renderer_d3d12.cpp 196 KB

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  1. /*
  2. * Copyright 2011-2017 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. #if !BX_PLATFORM_WINDOWS
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. PFN_PIX_GET_THREAD_INFO bgfx_PIXGetThreadInfo;
  15. PFN_PIX_EVENTS_REPLACE_BLOCK bgfx_PIXEventsReplaceBlock;
  16. namespace bgfx { namespace d3d12
  17. {
  18. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  19. struct PrimInfo
  20. {
  21. D3D_PRIMITIVE_TOPOLOGY m_topology;
  22. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  23. uint32_t m_min;
  24. uint32_t m_div;
  25. uint32_t m_sub;
  26. };
  27. static const PrimInfo s_primInfo[] =
  28. {
  29. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  30. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  31. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  32. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  33. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  34. };
  35. static const char* s_primName[] =
  36. {
  37. "TriList",
  38. "TriStrip",
  39. "Line",
  40. "Point",
  41. };
  42. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  43. static const uint32_t s_checkMsaa[] =
  44. {
  45. 0,
  46. 2,
  47. 4,
  48. 8,
  49. 16,
  50. };
  51. static DXGI_SAMPLE_DESC s_msaa[] =
  52. {
  53. { 1, 0 },
  54. { 2, 0 },
  55. { 4, 0 },
  56. { 8, 0 },
  57. { 16, 0 },
  58. };
  59. static const D3D12_BLEND s_blendFactor[][2] =
  60. {
  61. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  62. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  63. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  64. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  65. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  66. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  67. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  68. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  69. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  70. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  71. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  72. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  73. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  74. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  75. };
  76. static const D3D12_BLEND_OP s_blendEquation[] =
  77. {
  78. D3D12_BLEND_OP_ADD,
  79. D3D12_BLEND_OP_SUBTRACT,
  80. D3D12_BLEND_OP_REV_SUBTRACT,
  81. D3D12_BLEND_OP_MIN,
  82. D3D12_BLEND_OP_MAX,
  83. };
  84. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  85. {
  86. D3D12_COMPARISON_FUNC(0), // ignored
  87. D3D12_COMPARISON_FUNC_LESS,
  88. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  89. D3D12_COMPARISON_FUNC_EQUAL,
  90. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  91. D3D12_COMPARISON_FUNC_GREATER,
  92. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  93. D3D12_COMPARISON_FUNC_NEVER,
  94. D3D12_COMPARISON_FUNC_ALWAYS,
  95. };
  96. static const D3D12_STENCIL_OP s_stencilOp[] =
  97. {
  98. D3D12_STENCIL_OP_ZERO,
  99. D3D12_STENCIL_OP_KEEP,
  100. D3D12_STENCIL_OP_REPLACE,
  101. D3D12_STENCIL_OP_INCR,
  102. D3D12_STENCIL_OP_INCR_SAT,
  103. D3D12_STENCIL_OP_DECR,
  104. D3D12_STENCIL_OP_DECR_SAT,
  105. D3D12_STENCIL_OP_INVERT,
  106. };
  107. static const D3D12_CULL_MODE s_cullMode[] =
  108. {
  109. D3D12_CULL_MODE_NONE,
  110. D3D12_CULL_MODE_FRONT,
  111. D3D12_CULL_MODE_BACK,
  112. };
  113. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  114. {
  115. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  116. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  117. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  118. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  119. };
  120. /*
  121. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  122. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  123. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  124. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  125. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  126. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  127. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  128. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  129. * D3D11_FILTER_ANISOTROPIC = 0x55,
  130. *
  131. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  132. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  133. *
  134. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  135. * 0x10 // MIN_LINEAR
  136. * 0x04 // MAG_LINEAR
  137. * 0x01 // MIP_LINEAR
  138. */
  139. static const uint8_t s_textureFilter[3][3] =
  140. {
  141. {
  142. 0x10, // min linear
  143. 0x00, // min point
  144. 0x55, // anisotropic
  145. },
  146. {
  147. 0x04, // mag linear
  148. 0x00, // mag point
  149. 0x55, // anisotropic
  150. },
  151. {
  152. 0x01, // mip linear
  153. 0x00, // mip point
  154. 0x55, // anisotropic
  155. },
  156. };
  157. struct TextureFormatInfo
  158. {
  159. DXGI_FORMAT m_fmt;
  160. DXGI_FORMAT m_fmtSrv;
  161. DXGI_FORMAT m_fmtDsv;
  162. DXGI_FORMAT m_fmtSrgb;
  163. };
  164. static const TextureFormatInfo s_textureFormat[] =
  165. {
  166. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  167. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  168. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  169. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  170. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  171. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  172. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  184. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  185. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  186. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  187. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  188. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  189. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  190. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  191. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  192. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  193. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  194. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  195. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  196. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  197. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  198. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  199. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  200. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  201. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  202. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  203. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  204. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  205. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  206. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  207. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  208. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  209. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  210. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  211. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  212. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  213. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  214. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  215. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  216. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  217. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  218. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  219. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  220. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  221. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  222. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  223. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  224. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  225. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  226. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  227. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  228. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  229. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  230. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  231. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  232. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  233. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  234. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  235. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  236. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  237. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  238. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  239. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  240. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  241. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  242. };
