renderer_d3d12.cpp 163 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_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. # if !USE_D3D12_DYNAMIC_LIB
  9. # pragma comment(lib, "D3D12.lib")
  10. # endif // !USE_D3D12_DYNAMIC_LIB
  11. namespace bgfx { namespace d3d12
  12. {
  13. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
  14. struct PrimInfo
  15. {
  16. D3D_PRIMITIVE_TOPOLOGY m_toplogy;
  17. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  18. uint32_t m_min;
  19. uint32_t m_div;
  20. uint32_t m_sub;
  21. };
  22. static const PrimInfo s_primInfo[] =
  23. {
  24. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  25. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  26. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  27. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  28. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  29. };
  30. static const char* s_primName[] =
  31. {
  32. "TriList",
  33. "TriStrip",
  34. "Line",
  35. "Point",
  36. };
  37. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  38. static const uint32_t s_checkMsaa[] =
  39. {
  40. 0,
  41. 2,
  42. 4,
  43. 8,
  44. 16,
  45. };
  46. static DXGI_SAMPLE_DESC s_msaa[] =
  47. {
  48. { 1, 0 },
  49. { 2, 0 },
  50. { 4, 0 },
  51. { 8, 0 },
  52. { 16, 0 },
  53. };
  54. static const D3D12_BLEND s_blendFactor[][2] =
  55. {
  56. { (D3D12_BLEND)0, (D3D12_BLEND)0 }, // ignored
  57. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  58. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  59. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  60. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  61. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  62. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  63. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  64. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  65. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  66. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  67. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  68. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  69. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  70. };
  71. static const D3D12_BLEND_OP s_blendEquation[] =
  72. {
  73. D3D12_BLEND_OP_ADD,
  74. D3D12_BLEND_OP_SUBTRACT,
  75. D3D12_BLEND_OP_REV_SUBTRACT,
  76. D3D12_BLEND_OP_MIN,
  77. D3D12_BLEND_OP_MAX,
  78. };
  79. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  80. {
  81. D3D12_COMPARISON_FUNC(0), // ignored
  82. D3D12_COMPARISON_FUNC_LESS,
  83. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  84. D3D12_COMPARISON_FUNC_EQUAL,
  85. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  86. D3D12_COMPARISON_FUNC_GREATER,
  87. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  88. D3D12_COMPARISON_FUNC_NEVER,
  89. D3D12_COMPARISON_FUNC_ALWAYS,
  90. };
  91. static const D3D12_STENCIL_OP s_stencilOp[] =
  92. {
  93. D3D12_STENCIL_OP_ZERO,
  94. D3D12_STENCIL_OP_KEEP,
  95. D3D12_STENCIL_OP_REPLACE,
  96. D3D12_STENCIL_OP_INCR,
  97. D3D12_STENCIL_OP_INCR_SAT,
  98. D3D12_STENCIL_OP_DECR,
  99. D3D12_STENCIL_OP_DECR_SAT,
  100. D3D12_STENCIL_OP_INVERT,
  101. };
  102. static const D3D12_CULL_MODE s_cullMode[] =
  103. {
  104. D3D12_CULL_MODE_NONE,
  105. D3D12_CULL_MODE_FRONT,
  106. D3D12_CULL_MODE_BACK,
  107. };
  108. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  109. {
  110. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  111. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  112. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  113. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  114. };
  115. /*
  116. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  117. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  118. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  119. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  120. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  121. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  122. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  123. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  124. * D3D11_FILTER_ANISOTROPIC = 0x55,
  125. *
  126. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  127. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  128. *
  129. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  130. * 0x10 // MIN_LINEAR
  131. * 0x04 // MAG_LINEAR
  132. * 0x01 // MIP_LINEAR
  133. */
  134. static const uint8_t s_textureFilter[3][3] =
  135. {
  136. {
  137. 0x10, // min linear
  138. 0x00, // min point
  139. 0x55, // anisotropic
  140. },
  141. {
  142. 0x04, // mag linear
  143. 0x00, // mag point
  144. 0x55, // anisotropic
  145. },
  146. {
  147. 0x01, // mip linear
  148. 0x00, // mip point
  149. 0x55, // anisotropic
  150. },
  151. };
  152. struct TextureFormatInfo
  153. {
  154. DXGI_FORMAT m_fmt;
  155. DXGI_FORMAT m_fmtSrv;
  156. DXGI_FORMAT m_fmtDsv;
  157. DXGI_FORMAT m_fmtSrgb;
  158. };
  159. static const TextureFormatInfo s_textureFormat[] =
  160. {
  161. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  162. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  163. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  164. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  165. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  166. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  167. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  168. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  179. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  180. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  181. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  182. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  183. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  184. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  185. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  186. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  187. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  188. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  189. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  190. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  191. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  192. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  193. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  194. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  195. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  196. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  197. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  198. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  199. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  200. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  201. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  202. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  203. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  204. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  205. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  206. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  207. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  208. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  209. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  210. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  211. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  212. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  213. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  214. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  215. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  216. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  217. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  218. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  219. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  220. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  221. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  222. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  223. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  224. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  225. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  226. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  227. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  228. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  229. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  230. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  231. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  232. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  233. };
  234. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  235. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  236. {
  237. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  238. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  239. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  240. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  241. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  242. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  243. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  244. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  245. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  246. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  247. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  248. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  249. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  250. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  251. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. };
  254. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  255. static const DXGI_FORMAT s_attribType[][4][2] =
  256. {
  257. { // Uint8
  258. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  259. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  260. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  261. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  262. },
  263. { // Uint10
  264. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  265. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  266. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  267. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  268. },
  269. { // Int16
  270. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  271. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  272. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  273. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  274. },
  275. { // Half
  276. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  277. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  278. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  279. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  280. },
  281. { // Float
  282. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  283. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  284. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  285. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  286. },
  287. };
  288. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  289. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  290. {
  291. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  292. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  293. {
  294. if (UINT16_MAX != _decl.m_attributes[attr])
  295. {
  296. memcpy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  297. if (0 == _decl.m_attributes[attr])
  298. {
  299. elem->AlignedByteOffset = 0;
  300. }
  301. else
  302. {
  303. uint8_t num;
  304. AttribType::Enum type;
  305. bool normalized;
  306. bool asInt;
  307. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  308. elem->Format = s_attribType[type][num-1][normalized];
  309. elem->AlignedByteOffset = _decl.m_offset[attr];
  310. }
  311. ++elem;
  312. }
  313. }
  314. return elem;
  315. }
  316. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  317. {
  318. D3D12_RESOURCE_BARRIER barrier;
  319. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  320. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  321. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  322. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  323. barrier.Transition.StateBefore = _stateBefore;
  324. barrier.Transition.StateAfter = _stateAfter;
  325. _commandList->ResourceBarrier(1, &barrier);
  326. }
  327. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  328. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  329. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  330. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  331. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  332. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  333. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  334. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  335. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  336. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  337. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  338. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  339. static const GUID IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } };
  340. struct HeapProperty
  341. {
  342. enum Enum
  343. {
  344. Default,
  345. Upload,
  346. ReadBack,
  347. Count
  348. };
  349. D3D12_HEAP_PROPERTIES m_properties;
  350. D3D12_RESOURCE_STATES m_state;
  351. };
  352. static const HeapProperty s_heapProperties[] =
  353. {
  354. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COMMON },
  355. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  356. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COPY_DEST },
  357. };
  358. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  359. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  360. {
  361. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  362. ID3D12Resource* resource;
  363. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  364. , D3D12_HEAP_FLAG_NONE
  365. , _resourceDesc
  366. , heapProperty.m_state
  367. , _clearValue
  368. , IID_ID3D12Resource
  369. , (void**)&resource
  370. ) );
  371. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  372. , _resourceDesc->Width
  373. );
  374. return resource;
  375. }
  376. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  377. {
  378. D3D12_RESOURCE_DESC resourceDesc;
  379. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  380. resourceDesc.Alignment = 0;
  381. resourceDesc.Width = _size;
  382. resourceDesc.Height = 1;
  383. resourceDesc.DepthOrArraySize = 1;
  384. resourceDesc.MipLevels = 1;
  385. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  386. resourceDesc.SampleDesc.Count = 1;
  387. resourceDesc.SampleDesc.Quality = 0;
  388. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  389. resourceDesc.Flags = _flags;
  390. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  391. }
  392. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  393. {
  394. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  395. {
  396. char temp[2048];
  397. va_list argList;
  398. va_start(argList, _format);
  399. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  400. va_end(argList);
  401. temp[size] = '\0';
  402. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  403. mbstowcs(wtemp, temp, size+1);
  404. _object->SetName(wtemp);
  405. }
  406. }
  407. #if USE_D3D12_DYNAMIC_LIB
  408. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  409. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  410. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  411. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  412. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  413. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  414. #endif // USE_D3D12_DYNAMIC_LIB
  415. struct RendererContextD3D12 : public RendererContextI
  416. {
  417. RendererContextD3D12()
  418. : m_wireframe(false)
  419. , m_maxAnisotropy(1)
  420. , m_fsChanges(0)
  421. , m_vsChanges(0)
  422. , m_backBufferColorIdx(0)
  423. , m_rtMsaa(false)
  424. {
  425. }
  426. ~RendererContextD3D12()
  427. {
  428. }
  429. bool init()
  430. {
  431. struct ErrorState
  432. {
  433. enum Enum
  434. {
  435. Default,
  436. LoadedKernel32,
  437. LoadedD3D12,
  438. LoadedDXGI,
  439. CreatedDXGIFactory,
  440. CreatedCommandQueue,
  441. };
  442. };
  443. ErrorState::Enum errorState = ErrorState::Default;
  444. LUID luid;
  445. m_fbh.idx = invalidHandle;
  446. memset(m_uniforms, 0, sizeof(m_uniforms) );
  447. memset(&m_resolution, 0, sizeof(m_resolution) );
  448. #if USE_D3D12_DYNAMIC_LIB
  449. m_kernel32dll = bx::dlopen("kernel32.dll");
  450. BX_WARN(NULL != m_kernel32dll, "Failed to load kernel32.dll.");
  451. if (NULL == m_kernel32dll)
  452. {
  453. goto error;
  454. }
  455. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  456. BX_WARN(NULL != CreateEventExA, "Function CreateEventExA not found.");
  457. if (NULL == CreateEventExA)
  458. {
  459. goto error;
  460. }
  461. errorState = ErrorState::LoadedKernel32;
  462. m_d3d12dll = bx::dlopen("d3d12.dll");
  463. BX_WARN(NULL != m_d3d12dll, "Failed to load d3d12.dll.");
  464. if (NULL == m_d3d12dll)
  465. {
  466. goto error;
  467. }
  468. errorState = ErrorState::LoadedD3D12;
  469. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  470. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  471. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  472. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  473. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  474. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  475. if (NULL == D3D12CreateDevice
  476. || NULL == D3D12GetDebugInterface
  477. || NULL == D3D12SerializeRootSignature)
  478. {
  479. goto error;
  480. }
  481. m_dxgidll = bx::dlopen("dxgi.dll");
  482. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  483. if (NULL == m_dxgidll)
  484. {
  485. goto error;
  486. }
  487. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  488. BX_WARN(NULL != CreateDXGIFactory1, "Function CreateDXGIFactory1 not found.");
  489. if (NULL == CreateDXGIFactory1)
  490. {
  491. goto error;
  492. }
  493. #endif // USE_D3D12_DYNAMIC_LIB
  494. errorState = ErrorState::LoadedDXGI;
  495. HRESULT hr;
  496. hr = CreateDXGIFactory1(IID_IDXGIFactory4, (void**)&m_factory);
  497. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  498. if (FAILED(hr) )
  499. {
  500. goto error;
  501. }
  502. errorState = ErrorState::CreatedDXGIFactory;
  503. m_adapter = NULL;
  504. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  505. {
  506. IDXGIAdapter3* adapter;
  507. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  508. {
  509. DXGI_ADAPTER_DESC desc;
  510. hr = adapter->GetDesc(&desc);
  511. if (SUCCEEDED(hr) )
  512. {
  513. BX_TRACE("Adapter #%d", ii);
  514. char description[BX_COUNTOF(desc.Description)];
  515. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  516. BX_TRACE("\tDescription: %s", description);
  517. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  518. , desc.VendorId
  519. , desc.DeviceId
  520. , desc.SubSysId
  521. , desc.Revision
  522. );
  523. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  524. , desc.DedicatedVideoMemory
  525. , desc.DedicatedSystemMemory
  526. , desc.SharedSystemMemory
  527. );
  528. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  529. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  530. ++g_caps.numGPUs;
  531. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  532. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  533. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  534. {
  535. m_adapter = adapter;
  536. m_adapter->AddRef();
  537. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  538. }
  539. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  540. && 0 != strstr(description, "PerfHUD") )
  541. {
  542. m_adapter = adapter;
  543. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  544. }
  545. }
  546. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  547. }
  548. }
  549. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  550. {
  551. ID3D12Debug* debug;
  552. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug);
  553. if (SUCCEEDED(hr) )
  554. {
  555. debug->EnableDebugLayer();
  556. }
  557. }
  558. {
  559. D3D_FEATURE_LEVEL featureLevel[] =
  560. {
  561. D3D_FEATURE_LEVEL_12_1,
  562. D3D_FEATURE_LEVEL_12_0,
  563. D3D_FEATURE_LEVEL_11_1,
  564. D3D_FEATURE_LEVEL_11_0,
  565. };
  566. hr = E_FAIL;
  567. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  568. {
  569. hr = D3D12CreateDevice(m_adapter
  570. , featureLevel[ii]
  571. , IID_ID3D12Device
  572. , (void**)&m_device
  573. );
  574. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  575. , (featureLevel[ii] >> 12) & 0xf
  576. , (featureLevel[ii] >> 8) & 0xf
  577. );
  578. }
  579. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D12 device.");
  580. }
  581. if (FAILED(hr) )
  582. {
  583. goto error;
  584. }
  585. {
  586. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  587. luid = m_device->GetAdapterLuid();
  588. IDXGIAdapter3* adapter;
  589. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  590. {
  591. adapter->GetDesc(&m_adapterDesc);
  592. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  593. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  594. {
  595. if (NULL == m_adapter)
  596. {
  597. m_adapter = adapter;
  598. }
  599. else
  600. {
  601. DX_RELEASE(adapter, 0);
  602. }
  603. break;
  604. }
  605. DX_RELEASE(adapter, 0);
  606. }
  607. }
  608. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  609. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  610. {
  611. uint32_t numNodes = m_device->GetNodeCount();
  612. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  613. for (uint32_t ii = 0; ii < numNodes; ++ii)
  614. {
  615. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  616. architecture.NodeIndex = ii;
  617. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  618. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  619. , ii
  620. , architecture.TileBasedRenderer
  621. , architecture.UMA
  622. , architecture.CacheCoherentUMA
  623. );
  624. if (0 == ii)
  625. {
  626. memcpy(&m_architecture, &architecture, sizeof(architecture) );
  627. }
  628. }
  629. }
  630. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  631. BX_TRACE("D3D12 options:")
  632. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  633. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  634. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  635. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  636. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  637. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  638. m_cmd.init(m_device);
  639. errorState = ErrorState::CreatedCommandQueue;
  640. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  641. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  642. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  643. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  644. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  645. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  646. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  647. m_scd.SampleDesc.Count = 1;
  648. m_scd.SampleDesc.Quality = 0;
  649. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  650. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  651. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  652. m_scd.Windowed = true;
  653. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  654. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  655. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  656. , m_scd.BufferCount
  657. , BX_COUNTOF(m_backBufferColor)
  658. );
  659. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  660. , &m_scd
  661. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  662. );
  663. BX_WARN(SUCCEEDED(hr), "Failed to create swap chain.");
  664. if (FAILED(hr) )
  665. {
  666. goto error;
  667. }
  668. m_presentElapsed = 0;
  669. {
  670. m_resolution.m_width = BGFX_DEFAULT_WIDTH;
  671. m_resolution.m_height = BGFX_DEFAULT_HEIGHT;
  672. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  673. , 0
  674. | DXGI_MWA_NO_WINDOW_CHANGES
  675. | DXGI_MWA_NO_ALT_ENTER
  676. ) );
  677. m_numWindows = 1;
  678. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  679. {
  680. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  681. if (SUCCEEDED(hr) )
  682. {
  683. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  684. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  685. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  686. D3D12_INFO_QUEUE_FILTER filter;
  687. memset(&filter, 0, sizeof(filter) );
  688. D3D12_MESSAGE_CATEGORY catlist[] =
  689. {
  690. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  691. D3D12_MESSAGE_CATEGORY_EXECUTION,
  692. };
  693. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  694. filter.DenyList.pCategoryList = catlist;
  695. m_infoQueue->PushStorageFilter(&filter);
  696. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  697. }
  698. }
  699. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  700. rtvDescHeap.NumDescriptors = 0
  701. + BX_COUNTOF(m_backBufferColor)
  702. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  703. ;
  704. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  705. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  706. rtvDescHeap.NodeMask = 1;
  707. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  708. , IID_ID3D12DescriptorHeap
  709. , (void**)&m_rtvDescriptorHeap
  710. ) );
  711. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  712. dsvDescHeap.NumDescriptors = 0
  713. + 1 // reserved for depth backbuffer.
