::IndexBuffer:
  4204. case Binding::VertexBuffer:
  4205. {
  4206. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  4207. ? m_indexBuffers[bind.m_idx]
  4208. : m_vertexBuffers[bind.m_idx]
  4209. ;
  4210. if (Access::Read != bind.m_un.m_compute.m_access)
  4211. {
  4212. uav[ii] = buffer.m_uav;
  4213. }
  4214. else
  4215. {
  4216. srv[ii] = buffer.m_srv;
  4217. }
  4218. }
  4219. break;
  4220. }
  4221. }
  4222. }
  4223. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  4224. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  4225. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  4226. if (isValid(compute.m_indirectBuffer) )
  4227. {
  4228. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4229. ID3D11Buffer* ptr = vb.m_ptr;
  4230. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4231. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4232. : compute.m_numIndirect
  4233. ;
  4234. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4235. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4236. {
  4237. deviceCtx->DispatchIndirect(ptr, args);
  4238. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4239. }
  4240. }
  4241. else
  4242. {
  4243. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4244. }
  4245. continue;
  4246. }
  4247. bool resetState = viewChanged || wasCompute;
  4248. if (wasCompute)
  4249. {
  4250. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4251. {
  4252. wchar_t* viewNameW = s_viewNameW[view];
  4253. viewNameW[3] = L' ';
  4254. PIX_ENDEVENT();
  4255. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4256. }
  4257. wasCompute = false;
  4258. programIdx = invalidHandle;
  4259. m_currentProgram = NULL;
  4260. invalidateCompute();
  4261. }
  4262. const RenderDraw& draw = renderItem.draw;
  4263. const uint64_t newFlags = draw.m_flags;
  4264. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  4265. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  4266. currentState.m_flags = newFlags;
  4267. const uint64_t newStencil = draw.m_stencil;
  4268. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  4269. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  4270. currentState.m_stencil = newStencil;
  4271. if (resetState)
  4272. {
  4273. currentState.clear();
  4274. currentState.m_scissor = !draw.m_scissor;
  4275. changedFlags = BGFX_STATE_MASK;
  4276. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4277. currentState.m_flags = newFlags;
  4278. currentState.m_stencil = newStencil;
  4279. setBlendState(newFlags);
  4280. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  4281. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4282. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4283. }
  4284. if (prim.m_type != s_primInfo[primIndex].m_type)
  4285. {
  4286. prim = s_primInfo[primIndex];
  4287. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4288. }
  4289. uint16_t scissor = draw.m_scissor;
  4290. if (currentState.m_scissor != scissor)
  4291. {
  4292. currentState.m_scissor = scissor;
  4293. if (UINT16_MAX == scissor)
  4294. {
  4295. scissorEnabled = viewHasScissor;
  4296. if (viewHasScissor)
  4297. {
  4298. D3D11_RECT rc;
  4299. rc.left = viewScissorRect.m_x;
  4300. rc.top = viewScissorRect.m_y;
  4301. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4302. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4303. deviceCtx->RSSetScissorRects(1, &rc);
  4304. }
  4305. }
  4306. else
  4307. {
  4308. Rect scissorRect;
  4309. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  4310. scissorEnabled = true;
  4311. D3D11_RECT rc;
  4312. rc.left = scissorRect.m_x;
  4313. rc.top = scissorRect.m_y;
  4314. rc.right = scissorRect.m_x + scissorRect.m_width;
  4315. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4316. deviceCtx->RSSetScissorRects(1, &rc);
  4317. }
  4318. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4319. }
  4320. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  4321. {
  4322. setDepthStencilState(newFlags, newStencil);
  4323. }
  4324. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  4325. {
  4326. setBlendState(newFlags, draw.m_rgba);
  4327. currentState.m_rgba = draw.m_rgba;
  4328. }
  4329. if ( (0
  4330. | BGFX_STATE_CULL_MASK
  4331. | BGFX_STATE_ALPHA_REF_MASK
  4332. | BGFX_STATE_PT_MASK
  4333. | BGFX_STATE_POINT_SIZE_MASK
  4334. | BGFX_STATE_MSAA
  4335. ) & changedFlags)
  4336. {
  4337. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  4338. {
  4339. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4340. }
  4341. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4342. {
  4343. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4344. viewState.m_alphaRef = ref/255.0f;
  4345. }
  4346. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4347. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4348. if (prim.m_type != s_primInfo[primIndex].m_type)