  243. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  244. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  245. {
  246. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  247. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  248. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  249. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  250. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  251. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  254. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  255. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  256. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  257. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  258. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  259. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  260. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  261. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  262. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  263. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  264. };
  265. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  266. static const DXGI_FORMAT s_attribType[][4][2] =
  267. {
  268. { // Uint8
  269. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  270. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  271. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  272. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  273. },
  274. { // Uint10
  275. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  276. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  277. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  278. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  279. },
  280. { // Int16
  281. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  282. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  283. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  284. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  285. },
  286. { // Half
  287. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  288. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  289. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  290. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  291. },
  292. { // Float
  293. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  294. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  295. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  296. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  297. },
  298. };
  299. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  300. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(uint8_t _stream, D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  301. {
  302. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  303. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  304. {
  305. if (UINT16_MAX != _decl.m_attributes[attr])
  306. {
  307. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  308. elem->InputSlot = _stream;
  309. if (0 == _decl.m_attributes[attr])
  310. {
  311. elem->AlignedByteOffset = 0;
  312. }
  313. else
  314. {
  315. uint8_t num;
  316. AttribType::Enum type;
  317. bool normalized;
  318. bool asInt;
  319. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  320. elem->Format = s_attribType[type][num-1][normalized];
  321. elem->AlignedByteOffset = _decl.m_offset[attr];
  322. }
  323. ++elem;
  324. }
  325. }
  326. return elem;
  327. }
  328. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  329. {
  330. D3D12_RESOURCE_BARRIER barrier;
  331. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  332. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  333. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  334. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  335. barrier.Transition.StateBefore = _stateBefore;
  336. barrier.Transition.StateAfter = _stateAfter;
  337. _commandList->ResourceBarrier(1, &barrier);
  338. }
  339. BX_PRAGMA_DIAGNOSTIC_PUSH();
  340. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  341. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  342. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  343. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  344. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  345. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  346. static const GUID IID_ID3D12Debug1 = { 0xaffaa4ca, 0x63fe, 0x4d8e, { 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04 } };
  347. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  348. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  349. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  350. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  351. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  352. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  353. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  354. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  355. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  356. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  357. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  358. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  359. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  360. static const GUID IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
  361. static const GUID IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } };
  362. BX_PRAGMA_DIAGNOSTIC_POP();
  363. struct HeapProperty
  364. {
  365. enum Enum
  366. {
  367. Default,
  368. Texture,
  369. Upload,
  370. ReadBack,
  371. Count
  372. };
  373. D3D12_HEAP_PROPERTIES m_properties;
  374. D3D12_RESOURCE_STATES m_state;
  375. };
  376. static HeapProperty s_heapProperties[] =
  377. {
  378. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  379. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  380. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  381. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COPY_DEST },
  382. };
  383. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  384. static void initHeapProperties(ID3D12Device* _device, D3D12_HEAP_PROPERTIES& _properties)
  385. {
  386. if (D3D12_HEAP_TYPE_CUSTOM != _properties.Type)
  387. {
  388. _properties = _device->GetCustomHeapProperties(1, _properties.Type);
  389. }
  390. }
  391. static void initHeapProperties(ID3D12Device* _device)
  392. {
  393. initHeapProperties(_device, s_heapProperties[HeapProperty::Default ].m_properties);
  394. initHeapProperties(_device, s_heapProperties[HeapProperty::Texture ].m_properties);
  395. initHeapProperties(_device, s_heapProperties[HeapProperty::Upload ].m_properties);
  396. initHeapProperties(_device, s_heapProperties[HeapProperty::ReadBack].m_properties);
  397. }
  398. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  399. {
  400. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  401. ID3D12Resource* resource;
  402. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  403. , D3D12_HEAP_FLAG_NONE
  404. , _resourceDesc
  405. , heapProperty.m_state
  406. , _clearValue
  407. , IID_ID3D12Resource
  408. , (void**)&resource
  409. ) );
  410. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  411. , _resourceDesc->Width
  412. );
  413. return resource;
  414. }
  415. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  416. {
  417. D3D12_RESOURCE_DESC resourceDesc;
  418. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  419. resourceDesc.Alignment = 0;
  420. resourceDesc.Width = _size;
  421. resourceDesc.Height = 1;
  422. resourceDesc.DepthOrArraySize = 1;
  423. resourceDesc.MipLevels = 1;
  424. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  425. resourceDesc.SampleDesc.Count = 1;
  426. resourceDesc.SampleDesc.Quality = 0;
  427. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  428. resourceDesc.Flags = _flags;
  429. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  430. }
  431. inline bool isLost(HRESULT _hr)
  432. {
  433. return false
  434. || _hr == DXGI_ERROR_DEVICE_REMOVED
  435. || _hr == DXGI_ERROR_DEVICE_HUNG
  436. || _hr == DXGI_ERROR_DEVICE_RESET
  437. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  438. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  439. ;
  440. }
  441. static const char* getLostReason(HRESULT _hr)
  442. {
  443. switch (_hr)
  444. {
  445. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  446. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  447. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  448. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  449. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  450. // The calling application should re-create the device and continue.