  714. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  715. ;
  716. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  717. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  718. dsvDescHeap.NodeMask = 1;
  719. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  720. , IID_ID3D12DescriptorHeap
  721. , (void**)&m_dsvDescriptorHeap
  722. ) );
  723. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  724. {
  725. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  726. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  727. );
  728. }
  729. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  730. , 1024
  731. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  732. );
  733. D3D12_DESCRIPTOR_RANGE descRange[] =
  734. {
  735. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  736. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  737. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  738. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  739. };
  740. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  741. D3D12_ROOT_PARAMETER rootParameter[] =
  742. {
  743. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  744. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  745. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  746. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  747. };
  748. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  749. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  750. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  751. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  752. descRootSignature.pParameters = rootParameter;
  753. descRootSignature.NumStaticSamplers = 0;
  754. descRootSignature.pStaticSamplers = NULL;
  755. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  756. ID3DBlob* outBlob;
  757. ID3DBlob* errorBlob;
  758. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  759. , D3D_ROOT_SIGNATURE_VERSION_1
  760. , &outBlob
  761. , &errorBlob
  762. ) );
  763. DX_CHECK(m_device->CreateRootSignature(0
  764. , outBlob->GetBufferPointer()
  765. , outBlob->GetBufferSize()
  766. , IID_ID3D12RootSignature
  767. , (void**)&m_rootSignature
  768. ) );
  769. UniformHandle handle = BGFX_INVALID_HANDLE;
  770. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  771. {
  772. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  773. }
  774. g_caps.supported |= ( 0
  775. | BGFX_CAPS_TEXTURE_3D
  776. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  777. | BGFX_CAPS_INSTANCING
  778. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  779. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  780. | BGFX_CAPS_FRAGMENT_DEPTH
  781. | BGFX_CAPS_BLEND_INDEPENDENT
  782. | BGFX_CAPS_COMPUTE
  783. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  784. // | BGFX_CAPS_SWAP_CHAIN
  785. | BGFX_CAPS_TEXTURE_BLIT
  786. );
  787. g_caps.maxTextureSize = 16384;
  788. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  789. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  790. {
  791. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  792. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  793. ? s_textureFormat[ii].m_fmtDsv
  794. : s_textureFormat[ii].m_fmt
  795. ;
  796. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  797. if (DXGI_FORMAT_UNKNOWN != fmt)
  798. {
  799. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  800. data.Format = fmt;
  801. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  802. if (SUCCEEDED(hr) )
  803. {
  804. support |= 0 != (data.Support1 & (0
  805. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  806. ) )
  807. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  808. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  809. ;
  810. support |= 0 != (data.Support1 & (0
  811. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  812. ) )
  813. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  814. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  815. ;
  816. support |= 0 != (data.Support1 & (0
  817. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  818. ) )
  819. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  820. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  821. ;
  822. support |= 0 != (data.Support1 & (0
  823. | D3D12_FORMAT_SUPPORT1_BUFFER
  824. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  825. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  826. ) )
  827. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  828. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  829. ;
  830. support |= 0 != (data.Support1 & (0
  831. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  832. ) )
  833. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  834. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  835. ;
  836. support |= 0 != (data.Support1 & (0
  837. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  838. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  839. ) )
  840. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  841. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  842. ;
  843. support |= 0 != (data.Support1 & (0
  844. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  845. ) )
  846. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  847. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  848. ;
  849. support |= 0 != (data.Support1 & (0
  850. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  851. ) )
  852. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  853. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  854. ;
  855. }
  856. else
  857. {
  858. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  859. }
  860. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  861. {
  862. // clear image flag for additional testing
  863. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  864. data.Format = s_textureFormat[ii].m_fmt;
  865. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  866. if (SUCCEEDED(hr) )
  867. {
  868. support |= 0 != (data.Support2 & (0
  869. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  870. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  871. ) )
  872. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  873. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  874. ;
  875. }
  876. }
  877. }
  878. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  879. {
  880. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  881. {
  882. DXGI_FORMAT InFormat;
  883. UINT OutFormatSupport;
  884. };
  885. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  886. data.Format = fmtSrgb;
  887. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  888. if (SUCCEEDED(hr) )
  889. {
  890. support |= 0 != (data.Support1 & (0
  891. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  892. ) )
  893. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  894. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  895. ;
  896. support |= 0 != (data.Support1 & (0
  897. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  898. ) )
  899. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  900. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  901. ;
  902. support |= 0 != (data.Support1 & (0
  903. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  904. ) )
  905. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  906. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  907. ;
  908. }
  909. else
  910. {
  911. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  912. }
  913. }
  914. g_caps.formats[ii] = support;
  915. }
  916. postReset();
  917. m_batch.create(4<<10);
  918. }
  919. return true;
  920. error:
  921. switch (errorState)
  922. {
  923. case ErrorState::CreatedCommandQueue:
  924. m_cmd.shutdown();
  925. case ErrorState::CreatedDXGIFactory:
  926. DX_RELEASE(m_device, 0);
  927. DX_RELEASE(m_adapter, 0);
  928. DX_RELEASE(m_factory, 0);
  929. #if USE_D3D12_DYNAMIC_LIB
  930. case ErrorState::LoadedDXGI:
  931. bx::dlclose(m_dxgidll);
  932. case ErrorState::LoadedD3D12:
  933. bx::dlclose(m_d3d12dll);
  934. case ErrorState::LoadedKernel32:
  935. bx::dlclose(m_kernel32dll);
  936. #endif // USE_D3D12_DYNAMIC_LIB
  937. case ErrorState::Default:
  938. break;
  939. }
  940. return false;
  941. }
  942. void shutdown()
  943. {
  944. m_batch.destroy();
  945. preReset();
  946. m_samplerAllocator.destroy();
  947. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  948. {
  949. m_scratchBuffer[ii].destroy();
  950. }
  951. m_pipelineStateCache.invalidate();
  952. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  953. {
  954. m_indexBuffers[ii].destroy();
  955. }
  956. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  957. {
  958. m_vertexBuffers[ii].destroy();
  959. }
  960. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  961. {
  962. m_shaders[ii].destroy();
  963. }
  964. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  965. {
  966. m_textures[ii].destroy();
  967. }
  968. DX_RELEASE(m_rtvDescriptorHeap, 0);
  969. DX_RELEASE(m_dsvDescriptorHeap, 0);
  970. DX_RELEASE(m_rootSignature, 0);
  971. DX_RELEASE(m_swapChain, 0);
  972. m_cmd.shutdown();
  973. DX_RELEASE(m_device, 0);
  974. DX_RELEASE(m_adapter, 0);
  975. DX_RELEASE(m_factory, 0);
  976. #if USE_D3D12_DYNAMIC_LIB
  977. bx::dlclose(m_dxgidll);
  978. bx::dlclose(m_d3d12dll);
  979. bx::dlclose(m_kernel32dll);
  980. #endif // USE_D3D12_DYNAMIC_LIB
  981. }
  982. RendererType::Enum getRendererType() const BX_OVERRIDE
  983. {
  984. return RendererType::Direct3D12;
  985. }
  986. const char* getRendererName() const BX_OVERRIDE
  987. {
  988. return BGFX_RENDERER_DIRECT3D12_NAME;
  989. }
  990. static bool isLost(HRESULT _hr)
  991. {
  992. return DXGI_ERROR_DEVICE_REMOVED == _hr
  993. || DXGI_ERROR_DEVICE_HUNG == _hr
  994. || DXGI_ERROR_DEVICE_RESET == _hr
  995. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  996. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  997. ;
  998. }
  999. void flip(HMD& /*_hmd*/) BX_OVERRIDE
  1000. {
  1001. if (NULL != m_swapChain)
  1002. {
  1003. int64_t start = bx::getHPCounter();
  1004. HRESULT hr = 0;
  1005. uint32_t syncInterval = !!(m_resolution.m_flags & BGFX_RESET_VSYNC);
  1006. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1007. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1008. {
  1009. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, flags);
  1010. }
  1011. if (SUCCEEDED(hr) )
  1012. {
  1013. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  1014. hr = m_swapChain->Present(syncInterval, flags);
  1015. }
  1016. int64_t now = bx::getHPCounter();
  1017. m_presentElapsed = now - start;
  1018. if (FAILED(hr)
  1019. && isLost(hr) )
  1020. {
  1021. ++m_lost;
  1022. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1023. }
  1024. else
  1025. {
  1026. m_lost = 0;
  1027. }
  1028. }
  1029. }
  1030. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1031. {
  1032. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1033. }
  1034. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1035. {
  1036. m_indexBuffers[_handle.idx].destroy();
  1037. }
  1038. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1039. {
  1040. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1041. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1042. dump(decl);
  1043. }
  1044. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1045. {
  1046. }
  1047. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1048. {
  1049. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1050. }
  1051. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1052. {
  1053. m_vertexBuffers[_handle.idx].destroy();
  1054. }
  1055. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1056. {
  1057. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1058. }
  1059. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1060. {
  1061. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1062. }
  1063. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1064. {
  1065. m_indexBuffers[_handle.idx].destroy();
  1066. }
  1067. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1068. {
  1069. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1070. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1071. }
  1072. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1073. {
  1074. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1075. }
  1076. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1077. {
  1078. m_vertexBuffers[_handle.idx].destroy();
  1079. }
  1080. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1081. {
  1082. m_shaders[_handle.idx].create(_mem);
  1083. }
  1084. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1085. {
  1086. m_shaders[_handle.idx].destroy();
  1087. }
  1088. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1089. {
  1090. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1091. }
  1092. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1093. {
  1094. m_program[_handle.idx].destroy();
  1095. }
  1096. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1097. {
  1098. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1099. }
  1100. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1101. {
  1102. }
  1103. 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
  1104. {
  1105. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1106. }
  1107. void updateTextureEnd() BX_OVERRIDE
  1108. {
  1109. }
  1110. void readTexture(TextureHandle /*_handle*/, void* /*_data*/) BX_OVERRIDE
  1111. {
  1112. }
  1113. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1114. {
  1115. TextureD3D12& texture = m_textures[_handle.idx];
  1116. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1117. const Memory* mem = alloc(size);
  1118. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1119. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1120. bx::write(&writer, magic);
  1121. TextureCreate tc;
  1122. tc.m_flags = texture.m_flags;
  1123. tc.m_width = _width;
  1124. tc.m_height = _height;
  1125. tc.m_sides = 0;
  1126. tc.m_depth = 0;
  1127. tc.m_numMips = 1;
  1128. tc.m_format = texture.m_requestedFormat;
  1129. tc.m_cubeMap = false;
  1130. tc.m_mem = NULL;
  1131. bx::write(&writer, tc);
  1132. texture.destroy();
  1133. texture.create(mem, tc.m_flags, 0);
  1134. release(mem);
  1135. }
  1136. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1137. {
  1138. m_textures[_handle.idx].destroy();
  1139. }
  1140. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1141. {
  1142. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1143. }
  1144. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1145. {
  1146. uint16_t denseIdx = m_numWindows++;
  1147. m_windows[denseIdx] = _handle;
  1148. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1149. }
  1150. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1151. {
  1152. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1153. if (UINT16_MAX != denseIdx)
  1154. {
  1155. --m_numWindows;
  1156. if (m_numWindows > 1)
  1157. {
  1158. FrameBufferHandle handle = m_windows[m_numWindows];
  1159. m_windows[denseIdx] = handle;
  1160. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1161. }
  1162. }
  1163. }
  1164. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1165. {
  1166. if (NULL != m_uniforms[_handle.idx])
  1167. {
  1168. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1169. }
  1170. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1171. void* data = BX_ALLOC(g_allocator, size);
  1172. memset(data, 0, size);
  1173. m_uniforms[_handle.idx] = data;
  1174. m_uniformReg.add(_handle, _name, data);
  1175. }
  1176. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1177. {
  1178. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1179. m_uniforms[_handle.idx] = NULL;
  1180. }
  1181. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1182. {
  1183. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1184. m_cmd.finish(m_backBufferColorFence[idx]);
  1185. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1186. D3D12_RESOURCE_DESC desc = backBuffer->GetDesc();
  1187. const uint32_t width = (uint32_t)desc.Width;
  1188. const uint32_t height = (uint32_t)desc.Height;
  1189. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1190. uint32_t numRows;
  1191. uint64_t total;
  1192. uint64_t pitch;
  1193. m_device->GetCopyableFootprints(&desc
  1194. , 0
  1195. , 1
  1196. , 0
  1197. , &layout
  1198. , &numRows
  1199. , &pitch
  1200. , &total
  1201. );
  1202. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1203. D3D12_BOX box;
  1204. box.left = 0;
  1205. box.top = 0;
  1206. box.right = width;
  1207. box.bottom = height;
  1208. box.front = 0;
  1209. box.back = 1;
  1210. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1211. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1212. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1213. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1214. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1215. finish();
  1216. m_commandList = m_cmd.alloc();
  1217. void* data;
  1218. readback->Map(0, NULL, (void**)&data);
  1219. imageSwizzleBgra8(width
  1220. , height
  1221. , (uint32_t)pitch
  1222. , data
  1223. , data
  1224. );
  1225. g_callback->screenShot(_filePath
  1226. , width
  1227. , height
  1228. , (uint32_t)pitch
  1229. , data
  1230. , (uint32_t)total
  1231. , false
  1232. );
  1233. readback->Unmap(0, NULL);
  1234. DX_RELEASE(readback, 0);
  1235. }
  1236. void updateViewName(uint8_t /*_id*/, const char* /*_name*/) BX_OVERRIDE
  1237. {
  1238. }
  1239. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1240. {
  1241. memcpy(m_uniforms[_loc], _data, _size);
  1242. }
  1243. void setMarker(const char* /*_marker*/, uint32_t /*_size*/) BX_OVERRIDE
  1244. {
  1245. }
  1246. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1247. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1248. {
  1249. const uint32_t width = m_scd.BufferDesc.Width;