  4349. {
  4350. prim = s_primInfo[primIndex];
  4351. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4352. }
  4353. }
  4354. bool programChanged = false;
  4355. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  4356. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  4357. if (key.m_program != programIdx)
  4358. {
  4359. programIdx = key.m_program;
  4360. if (invalidHandle == programIdx)
  4361. {
  4362. m_currentProgram = NULL;
  4363. deviceCtx->VSSetShader(NULL, NULL, 0);
  4364. deviceCtx->PSSetShader(NULL, NULL, 0);
  4365. }
  4366. else
  4367. {
  4368. ProgramD3D11& program = m_program[programIdx];
  4369. m_currentProgram = &program;
  4370. const ShaderD3D11* vsh = program.m_vsh;
  4371. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  4372. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  4373. const ShaderD3D11* fsh = program.m_fsh;
  4374. if (NULL != m_currentColor
  4375. || fsh->m_hasDepthOp)
  4376. {
  4377. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  4378. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  4379. }
  4380. else
  4381. {
  4382. deviceCtx->PSSetShader(NULL, NULL, 0);
  4383. }
  4384. }
  4385. programChanged =
  4386. constantsChanged = true;
  4387. }
  4388. if (invalidHandle != programIdx)
  4389. {
  4390. ProgramD3D11& program = m_program[programIdx];
  4391. if (constantsChanged)
  4392. {
  4393. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4394. if (NULL != vcb)
  4395. {
  4396. commit(*vcb);
  4397. }
  4398. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4399. if (NULL != fcb)
  4400. {
  4401. commit(*fcb);
  4402. }
  4403. }
  4404. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  4405. if (constantsChanged
  4406. || program.m_numPredefined > 0)
  4407. {
  4408. commitShaderConstants();
  4409. }
  4410. }
  4411. {
  4412. uint32_t changes = 0;
  4413. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4414. {
  4415. const Binding& bind = draw.m_bind[stage];
  4416. Binding& current = currentState.m_bind[stage];
  4417. if (current.m_idx != bind.m_idx
  4418. || current.m_un.m_draw.m_flags != bind.m_un.m_draw.m_flags
  4419. || programChanged)
  4420. {
  4421. if (invalidHandle != bind.m_idx)
  4422. {
  4423. TextureD3D11& texture = m_textures[bind.m_idx];
  4424. texture.commit(stage, bind.m_un.m_draw.m_flags, _render->m_colorPalette);
  4425. }
  4426. else
  4427. {
  4428. m_textureStage.m_srv[stage] = NULL;
  4429. m_textureStage.m_sampler[stage] = NULL;
  4430. }
  4431. ++changes;
  4432. }
  4433. current = bind;
  4434. }
  4435. if (0 < changes)
  4436. {
  4437. commitTextureStage();
  4438. }
  4439. }
  4440. if (programChanged
  4441. || currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx
  4442. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  4443. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  4444. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  4445. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  4446. {
  4447. currentState.m_vertexDecl = draw.m_vertexDecl;
  4448. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  4449. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  4450. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  4451. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  4452. uint16_t handle = draw.m_vertexBuffer.idx;
  4453. if (invalidHandle != handle)
  4454. {
  4455. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  4456. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4457. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  4458. uint32_t stride = vertexDecl.m_stride;
  4459. uint32_t offset = 0;
  4460. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  4461. if (isValid(draw.m_instanceDataBuffer) )
  4462. {
  4463. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  4464. uint32_t instStride = draw.m_instanceDataStride;
  4465. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  4466. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  4467. }
  4468. else
  4469. {
  4470. deviceCtx->IASetVertexBuffers(1, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4471. setInputLayout(vertexDecl, m_program[programIdx], 0);
  4472. }
  4473. }
  4474. else
  4475. {
  4476. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4477. }
  4478. }
  4479. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  4480. {
  4481. currentState.m_indexBuffer = draw.m_indexBuffer;
  4482. uint16_t handle = draw.m_indexBuffer.idx;
  4483. if (invalidHandle != handle)
  4484. {
  4485. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  4486. deviceCtx->IASetIndexBuffer(ib.m_ptr
  4487. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  4488. , 0
  4489. );
  4490. }
  4491. else
  4492. {
  4493. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4494. }
  4495. }
  4496. if (isValid(currentState.m_vertexBuffer) )
  4497. {
  4498. uint32_t numVertices = draw.m_numVertices;