  451. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  452. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  453. // suspect, and the application should not continue.
  454. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  455. // A resource is not available at the time of the call, but may become available later.
  456. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  457. case S_OK: return "S_OK";
  458. default: break;
  459. }
  460. return "Unknown HRESULT?";
  461. }
  462. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  463. {
  464. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  465. {
  466. char temp[2048];
  467. va_list argList;
  468. va_start(argList, _format);
  469. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  470. va_end(argList);
  471. temp[size] = '\0';
  472. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  473. mbstowcs(wtemp, temp, size+1);
  474. _object->SetName(wtemp);
  475. }
  476. }
  477. #if USE_D3D12_DYNAMIC_LIB
  478. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  479. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  480. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  481. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  482. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  483. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  484. #endif // USE_D3D12_DYNAMIC_LIB
  485. inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  486. {
  487. #if BX_COMPILER_MSVC
  488. return _heap->GetCPUDescriptorHandleForHeapStart();
  489. #else
  490. D3D12_CPU_DESCRIPTOR_HANDLE handle;
  491. typedef void (WINAPI ID3D12DescriptorHeap::*PFN_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(D3D12_CPU_DESCRIPTOR_HANDLE *);
  492. (_heap->*(PFN_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(&ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart) )(&handle);
  493. return handle;
  494. #endif // BX_COMPILER_MSVC
  495. }
  496. inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  497. {
  498. #if BX_COMPILER_MSVC
  499. return _heap->GetGPUDescriptorHandleForHeapStart();
  500. #else
  501. D3D12_GPU_DESCRIPTOR_HANDLE handle;
  502. typedef void (WINAPI ID3D12DescriptorHeap::*PFN_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(D3D12_GPU_DESCRIPTOR_HANDLE *);
  503. (_heap->*(PFN_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(&ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart) )(&handle);
  504. return handle;
  505. #endif // BX_COMPILER_MSVC
  506. }
  507. inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
  508. {
  509. #if BX_COMPILER_MSVC
  510. return _resource->GetDesc();
  511. #else
  512. typedef void (STDMETHODCALLTYPE ID3D12Resource::*PFN_GET_GET_DESC)(D3D12_RESOURCE_DESC*);
  513. D3D12_RESOURCE_DESC desc;
  514. (_resource->*(PFN_GET_GET_DESC)(&ID3D12Resource::GetDesc))(&desc);
  515. return desc;
  516. #endif // BX_COMPILER_MSVC
  517. }
  518. static PIXEventsThreadInfo temp;
  519. PIXEventsThreadInfo* WINAPI stubPIXGetThreadInfo()
  520. {
  521. return &temp;
  522. }
  523. uint64_t WINAPI stubPIXEventsReplaceBlock(bool _getEarliestTime)
  524. {
  525. BX_UNUSED(_getEarliestTime);
  526. return 0;
  527. }
  528. struct RendererContextD3D12 : public RendererContextI
  529. {
  530. RendererContextD3D12()
  531. : m_d3d12dll(NULL)
  532. , m_dxgidll(NULL)
  533. , m_renderdocdll(NULL)
  534. , m_winPixEvent(NULL)
  535. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  536. , m_wireframe(false)
  537. , m_lost(false)
  538. , m_maxAnisotropy(1)
  539. , m_depthClamp(false)
  540. , m_fsChanges(0)
  541. , m_vsChanges(0)
  542. , m_backBufferColorIdx(0)
  543. , m_rtMsaa(false)
  544. {
  545. }
  546. ~RendererContextD3D12()
  547. {
  548. }
  549. bool init(const Init& _init)
  550. {
  551. struct ErrorState
  552. {
  553. enum Enum
  554. {
  555. Default,
  556. LoadedKernel32,
  557. LoadedD3D12,
  558. LoadedDXGI,
  559. CreatedDXGIFactory,
  560. CreatedCommandQueue,
  561. };
  562. };
  563. ErrorState::Enum errorState = ErrorState::Default;
  564. LUID luid;
  565. m_winPixEvent = bx::dlopen("WinPixEventRuntime.dll");
  566. if (NULL != m_winPixEvent)
  567. {
  568. bgfx_PIXGetThreadInfo = (PFN_PIX_GET_THREAD_INFO )bx::dlsym(m_winPixEvent, "PIXGetThreadInfo");
  569. bgfx_PIXEventsReplaceBlock = (PFN_PIX_EVENTS_REPLACE_BLOCK)bx::dlsym(m_winPixEvent, "PIXEventsReplaceBlock");
  570. }
  571. if (NULL == bgfx_PIXGetThreadInfo
  572. || NULL == bgfx_PIXEventsReplaceBlock)
  573. {
  574. bgfx_PIXGetThreadInfo = stubPIXGetThreadInfo;
  575. bgfx_PIXEventsReplaceBlock = stubPIXEventsReplaceBlock;
  576. }
  577. m_renderdocdll = loadRenderDoc();
  578. setGraphicsDebuggerPresent(NULL != m_renderdocdll || NULL != m_winPixEvent);
  579. m_fbh.idx = kInvalidHandle;
  580. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  581. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  582. #if USE_D3D12_DYNAMIC_LIB
  583. m_kernel32dll = bx::dlopen("kernel32.dll");
  584. if (NULL == m_kernel32dll)
  585. {
  586. BX_TRACE("Init error: Failed to load kernel32.dll.");
  587. goto error;
  588. }
  589. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  590. if (NULL == CreateEventExA)
  591. {
  592. BX_TRACE("Init error: Function CreateEventExA not found.");
  593. goto error;
  594. }
  595. errorState = ErrorState::LoadedKernel32;
  596. m_d3d12dll = bx::dlopen("d3d12.dll");
  597. if (NULL == m_d3d12dll)
  598. {
  599. BX_TRACE("Init error: Failed to load d3d12.dll.");
  600. goto error;
  601. }
  602. errorState = ErrorState::LoadedD3D12;
  603. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  604. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  605. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  606. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  607. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  608. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  609. if (NULL == D3D12CreateDevice
  610. || NULL == D3D12GetDebugInterface
  611. || NULL == D3D12SerializeRootSignature)
  612. {
  613. BX_TRACE("Init error: Function not found.");
  614. goto error;
  615. }
  616. m_dxgidll = bx::dlopen("dxgi.dll");
  617. if (NULL == m_dxgidll)
  618. {
  619. BX_TRACE("Init error: Failed to load dxgi.dll.");
  620. goto error;
  621. }
  622. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  623. if (NULL == CreateDXGIFactory1)
  624. {
  625. BX_TRACE("Init error: Function CreateDXGIFactory1 not found.");
  626. goto error;
  627. }
  628. #endif // USE_D3D12_DYNAMIC_LIB
  629. errorState = ErrorState::LoadedDXGI;
  630. HRESULT hr;
  631. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  632. hr = CreateDXGIFactory1(IID_IDXGIFactory4, (void**)&m_factory);
  633. #else
  634. hr = S_OK;
  635. m_factory = NULL;
  636. #endif // BX_PLATFORM_*
  637. if (FAILED(hr) )
  638. {
  639. BX_TRACE("Init error: Unable to create DXGI factory.");
  640. goto error;
  641. }
  642. errorState = ErrorState::CreatedDXGIFactory;
  643. m_adapter = NULL;
  644. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  645. if (NULL != m_factory)
  646. {
  647. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  648. IDXGIAdapter3* adapter;
  649. #else
  650. IDXGIAdapter* adapter;
  651. #endif // BX_PLATFORM_*
  652. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  653. {
  654. DXGI_ADAPTER_DESC desc;
  655. hr = adapter->GetDesc(&desc);
  656. if (SUCCEEDED(hr) )
  657. {
  658. BX_TRACE("Adapter #%d", ii);
  659. char description[BX_COUNTOF(desc.Description)];
  660. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  661. BX_TRACE("\tDescription: %s", description);
  662. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  663. , desc.VendorId
  664. , desc.DeviceId
  665. , desc.SubSysId
  666. , desc.Revision
  667. );
  668. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  669. , desc.DedicatedVideoMemory
  670. , desc.DedicatedSystemMemory
  671. , desc.SharedSystemMemory
  672. );
  673. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  674. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  675. ++g_caps.numGPUs;
  676. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  677. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  678. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  679. {
  680. m_adapter = adapter;
  681. m_adapter->AddRef();
  682. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  683. }
  684. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  685. && 0 != bx::strFind(description, "PerfHUD") )
  686. {
  687. m_adapter = adapter;
  688. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  689. }
  690. }
  691. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  692. }
  693. }