  1250. const uint32_t height = m_scd.BufferDesc.Height;
  1251. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1252. setFrameBuffer(fbh, false);
  1253. D3D12_VIEWPORT vp;
  1254. vp.TopLeftX = 0;
  1255. vp.TopLeftY = 0;
  1256. vp.Width = (float)width;
  1257. vp.Height = (float)height;
  1258. vp.MinDepth = 0.0f;
  1259. vp.MaxDepth = 1.0f;
  1260. m_commandList->RSSetViewports(1, &vp);
  1261. D3D12_RECT rc;
  1262. rc.left = 0;
  1263. rc.top = 0;
  1264. rc.right = width;
  1265. rc.bottom = height;
  1266. m_commandList->RSSetScissorRects(1, &rc);
  1267. const uint64_t state = 0
  1268. | BGFX_STATE_RGB_WRITE
  1269. | BGFX_STATE_ALPHA_WRITE
  1270. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1271. ;
  1272. ID3D12PipelineState* pso = getPipelineState(state
  1273. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1274. , _blitter.m_vb->decl.idx
  1275. , _blitter.m_program.idx
  1276. , 0
  1277. );
  1278. m_commandList->SetPipelineState(pso);
  1279. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1280. float proj[16];
  1281. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1282. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1283. uint8_t flags = predefined.m_type;
  1284. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1285. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1286. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1287. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1288. ID3D12DescriptorHeap* heaps[] =
  1289. {
  1290. m_samplerAllocator.getHeap(),
  1291. scratchBuffer.getHeap(),
  1292. };
  1293. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1294. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1295. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1296. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1297. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1298. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1299. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1300. scratchBuffer.allocSrv(srvHandle, texture);
  1301. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1302. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1303. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1304. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1305. viewDesc.BufferLocation = vb.m_gpuVA;
  1306. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1307. viewDesc.SizeInBytes = vb.m_size;
  1308. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1309. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1310. D3D12_INDEX_BUFFER_VIEW ibv;
  1311. ibv.Format = DXGI_FORMAT_R16_UINT;
  1312. ibv.BufferLocation = ib.m_gpuVA;
  1313. ibv.SizeInBytes = ib.m_size;
  1314. m_commandList->IASetIndexBuffer(&ibv);
  1315. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1316. }
  1317. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1318. {
  1319. const uint32_t numVertices = _numIndices*4/6;
  1320. if (0 < numVertices)
  1321. {
  1322. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1323. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1324. m_commandList->DrawIndexedInstanced(_numIndices
  1325. , 1
  1326. , 0
  1327. , 0
  1328. , 0
  1329. );
  1330. }
  1331. }
  1332. void preReset()
  1333. {
  1334. finishAll();
  1335. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1336. {
  1337. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1338. }
  1339. DX_RELEASE(m_backBufferDepthStencil, 0);
  1340. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1341. {
  1342. m_frameBuffers[ii].preReset();
  1343. }
  1344. invalidateCache();
  1345. // capturePreReset();
  1346. }
  1347. void postReset()
  1348. {
  1349. memset(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1350. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1351. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1352. {
  1353. D3D12_CPU_DESCRIPTOR_HANDLE handle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1354. handle.ptr += ii * rtvDescriptorSize;
  1355. DX_CHECK(m_swapChain->GetBuffer(ii
  1356. , IID_ID3D12Resource
  1357. , (void**)&m_backBufferColor[ii]
  1358. ) );
  1359. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1360. }
  1361. D3D12_RESOURCE_DESC resourceDesc;
  1362. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1363. resourceDesc.Alignment = 0;
  1364. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1365. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1366. resourceDesc.DepthOrArraySize = 1;
  1367. resourceDesc.MipLevels = 0;
  1368. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1369. resourceDesc.SampleDesc.Count = 1;
  1370. resourceDesc.SampleDesc.Quality = 0;
  1371. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1372. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1373. D3D12_CLEAR_VALUE clearValue;
  1374. clearValue.Format = resourceDesc.Format;
  1375. clearValue.DepthStencil.Depth = 1.0f;
  1376. clearValue.DepthStencil.Stencil = 0;
  1377. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1378. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1379. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  1380. dsvDesc.Format = resourceDesc.Format;
  1381. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1382. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1383. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1384. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1385. ;
  1386. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1387. , &dsvDesc
  1388. , m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart()
  1389. );
  1390. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1391. {
  1392. m_frameBuffers[ii].postReset();
  1393. }
  1394. m_commandList = m_cmd.alloc();
  1395. // capturePostReset();
  1396. }
  1397. void invalidateCache()
  1398. {
  1399. m_pipelineStateCache.invalidate();
  1400. m_samplerStateCache.invalidate();
  1401. m_samplerAllocator.reset();
  1402. }
  1403. void updateMsaa()
  1404. {
  1405. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1406. {
  1407. uint32_t msaa = s_checkMsaa[ii];
  1408. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1409. memset(&data, 0, sizeof(msaa) );
  1410. data.Format = m_scd.BufferDesc.Format;
  1411. data.SampleCount = msaa;
  1412. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1413. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1414. data.NumQualityLevels = 0;
  1415. if (SUCCEEDED(hr)
  1416. && 0 < data.NumQualityLevels)
  1417. {
  1418. s_msaa[ii].Count = data.SampleCount;
  1419. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1420. last = ii;
  1421. }
  1422. else
  1423. {
  1424. s_msaa[ii] = s_msaa[last];
  1425. }
  1426. }
  1427. }
  1428. void updateResolution(const Resolution& _resolution)
  1429. {
  1430. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1431. {
  1432. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1433. }
  1434. else
  1435. {
  1436. m_maxAnisotropy = 1;
  1437. }
  1438. uint32_t flags = _resolution.m_flags & ~(BGFX_RESET_HMD_RECENTER | BGFX_RESET_MAXANISOTROPY);
  1439. if (m_resolution.m_width != _resolution.m_width
  1440. || m_resolution.m_height != _resolution.m_height
  1441. || m_resolution.m_flags != flags)
  1442. {
  1443. flags &= ~BGFX_RESET_FORCE;
  1444. bool resize = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1445. m_resolution = _resolution;
  1446. m_resolution.m_flags = flags;
  1447. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1448. m_textVideoMem.clear();
  1449. m_scd.BufferDesc.Width = _resolution.m_width;
  1450. m_scd.BufferDesc.Height = _resolution.m_height;
  1451. preReset();
  1452. if (resize)
  1453. {
  1454. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1455. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1456. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1457. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1458. DX_CHECK(m_swapChain->ResizeBuffers1(m_scd.BufferCount
  1459. , m_scd.BufferDesc.Width
  1460. , m_scd.BufferDesc.Height
  1461. , m_scd.BufferDesc.Format
  1462. , m_scd.Flags
  1463. , nodeMask
  1464. , presentQueue
  1465. ) );
  1466. }
  1467. else
  1468. {
  1469. updateMsaa();
  1470. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1471. DX_RELEASE(m_swapChain, 0);
  1472. HRESULT hr;
  1473. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1474. , &m_scd
  1475. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1476. );
  1477. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1478. }
  1479. postReset();
  1480. }
  1481. }
  1482. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1483. {
  1484. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1485. {
  1486. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1487. m_fsChanges += _numRegs;
  1488. }
  1489. else
  1490. {
  1491. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1492. m_vsChanges += _numRegs;
  1493. }
  1494. }
  1495. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1496. {
  1497. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1498. }
  1499. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1500. {
  1501. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1502. }
  1503. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1504. {
  1505. ProgramD3D12& program = m_program[_programIdx];
  1506. uint32_t total = bx::strideAlign(0
  1507. + program.m_vsh->m_size
  1508. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1509. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1510. );
  1511. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1512. {
  1513. uint32_t size = program.m_vsh->m_size;
  1514. memcpy(data, m_vsScratch, size);
  1515. data += size;
  1516. m_vsChanges = 0;
  1517. }
  1518. if (NULL != program.m_fsh)
  1519. {
  1520. memcpy(data, m_fsScratch, program.m_fsh->m_size);
  1521. m_fsChanges = 0;
  1522. }
  1523. }
  1524. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1525. {
  1526. if (isValid(m_fbh)
  1527. && m_fbh.idx != _fbh.idx)
  1528. {
  1529. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1530. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1531. {
  1532. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1533. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1534. }
  1535. if (isValid(frameBuffer.m_depth) )
  1536. {
  1537. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1538. const bool bufferOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  1539. if (!bufferOnly)
  1540. {
  1541. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1542. }
  1543. }
  1544. }
  1545. if (!isValid(_fbh) )
  1546. {
  1547. m_rtvHandle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1548. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1549. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1550. m_dsvHandle = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1551. m_currentColor = &m_rtvHandle;
  1552. m_currentDepthStencil = &m_dsvHandle;
  1553. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  1554. }
  1555. else
  1556. {
  1557. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1558. if (0 < frameBuffer.m_num)
  1559. {
  1560. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1561. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1562. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  1563. m_currentColor = &m_rtvHandle;
  1564. }
  1565. else
  1566. {
  1567. m_currentColor = NULL;
  1568. }
  1569. if (isValid(frameBuffer.m_depth) )
  1570. {
  1571. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1572. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1573. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  1574. m_currentDepthStencil = &m_dsvHandle;
  1575. }
  1576. else
  1577. {
  1578. m_currentDepthStencil = NULL;
  1579. }
  1580. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1581. {
  1582. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1583. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1584. }
  1585. if (isValid(frameBuffer.m_depth) )
  1586. {
  1587. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1588. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1589. }
  1590. m_commandList->OMSetRenderTargets(frameBuffer.m_num
  1591. , m_currentColor
  1592. , true
  1593. , m_currentDepthStencil
  1594. );
  1595. }
  1596. m_fbh = _fbh;
  1597. m_rtMsaa = _msaa;
  1598. }
  1599. void setBlendState(D3D12_BLEND_DESC& desc, uint64_t _state, uint32_t _rgba = 0)
  1600. {
  1601. memset(&desc, 0, sizeof(desc) );
  1602. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1603. D3D12_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1604. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1605. {
  1606. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1607. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1608. const uint32_t srcRGB = (blend ) & 0xf;
  1609. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1610. const uint32_t srcA = (blend >> 8) & 0xf;
  1611. const uint32_t dstA = (blend >> 12) & 0xf;
  1612. const uint32_t equRGB = (equation ) & 0x7;
  1613. const uint32_t equA = (equation >> 3) & 0x7;
  1614. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1615. drt->DestBlend = s_blendFactor[dstRGB][0];
  1616. drt->BlendOp = s_blendEquation[equRGB];
  1617. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1618. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1619. drt->BlendOpAlpha = s_blendEquation[equA];
  1620. }
  1621. uint8_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  1622. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  1623. : 0
  1624. ;
  1625. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  1626. ? D3D12_COLOR_WRITE_ENABLE_RED
  1627. | D3D12_COLOR_WRITE_ENABLE_GREEN
  1628. | D3D12_COLOR_WRITE_ENABLE_BLUE
  1629. : 0
  1630. ;
  1631. drt->RenderTargetWriteMask = writeMask;
  1632. if (desc.IndependentBlendEnable)
  1633. {
  1634. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1635. {
  1636. drt = &desc.RenderTarget[ii];
  1637. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1638. const uint32_t src = (rgba ) & 0xf;
  1639. const uint32_t dst = (rgba >> 4) & 0xf;
  1640. const uint32_t equation = (rgba >> 8) & 0x7;
  1641. drt->SrcBlend = s_blendFactor[src][0];
  1642. drt->DestBlend = s_blendFactor[dst][0];
  1643. drt->BlendOp = s_blendEquation[equation];
  1644. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1645. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1646. drt->BlendOpAlpha = s_blendEquation[equation];
  1647. drt->RenderTargetWriteMask = writeMask;
  1648. }
  1649. }
  1650. else
  1651. {
  1652. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1653. {
  1654. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  1655. }
  1656. }
  1657. }
  1658. void setRasterizerState(D3D12_RASTERIZER_DESC& desc, uint64_t _state, bool _wireframe = false)
  1659. {
  1660. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  1661. desc.FillMode = _wireframe
  1662. ? D3D12_FILL_MODE_WIREFRAME
  1663. : D3D12_FILL_MODE_SOLID
  1664. ;
  1665. desc.CullMode = s_cullMode[cull];
  1666. desc.FrontCounterClockwise = false;
  1667. desc.DepthBias = 0;
  1668. desc.DepthBiasClamp = 0.0f;
  1669. desc.SlopeScaledDepthBias = 0.0f;
  1670. desc.DepthClipEnable = false;
  1671. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1672. desc.AntialiasedLineEnable = false;
  1673. desc.ForcedSampleCount = 0;
  1674. desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  1675. }
  1676. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& desc, uint64_t _state, uint64_t _stencil = 0)
  1677. {
  1678. const uint32_t fstencil = unpackStencil(0, _stencil);
  1679. memset(&desc, 0, sizeof(desc) );
  1680. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1681. desc.DepthEnable = 0 != func;
  1682. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  1683. ? D3D12_DEPTH_WRITE_MASK_ALL
  1684. : D3D12_DEPTH_WRITE_MASK_ZERO
  1685. ;
  1686. desc.DepthFunc = s_cmpFunc[func];
  1687. uint32_t bstencil = unpackStencil(1, _stencil);
  1688. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1689. bstencil = frontAndBack ? bstencil : fstencil;
  1690. desc.StencilEnable = 0 != _stencil;
  1691. desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1692. desc.StencilWriteMask = 0xff;
  1693. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1694. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1695. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1696. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1697. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1698. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1699. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1700. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1701. }
  1702. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint8_t _numInstanceData)
  1703. {
  1704. VertexDecl decl;
  1705. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1706. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  1707. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1708. {
  1709. uint16_t mask = attrMask[ii];
  1710. uint16_t attr = (decl.m_attributes[ii] & mask);
  1711. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1712. }
  1713. D3D12_INPUT_ELEMENT_DESC* elem = fillVertexDecl(_vertexElements, decl);
  1714. uint32_t num = uint32_t(elem-_vertexElements);
  1715. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  1716. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1717. {
  1718. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1719. uint32_t jj;
  1720. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  1721. for (jj = 0; jj < num; ++jj)
  1722. {
  1723. curr = &_vertexElements[jj];
  1724. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1725. && curr->SemanticIndex == index)
  1726. {
  1727. break;
  1728. }
  1729. }
  1730. if (jj == num)
  1731. {
  1732. curr = elem;
  1733. ++elem;
  1734. }
  1735. memcpy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  1736. curr->InputSlot = 1;
  1737. curr->SemanticIndex = index;
  1738. curr->AlignedByteOffset = ii*16;
  1739. }