  4499. if (UINT32_MAX == numVertices)
  4500. {
  4501. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  4502. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4503. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  4504. numVertices = vb.m_size/vertexDecl.m_stride;
  4505. }
  4506. uint32_t numIndices = 0;
  4507. uint32_t numPrimsSubmitted = 0;
  4508. uint32_t numInstances = 0;
  4509. uint32_t numPrimsRendered = 0;
  4510. uint32_t numDrawIndirect = 0;
  4511. if (isValid(draw.m_indirectBuffer) )
  4512. {
  4513. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  4514. ID3D11Buffer* ptr = vb.m_ptr;
  4515. if (isValid(draw.m_indexBuffer) )
  4516. {
  4517. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  4518. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4519. : draw.m_numIndirect
  4520. ;
  4521. multiDrawIndexedInstancedIndirect(numDrawIndirect
  4522. , ptr
  4523. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4524. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4525. );
  4526. }
  4527. else
  4528. {
  4529. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  4530. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4531. : draw.m_numIndirect
  4532. ;
  4533. multiDrawInstancedIndirect(numDrawIndirect
  4534. , ptr
  4535. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4536. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4537. );
  4538. }
  4539. }
  4540. else
  4541. {
  4542. if (isValid(draw.m_indexBuffer) )
  4543. {
  4544. if (UINT32_MAX == draw.m_numIndices)
  4545. {
  4546. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  4547. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  4548. numIndices = ib.m_size/indexSize;
  4549. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  4550. numInstances = draw.m_numInstances;
  4551. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4552. if (numInstances > 1)
  4553. {
  4554. deviceCtx->DrawIndexedInstanced(numIndices
  4555. , draw.m_numInstances
  4556. , 0
  4557. , draw.m_startVertex
  4558. , 0
  4559. );
  4560. }
  4561. else
  4562. {
  4563. deviceCtx->DrawIndexed(numIndices
  4564. , 0
  4565. , draw.m_startVertex
  4566. );
  4567. }
  4568. }
  4569. else if (prim.m_min <= draw.m_numIndices)
  4570. {
  4571. numIndices = draw.m_numIndices;
  4572. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  4573. numInstances = draw.m_numInstances;
  4574. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4575. if (numInstances > 1)
  4576. {
  4577. deviceCtx->DrawIndexedInstanced(numIndices
  4578. , draw.m_numInstances
  4579. , draw.m_startIndex
  4580. , draw.m_startVertex
  4581. , 0
  4582. );
  4583. }
  4584. else
  4585. {
  4586. deviceCtx->DrawIndexed(numIndices
  4587. , draw.m_startIndex
  4588. , draw.m_startVertex
  4589. );
  4590. }
  4591. }
  4592. }
  4593. else
  4594. {
  4595. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  4596. numInstances = draw.m_numInstances;
  4597. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4598. if (numInstances > 1)
  4599. {
  4600. deviceCtx->DrawInstanced(numVertices
  4601. , draw.m_numInstances
  4602. , draw.m_startVertex
  4603. , 0
  4604. );
  4605. }
  4606. else
  4607. {
  4608. deviceCtx->Draw(numVertices
  4609. , draw.m_startVertex
  4610. );
  4611. }
  4612. }
  4613. }
  4614. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4615. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4616. statsNumInstances[primIndex] += numInstances;
  4617. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  4618. statsNumIndices += numIndices;
  4619. }
  4620. }
  4621. if (wasCompute)
  4622. {
  4623. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4624. {
  4625. wchar_t* viewNameW = s_viewNameW[view];
  4626. viewNameW[3] = L'C';
  4627. PIX_ENDEVENT();
  4628. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4629. }
  4630. invalidateCompute();
  4631. }
  4632. if (0 < _render->m_num)
  4633. {
  4634. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  4635. {
  4636. deviceCtx->Flush();
  4637. }
  4638. captureElapsed = -bx::getHPCounter();
  4639. capture();
  4640. captureElapsed += bx::getHPCounter();
  4641. }
  4642. }
  4643. PIX_ENDEVENT();
  4644. int64_t now = bx::getHPCounter();
  4645. elapsed += now;
  4646. static int64_t last = now;
  4647. int64_t frameTime = now - last;
  4648. last = now;
  4649. static int64_t min = frameTime;
  4650. static int64_t max = frameTime;
  4651. min = min > frameTime ? frameTime : min;
  4652. max = max < frameTime ? frameTime : max;
  4653. static uint32_t maxGpuLatency = 0;
  4654. static double maxGpuElapsed = 0.0f;
  4655. double elapsedGpuMs = 0.0;
  4656. m_gpuTimer.end();
  4657. while (m_gpuTimer.get() )
  4658. {
  4659. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  4660. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  4661. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  4662. }