  694. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  695. {
  696. ID3D12Debug* debug0;
  697. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug0);
  698. if (SUCCEEDED(hr) )
  699. {
  700. debug0->EnableDebugLayer();
  701. #if BX_PLATFORM_WINDOWS
  702. {
  703. ID3D12Debug1* debug1;
  704. hr = debug0->QueryInterface(IID_ID3D12Debug1, (void**)&debug1);
  705. if (SUCCEEDED(hr) )
  706. {
  707. // debug1->SetEnableGPUBasedValidation(true);
  708. }
  709. }
  710. #endif // BX_PLATFORM_WINDOWS
  711. }
  712. }
  713. {
  714. D3D_FEATURE_LEVEL featureLevel[] =
  715. {
  716. D3D_FEATURE_LEVEL_12_1,
  717. D3D_FEATURE_LEVEL_12_0,
  718. D3D_FEATURE_LEVEL_11_1,
  719. D3D_FEATURE_LEVEL_11_0,
  720. };
  721. hr = E_FAIL;
  722. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  723. {
  724. hr = D3D12CreateDevice(m_adapter
  725. , featureLevel[ii]
  726. , IID_ID3D12Device
  727. , (void**)&m_device
  728. );
  729. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  730. , (featureLevel[ii] >> 12) & 0xf
  731. , (featureLevel[ii] >> 8) & 0xf
  732. );
  733. m_featureLevel = featureLevel[ii];
  734. }
  735. }
  736. if (FAILED(hr) )
  737. {
  738. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  739. goto error;
  740. }
  741. if (NULL != m_factory)
  742. {
  743. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  744. // NOTICE:
  745. // LUID STDMETHODCALLTYPE ID3D12Device::GetAdapterLuid() has a different behaviour in gcc ,
  746. // because gcc64 returns small struct in RAX, but the microsoft implemention of ID3D12Device::GetAdapterLuid() in d3d12.dll
  747. // pass the struct LUID's address as the second parameter.
  748. typedef void (STDMETHODCALLTYPE ID3D12Device::*ID3D12Device_GetAdapterLuid_f)(LUID *);
  749. (m_device->*(ID3D12Device_GetAdapterLuid_f)(&ID3D12Device::GetAdapterLuid))(&luid);
  750. #if BX_PLATFORM_WINDOWS
  751. IDXGIAdapter3* adapter;
  752. #else
  753. IDXGIAdapter* adapter;
  754. #endif // BX_PLATFORM_*
  755. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  756. {
  757. adapter->GetDesc(&m_adapterDesc);
  758. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  759. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  760. {
  761. if (NULL == m_adapter)
  762. {
  763. m_adapter = adapter;
  764. }
  765. else
  766. {
  767. DX_RELEASE(adapter, 0);
  768. }
  769. break;
  770. }
  771. DX_RELEASE(adapter, 0);
  772. }
  773. }
  774. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  775. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  776. {
  777. uint32_t numNodes = m_device->GetNodeCount();
  778. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  779. for (uint32_t ii = 0; ii < numNodes; ++ii)
  780. {
  781. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  782. architecture.NodeIndex = ii;
  783. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  784. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  785. , ii
  786. , architecture.TileBasedRenderer
  787. , architecture.UMA
  788. , architecture.CacheCoherentUMA
  789. );
  790. if (0 == ii)
  791. {
  792. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  793. }
  794. }
  795. }
  796. #if !BX_PLATFORM_WINDOWS
  797. if (NULL == m_factory)
  798. {
  799. IDXGIDevice1* dxgiDevice;
  800. hr = m_device->QueryInterface(IID_IDXGIDevice1, (void**)&dxgiDevice);
  801. if (FAILED(hr) )
  802. {
  803. BX_TRACE("Init error: Unable to query IDXGIDevice1 interface 0x%08x.", hr);
  804. goto error;
  805. }
  806. hr = dxgiDevice->GetAdapter(&m_adapter);
  807. if (FAILED(hr) )
  808. {
  809. BX_TRACE("Init error: DXGIDevice1::GetAdapter failed 0x%08x.", hr);
  810. goto error;
  811. }
  812. hr = m_adapter->GetParent(IID_IDXGIFactory4, (void**)&m_factory);
  813. if (FAILED(hr) )
  814. {
  815. BX_TRACE("Init error: IDXGIAdapter::GetParent failed 0x%08x.", hr);
  816. goto error;
  817. }
  818. }
  819. #endif // !BX_PLATFORM_WINDOWS
  820. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  821. BX_TRACE("D3D12 options:")
  822. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  823. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  824. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  825. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  826. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  827. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  828. initHeapProperties(m_device);
  829. m_cmd.init(m_device);
  830. errorState = ErrorState::CreatedCommandQueue;
  831. if (NULL == g_platformData.backBuffer)
  832. {
  833. #if !BX_PLATFORM_WINDOWS
  834. hr = m_adapter->GetParent(IID_IDXGIFactory2, (void**)&m_factory);
  835. DX_RELEASE(m_adapter, 0);
  836. if (FAILED(hr) )
  837. {
  838. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  839. goto error;
  840. }
  841. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  842. m_scd.Width = _init.resolution.m_width;
  843. m_scd.Height = _init.resolution.m_height;
  844. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  845. m_scd.Stereo = false;
  846. m_scd.SampleDesc.Count = 1;
  847. m_scd.SampleDesc.Quality = 0;
  848. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  849. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  850. m_scd.Scaling = DXGI_SCALING_STRETCH;
  851. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  852. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  853. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  854. m_backBufferColorIdx = m_scd.BufferCount-1;
  855. if (NULL == g_platformData.ndt)
  856. {
  857. hr = m_factory->CreateSwapChainForCoreWindow(m_cmd.m_commandQueue
  858. , (::IUnknown*)g_platformData.nwh
  859. , &m_scd
  860. , NULL
  861. , &m_swapChain
  862. );
  863. if (FAILED(hr) )
  864. {
  865. BX_TRACE("Init error: Unable to create Direct3D12 swap chain.");
  866. goto error;
  867. }
  868. }
  869. else
  870. {
  871. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  872. hr = m_factory->CreateSwapChainForComposition(m_device
  873. , &m_scd
  874. , NULL
  875. , &m_swapChain
  876. );
  877. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  878. # if BX_PLATFORM_WINRT
  879. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  880. ISwapChainBackgroundPanelNative* panel = NULL;
  881. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  882. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  883. if (NULL != panel)
  884. {
  885. hr = panel->SetSwapChain(m_swapChain);
  886. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  887. panel->Release();
  888. }
  889. # endif // BX_PLATFORM_WINRT
  890. }
  891. #else
  892. m_scd.BufferDesc.Width = _init.resolution.m_width;
  893. m_scd.BufferDesc.Height = _init.resolution.m_height;
  894. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  895. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  896. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  897. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  898. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  899. m_scd.SampleDesc.Count = 1;
  900. m_scd.SampleDesc.Quality = 0;
  901. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  902. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  903. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  904. m_scd.Windowed = true;
  905. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  906. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  907. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  908. , m_scd.BufferCount
  909. , BX_COUNTOF(m_backBufferColor)
  910. );
  911. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  912. , &m_scd
  913. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  914. );
  915. #endif // BX_PLATFORM_*
  916. if (FAILED(hr) )
  917. {
  918. BX_TRACE("Init error: Failed to create swap chain.");
  919. goto error;
  920. }
  921. }
  922. m_presentElapsed = 0;
  923. {
  924. m_resolution.m_width = _init.resolution.m_width;
  925. m_resolution.m_height = _init.resolution.m_height;
  926. m_numWindows = 1;
  927. #if BX_PLATFORM_WINDOWS
  928. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  929. , 0
  930. | DXGI_MWA_NO_WINDOW_CHANGES
  931. | DXGI_MWA_NO_ALT_ENTER
  932. ) );
  933. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  934. {
  935. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  936. if (SUCCEEDED(hr) )
  937. {
  938. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  939. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  940. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  941. D3D12_INFO_QUEUE_FILTER filter;
  942. bx::memSet(&filter, 0, sizeof(filter) );
  943. D3D12_MESSAGE_CATEGORY catlist[] =
  944. {
  945. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  946. D3D12_MESSAGE_CATEGORY_EXECUTION,
  947. };