  1740. return uint32_t(elem-_vertexElements);
  1741. }
  1742. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  1743. {
  1744. union { void* ptr; uint32_t offset; } cast = { _userData };
  1745. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  1746. {
  1747. DxbcOperand& operand = _instruction.operand[ii];
  1748. if (DxbcOperandType::ConstantBuffer == operand.type)
  1749. {
  1750. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  1751. && 0 == operand.regIndex[0]
  1752. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  1753. {
  1754. operand.regIndex[1] += cast.offset;
  1755. }
  1756. }
  1757. }
  1758. }
  1759. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  1760. {
  1761. ProgramD3D12& program = m_program[_programIdx];
  1762. const uint32_t hash = program.m_vsh->m_hash;
  1763. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1764. if (BX_LIKELY(NULL != pso) )
  1765. {
  1766. return pso;
  1767. }
  1768. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  1769. memset(&desc, 0, sizeof(desc) );
  1770. desc.pRootSignature = m_rootSignature;
  1771. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  1772. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  1773. DX_CHECK(m_device->CreateComputePipelineState(&desc
  1774. , IID_ID3D12PipelineState
  1775. , (void**)&pso
  1776. ) );
  1777. m_pipelineStateCache.add(hash, pso);
  1778. return pso;
  1779. }
  1780. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint16_t _declIdx, uint16_t _programIdx, uint8_t _numInstanceData)
  1781. {
  1782. ProgramD3D12& program = m_program[_programIdx];
  1783. _state &= 0
  1784. | BGFX_STATE_RGB_WRITE
  1785. | BGFX_STATE_ALPHA_WRITE
  1786. | BGFX_STATE_DEPTH_WRITE
  1787. | BGFX_STATE_DEPTH_TEST_MASK
  1788. | BGFX_STATE_BLEND_MASK
  1789. | BGFX_STATE_BLEND_EQUATION_MASK
  1790. | BGFX_STATE_BLEND_INDEPENDENT
  1791. | BGFX_STATE_CULL_MASK
  1792. | BGFX_STATE_MSAA
  1793. | BGFX_STATE_PT_MASK
  1794. ;
  1795. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1796. VertexDecl decl;
  1797. memcpy(&decl, &m_vertexDecls[_declIdx], sizeof(VertexDecl) );
  1798. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  1799. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1800. {
  1801. uint16_t mask = attrMask[ii];
  1802. uint16_t attr = (decl.m_attributes[ii] & mask);
  1803. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1804. }
  1805. bx::HashMurmur2A murmur;
  1806. murmur.begin();
  1807. murmur.add(_state);
  1808. murmur.add(_stencil);
  1809. murmur.add(program.m_vsh->m_hash);
  1810. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  1811. murmur.add(program.m_fsh->m_hash);
  1812. murmur.add(m_vertexDecls[_declIdx].m_hash);
  1813. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  1814. murmur.add(m_fbh.idx);
  1815. murmur.add(_numInstanceData);
  1816. const uint32_t hash = murmur.end();
  1817. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1818. if (NULL != pso)
  1819. {
  1820. return pso;
  1821. }
  1822. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  1823. memset(&desc, 0, sizeof(desc) );
  1824. desc.pRootSignature = m_rootSignature;
  1825. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  1826. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  1827. const Memory* temp = alloc(program.m_fsh->m_code->size);
  1828. memset(temp->data, 0, temp->size);
  1829. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1830. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  1831. DxbcContext dxbc;
  1832. read(&rd, dxbc);
  1833. bool patchShader = true;
  1834. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1835. {
  1836. union { uint32_t offset; void* ptr; } cast = { 0 };
  1837. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1838. write(&wr, dxbc);
  1839. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1840. patchShader = 0 == memcmp(program.m_fsh->m_code->data, temp->data, 16);
  1841. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  1842. if (!patchShader)
  1843. {
  1844. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  1845. {
  1846. if (0 != memcmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  1847. {
  1848. // dbgPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  1849. // dbgPrintfData(&temp->data[ii], temp->size-ii, "");
  1850. break;
  1851. }
  1852. }
  1853. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  1854. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  1855. }
  1856. }
  1857. if (patchShader)
  1858. {
  1859. memcpy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1860. bx::seek(&wr, 0, bx::Whence::Begin);
  1861. union { uint32_t offset; void* ptr; } cast =
  1862. {
  1863. uint32_t(program.m_vsh->m_size)/16
  1864. };
  1865. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1866. write(&wr, dxbc);
  1867. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1868. desc.PS.pShaderBytecode = temp->data;
  1869. desc.PS.BytecodeLength = temp->size;
  1870. }
  1871. desc.DS.pShaderBytecode = NULL;
  1872. desc.DS.BytecodeLength = 0;
  1873. desc.HS.pShaderBytecode = NULL;
  1874. desc.HS.BytecodeLength = 0;
  1875. desc.GS.pShaderBytecode = NULL;
  1876. desc.GS.BytecodeLength = 0;
  1877. desc.StreamOutput.pSODeclaration = NULL;
  1878. desc.StreamOutput.NumEntries = 0;
  1879. desc.StreamOutput.pBufferStrides = NULL;
  1880. desc.StreamOutput.NumStrides = 0;
  1881. desc.StreamOutput.RasterizedStream = 0;
  1882. setBlendState(desc.BlendState, _state);
  1883. desc.SampleMask = 1;
  1884. setRasterizerState(desc.RasterizerState, _state);
  1885. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  1886. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1887. desc.InputLayout.NumElements = setInputLayout(vertexElements, m_vertexDecls[_declIdx], program, _numInstanceData);
  1888. desc.InputLayout.pInputElementDescs = vertexElements;
  1889. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  1890. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  1891. if (isValid(m_fbh) )
  1892. {
  1893. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1894. desc.NumRenderTargets = frameBuffer.m_num;
  1895. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1896. {
  1897. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  1898. }
  1899. if (isValid(frameBuffer.m_depth) )
  1900. {
  1901. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  1902. }
  1903. else
  1904. {
  1905. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  1906. }
  1907. }
  1908. else
  1909. {
  1910. desc.NumRenderTargets = 1;
  1911. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  1912. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1913. }
  1914. desc.SampleDesc.Count = 1;
  1915. desc.SampleDesc.Quality = 0;
  1916. uint32_t length = g_callback->cacheReadSize(hash);
  1917. bool cached = length > 0;
  1918. void* cachedData = NULL;
  1919. if (cached)
  1920. {
  1921. cachedData = BX_ALLOC(g_allocator, length);
  1922. if (g_callback->cacheRead(hash, cachedData, length) )
  1923. {
  1924. BX_TRACE("Loading cached PSO (size %d).", length);
  1925. bx::MemoryReader reader(cachedData, length);
  1926. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  1927. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  1928. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  1929. , IID_ID3D12PipelineState
  1930. , (void**)&pso
  1931. );
  1932. if (FAILED(hr) )
  1933. {
  1934. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  1935. memset(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  1936. }
  1937. }
  1938. }
  1939. if (NULL == pso)
  1940. {
  1941. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  1942. , IID_ID3D12PipelineState
  1943. , (void**)&pso
  1944. ) );
  1945. }
  1946. m_pipelineStateCache.add(hash, pso);
  1947. release(temp);
  1948. ID3DBlob* blob;
  1949. HRESULT hr = pso->GetCachedBlob(&blob);
  1950. if (SUCCEEDED(hr) )
  1951. {
  1952. void* data = blob->GetBufferPointer();
  1953. length = (uint32_t)blob->GetBufferSize();
  1954. g_callback->cacheWrite(hash, data, length);
  1955. DX_RELEASE(blob, 0);
  1956. }
  1957. if (NULL != cachedData)
  1958. {
  1959. BX_FREE(g_allocator, cachedData);
  1960. }
  1961. return pso;
  1962. }
  1963. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  1964. {
  1965. bx::HashMurmur2A murmur;
  1966. murmur.begin();
  1967. murmur.add(_flags, _num * sizeof(uint32_t) );
  1968. uint32_t hash = murmur.end();
  1969. uint16_t sampler = m_samplerStateCache.find(hash);
  1970. if (UINT16_MAX == sampler)
  1971. {
  1972. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  1973. m_samplerStateCache.add(hash, sampler);
  1974. }
  1975. return sampler;
  1976. }
  1977. void commit(UniformBuffer& _uniformBuffer)
  1978. {
  1979. _uniformBuffer.reset();
  1980. for (;;)
  1981. {
  1982. uint32_t opcode = _uniformBuffer.read();
  1983. if (UniformType::End == opcode)
  1984. {
  1985. break;
  1986. }
  1987. UniformType::Enum type;
  1988. uint16_t loc;
  1989. uint16_t num;
  1990. uint16_t copy;
  1991. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1992. const char* data;
  1993. if (copy)
  1994. {
  1995. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  1996. }
  1997. else
  1998. {
  1999. UniformHandle handle;
  2000. memcpy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2001. data = (const char*)m_uniforms[handle.idx];
  2002. }
  2003. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2004. case UniformType::_uniform: \
  2005. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2006. { \
  2007. setShaderUniform(uint8_t(type), loc, data, num); \
  2008. } \
  2009. break;
  2010. switch ( (uint32_t)type)
  2011. {
  2012. case UniformType::Mat3:
  2013. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2014. {
  2015. float* value = (float*)data;
  2016. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2017. {
  2018. Matrix4 mtx;
  2019. mtx.un.val[ 0] = value[0];
  2020. mtx.un.val[ 1] = value[1];
  2021. mtx.un.val[ 2] = value[2];
  2022. mtx.un.val[ 3] = 0.0f;
  2023. mtx.un.val[ 4] = value[3];
  2024. mtx.un.val[ 5] = value[4];
  2025. mtx.un.val[ 6] = value[5];
  2026. mtx.un.val[ 7] = 0.0f;
  2027. mtx.un.val[ 8] = value[6];
  2028. mtx.un.val[ 9] = value[7];
  2029. mtx.un.val[10] = value[8];
  2030. mtx.un.val[11] = 0.0f;
  2031. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2032. }
  2033. }
  2034. break;
  2035. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2036. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2037. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2038. case UniformType::End:
  2039. break;
  2040. default:
  2041. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2042. break;
  2043. }
  2044. #undef CASE_IMPLEMENT_UNIFORM
  2045. }
  2046. }
  2047. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2048. {
  2049. if (isValid(m_fbh) )
  2050. {
  2051. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2052. frameBuffer.clear(m_commandList, _clear, _palette);
  2053. }
  2054. else
  2055. {
  2056. if (NULL != m_currentColor
  2057. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2058. {
  2059. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2060. {
  2061. uint8_t index = _clear.m_index[0];
  2062. if (UINT8_MAX != index)
  2063. {
  2064. m_commandList->ClearRenderTargetView(*m_currentColor
  2065. , _palette[index]
  2066. , _num
  2067. , _rect
  2068. );
  2069. }
  2070. }
  2071. else
  2072. {
  2073. float frgba[4] =
  2074. {
  2075. _clear.m_index[0] * 1.0f / 255.0f,
  2076. _clear.m_index[1] * 1.0f / 255.0f,
  2077. _clear.m_index[2] * 1.0f / 255.0f,
  2078. _clear.m_index[3] * 1.0f / 255.0f,
  2079. };
  2080. m_commandList->ClearRenderTargetView(*m_currentColor
  2081. , frgba
  2082. , _num
  2083. , _rect
  2084. );
  2085. }
  2086. }
  2087. if (NULL != m_currentDepthStencil
  2088. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2089. {
  2090. uint32_t flags = 0;
  2091. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2092. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2093. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2094. , D3D12_CLEAR_FLAGS(flags)
  2095. , _clear.m_depth
  2096. , _clear.m_stencil
  2097. , _num
  2098. , _rect
  2099. );
  2100. }
  2101. }
  2102. }
  2103. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2104. {
  2105. uint32_t width;
  2106. uint32_t height;
  2107. if (isValid(m_fbh) )
  2108. {
  2109. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2110. width = fb.m_width;
  2111. height = fb.m_height;
  2112. }
  2113. else
  2114. {
  2115. width = m_scd.BufferDesc.Width;
  2116. height = m_scd.BufferDesc.Height;
  2117. }
  2118. if (0 == _rect.m_x
  2119. && 0 == _rect.m_y
  2120. && width == _rect.m_width
  2121. && height == _rect.m_height)
  2122. {
  2123. clear(_clear, _palette);
  2124. }
  2125. else
  2126. {
  2127. D3D12_RECT rect;
  2128. rect.left = _rect.m_x;
  2129. rect.top = _rect.m_y;
  2130. rect.right = _rect.m_x + _rect.m_width;
  2131. rect.bottom = _rect.m_y + _rect.m_height;
  2132. clear(_clear, _palette, &rect);
  2133. }
  2134. }
  2135. uint64_t kick()
  2136. {
  2137. uint64_t fence = m_cmd.kick();
  2138. m_commandList = m_cmd.alloc();
  2139. return fence;
  2140. }
  2141. void finish()
  2142. {
  2143. m_cmd.kick();
  2144. m_cmd.finish();
  2145. m_commandList = NULL;
  2146. }
  2147. void finishAll()
  2148. {
  2149. uint64_t fence = m_cmd.kick();
  2150. m_cmd.finish(fence, true);
  2151. m_commandList = NULL;
  2152. }
  2153. void* m_kernel32dll;
  2154. void* m_d3d12dll;
  2155. void* m_dxgidll;
  2156. D3D_DRIVER_TYPE m_driverType;
  2157. IDXGIAdapter3* m_adapter;
  2158. DXGI_ADAPTER_DESC m_adapterDesc;
  2159. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2160. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2161. IDXGIFactory4* m_factory;
  2162. IDXGISwapChain3* m_swapChain;
  2163. int64_t m_presentElapsed;
  2164. uint16_t m_lost;
  2165. uint16_t m_numWindows;
  2166. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2167. ID3D12Device* m_device;
  2168. ID3D12InfoQueue* m_infoQueue;
  2169. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2170. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2171. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2172. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2173. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2174. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2175. ID3D12Resource* m_backBufferColor[4];
  2176. uint64_t m_backBufferColorFence[4];
  2177. ID3D12Resource* m_backBufferDepthStencil;
  2178. ScratchBufferD3D12 m_scratchBuffer[4];
  2179. DescriptorAllocatorD3D12 m_samplerAllocator;
  2180. ID3D12RootSignature* m_rootSignature;
  2181. CommandQueueD3D12 m_cmd;
  2182. BatchD3D12 m_batch;
  2183. ID3D12GraphicsCommandList* m_commandList;
  2184. Resolution m_resolution;
  2185. bool m_wireframe;
  2186. DXGI_SWAP_CHAIN_DESC m_scd;
  2187. uint32_t m_maxAnisotropy;
  2188. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2189. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2190. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2191. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2192. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2193. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2194. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2195. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2196. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2197. UniformRegistry m_uniformReg;
  2198. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2199. StateCache m_samplerStateCache;
  2200. TextVideoMem m_textVideoMem;
  2201. uint8_t m_fsScratch[64<<10];
  2202. uint8_t m_vsScratch[64<<10];
  2203. uint32_t m_fsChanges;
  2204. uint32_t m_vsChanges;
  2205. FrameBufferHandle m_fbh;
  2206. uint32_t m_backBufferColorIdx;
  2207. bool m_rtMsaa;
  2208. };
  2209. static RendererContextD3D12* s_renderD3D12;
  2210. RendererContextI* rendererCreate()
  2211. {
  2212. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2213. if (!s_renderD3D12->init() )
  2214. {
  2215. BX_DELETE(g_allocator, s_renderD3D12);
  2216. s_renderD3D12 = NULL;
  2217. }
  2218. return s_renderD3D12;
  2219. }
  2220. void rendererDestroy()
  2221. {
  2222. s_renderD3D12->shutdown();
  2223. BX_DELETE(g_allocator, s_renderD3D12);
  2224. s_renderD3D12 = NULL;
  2225. }
  2226. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2227. {
  2228. m_size = _size;
  2229. ID3D12Device* device = s_renderD3D12->m_device;
  2230. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2231. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2232. desc.NumDescriptors = _maxDescriptors;
  2233. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2234. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2235. desc.NodeMask = 1;
  2236. DX_CHECK(device->CreateDescriptorHeap(&desc
  2237. , IID_ID3D12DescriptorHeap
  2238. , (void**)&m_heap
  2239. ) );
  2240. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2241. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2242. m_upload->Map(0, NULL, (void**)&m_data);
  2243. reset(m_gpuHandle);
  2244. }
  2245. void ScratchBufferD3D12::destroy()
  2246. {
  2247. m_upload->Unmap(0, NULL);
  2248. DX_RELEASE(m_upload, 0);
  2249. DX_RELEASE(m_heap, 0);
  2250. }
  2251. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle)
  2252. {
  2253. m_pos = 0;
  2254. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2255. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2256. gpuHandle = m_gpuHandle;
  2257. }
  2258. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2259. {
  2260. _gpuAddress = m_gpuVA + m_pos;
  2261. void* data = &m_data[m_pos];
  2262. m_pos += BX_ALIGN_256(_size);
  2263. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2264. // desc.BufferLocation = _gpuAddress;
  2265. // desc.SizeInBytes = _size;
  2266. // ID3D12Device* device = s_renderD3D12->m_device;
  2267. // device->CreateConstantBufferView(&desc
  2268. // , m_cpuHandle