  4663. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  4664. const int64_t timerFreq = bx::getHPFrequency();
  4665. Stats& perfStats = _render->m_perfStats;
  4666. perfStats.cpuTime = frameTime;
  4667. perfStats.cpuTimerFreq = timerFreq;
  4668. perfStats.gpuTime = m_gpuTimer.m_elapsed;
  4669. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  4670. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  4671. {
  4672. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  4673. TextVideoMem& tvm = m_textVideoMem;
  4674. static int64_t next = now;
  4675. if (now >= next)
  4676. {
  4677. next = now + timerFreq;
  4678. double freq = double(bx::getHPFrequency() );
  4679. double toMs = 1000.0/freq;
  4680. tvm.clear();
  4681. uint16_t pos = 0;
  4682. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  4683. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4684. , getRendererName()
  4685. );
  4686. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  4687. char description[BX_COUNTOF(desc.Description)];
  4688. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  4689. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  4690. char dedicatedVideo[16];
  4691. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  4692. char dedicatedSystem[16];
  4693. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  4694. char sharedSystem[16];
  4695. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  4696. char processMemoryUsed[16];
  4697. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  4698. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  4699. , dedicatedVideo
  4700. , dedicatedSystem
  4701. , sharedSystem
  4702. , processMemoryUsed
  4703. );
  4704. pos = 10;
  4705. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4706. , double(frameTime)*toMs
  4707. , double(min)*toMs
  4708. , double(max)*toMs
  4709. , freq/frameTime
  4710. );
  4711. char hmd[16];
  4712. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4713. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4714. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  4715. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4716. , 0 != msaa ? '\xfe' : ' '
  4717. , 1<<msaa
  4718. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  4719. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  4720. );
  4721. double elapsedCpuMs = double(elapsed)*toMs;
  4722. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  4723. , _render->m_num
  4724. , statsKeyType[0]
  4725. , statsKeyType[1]
  4726. , elapsedCpuMs
  4727. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  4728. , maxGpuElapsed
  4729. , maxGpuLatency
  4730. );
  4731. maxGpuLatency = 0;
  4732. maxGpuElapsed = 0.0;
  4733. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4734. {
  4735. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  4736. , s_primName[ii]
  4737. , statsNumPrimsRendered[ii]
  4738. , statsNumInstances[ii]
  4739. , statsNumPrimsSubmitted[ii]
  4740. , statsNumDrawIndirect[ii]
  4741. );
  4742. }
  4743. if (NULL != m_renderdocdll)
  4744. {
  4745. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4746. }
  4747. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  4748. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  4749. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  4750. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  4751. pos++;
  4752. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4753. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  4754. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  4755. , m_blendStateCache.getCount()
  4756. , m_depthStencilStateCache.getCount()
  4757. , m_inputLayoutCache.getCount()
  4758. , m_rasterizerStateCache.getCount()
  4759. , m_samplerStateCache.getCount()
  4760. );
  4761. pos++;
  4762. double captureMs = double(captureElapsed)*toMs;
  4763. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  4764. uint8_t attr[2] = { 0x89, 0x8a };
  4765. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4766. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  4767. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  4768. min = frameTime;
  4769. max = frameTime;
  4770. }
  4771. blit(this, _textVideoMemBlitter, tvm);
  4772. PIX_ENDEVENT();
  4773. }
  4774. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4775. {
  4776. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  4777. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4778. PIX_ENDEVENT();
  4779. }
  4780. }
  4781. } /* namespace d3d11 */ } // namespace bgfx
  4782. #else
  4783. namespace bgfx { namespace d3d11
  4784. {
  4785. RendererContextI* rendererCreate()
  4786. {
  4787. return NULL;
  4788. }
  4789. void rendererDestroy()
  4790. {
  4791. }
  4792. } /* namespace d3d11 */ } // namespace bgfx
  4793. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11