  948. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  949. filter.DenyList.pCategoryList = catlist;
  950. m_infoQueue->PushStorageFilter(&filter);
  951. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  952. }
  953. }
  954. #endif // BX_PLATFORM_WINDOWS
  955. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  956. rtvDescHeap.NumDescriptors = 0
  957. + BX_COUNTOF(m_backBufferColor)
  958. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  959. ;
  960. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  961. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  962. rtvDescHeap.NodeMask = 1;
  963. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  964. , IID_ID3D12DescriptorHeap
  965. , (void**)&m_rtvDescriptorHeap
  966. ) );
  967. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  968. dsvDescHeap.NumDescriptors = 0
  969. + 1 // reserved for depth backbuffer.
  970. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  971. ;
  972. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  973. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  974. dsvDescHeap.NodeMask = 1;
  975. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  976. , IID_ID3D12DescriptorHeap
  977. , (void**)&m_dsvDescriptorHeap
  978. ) );
  979. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  980. {
  981. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  982. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  983. );
  984. }
  985. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  986. , 1024
  987. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  988. );
  989. D3D12_DESCRIPTOR_RANGE descRange[] =
  990. {
  991. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  992. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  993. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  994. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  995. };
  996. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  997. D3D12_ROOT_PARAMETER rootParameter[] =
  998. {
  999. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  1000. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  1001. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  1002. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  1003. };
  1004. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  1005. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  1006. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  1007. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  1008. descRootSignature.pParameters = rootParameter;
  1009. descRootSignature.NumStaticSamplers = 0;
  1010. descRootSignature.pStaticSamplers = NULL;
  1011. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  1012. ID3DBlob* outBlob;
  1013. ID3DBlob* errorBlob;
  1014. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  1015. , D3D_ROOT_SIGNATURE_VERSION_1
  1016. , &outBlob
  1017. , &errorBlob
  1018. ) );
  1019. DX_CHECK(m_device->CreateRootSignature(0
  1020. , outBlob->GetBufferPointer()
  1021. , outBlob->GetBufferSize()
  1022. , IID_ID3D12RootSignature
  1023. , (void**)&m_rootSignature
  1024. ) );
  1025. g_caps.supported |= ( 0
  1026. | BGFX_CAPS_TEXTURE_3D
  1027. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  1028. | BGFX_CAPS_INSTANCING
  1029. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1030. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1031. | BGFX_CAPS_FRAGMENT_DEPTH
  1032. | BGFX_CAPS_BLEND_INDEPENDENT
  1033. | BGFX_CAPS_COMPUTE
  1034. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1035. // | (m_architecture.UMA ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
  1036. // | BGFX_CAPS_SWAP_CHAIN
  1037. | BGFX_CAPS_TEXTURE_BLIT
  1038. | BGFX_CAPS_TEXTURE_READ_BACK
  1039. | BGFX_CAPS_OCCLUSION_QUERY
  1040. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1041. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1042. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1043. );
  1044. g_caps.limits.maxTextureSize = 16384;
  1045. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1046. g_caps.limits.maxVertexStreams = BGFX_CONFIG_MAX_VERTEX_STREAMS;
  1047. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1048. {
  1049. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1050. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1051. ? s_textureFormat[ii].m_fmtDsv
  1052. : s_textureFormat[ii].m_fmt
  1053. ;
  1054. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1055. if (DXGI_FORMAT_UNKNOWN != fmt)
  1056. {
  1057. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1058. data.Format = fmt;
  1059. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1060. if (SUCCEEDED(hr) )
  1061. {
  1062. support |= 0 != (data.Support1 & (0
  1063. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1064. ) )
  1065. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1066. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1067. ;
  1068. support |= 0 != (data.Support1 & (0
  1069. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1070. ) )
  1071. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1072. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1073. ;
  1074. support |= 0 != (data.Support1 & (0
  1075. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1076. ) )
  1077. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1078. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1079. ;
  1080. support |= 0 != (data.Support1 & (0
  1081. | D3D12_FORMAT_SUPPORT1_BUFFER
  1082. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  1083. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  1084. ) )
  1085. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1086. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1087. ;
  1088. support |= 0 != (data.Support1 & (0
  1089. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  1090. ) )
  1091. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1092. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1093. ;
  1094. support |= 0 != (data.Support1 & (0
  1095. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  1096. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  1097. ) )
  1098. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1099. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1100. ;
  1101. support |= 0 != (data.Support1 & (0
  1102. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  1103. ) )
  1104. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1105. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1106. ;
  1107. support |= 0 != (data.Support1 & (0
  1108. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  1109. ) )
  1110. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1111. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1112. ;
  1113. }
  1114. else
  1115. {
  1116. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1117. }
  1118. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1119. {
  1120. // clear image flag for additional testing
  1121. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1122. data.Format = s_textureFormat[ii].m_fmt;
  1123. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1124. if (SUCCEEDED(hr) )
  1125. {
  1126. support |= 0 != (data.Support2 & (0
  1127. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1128. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1129. ) )
  1130. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1131. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1132. ;
  1133. }
  1134. }
  1135. }
  1136. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1137. {
  1138. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1139. {
  1140. DXGI_FORMAT InFormat;
  1141. UINT OutFormatSupport;
  1142. };
  1143. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1144. data.Format = fmtSrgb;
  1145. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1146. if (SUCCEEDED(hr) )
  1147. {
  1148. support |= 0 != (data.Support1 & (0
  1149. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1150. ) )
  1151. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1152. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1153. ;
  1154. support |= 0 != (data.Support1 & (0
  1155. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1156. ) )
  1157. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1158. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1159. ;
  1160. support |= 0 != (data.Support1 & (0
  1161. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1162. ) )
  1163. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1164. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1165. ;
  1166. }
  1167. else
  1168. {
  1169. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1170. }
  1171. }
  1172. g_caps.formats[ii] = support;
  1173. }
  1174. // Init reserved part of view name.