  2269. // );
  2270. // m_cpuHandle.ptr += m_incrementSize;
  2271. // m_gpuHandle.ptr += m_incrementSize;
  2272. return data;
  2273. }
  2274. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2275. {
  2276. ID3D12Device* device = s_renderD3D12->m_device;
  2277. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2278. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2279. if (0 != _mip)
  2280. {
  2281. memcpy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2282. srvd = &tmpSrvd;
  2283. switch (_texture.m_srvd.ViewDimension)
  2284. {
  2285. default:
  2286. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2287. srvd->Texture2D.MostDetailedMip = _mip;
  2288. srvd->Texture2D.MipLevels = 1;
  2289. srvd->Texture2D.PlaneSlice = 0;
  2290. srvd->Texture2D.ResourceMinLODClamp = 0;
  2291. break;
  2292. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2293. srvd->TextureCube.MostDetailedMip = _mip;
  2294. srvd->TextureCube.MipLevels = 1;
  2295. srvd->TextureCube.ResourceMinLODClamp = 0;
  2296. break;
  2297. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2298. srvd->Texture3D.MostDetailedMip = _mip;
  2299. srvd->Texture3D.MipLevels = 1;
  2300. srvd->Texture3D.ResourceMinLODClamp = 0;
  2301. break;
  2302. }
  2303. }
  2304. device->CreateShaderResourceView(_texture.m_ptr
  2305. , srvd
  2306. , m_cpuHandle
  2307. );
  2308. m_cpuHandle.ptr += m_incrementSize;
  2309. _gpuHandle = m_gpuHandle;
  2310. m_gpuHandle.ptr += m_incrementSize;
  2311. }
  2312. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2313. {
  2314. ID3D12Device* device = s_renderD3D12->m_device;
  2315. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2316. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2317. if (0 != _mip)
  2318. {
  2319. memcpy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2320. uavd = &tmpUavd;
  2321. switch (_texture.m_uavd.ViewDimension)
  2322. {
  2323. default:
  2324. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2325. uavd->Texture2D.MipSlice = _mip;
  2326. uavd->Texture2D.PlaneSlice = 0;
  2327. break;
  2328. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2329. uavd->Texture3D.MipSlice = _mip;
  2330. break;
  2331. }
  2332. }
  2333. device->CreateUnorderedAccessView(_texture.m_ptr
  2334. , NULL
  2335. , uavd
  2336. , m_cpuHandle
  2337. );
  2338. m_cpuHandle.ptr += m_incrementSize;
  2339. _gpuHandle = m_gpuHandle;
  2340. m_gpuHandle.ptr += m_incrementSize;
  2341. }
  2342. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2343. {
  2344. ID3D12Device* device = s_renderD3D12->m_device;
  2345. device->CreateShaderResourceView(_buffer.m_ptr
  2346. , &_buffer.m_srvd
  2347. , m_cpuHandle
  2348. );
  2349. m_cpuHandle.ptr += m_incrementSize;
  2350. _gpuHandle = m_gpuHandle;
  2351. m_gpuHandle.ptr += m_incrementSize;
  2352. }
  2353. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2354. {
  2355. ID3D12Device* device = s_renderD3D12->m_device;
  2356. device->CreateUnorderedAccessView(_buffer.m_ptr
  2357. , NULL
  2358. , &_buffer.m_uavd
  2359. , m_cpuHandle
  2360. );
  2361. m_cpuHandle.ptr += m_incrementSize;
  2362. _gpuHandle = m_gpuHandle;
  2363. m_gpuHandle.ptr += m_incrementSize;
  2364. }
  2365. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2366. {
  2367. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2368. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2369. ID3D12Device* device = s_renderD3D12->m_device;
  2370. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2371. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2372. desc.NumDescriptors = _maxDescriptors;
  2373. desc.Type = _type;
  2374. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2375. desc.NodeMask = 1;
  2376. DX_CHECK(device->CreateDescriptorHeap(&desc
  2377. , IID_ID3D12DescriptorHeap
  2378. , (void**)&m_heap
  2379. ) );
  2380. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2381. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2382. }
  2383. void DescriptorAllocatorD3D12::destroy()
  2384. {
  2385. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2386. DX_RELEASE(m_heap, 0);
  2387. }
  2388. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2389. {
  2390. uint16_t idx = m_handleAlloc->alloc();
  2391. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2392. ID3D12Device* device = s_renderD3D12->m_device;
  2393. device->CreateShaderResourceView(_ptr
  2394. , _desc
  2395. , cpuHandle
  2396. );
  2397. return idx;
  2398. }
  2399. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2400. {
  2401. uint16_t idx = m_handleAlloc->alloc();
  2402. ID3D12Device* device = s_renderD3D12->m_device;
  2403. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  2404. for (uint32_t ii = 0; ii < _num; ++ii)
  2405. {
  2406. uint32_t flags = _flags[ii];
  2407. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2408. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2409. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2410. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2411. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2412. D3D12_SAMPLER_DESC sd;
  2413. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2414. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2415. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2416. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2417. sd.MipLODBias = 0.0f;
  2418. sd.MaxAnisotropy = maxAnisotropy;
  2419. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2420. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2421. if (NULL != _palette
  2422. && needBorderColor(flags) )
  2423. {
  2424. const float* rgba = _palette[index];
  2425. sd.BorderColor[0] = rgba[0];
  2426. sd.BorderColor[1] = rgba[1];
  2427. sd.BorderColor[2] = rgba[2];
  2428. sd.BorderColor[3] = rgba[3];
  2429. }
  2430. else
  2431. {
  2432. sd.BorderColor[0] = 0.0f;
  2433. sd.BorderColor[1] = 0.0f;
  2434. sd.BorderColor[2] = 0.0f;
  2435. sd.BorderColor[3] = 0.0f;
  2436. }
  2437. sd.MinLOD = 0;
  2438. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2439. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2440. {
  2441. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2442. };
  2443. device->CreateSampler(&sd, cpuHandle);
  2444. }
  2445. return idx;
  2446. }
  2447. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  2448. {
  2449. m_handleAlloc->free(_idx);
  2450. }
  2451. void DescriptorAllocatorD3D12::reset()
  2452. {
  2453. uint16_t max = m_handleAlloc->getMaxHandles();
  2454. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2455. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2456. }
  2457. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  2458. {
  2459. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2460. return gpuHandle;
  2461. }
  2462. void CommandQueueD3D12::init(ID3D12Device* _device)
  2463. {
  2464. D3D12_COMMAND_QUEUE_DESC queueDesc;
  2465. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  2466. queueDesc.Priority = 0;
  2467. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  2468. queueDesc.NodeMask = 1;
  2469. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  2470. , IID_ID3D12CommandQueue
  2471. , (void**)&m_commandQueue
  2472. ) );
  2473. m_completedFence = 0;
  2474. m_currentFence = 0;
  2475. DX_CHECK(_device->CreateFence(0
  2476. , D3D12_FENCE_FLAG_NONE
  2477. , IID_ID3D12Fence
  2478. , (void**)&m_fence
  2479. ) );
  2480. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2481. {
  2482. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  2483. , IID_ID3D12CommandAllocator
  2484. , (void**)&m_commandList[ii].m_commandAllocator
  2485. ) );
  2486. DX_CHECK(_device->CreateCommandList(0
  2487. , D3D12_COMMAND_LIST_TYPE_DIRECT
  2488. , m_commandList[ii].m_commandAllocator
  2489. , NULL
  2490. , IID_ID3D12GraphicsCommandList
  2491. , (void**)&m_commandList[ii].m_commandList
  2492. ) );
  2493. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  2494. }
  2495. }
  2496. void CommandQueueD3D12::shutdown()
  2497. {
  2498. finish(UINT64_MAX, true);
  2499. DX_RELEASE(m_fence, 0);
  2500. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2501. {
  2502. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  2503. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  2504. }
  2505. DX_RELEASE(m_commandQueue, 0);
  2506. }
  2507. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  2508. {
  2509. while (0 == m_control.reserve(1) )
  2510. {
  2511. consume();
  2512. }
  2513. CommandList& commandList = m_commandList[m_control.m_current];
  2514. DX_CHECK(commandList.m_commandAllocator->Reset() );
  2515. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  2516. return commandList.m_commandList;
  2517. }
  2518. uint64_t CommandQueueD3D12::kick()
  2519. {
  2520. CommandList& commandList = m_commandList[m_control.m_current];
  2521. DX_CHECK(commandList.m_commandList->Close() );
  2522. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  2523. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  2524. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  2525. const uint64_t fence = m_currentFence++;
  2526. m_commandQueue->Signal(m_fence, fence);
  2527. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  2528. m_control.commit(1);
  2529. return fence;
  2530. }
  2531. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  2532. {
  2533. while (0 < m_control.available() )
  2534. {
  2535. consume();
  2536. if (!_finishAll
  2537. && _waitFence <= m_completedFence)
  2538. {
  2539. return;
  2540. }
  2541. }
  2542. BX_CHECK(0 == m_control.available(), "");
  2543. }
  2544. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  2545. {
  2546. if (0 < m_control.available() )
  2547. {
  2548. if (consume(0)
  2549. && _waitFence <= m_completedFence)
  2550. {
  2551. return true;
  2552. }
  2553. }
  2554. return false;
  2555. }
  2556. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  2557. {
  2558. m_release[m_control.m_current].push_back(_ptr);
  2559. }
  2560. bool CommandQueueD3D12::consume(uint32_t _ms)
  2561. {
  2562. CommandList& commandList = m_commandList[m_control.m_read];
  2563. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  2564. {
  2565. CloseHandle(commandList.m_event);
  2566. commandList.m_event = NULL;
  2567. m_completedFence = m_fence->GetCompletedValue();
  2568. m_commandQueue->Wait(m_fence, m_completedFence);
  2569. ResourceArray& ra = m_release[m_control.m_read];
  2570. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  2571. {
  2572. DX_RELEASE(*it, 0);
  2573. }
  2574. ra.clear();
  2575. m_control.consume(1);
  2576. return true;
  2577. }
  2578. return false;
  2579. }
  2580. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  2581. {
  2582. m_maxDrawPerBatch = _maxDrawPerBatch;
  2583. setSeqMode(false);
  2584. setIndirectMode(true);
  2585. ID3D12Device* device = s_renderD3D12->m_device;
  2586. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  2587. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  2588. {
  2589. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2590. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2591. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2592. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  2593. };
  2594. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  2595. {
  2596. sizeof(DrawIndirectCommand),
  2597. BX_COUNTOF(drawArgDesc),
  2598. drawArgDesc,
  2599. 1,
  2600. };
  2601. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  2602. , rootSignature
  2603. , IID_ID3D12CommandSignature
  2604. , (void**)&m_commandSignature[Draw]
  2605. ) );
  2606. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  2607. {
  2608. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2609. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2610. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2611. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  2612. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  2613. };
  2614. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  2615. {
  2616. sizeof(DrawIndexedIndirectCommand),
  2617. BX_COUNTOF(drawIndexedArgDesc),
  2618. drawIndexedArgDesc,
  2619. 1,
  2620. };
  2621. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  2622. , rootSignature
  2623. , IID_ID3D12CommandSignature
  2624. , (void**)&m_commandSignature[DrawIndexed]
  2625. ) );
  2626. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  2627. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  2628. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2629. {
  2630. m_indirect[ii].create(m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand)
  2631. , NULL
  2632. , BGFX_BUFFER_DRAW_INDIRECT
  2633. , false
  2634. , sizeof(DrawIndexedIndirectCommand)
  2635. );
  2636. }
  2637. }
  2638. void BatchD3D12::destroy()
  2639. {
  2640. BX_FREE(g_allocator, m_cmds[0]);
  2641. BX_FREE(g_allocator, m_cmds[1]);
  2642. DX_RELEASE(m_commandSignature[0], 0);
  2643. DX_RELEASE(m_commandSignature[1], 0);
  2644. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2645. {
  2646. m_indirect[ii].destroy();
  2647. }
  2648. }
  2649. template<typename Ty>
  2650. Ty& BatchD3D12::getCmd(Enum _type)
  2651. {
  2652. uint32_t index = m_num[_type];
  2653. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  2654. m_num[_type]++;
  2655. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  2656. return *cmd;
  2657. }
  2658. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  2659. {
  2660. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  2661. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[_draw.m_vertexBuffer.idx];
  2662. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2663. uint16_t declIdx = !isValid(vb.m_decl) ? _draw.m_vertexDecl.idx : vb.m_decl.idx;
  2664. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[declIdx];
  2665. uint32_t numIndices = 0;
  2666. if (Draw == type)
  2667. {
  2668. const uint32_t numVertices = UINT32_MAX == _draw.m_numVertices
  2669. ? vb.m_size / vertexDecl.m_stride
  2670. : _draw.m_numVertices
  2671. ;
  2672. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  2673. cmd.cbv = _cbv;
  2674. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2675. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2676. cmd.vbv[0].SizeInBytes = vb.m_size;
  2677. if (isValid(_draw.m_instanceDataBuffer) )
  2678. {
  2679. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2680. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2681. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2682. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2683. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2684. }
  2685. else
  2686. {
  2687. memset(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  2688. }
  2689. cmd.draw.InstanceCount = _draw.m_numInstances;
  2690. cmd.draw.VertexCountPerInstance = numVertices;
  2691. cmd.draw.StartVertexLocation = _draw.m_startVertex;
  2692. cmd.draw.StartInstanceLocation = 0;
  2693. }
  2694. else
  2695. {
  2696. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  2697. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2698. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  2699. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  2700. numIndices = UINT32_MAX == _draw.m_numIndices
  2701. ? ib.m_size / indexSize
  2702. : _draw.m_numIndices
  2703. ;
  2704. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  2705. cmd.cbv = _cbv;
  2706. cmd.ibv.BufferLocation = ib.m_gpuVA;
  2707. cmd.ibv.SizeInBytes = ib.m_size;
  2708. cmd.ibv.Format = hasIndex16
  2709. ? DXGI_FORMAT_R16_UINT
  2710. : DXGI_FORMAT_R32_UINT
  2711. ;
  2712. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2713. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2714. cmd.vbv[0].SizeInBytes = vb.m_size;
  2715. if (isValid(_draw.m_instanceDataBuffer) )
  2716. {
  2717. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2718. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2719. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2720. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2721. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2722. }
  2723. else
  2724. {
  2725. memset(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  2726. }
  2727. cmd.drawIndexed.IndexCountPerInstance = numIndices;
  2728. cmd.drawIndexed.InstanceCount = _draw.m_numInstances;
  2729. cmd.drawIndexed.StartIndexLocation = _draw.m_startIndex;
  2730. cmd.drawIndexed.BaseVertexLocation = _draw.m_startVertex;
  2731. cmd.drawIndexed.StartInstanceLocation = 0;
  2732. }
  2733. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  2734. {
  2735. flush(_commandList, type);
  2736. }
  2737. return numIndices;
  2738. }
  2739. static const uint32_t s_indirectCommandSize[] =
  2740. {
  2741. sizeof(BatchD3D12::DrawIndirectCommand),
  2742. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  2743. };
  2744. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  2745. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  2746. {
  2747. uint32_t num = m_num[_type];
  2748. if (0 != num)
  2749. {
  2750. m_num[_type] = 0;
  2751. if (m_minIndirect < num)
  2752. {
  2753. m_stats.m_numIndirect[_type]++;
  2754. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  2755. m_currIndirect %= BX_COUNTOF(m_indirect);
  2756. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  2757. _commandList->ExecuteIndirect(m_commandSignature[_type]
  2758. , num
  2759. , indirect.m_ptr
  2760. , 0
  2761. , NULL
  2762. , 0
  2763. );
  2764. }
  2765. else
  2766. {
  2767. m_stats.m_numImmediate[_type]++;
  2768. if (Draw == _type)
  2769. {
  2770. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  2771. for (uint32_t ii = 0; ii < num; ++ii)
  2772. {
  2773. const DrawIndirectCommand& cmd = cmds[ii];
  2774. if (m_current.cbv != cmd.cbv)
  2775. {
  2776. m_current.cbv = cmd.cbv;
  2777. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  2778. }
  2779. if (0 != memcmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  2780. {
  2781. memcpy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  2782. _commandList->IASetVertexBuffers(0
  2783. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  2784. , cmd.vbv
  2785. );
  2786. }
  2787. _commandList->DrawInstanced(
  2788. cmd.draw.VertexCountPerInstance
  2789. , cmd.draw.InstanceCount
  2790. , cmd.draw.StartVertexLocation
  2791. , cmd.draw.StartInstanceLocation
  2792. );
  2793. }
  2794. }
  2795. else
  2796. {
  2797. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  2798. for (uint32_t ii = 0; ii < num; ++ii)
  2799. {
  2800. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  2801. if (m_current.cbv != cmd.cbv)
  2802. {
  2803. m_current.cbv = cmd.cbv;
  2804. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  2805. }
  2806. if (0 != memcmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  2807. {
  2808. memcpy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  2809. _commandList->IASetVertexBuffers(0
  2810. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  2811. , cmd.vbv
  2812. );
  2813. }
  2814. if (0 != memcmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  2815. {
  2816. memcpy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  2817. _commandList->IASetIndexBuffer(&cmd.ibv);
  2818. }
  2819. _commandList->DrawIndexedInstanced(
  2820. cmd.drawIndexed.IndexCountPerInstance
  2821. , cmd.drawIndexed.InstanceCount
  2822. , cmd.drawIndexed.StartIndexLocation
  2823. , cmd.drawIndexed.BaseVertexLocation
  2824. , cmd.drawIndexed.StartInstanceLocation
  2825. );
  2826. }
  2827. }
  2828. }
  2829. }
  2830. }
  2831. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  2832. {
  2833. flush(_commandList, Draw);
  2834. flush(_commandList, DrawIndexed);
  2835. if (_clean)
  2836. {
  2837. memset(&m_current, 0, sizeof(m_current) );
  2838. }
  2839. }
  2840. void BatchD3D12::begin()
  2841. {
  2842. memset(&m_stats, 0, sizeof(m_stats) );
  2843. memset(&m_current, 0, sizeof(m_current) );
  2844. }
  2845. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  2846. {
  2847. flush(_commandList);
  2848. }
  2849. struct UavFormat
  2850. {
  2851. DXGI_FORMAT format[3];
  2852. uint32_t stride;
  2853. };
  2854. static const UavFormat s_uavFormat[] =
  2855. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  2856. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  2857. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  2858. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  2859. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  2860. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  2861. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  2862. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  2863. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  2864. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  2865. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  2866. };
  2867. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  2868. {
  2869. m_size = _size;
  2870. m_flags = _flags;
  2871. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  2872. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  2873. m_dynamic = NULL == _data || needUav;
  2874. DXGI_FORMAT format;
  2875. uint32_t stride;
  2876. D3D12_RESOURCE_FLAGS flags = needUav
  2877. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  2878. : D3D12_RESOURCE_FLAG_NONE
  2879. ;
  2880. if (drawIndirect)
  2881. {
  2882. format = DXGI_FORMAT_R32G32B32A32_UINT;
  2883. stride = 16;
  2884. }
  2885. else
  2886. {
  2887. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  2888. if (0 == uavFormat)
  2889. {
  2890. if (_vertex)
  2891. {
  2892. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  2893. stride = 16;
  2894. }
  2895. else
  2896. {
  2897. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  2898. {
  2899. format = DXGI_FORMAT_R16_UINT;
  2900. stride = 2;
  2901. }
  2902. else
  2903. {
  2904. format = DXGI_FORMAT_R32_UINT;
  2905. stride = 4;
  2906. }
  2907. }
  2908. }
  2909. else
  2910. {
  2911. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  2912. format = s_uavFormat[uavFormat].format[uavType];
  2913. stride = s_uavFormat[uavFormat].stride;
  2914. }
  2915. }
  2916. stride = 0 == _stride ? stride : _stride;
  2917. m_srvd.Format = format;
  2918. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  2919. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  2920. m_srvd.Buffer.FirstElement = 0;
  2921. m_srvd.Buffer.NumElements = m_size / stride;
  2922. m_srvd.Buffer.StructureByteStride = 0;
  2923. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  2924. m_uavd.Format = format;
  2925. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  2926. m_uavd.Buffer.FirstElement = 0;
  2927. m_uavd.Buffer.NumElements = m_size / stride;
  2928. m_uavd.Buffer.StructureByteStride = 0;
  2929. m_uavd.Buffer.CounterOffsetInBytes = 0;
  2930. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  2931. ID3D12Device* device = s_renderD3D12->m_device;
  2932. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  2933. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, flags);
  2934. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  2935. setState(commandList, drawIndirect
  2936. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  2937. : D3D12_RESOURCE_STATE_GENERIC_READ
  2938. );
  2939. if (!m_dynamic)
  2940. {
  2941. update(commandList, 0, _size, _data);
  2942. }
  2943. }
  2944. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  2945. {
  2946. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  2947. uint8_t* data;
  2948. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  2949. memcpy(data, _data, _size);
  2950. staging->Unmap(0, NULL);
  2951. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  2952. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  2953. setState(_commandList, state);
  2954. s_renderD3D12->m_cmd.release(staging);
  2955. }
  2956. void BufferD3D12::destroy()
  2957. {
  2958. if (NULL != m_ptr)
  2959. {
  2960. s_renderD3D12->m_cmd.release(m_ptr);
  2961. m_dynamic = false;
  2962. }
  2963. }
  2964. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  2965. {
  2966. if (m_state != _state)
  2967. {
  2968. setResourceBarrier(_commandList
  2969. , m_ptr
  2970. , m_state
  2971. , _state
  2972. );
  2973. bx::xchg(m_state, _state);
  2974. }
  2975. return _state;
  2976. }
  2977. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  2978. {
  2979. BufferD3D12::create(_size, _data, _flags, true);
  2980. m_decl = _declHandle;
  2981. }
  2982. void ShaderD3D12::create(const Memory* _mem)
  2983. {
  2984. bx::MemoryReader reader(_mem->data, _mem->size);
  2985. uint32_t magic;
  2986. bx::read(&reader, magic);
  2987. switch (magic)
  2988. {
  2989. case BGFX_CHUNK_MAGIC_CSH:
  2990. case BGFX_CHUNK_MAGIC_FSH:
  2991. case BGFX_CHUNK_MAGIC_VSH:
  2992. break;
  2993. default:
  2994. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2995. break;
  2996. }
  2997. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2998. uint32_t iohash;
  2999. bx::read(&reader, iohash);
  3000. uint16_t count;
  3001. bx::read(&reader, count);
  3002. m_numPredefined = 0;
  3003. m_numUniforms = count;
  3004. BX_TRACE("%s Shader consts %d"
  3005. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3006. , count
  3007. );
  3008. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3009. if (0 < count)
  3010. {
  3011. for (uint32_t ii = 0; ii < count; ++ii)
  3012. {
  3013. uint8_t nameSize;
  3014. bx::read(&reader, nameSize);
  3015. char name[256];
  3016. bx::read(&reader, &name, nameSize);
  3017. name[nameSize] = '\0';
  3018. uint8_t type;
  3019. bx::read(&reader, type);
  3020. uint8_t num;
  3021. bx::read(&reader, num);
  3022. uint16_t regIndex;
  3023. bx::read(&reader, regIndex);
  3024. uint16_t regCount;
  3025. bx::read(&reader, regCount);
  3026. const char* kind = "invalid";
  3027. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3028. if (PredefinedUniform::Count != predefined)
  3029. {
  3030. kind = "predefined";
  3031. m_predefined[m_numPredefined].m_loc = regIndex;
  3032. m_predefined[m_numPredefined].m_count = regCount;
  3033. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3034. m_numPredefined++;
  3035. }
  3036. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3037. {
  3038. const UniformInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3039. BX_CHECK(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3040. if (NULL != info)
  3041. {
  3042. if (NULL == m_constantBuffer)
  3043. {
  3044. m_constantBuffer = UniformBuffer::create(1024);
  3045. }
  3046. kind = "user";
  3047. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3048. }
  3049. }
  3050. else
  3051. {
  3052. kind = "sampler";
  3053. }
  3054. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3055. , kind
  3056. , name
  3057. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3058. , num
  3059. , regIndex
  3060. , regCount
  3061. );
  3062. BX_UNUSED(kind);
  3063. }
  3064. if (NULL != m_constantBuffer)
  3065. {
  3066. m_constantBuffer->finish();
  3067. }
  3068. }
  3069. uint16_t shaderSize;
  3070. bx::read(&reader, shaderSize);
  3071. const DWORD* code = (const DWORD*)reader.getDataPtr();
  3072. bx::skip(&reader, shaderSize+1);
  3073. m_code = copy(code, shaderSize);
  3074. uint8_t numAttrs;
  3075. bx::read(&reader, numAttrs);
  3076. memset(m_attrMask, 0, sizeof(m_attrMask) );
  3077. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3078. {
  3079. uint16_t id;
  3080. bx::read(&reader, id);
  3081. Attrib::Enum attr = idToAttrib(id);
  3082. if (Attrib::Count != attr)
  3083. {
  3084. m_attrMask[attr] = UINT16_MAX;
  3085. }
  3086. }
  3087. bx::HashMurmur2A murmur;
  3088. murmur.begin();
  3089. murmur.add(iohash);
  3090. murmur.add(code, shaderSize);
  3091. murmur.add(numAttrs);
  3092. murmur.add(m_attrMask, numAttrs);
  3093. m_hash = murmur.end();
  3094. bx::read(&reader, m_size);
  3095. }
  3096. void TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3097. {
  3098. ImageContainer imageContainer;
  3099. if (imageParse(imageContainer, _mem->data, _mem->size) )
  3100. {
  3101. uint8_t numMips = imageContainer.m_numMips;
  3102. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3103. numMips -= startLod;
  3104. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  3105. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3106. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3107. m_flags = _flags;
  3108. m_width = textureWidth;
  3109. m_height = textureHeight;
  3110. m_depth = imageContainer.m_depth;
  3111. m_requestedFormat = (uint8_t)imageContainer.m_format;
  3112. m_textureFormat = (uint8_t)imageContainer.m_format;
  3113. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  3114. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  3115. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3116. if (convert)
  3117. {
  3118. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  3119. bpp = 32;
  3120. }
  3121. if (imageContainer.m_cubeMap)
  3122. {
  3123. m_type = TextureCube;
  3124. }
  3125. else if (imageContainer.m_depth > 1)
  3126. {
  3127. m_type = Texture3D;
  3128. }
  3129. else
  3130. {
  3131. m_type = Texture2D;
  3132. }
  3133. m_numMips = numMips;
  3134. const uint16_t numSides = imageContainer.m_cubeMap ? 6 : 1;
  3135. uint32_t numSrd = numMips*numSides;
  3136. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3137. uint32_t kk = 0;
  3138. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  3139. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3140. uint32_t blockWidth = 1;
  3141. uint32_t blockHeight = 1;
  3142. if (convert && compressed)
  3143. {
  3144. blockWidth = blockInfo.blockWidth;
  3145. blockHeight = blockInfo.blockHeight;
  3146. }
  3147. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  3148. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3149. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3150. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3151. , this - s_renderD3D12->m_textures
  3152. , getName( (TextureFormat::Enum)m_textureFormat)
  3153. , getName( (TextureFormat::Enum)m_requestedFormat)
  3154. , textureWidth
  3155. , textureHeight
  3156. , imageContainer.m_cubeMap ? "x6" : ""
  3157. , renderTarget ? 'x' : ' '
  3158. , bufferOnly ? 'x' : ' '
  3159. , computeWrite ? 'x' : ' '
  3160. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3161. );
  3162. uint32_t totalSize = 0;
  3163. for (uint8_t side = 0; side < numSides; ++side)
  3164. {
  3165. uint32_t width = textureWidth;
  3166. uint32_t height = textureHeight;
  3167. uint32_t depth = imageContainer.m_depth;
  3168. for (uint8_t lod = 0; lod < numMips; ++lod)
  3169. {
  3170. width = bx::uint32_max(blockWidth, width);
  3171. height = bx::uint32_max(blockHeight, height);
  3172. depth = bx::uint32_max(1, depth);
  3173. ImageMip mip;
  3174. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3175. {
  3176. if (convert)
  3177. {
  3178. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3179. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3180. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3181. imageDecodeToBgra8(temp
  3182. , mip.m_data
  3183. , mip.m_width
  3184. , mip.m_height
  3185. , pitch, mip.m_format
  3186. );
  3187. srd[kk].pData = temp;
  3188. srd[kk].RowPitch = pitch;
  3189. srd[kk].SlicePitch = slice;
  3190. totalSize += slice;
  3191. }
  3192. else if (compressed)
  3193. {
  3194. uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3195. uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3196. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3197. imageCopy(mip.m_height/blockInfo.blockHeight
  3198. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3199. , mip.m_data
  3200. , pitch
  3201. , temp
  3202. );
  3203. srd[kk].pData = temp;
  3204. srd[kk].RowPitch = pitch;
  3205. srd[kk].SlicePitch = slice;
  3206. totalSize += slice;
  3207. }
  3208. else
  3209. {
  3210. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3211. const uint32_t slice = bx::strideAlign(pitch * mip.m_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3212. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3213. imageCopy(mip.m_height
  3214. , mip.m_width*mip.m_bpp / 8
  3215. , mip.m_data
  3216. , pitch
  3217. , temp
  3218. );
  3219. srd[kk].pData = temp;
  3220. srd[kk].RowPitch = pitch;
  3221. srd[kk].SlicePitch = slice;
  3222. totalSize += slice;
  3223. }
  3224. if (swizzle)
  3225. {
  3226. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  3227. }
  3228. srd[kk].SlicePitch = mip.m_height*srd[kk].RowPitch;
  3229. ++kk;
  3230. }
  3231. else
  3232. {
  3233. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3234. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3235. totalSize += slice;
  3236. }
  3237. width >>= 1;
  3238. height >>= 1;
  3239. depth >>= 1;
  3240. }
  3241. }
  3242. BX_TRACE("texture total size: %d", totalSize);
  3243. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3244. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3245. memset(&m_srvd, 0, sizeof(m_srvd) );
  3246. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3247. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3248. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3249. if (swizzle)
  3250. {
  3251. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3252. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3253. }
  3254. m_uavd.Format = m_srvd.Format;
  3255. ID3D12Device* device = s_renderD3D12->m_device;
  3256. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3257. D3D12_RESOURCE_DESC resourceDesc;
  3258. resourceDesc.Alignment = 0;
  3259. resourceDesc.Width = textureWidth;
  3260. resourceDesc.Height = textureHeight;
  3261. resourceDesc.MipLevels = numMips;
  3262. resourceDesc.Format = format;
  3263. resourceDesc.SampleDesc = msaa;
  3264. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3265. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3266. resourceDesc.DepthOrArraySize = numSides;
  3267. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3268. D3D12_CLEAR_VALUE* clearValue = NULL;
  3269. if (isDepth(TextureFormat::Enum(m_textureFormat) ) )
  3270. {
  3271. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3272. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3273. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3274. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3275. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3276. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3277. clearValue->DepthStencil.Depth = 1.0f;
  3278. clearValue->DepthStencil.Stencil = 0;
  3279. }
  3280. else if (renderTarget)
  3281. {
  3282. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3283. clearValue->Format = resourceDesc.Format;
  3284. clearValue->Color[0] = 0.0f;
  3285. clearValue->Color[1] = 0.0f;
  3286. clearValue->Color[2] = 0.0f;
  3287. clearValue->Color[3] = 0.0f;
  3288. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3289. }
  3290. if (bufferOnly)
  3291. {
  3292. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3293. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3294. }
  3295. if (computeWrite)
  3296. {
  3297. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3298. }
  3299. switch (m_type)
  3300. {
  3301. case Texture2D:
  3302. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3303. m_srvd.ViewDimension = 1 < msaa.Count ? D3D12_SRV_DIMENSION_TEXTURE2DMS : D3D12_SRV_DIMENSION_TEXTURE2D;
  3304. m_srvd.Texture2D.MostDetailedMip = 0;
  3305. m_srvd.Texture2D.MipLevels = numMips;
  3306. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3307. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3308. m_uavd.Texture2D.MipSlice = 0;
  3309. m_uavd.Texture2D.PlaneSlice = 0;
  3310. break;
  3311. case Texture3D:
  3312. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3313. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  3314. m_srvd.Texture3D.MostDetailedMip = 0;