  1175. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1176. {
  1177. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1178. }
  1179. postReset();
  1180. m_batch.create(4<<10);
  1181. m_gpuTimer.init();
  1182. m_occlusionQuery.init();
  1183. }
  1184. g_internalData.context = m_device;
  1185. return true;
  1186. error:
  1187. switch (errorState)
  1188. {
  1189. case ErrorState::CreatedCommandQueue:
  1190. m_cmd.shutdown();
  1191. case ErrorState::CreatedDXGIFactory:
  1192. DX_RELEASE(m_device, 0);
  1193. DX_RELEASE(m_adapter, 0);
  1194. DX_RELEASE(m_factory, 0);
  1195. #if USE_D3D12_DYNAMIC_LIB
  1196. case ErrorState::LoadedDXGI:
  1197. bx::dlclose(m_dxgidll);
  1198. case ErrorState::LoadedD3D12:
  1199. bx::dlclose(m_d3d12dll);
  1200. case ErrorState::LoadedKernel32:
  1201. bx::dlclose(m_kernel32dll);
  1202. #endif // USE_D3D12_DYNAMIC_LIB
  1203. case ErrorState::Default:
  1204. default:
  1205. unloadRenderDoc(m_renderdocdll);
  1206. bx::dlclose(m_winPixEvent);
  1207. m_winPixEvent = NULL;
  1208. break;
  1209. }
  1210. return false;
  1211. }
  1212. void shutdown()
  1213. {
  1214. m_cmd.finish();
  1215. m_batch.destroy();
  1216. preReset();
  1217. m_gpuTimer.shutdown();
  1218. m_occlusionQuery.shutdown();
  1219. m_samplerAllocator.destroy();
  1220. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1221. {
  1222. m_scratchBuffer[ii].destroy();
  1223. }
  1224. m_pipelineStateCache.invalidate();
  1225. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1226. {
  1227. m_indexBuffers[ii].destroy();
  1228. }
  1229. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1230. {
  1231. m_vertexBuffers[ii].destroy();
  1232. }
  1233. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1234. {
  1235. m_shaders[ii].destroy();
  1236. }
  1237. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1238. {
  1239. m_textures[ii].destroy();
  1240. }
  1241. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1242. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1243. DX_RELEASE(m_rootSignature, 0);
  1244. DX_RELEASE(m_swapChain, 0);
  1245. m_cmd.shutdown();
  1246. DX_RELEASE(m_device, 0);
  1247. DX_RELEASE(m_adapter, 0);
  1248. DX_RELEASE(m_factory, 0);
  1249. unloadRenderDoc(m_renderdocdll);
  1250. bx::dlclose(m_winPixEvent);
  1251. m_winPixEvent = NULL;
  1252. #if USE_D3D12_DYNAMIC_LIB
  1253. bx::dlclose(m_dxgidll);
  1254. bx::dlclose(m_d3d12dll);
  1255. bx::dlclose(m_kernel32dll);
  1256. #endif // USE_D3D12_DYNAMIC_LIB
  1257. }
  1258. RendererType::Enum getRendererType() const override
  1259. {
  1260. return RendererType::Direct3D12;
  1261. }
  1262. const char* getRendererName() const override
  1263. {
  1264. return BGFX_RENDERER_DIRECT3D12_NAME;
  1265. }
  1266. bool isDeviceRemoved() override
  1267. {
  1268. return m_lost;
  1269. }
  1270. void flip(HMD& /*_hmd*/) override
  1271. {
  1272. if (NULL != m_swapChain
  1273. && !m_lost)
  1274. {
  1275. int64_t start = bx::getHPCounter();
  1276. HRESULT hr = S_OK;
  1277. uint32_t syncInterval = !!(m_resolution.m_flags & BGFX_RESET_VSYNC);
  1278. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1279. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1280. {
  1281. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, flags);
  1282. }
  1283. if (SUCCEEDED(hr) )
  1284. {
  1285. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  1286. hr = m_swapChain->Present(syncInterval, flags);
  1287. }
  1288. int64_t now = bx::getHPCounter();
  1289. m_presentElapsed = now - start;
  1290. m_lost = isLost(hr);
  1291. BGFX_FATAL(!m_lost
  1292. , bgfx::Fatal::DeviceLost
  1293. , "Device is lost. FAILED 0x%08x %s (%s)"
  1294. , hr
  1295. , getLostReason(hr)
  1296. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1297. );
  1298. }
  1299. }
  1300. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) override
  1301. {
  1302. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1303. }
  1304. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1305. {
  1306. m_indexBuffers[_handle.idx].destroy();
  1307. }
  1308. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1309. {
  1310. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1311. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1312. dump(decl);
  1313. }
  1314. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1315. {
  1316. }
  1317. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1318. {
  1319. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1320. }
  1321. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1322. {
  1323. m_vertexBuffers[_handle.idx].destroy();
  1324. }
  1325. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1326. {
  1327. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1328. }
  1329. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1330. {
  1331. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1332. }
  1333. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1334. {
  1335. m_indexBuffers[_handle.idx].destroy();
  1336. }
  1337. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1338. {
  1339. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1340. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1341. }
  1342. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1343. {
  1344. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1345. }
  1346. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1347. {
  1348. m_vertexBuffers[_handle.idx].destroy();
  1349. }
  1350. void createShader(ShaderHandle _handle, Memory* _mem) override
  1351. {
  1352. m_shaders[_handle.idx].create(_mem);
  1353. }
  1354. void destroyShader(ShaderHandle _handle) override
  1355. {
  1356. m_shaders[_handle.idx].destroy();
  1357. }
  1358. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1359. {
  1360. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1361. }
  1362. void destroyProgram(ProgramHandle _handle) override
  1363. {
  1364. m_program[_handle.idx].destroy();
  1365. }
  1366. void* createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) override
  1367. {
  1368. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1369. }
  1370. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1371. {
  1372. }
  1373. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1374. {
  1375. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1376. }
  1377. void updateTextureEnd() override
  1378. {
  1379. }
  1380. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1381. {