  3315. m_srvd.Texture3D.MipLevels = numMips;
  3316. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  3317. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  3318. m_uavd.Texture3D.MipSlice = 0;
  3319. m_uavd.Texture3D.FirstWSlice = 0;
  3320. m_uavd.Texture3D.WSize = 0;
  3321. break;
  3322. case TextureCube:
  3323. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3324. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3325. m_srvd.TextureCube.MostDetailedMip = 0;
  3326. m_srvd.TextureCube.MipLevels = numMips;
  3327. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3328. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3329. m_uavd.Texture2D.MipSlice = 0;
  3330. m_uavd.Texture2D.PlaneSlice = 0;
  3331. break;
  3332. }
  3333. m_ptr = createCommittedResource(device, HeapProperty::Default, &resourceDesc, clearValue);
  3334. {
  3335. uint64_t uploadBufferSize;
  3336. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  3337. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  3338. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  3339. device->GetCopyableFootprints(&resourceDesc
  3340. , 0
  3341. , numSrd
  3342. , 0
  3343. , layouts
  3344. , numRows
  3345. , rowSizeInBytes
  3346. , &uploadBufferSize
  3347. );
  3348. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  3349. , uploadBufferSize
  3350. , totalSize
  3351. , numRows[0]
  3352. , rowSizeInBytes[0]
  3353. );
  3354. }
  3355. if (kk != 0)
  3356. {
  3357. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
  3358. setState(commandList,D3D12_RESOURCE_STATE_COPY_DEST);
  3359. uint64_t result = UpdateSubresources(commandList
  3360. , m_ptr
  3361. , staging
  3362. , 0
  3363. , 0
  3364. , numSrd
  3365. , srd
  3366. );
  3367. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  3368. BX_TRACE("Update subresource %" PRId64, result);
  3369. setState(commandList, state);
  3370. s_renderD3D12->m_cmd.release(staging);
  3371. }
  3372. else
  3373. {
  3374. setState(commandList, state);
  3375. }
  3376. if (0 != kk)
  3377. {
  3378. kk = 0;
  3379. for (uint8_t side = 0; side < numSides; ++side)
  3380. {
  3381. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3382. {
  3383. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  3384. ++kk;
  3385. }
  3386. }
  3387. }
  3388. }
  3389. }
  3390. void TextureD3D12::destroy()
  3391. {
  3392. if (NULL != m_ptr)
  3393. {
  3394. s_renderD3D12->m_cmd.release(m_ptr);
  3395. m_ptr = NULL;
  3396. }
  3397. }
  3398. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3399. {
  3400. setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3401. const uint32_t subres = _mip + (_side * m_numMips);
  3402. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3403. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3404. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3405. D3D12_RESOURCE_DESC desc = m_ptr->GetDesc();
  3406. desc.Height = _rect.m_height;
  3407. uint32_t numRows;
  3408. uint64_t rowPitch;
  3409. uint64_t totalBytes;
  3410. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  3411. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  3412. , subres
  3413. , 1
  3414. , 0
  3415. , &layout
  3416. , &numRows
  3417. , &rowPitch
  3418. , &totalBytes
  3419. );
  3420. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  3421. uint8_t* data;
  3422. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3423. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  3424. {
  3425. memcpy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  3426. }
  3427. staging->Unmap(0, NULL);
  3428. D3D12_BOX box;
  3429. box.left = 0;
  3430. box.top = 0;
  3431. box.right = box.left + _rect.m_width;
  3432. box.bottom = box.top + _rect.m_height;
  3433. box.front = _z;
  3434. box.back = _z+_depth;
  3435. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  3436. dst.SubresourceIndex = subres;
  3437. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  3438. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  3439. setState(_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  3440. s_renderD3D12->m_cmd.release(staging);
  3441. }
  3442. void TextureD3D12::resolve()
  3443. {
  3444. }
  3445. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3446. {
  3447. if (m_state != _state)
  3448. {
  3449. setResourceBarrier(_commandList
  3450. , m_ptr
  3451. , m_state
  3452. , _state
  3453. );
  3454. bx::xchg(m_state, _state);
  3455. }
  3456. return _state;
  3457. }
  3458. void FrameBufferD3D12::create(uint8_t _num, const TextureHandle* _handles)
  3459. {
  3460. m_numTh = _num;
  3461. memcpy(m_th, _handles, _num*sizeof(TextureHandle) );
  3462. postReset();
  3463. }
  3464. void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/)
  3465. {
  3466. }
  3467. void FrameBufferD3D12::preReset()
  3468. {
  3469. }
  3470. void FrameBufferD3D12::postReset()
  3471. {
  3472. if (m_numTh != 0)
  3473. {
  3474. ID3D12Device* device = s_renderD3D12->m_device;
  3475. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3476. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3477. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3478. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3479. m_width = 0;
  3480. m_height = 0;
  3481. m_depth.idx = bgfx::invalidHandle;
  3482. m_num = 0;
  3483. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3484. {
  3485. TextureHandle handle = m_th[ii];
  3486. if (isValid(handle) )
  3487. {
  3488. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  3489. if (0 == m_width)
  3490. {
  3491. D3D12_RESOURCE_DESC desc = texture.m_ptr->GetDesc();
  3492. m_width = uint32_t(desc.Width);
  3493. m_height = uint32_t(desc.Height);
  3494. }
  3495. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3496. {
  3497. BX_CHECK(!isValid(m_depth), "");
  3498. m_depth = handle;
  3499. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3500. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3501. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3502. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(texture.m_textureFormat) );
  3503. BX_UNUSED(blockInfo);
  3504. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3505. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  3506. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3507. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  3508. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  3509. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  3510. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  3511. ;
  3512. device->CreateDepthStencilView(texture.m_ptr
  3513. , &dsvDesc
  3514. , dsvDescriptor
  3515. );
  3516. }
  3517. else
  3518. {
  3519. m_texture[m_num] = handle;
  3520. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  3521. device->CreateRenderTargetView(texture.m_ptr
  3522. , NULL
  3523. , rtv
  3524. );
  3525. m_num++;
  3526. }
  3527. }
  3528. }
  3529. }
  3530. }
  3531. uint16_t FrameBufferD3D12::destroy()
  3532. {
  3533. m_numTh = 0;
  3534. m_depth.idx = bgfx::invalidHandle;
  3535. uint16_t denseIdx = m_denseIdx;
  3536. m_denseIdx = UINT16_MAX;
  3537. return denseIdx;
  3538. }
  3539. void FrameBufferD3D12::resolve()
  3540. {
  3541. }
  3542. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  3543. {
  3544. ID3D12Device* device = s_renderD3D12->m_device;
  3545. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3546. if (BGFX_CLEAR_COLOR & _clear.m_flags
  3547. && 0 != m_num)
  3548. {
  3549. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3550. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3551. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3552. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3553. {
  3554. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3555. {
  3556. uint8_t index = _clear.m_index[ii];
  3557. if (UINT8_MAX != index)
  3558. {
  3559. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3560. _commandList->ClearRenderTargetView(rtv
  3561. , _palette[index]
  3562. , _num
  3563. , _rect
  3564. );
  3565. }
  3566. }
  3567. }
  3568. else
  3569. {
  3570. float frgba[4] =
  3571. {
  3572. _clear.m_index[0]*1.0f/255.0f,
  3573. _clear.m_index[1]*1.0f/255.0f,
  3574. _clear.m_index[2]*1.0f/255.0f,
  3575. _clear.m_index[3]*1.0f/255.0f,
  3576. };
  3577. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3578. {
  3579. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3580. _commandList->ClearRenderTargetView(rtv
  3581. , frgba
  3582. , _num
  3583. , _rect
  3584. );
  3585. }
  3586. }
  3587. }
  3588. if (isValid(m_depth)
  3589. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3590. {
  3591. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3592. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3593. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3594. DWORD flags = 0;
  3595. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  3596. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  3597. _commandList->ClearDepthStencilView(dsvDescriptor
  3598. , D3D12_CLEAR_FLAGS(flags)
  3599. , _clear.m_depth
  3600. , _clear.m_stencil
  3601. , _num
  3602. , _rect
  3603. );
  3604. }
  3605. }
  3606. struct Bind
  3607. {
  3608. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  3609. uint16_t m_samplerStateIdx;
  3610. };
  3611. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  3612. {
  3613. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  3614. updateResolution(_render->m_resolution);
  3615. int64_t elapsed = -bx::getHPCounter();
  3616. int64_t captureElapsed = 0;
  3617. if (0 < _render->m_iboffset)
  3618. {
  3619. TransientIndexBuffer* ib = _render->m_transientIb;
  3620. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  3621. }
  3622. if (0 < _render->m_vboffset)
  3623. {
  3624. TransientVertexBuffer* vb = _render->m_transientVb;
  3625. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  3626. }
  3627. _render->sort();
  3628. RenderDraw currentState;
  3629. currentState.clear();
  3630. currentState.m_flags = BGFX_STATE_NONE;
  3631. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3632. _render->m_hmdInitialized = false;
  3633. const bool hmdEnabled = false;
  3634. ViewState viewState(_render, hmdEnabled);
  3635. viewState.reset(_render, hmdEnabled);
  3636. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  3637. // setDebugWireframe(wireframe);
  3638. uint16_t currentSamplerStateIdx = invalidHandle;
  3639. uint16_t currentProgramIdx = invalidHandle;
  3640. uint32_t currentBindHash = 0;
  3641. bool hasPredefined = false;
  3642. bool commandListChanged = false;
  3643. ID3D12PipelineState* currentPso = NULL;
  3644. SortKey key;
  3645. uint16_t view = UINT16_MAX;
  3646. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  3647. BlitKey blitKey;
  3648. blitKey.decode(_render->m_blitKeys[0]);
  3649. uint16_t numBlitItems = _render->m_numBlitItems;
  3650. uint16_t blitItem = 0;
  3651. uint32_t blendFactor = 0;
  3652. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3653. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  3654. PrimInfo prim = s_primInfo[primIndex];
  3655. bool wasCompute = false;
  3656. bool viewHasScissor = false;
  3657. bool restoreScissor = false;
  3658. Rect viewScissorRect;
  3659. viewScissorRect.clear();
  3660. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3661. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3662. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3663. uint32_t statsNumIndices = 0;
  3664. uint32_t statsKeyType[2] = {};
  3665. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  3666. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  3667. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  3668. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  3669. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  3670. scratchBuffer.reset(gpuHandle);
  3671. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  3672. StateCacheLru<Bind, 64> bindLru;
  3673. setResourceBarrier(m_commandList
  3674. , m_backBufferColor[m_backBufferColorIdx]
  3675. , D3D12_RESOURCE_STATE_PRESENT
  3676. , D3D12_RESOURCE_STATE_RENDER_TARGET
  3677. );
  3678. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3679. {
  3680. m_batch.begin();
  3681. // uint8_t eye = 0;
  3682. // uint8_t restartState = 0;
  3683. viewState.m_rect = _render->m_rect[0];
  3684. int32_t numItems = _render->m_num;
  3685. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  3686. {
  3687. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  3688. statsKeyType[isCompute]++;
  3689. const bool viewChanged = 0
  3690. || key.m_view != view
  3691. || item == numItems
  3692. ;
  3693. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  3694. ++item;
  3695. if (viewChanged)
  3696. {
  3697. m_batch.flush(m_commandList, true);
  3698. kick();
  3699. view = key.m_view;
  3700. currentPso = NULL;
  3701. currentSamplerStateIdx = invalidHandle;
  3702. currentProgramIdx = invalidHandle;
  3703. hasPredefined = false;
  3704. fbh = _render->m_fb[view];
  3705. setFrameBuffer(fbh);
  3706. viewState.m_rect = _render->m_rect[view];
  3707. const Rect& rect = _render->m_rect[view];
  3708. const Rect& scissorRect = _render->m_scissor[view];
  3709. viewHasScissor = !scissorRect.isZero();
  3710. viewScissorRect = viewHasScissor ? scissorRect : rect;
  3711. D3D12_VIEWPORT vp;
  3712. vp.TopLeftX = rect.m_x;
  3713. vp.TopLeftY = rect.m_y;
  3714. vp.Width = rect.m_width;
  3715. vp.Height = rect.m_height;
  3716. vp.MinDepth = 0.0f;
  3717. vp.MaxDepth = 1.0f;
  3718. m_commandList->RSSetViewports(1, &vp);
  3719. D3D12_RECT rc;
  3720. rc.left = viewScissorRect.m_x;
  3721. rc.top = viewScissorRect.m_y;
  3722. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3723. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3724. m_commandList->RSSetScissorRects(1, &rc);
  3725. restoreScissor = false;
  3726. Clear& clr = _render->m_clear[view];
  3727. if (BGFX_CLEAR_NONE != clr.m_flags)
  3728. {
  3729. Rect clearRect = rect;
  3730. clearRect.intersect(rect, viewScissorRect);
  3731. clearQuad(clearRect, clr, _render->m_colorPalette);
  3732. }
  3733. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  3734. for (; blitItem < numBlitItems && blitKey.m_view <= view; blitItem++)
  3735. {
  3736. const BlitItem& blit = _render->m_blitItem[blitItem];
  3737. blitKey.decode(_render->m_blitKeys[blitItem+1]);
  3738. const TextureD3D12& src = m_textures[blit.m_src.idx];
  3739. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  3740. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  3741. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  3742. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  3743. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  3744. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  3745. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  3746. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  3747. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  3748. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  3749. if (TextureD3D12::Texture3D == src.m_type)
  3750. {
  3751. D3D12_BOX box;
  3752. box.left = blit.m_srcX;
  3753. box.top = blit.m_srcY;
  3754. box.front = blit.m_srcZ;
  3755. box.right = blit.m_srcX + width;
  3756. box.bottom = blit.m_srcY + height;;
  3757. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  3758. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { 0 } };
  3759. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { 0 } };
  3760. m_commandList->CopyTextureRegion(&dstLocation
  3761. , blit.m_dstX
  3762. , blit.m_dstY
  3763. , blit.m_dstZ
  3764. , &srcLocation
  3765. , &box
  3766. );
  3767. }
  3768. else
  3769. {
  3770. D3D12_BOX box;
  3771. box.left = blit.m_srcX;
  3772. box.top = blit.m_srcY;
  3773. box.front = 0;
  3774. box.right = blit.m_srcX + width;
  3775. box.bottom = blit.m_srcY + height;;
  3776. box.back = 1;
  3777. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  3778. ? blit.m_srcZ
  3779. : 0
  3780. ;
  3781. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  3782. ? blit.m_dstZ
  3783. : 0
  3784. ;
  3785. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { dstZ*dst.m_numMips+blit.m_dstMip } };
  3786. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { srcZ*src.m_numMips+blit.m_srcMip } };
  3787. m_commandList->CopyTextureRegion(&dstLocation
  3788. , blit.m_dstX
  3789. , blit.m_dstY
  3790. , 0
  3791. , &srcLocation
  3792. , &box
  3793. );
  3794. }
  3795. }
  3796. }
  3797. if (isCompute)
  3798. {
  3799. if (!wasCompute)
  3800. {
  3801. wasCompute = true;
  3802. m_commandList->SetComputeRootSignature(m_rootSignature);
  3803. ID3D12DescriptorHeap* heaps[] = {
  3804. m_samplerAllocator.getHeap(),
  3805. scratchBuffer.getHeap(),
  3806. };
  3807. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  3808. }
  3809. const RenderCompute& compute = renderItem.compute;
  3810. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  3811. if (pso != currentPso)
  3812. {
  3813. currentPso = pso;
  3814. m_commandList->SetPipelineState(pso);
  3815. currentBindHash = 0;
  3816. }
  3817. uint32_t bindHash = bx::hashMurmur2A(compute.m_bind, sizeof(compute.m_bind) );
  3818. if (currentBindHash != bindHash)
  3819. {
  3820. currentBindHash = bindHash;
  3821. Bind* bindCached = bindLru.find(bindHash);
  3822. if (NULL == bindCached)
  3823. {
  3824. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3825. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3826. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  3827. {
  3828. const Binding& bind = compute.m_bind[ii];
  3829. if (invalidHandle != bind.m_idx)
  3830. {
  3831. switch (bind.m_type)
  3832. {
  3833. case Binding::Image:
  3834. {
  3835. TextureD3D12& texture = m_textures[bind.m_idx];
  3836. if (Access::Read != bind.m_un.m_compute.m_access)
  3837. {