  1382. const TextureD3D12& texture = m_textures[_handle.idx];
  1383. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1384. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1385. uint32_t numRows;
  1386. uint64_t total;
  1387. uint64_t srcPitch;
  1388. m_device->GetCopyableFootprints(&desc
  1389. , _mip
  1390. , 1
  1391. , 0
  1392. , &layout
  1393. , &numRows
  1394. , &srcPitch
  1395. , &total
  1396. );
  1397. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1398. D3D12_BOX box;
  1399. box.left = 0;
  1400. box.top = 0;
  1401. box.right = texture.m_width;
  1402. box.bottom = texture.m_height;
  1403. box.front = 0;
  1404. box.back = 1;
  1405. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1406. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1407. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1408. finish();
  1409. m_commandList = m_cmd.alloc();
  1410. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1411. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1412. uint8_t* src;
  1413. readback->Map(0, NULL, (void**)&src);
  1414. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1415. uint8_t* dst = (uint8_t*)_data;
  1416. uint32_t dstPitch = srcWidth*bpp/8;
  1417. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1418. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1419. {
  1420. bx::memCopy(dst, src, pitch);
  1421. src += srcPitch;
  1422. dst += dstPitch;
  1423. }
  1424. readback->Unmap(0, NULL);
  1425. DX_RELEASE(readback, 0);
  1426. }
  1427. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) override
  1428. {
  1429. TextureD3D12& texture = m_textures[_handle.idx];
  1430. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1431. const Memory* mem = alloc(size);
  1432. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1433. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1434. bx::write(&writer, magic);
  1435. TextureCreate tc;
  1436. tc.m_width = _width;
  1437. tc.m_height = _height;
  1438. tc.m_depth = 0;
  1439. tc.m_numLayers = 1;
  1440. tc.m_numMips = _numMips;
  1441. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1442. tc.m_cubeMap = false;
  1443. tc.m_mem = NULL;
  1444. bx::write(&writer, tc);
  1445. texture.destroy();
  1446. texture.create(mem, texture.m_flags, 0);
  1447. release(mem);
  1448. }
  1449. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1450. {
  1451. BX_UNUSED(_handle, _ptr);
  1452. }
  1453. uintptr_t getInternal(TextureHandle _handle) override
  1454. {
  1455. BX_UNUSED(_handle);
  1456. return 0;
  1457. }
  1458. void destroyTexture(TextureHandle _handle) override
  1459. {
  1460. m_textures[_handle.idx].destroy();
  1461. }
  1462. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1463. {
  1464. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1465. }
  1466. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) override
  1467. {
  1468. uint16_t denseIdx = m_numWindows++;
  1469. m_windows[denseIdx] = _handle;
  1470. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1471. }
  1472. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1473. {
  1474. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1475. if (UINT16_MAX != denseIdx)
  1476. {
  1477. --m_numWindows;
  1478. if (m_numWindows > 1)
  1479. {
  1480. FrameBufferHandle handle = m_windows[m_numWindows];
  1481. m_windows[denseIdx] = handle;
  1482. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1483. }
  1484. }
  1485. }
  1486. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1487. {
  1488. if (NULL != m_uniforms[_handle.idx])
  1489. {
  1490. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1491. }
  1492. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1493. void* data = BX_ALLOC(g_allocator, size);
  1494. bx::memSet(data, 0, size);
  1495. m_uniforms[_handle.idx] = data;
  1496. m_uniformReg.add(_handle, _name, data);
  1497. }
  1498. void destroyUniform(UniformHandle _handle) override
  1499. {
  1500. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1501. m_uniforms[_handle.idx] = NULL;
  1502. m_uniformReg.remove(_handle);
  1503. }
  1504. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1505. {
  1506. BX_UNUSED(_handle);
  1507. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1508. m_cmd.finish(m_backBufferColorFence[idx]);
  1509. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1510. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1511. const uint32_t width = (uint32_t)desc.Width;
  1512. const uint32_t height = (uint32_t)desc.Height;
  1513. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1514. uint32_t numRows;
  1515. uint64_t total;
  1516. uint64_t pitch;
  1517. m_device->GetCopyableFootprints(&desc
  1518. , 0
  1519. , 1
  1520. , 0
  1521. , &layout
  1522. , &numRows
  1523. , &pitch
  1524. , &total
  1525. );
  1526. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1527. D3D12_BOX box;
  1528. box.left = 0;
  1529. box.top = 0;
  1530. box.right = width;
  1531. box.bottom = height;
  1532. box.front = 0;
  1533. box.back = 1;
  1534. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1535. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1536. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1537. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1538. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1539. finish();
  1540. m_commandList = m_cmd.alloc();
  1541. void* data;
  1542. readback->Map(0, NULL, (void**)&data);
  1543. bimg::imageSwizzleBgra8(
  1544. data
  1545. , layout.Footprint.RowPitch
  1546. , width
  1547. , height
  1548. , data
  1549. , layout.Footprint.RowPitch
  1550. );
  1551. g_callback->screenShot(_filePath
  1552. , width
  1553. , height
  1554. , layout.Footprint.RowPitch
  1555. , data
  1556. , (uint32_t)total
  1557. , false
  1558. );
  1559. readback->Unmap(0, NULL);
  1560. DX_RELEASE(readback, 0);
  1561. }
  1562. void updateViewName(ViewId _id, const char* _name) override
  1563. {
  1564. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1565. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1566. , _name
  1567. );
  1568. }
  1569. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1570. {
  1571. bx::memCopy(m_uniforms[_loc], _data, _size);
  1572. }
  1573. void setMarker(const char* /*_marker*/, uint32_t /*_size*/) override
  1574. {
  1575. }
  1576. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1577. {
  1578. m_occlusionQuery.invalidate(_handle);