  3838. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3839. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  3840. }
  3841. else
  3842. {
  3843. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3844. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  3845. samplerFlags[ii] = texture.m_flags;
  3846. }
  3847. }
  3848. break;
  3849. case Binding::IndexBuffer:
  3850. case Binding::VertexBuffer:
  3851. {
  3852. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  3853. ? m_indexBuffers[bind.m_idx]
  3854. : m_vertexBuffers[bind.m_idx]
  3855. ;
  3856. if (Access::Read != bind.m_un.m_compute.m_access)
  3857. {
  3858. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3859. scratchBuffer.allocUav(srvHandle[ii], buffer);
  3860. }
  3861. else
  3862. {
  3863. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3864. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  3865. }
  3866. }
  3867. break;
  3868. }
  3869. }
  3870. }
  3871. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  3872. if (samplerStateIdx != currentSamplerStateIdx)
  3873. {
  3874. currentSamplerStateIdx = samplerStateIdx;
  3875. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  3876. }
  3877. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  3878. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  3879. Bind bind;
  3880. bind.m_srvHandle = srvHandle[0];
  3881. bind.m_samplerStateIdx = samplerStateIdx;
  3882. bindLru.add(bindHash, bind, 0);
  3883. }
  3884. else
  3885. {
  3886. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  3887. if (samplerStateIdx != currentSamplerStateIdx)
  3888. {
  3889. currentSamplerStateIdx = samplerStateIdx;
  3890. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  3891. }
  3892. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  3893. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  3894. }
  3895. }
  3896. bool constantsChanged = false;
  3897. if (compute.m_constBegin < compute.m_constEnd
  3898. || currentProgramIdx != key.m_program)
  3899. {
  3900. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  3901. currentProgramIdx = key.m_program;
  3902. ProgramD3D12& program = m_program[currentProgramIdx];
  3903. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  3904. if (NULL != vcb)
  3905. {
  3906. commit(*vcb);
  3907. }
  3908. hasPredefined = 0 < program.m_numPredefined;
  3909. constantsChanged = true;
  3910. }
  3911. if (constantsChanged
  3912. || hasPredefined)
  3913. {
  3914. ProgramD3D12& program = m_program[currentProgramIdx];
  3915. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  3916. commitShaderConstants(key.m_program, gpuAddress);
  3917. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  3918. }
  3919. if (isValid(compute.m_indirectBuffer) )
  3920. {
  3921. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  3922. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  3923. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3924. : compute.m_numIndirect
  3925. ;
  3926. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3927. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3928. {
  3929. // m_commandList->ExecuteIndirect(ptr, args);
  3930. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3931. }
  3932. }
  3933. else
  3934. {
  3935. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  3936. }
  3937. continue;
  3938. }
  3939. const RenderDraw& draw = renderItem.draw;
  3940. const uint64_t newFlags = draw.m_flags;
  3941. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  3942. currentState.m_flags = newFlags;
  3943. const uint64_t newStencil = draw.m_stencil;
  3944. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  3945. currentState.m_stencil = newStencil;
  3946. if (viewChanged
  3947. || wasCompute)
  3948. {
  3949. if (wasCompute)
  3950. {
  3951. wasCompute = false;
  3952. }
  3953. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3954. {
  3955. BX_UNUSED(s_viewNameW);
  3956. // wchar_t* viewNameW = s_viewNameW[view];
  3957. // viewNameW[3] = L' ';
  3958. // PIX_ENDEVENT();
  3959. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3960. }
  3961. commandListChanged = true;
  3962. }
  3963. if (commandListChanged)
  3964. {
  3965. commandListChanged = false;
  3966. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  3967. ID3D12DescriptorHeap* heaps[] = {
  3968. m_samplerAllocator.getHeap(),
  3969. scratchBuffer.getHeap(),
  3970. };
  3971. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  3972. currentPso = NULL;
  3973. currentBindHash = 0;
  3974. currentSamplerStateIdx = invalidHandle;
  3975. currentProgramIdx = invalidHandle;
  3976. currentState.clear();
  3977. currentState.m_scissor = !draw.m_scissor;
  3978. changedFlags = BGFX_STATE_MASK;
  3979. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  3980. currentState.m_flags = newFlags;
  3981. currentState.m_stencil = newStencil;
  3982. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3983. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3984. }
  3985. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  3986. if (isValid(draw.m_vertexBuffer) )
  3987. {
  3988. const uint64_t state = draw.m_flags;
  3989. bool hasFactor = 0
  3990. || f0 == (state & f0)
  3991. || f1 == (state & f1)
  3992. ;
  3993. const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
  3994. uint16_t declIdx = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3995. ID3D12PipelineState* pso =
  3996. getPipelineState(state
  3997. , draw.m_stencil
  3998. , declIdx
  3999. , key.m_program
  4000. , uint8_t(draw.m_instanceDataStride/16)
  4001. );
  4002. uint16_t scissor = draw.m_scissor;
  4003. uint32_t bindHash = bx::hashMurmur2A(draw.m_bind, sizeof(draw.m_bind) );
  4004. if (currentBindHash != bindHash
  4005. || 0 != changedStencil
  4006. || (hasFactor && blendFactor != draw.m_rgba)
  4007. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4008. || prim.m_toplogy != s_primInfo[primIndex].m_toplogy)
  4009. || currentState.m_scissor != scissor
  4010. || pso != currentPso)
  4011. {
  4012. m_batch.flush(m_commandList);
  4013. }
  4014. if (currentBindHash != bindHash)
  4015. {
  4016. currentBindHash = bindHash;
  4017. Bind* bindCached = bindLru.find(bindHash);
  4018. if (NULL == bindCached)
  4019. {
  4020. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4021. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4022. {
  4023. srvHandle[0].ptr = 0;
  4024. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4025. {
  4026. const Binding& bind = draw.m_bind[stage];
  4027. if (invalidHandle != bind.m_idx)
  4028. {
  4029. TextureD3D12& texture = m_textures[bind.m_idx];
  4030. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4031. scratchBuffer.allocSrv(srvHandle[stage], texture);
  4032. samplerFlags[stage] = (0 == (BGFX_SAMPLER_DEFAULT_FLAGS & bind.m_un.m_draw.m_flags)
  4033. ? bind.m_un.m_draw.m_flags
  4034. : texture.m_flags
  4035. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK|BGFX_TEXTURE_BORDER_COLOR_MASK)
  4036. ;
  4037. }
  4038. else
  4039. {
  4040. memcpy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  4041. samplerFlags[stage] = 0;
  4042. }
  4043. }
  4044. }
  4045. if (srvHandle[0].ptr != 0)
  4046. {
  4047. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  4048. if (samplerStateIdx != currentSamplerStateIdx)
  4049. {
  4050. currentSamplerStateIdx = samplerStateIdx;
  4051. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4052. }
  4053. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4054. Bind bind;
  4055. bind.m_srvHandle = srvHandle[0];
  4056. bind.m_samplerStateIdx = samplerStateIdx;
  4057. bindLru.add(bindHash, bind, 0);
  4058. }
  4059. }
  4060. else
  4061. {
  4062. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4063. if (samplerStateIdx != currentSamplerStateIdx)
  4064. {
  4065. currentSamplerStateIdx = samplerStateIdx;
  4066. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4067. }
  4068. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4069. }
  4070. }
  4071. if (0 != changedStencil)
  4072. {
  4073. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  4074. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  4075. m_commandList->OMSetStencilRef(ref);
  4076. }
  4077. if (hasFactor
  4078. && blendFactor != draw.m_rgba)
  4079. {
  4080. blendFactor = draw.m_rgba;
  4081. float bf[4];
  4082. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  4083. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  4084. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  4085. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  4086. m_commandList->OMSetBlendFactor(bf);
  4087. }
  4088. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4089. || prim.m_toplogy != s_primInfo[primIndex].m_toplogy)
  4090. {
  4091. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4092. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4093. prim = s_primInfo[primIndex];
  4094. m_commandList->IASetPrimitiveTopology(prim.m_toplogy);
  4095. }
  4096. if (currentState.m_scissor != scissor)
  4097. {
  4098. currentState.m_scissor = scissor;
  4099. if (UINT16_MAX == scissor)
  4100. {
  4101. if (restoreScissor
  4102. || viewHasScissor)
  4103. {
  4104. restoreScissor = false;
  4105. D3D12_RECT rc;
  4106. rc.left = viewScissorRect.m_x;
  4107. rc.top = viewScissorRect.m_y;
  4108. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4109. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4110. m_commandList->RSSetScissorRects(1, &rc);
  4111. }
  4112. }
  4113. else
  4114. {
  4115. restoreScissor = true;
  4116. Rect scissorRect;
  4117. scissorRect.intersect(viewScissorRect,_render->m_rectCache.m_cache[scissor]);
  4118. D3D12_RECT rc;
  4119. rc.left = scissorRect.m_x;
  4120. rc.top = scissorRect.m_y;
  4121. rc.right = scissorRect.m_x + scissorRect.m_width;
  4122. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4123. m_commandList->RSSetScissorRects(1, &rc);
  4124. }
  4125. }
  4126. if (pso != currentPso)
  4127. {
  4128. currentPso = pso;
  4129. m_commandList->SetPipelineState(pso);
  4130. }
  4131. bool constantsChanged = false;
  4132. if (draw.m_constBegin < draw.m_constEnd
  4133. || currentProgramIdx != key.m_program
  4134. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4135. {
  4136. currentProgramIdx = key.m_program;
  4137. ProgramD3D12& program = m_program[currentProgramIdx];
  4138. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4139. if (NULL != vcb)
  4140. {
  4141. commit(*vcb);
  4142. }
  4143. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4144. if (NULL != fcb)
  4145. {
  4146. commit(*fcb);
  4147. }
  4148. hasPredefined = 0 < program.m_numPredefined;
  4149. constantsChanged = true;
  4150. }
  4151. if (constantsChanged
  4152. || hasPredefined)
  4153. {
  4154. ProgramD3D12& program = m_program[currentProgramIdx];
  4155. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4156. viewState.m_alphaRef = ref/255.0f;
  4157. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  4158. commitShaderConstants(key.m_program, gpuAddress);
  4159. }
  4160. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  4161. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  4162. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4163. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4164. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4165. statsNumInstances[primIndex] += draw.m_numInstances;
  4166. statsNumIndices += numIndices;
  4167. }
  4168. }
  4169. m_batch.end(m_commandList);
  4170. }
  4171. int64_t now = bx::getHPCounter();
  4172. elapsed += now;
  4173. static int64_t last = now;
  4174. int64_t frameTime = now - last;
  4175. last = now;
  4176. static int64_t min = frameTime;
  4177. static int64_t max = frameTime;
  4178. min = bx::int64_min(min, frameTime);
  4179. max = bx::int64_max(max, frameTime);
  4180. static int64_t presentMin = m_presentElapsed;
  4181. static int64_t presentMax = m_presentElapsed;
  4182. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  4183. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  4184. if (_render->m_debug & (BGFX_DEBUG_IFH | BGFX_DEBUG_STATS) )
  4185. {
  4186. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  4187. TextVideoMem& tvm = m_textVideoMem;
  4188. static int64_t next = now;
  4189. if (now >= next)
  4190. {
  4191. next = now + bx::getHPFrequency();
  4192. double freq = double(bx::getHPFrequency() );
  4193. double toMs = 1000.0 / freq;
  4194. tvm.clear();
  4195. uint16_t pos = 0;
  4196. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  4197. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4198. , getRendererName()
  4199. );
  4200. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  4201. char description[BX_COUNTOF(desc.Description)];
  4202. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  4203. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  4204. char dedicatedVideo[16];
  4205. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  4206. char dedicatedSystem[16];
  4207. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  4208. char sharedSystem[16];
  4209. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  4210. char processMemoryUsed[16];
  4211. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  4212. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  4213. , dedicatedVideo
  4214. , dedicatedSystem
  4215. , sharedSystem
  4216. , processMemoryUsed
  4217. );
  4218. DXGI_QUERY_VIDEO_MEMORY_INFO memInfo;
  4219. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &memInfo) );
  4220. char budget[16];
  4221. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  4222. char currentUsage[16];
  4223. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  4224. char availableForReservation[16];
  4225. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  4226. char currentReservation[16];
  4227. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  4228. tvm.printf(0, pos++, 0x8f, " Budget: %s, Usage: %s, AvailRes: %s, CurrRes: %s "
  4229. , budget
  4230. , currentUsage
  4231. , availableForReservation
  4232. , currentReservation
  4233. );
  4234. pos = 10;
  4235. tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4236. , double(frameTime)*toMs
  4237. , double(min)*toMs
  4238. , double(max)*toMs
  4239. , freq/frameTime
  4240. );
  4241. tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  4242. , double(m_presentElapsed)*toMs
  4243. , double(presentMin)*toMs
  4244. , double(presentMax)*toMs
  4245. );
  4246. char hmd[16];
  4247. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4248. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4249. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  4250. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4251. , 0 != msaa ? '\xfe' : ' '
  4252. , 1<<msaa
  4253. , ", no-HMD "
  4254. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  4255. );
  4256. double elapsedCpuMs = double(elapsed)*toMs;
  4257. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  4258. , _render->m_num
  4259. , statsKeyType[0]
  4260. , statsKeyType[1]
  4261. , elapsedCpuMs
  4262. );
  4263. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4264. {
  4265. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d "
  4266. , s_primName[ii]
  4267. , statsNumPrimsRendered[ii]
  4268. , statsNumInstances[ii]
  4269. , statsNumPrimsSubmitted[ii]
  4270. );
  4271. }
  4272. tvm.printf(10, pos++, 0x8e, " Batch: %7dx%d indirect, %7d immediate "
  4273. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  4274. , m_batch.m_maxDrawPerBatch
  4275. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  4276. );
  4277. tvm.printf(10, pos++, 0x8e, " %7dx%d indirect, %7d immediate "
  4278. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  4279. , m_batch.m_maxDrawPerBatch
  4280. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  4281. );
  4282. // if (NULL != m_renderdocdll)
  4283. // {
  4284. // tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4285. // }
  4286. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  4287. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  4288. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  4289. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  4290. pos++;
  4291. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4292. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Bind | Queued ");
  4293. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d "
  4294. , m_pipelineStateCache.getCount()
  4295. , m_samplerStateCache.getCount()
  4296. , bindLru.getCount()
  4297. , m_cmd.m_control.available()
  4298. );
  4299. pos++;
  4300. double captureMs = double(captureElapsed)*toMs;
  4301. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  4302. uint8_t attr[2] = { 0x89, 0x8a };
  4303. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4304. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  4305. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  4306. min = frameTime;
  4307. max = frameTime;
  4308. presentMin = m_presentElapsed;
  4309. presentMax = m_presentElapsed;
  4310. }
  4311. blit(this, _textVideoMemBlitter, tvm);
  4312. // PIX_ENDEVENT();
  4313. }
  4314. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4315. {
  4316. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  4317. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4318. // PIX_ENDEVENT();
  4319. }
  4320. setResourceBarrier(m_commandList
  4321. , m_backBufferColor[m_backBufferColorIdx]
  4322. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4323. , D3D12_RESOURCE_STATE_PRESENT
  4324. );
  4325. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  4326. }
  4327. } /* namespace d3d12 */ } // namespace bgfx
  4328. #else
  4329. namespace bgfx { namespace d3d12
  4330. {
  4331. RendererContextI* rendererCreate()
  4332. {
  4333. return NULL;
  4334. }
  4335. void rendererDestroy()
  4336. {
  4337. }
  4338. } /* namespace d3d12 */ } // namespace bgfx
  4339. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12