  1579. }
  1580. virtual void setName(Handle _handle, const char* _name) override
  1581. {
  1582. switch (_handle.type)
  1583. {
  1584. case Handle::Shader:
  1585. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, _name);
  1586. break;
  1587. case Handle::Texture:
  1588. setDebugObjectName(m_textures[_handle.idx].m_ptr, _name);
  1589. break;
  1590. default:
  1591. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1592. break;
  1593. }
  1594. }
  1595. void submitBlit(BlitState& _bs, uint16_t _view);
  1596. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1597. void blitSetup(TextVideoMemBlitter& _blitter) override
  1598. {
  1599. const uint32_t width = getBufferWidth();
  1600. const uint32_t height = getBufferHeight();
  1601. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1602. setFrameBuffer(fbh, false);
  1603. D3D12_VIEWPORT vp;
  1604. vp.TopLeftX = 0;
  1605. vp.TopLeftY = 0;
  1606. vp.Width = (float)width;
  1607. vp.Height = (float)height;
  1608. vp.MinDepth = 0.0f;
  1609. vp.MaxDepth = 1.0f;
  1610. m_commandList->RSSetViewports(1, &vp);
  1611. D3D12_RECT rc;
  1612. rc.left = 0;
  1613. rc.top = 0;
  1614. rc.right = width;
  1615. rc.bottom = height;
  1616. m_commandList->RSSetScissorRects(1, &rc);
  1617. const uint64_t state = 0
  1618. | BGFX_STATE_RGB_WRITE
  1619. | BGFX_STATE_ALPHA_WRITE
  1620. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1621. ;
  1622. const VertexDecl* decls[1] = { &m_vertexDecls[_blitter.m_vb->decl.idx] };
  1623. ID3D12PipelineState* pso = getPipelineState(state
  1624. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1625. , 1
  1626. , decls
  1627. , _blitter.m_program.idx
  1628. , 0
  1629. );
  1630. m_commandList->SetPipelineState(pso);
  1631. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1632. float proj[16];
  1633. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1634. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1635. uint8_t flags = predefined.m_type;
  1636. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1637. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1638. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1639. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1640. ID3D12DescriptorHeap* heaps[] =
  1641. {
  1642. m_samplerAllocator.getHeap(),
  1643. scratchBuffer.getHeap(),
  1644. };
  1645. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1646. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1647. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1648. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1649. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1650. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1651. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1652. scratchBuffer.allocSrv(srvHandle, texture);
  1653. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1654. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1655. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1656. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1657. viewDesc.BufferLocation = vb.m_gpuVA;
  1658. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1659. viewDesc.SizeInBytes = vb.m_size;
  1660. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1661. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1662. D3D12_INDEX_BUFFER_VIEW ibv;
  1663. ibv.Format = DXGI_FORMAT_R16_UINT;
  1664. ibv.BufferLocation = ib.m_gpuVA;
  1665. ibv.SizeInBytes = ib.m_size;
  1666. m_commandList->IASetIndexBuffer(&ibv);
  1667. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1668. }
  1669. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1670. {
  1671. const uint32_t numVertices = _numIndices*4/6;
  1672. if (0 < numVertices)
  1673. {
  1674. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1675. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1676. m_commandList->DrawIndexedInstanced(_numIndices
  1677. , 1
  1678. , 0
  1679. , 0
  1680. , 0
  1681. );
  1682. }
  1683. }
  1684. void preReset()
  1685. {
  1686. finishAll();
  1687. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1688. {
  1689. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1690. }
  1691. DX_RELEASE(m_backBufferDepthStencil, 0);
  1692. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1693. {
  1694. m_frameBuffers[ii].preReset();
  1695. }
  1696. invalidateCache();
  1697. // capturePreReset();
  1698. }
  1699. void postReset()
  1700. {
  1701. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1702. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1703. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1704. {
  1705. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1706. handle.ptr += ii * rtvDescriptorSize;
  1707. DX_CHECK(m_swapChain->GetBuffer(ii
  1708. , IID_ID3D12Resource
  1709. , (void**)&m_backBufferColor[ii]
  1710. ) );
  1711. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1712. }
  1713. D3D12_RESOURCE_DESC resourceDesc;
  1714. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1715. resourceDesc.Alignment = 0;
  1716. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1717. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1718. resourceDesc.DepthOrArraySize = 1;
  1719. resourceDesc.MipLevels = 0;
  1720. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1721. resourceDesc.SampleDesc.Count = 1;
  1722. resourceDesc.SampleDesc.Quality = 0;
  1723. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1724. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1725. D3D12_CLEAR_VALUE clearValue;
  1726. clearValue.Format = resourceDesc.Format;
  1727. clearValue.DepthStencil.Depth = 1.0f;
  1728. clearValue.DepthStencil.Stencil = 0;
  1729. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1730. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1731. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  1732. dsvDesc.Format = resourceDesc.Format;
  1733. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1734. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1735. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1736. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1737. ;
  1738. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1739. , &dsvDesc
  1740. , getCPUHandleHeapStart(m_dsvDescriptorHeap)
  1741. );
  1742. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1743. {
  1744. m_frameBuffers[ii].postReset();
  1745. }
  1746. m_commandList = m_cmd.alloc();
  1747. // capturePostReset();
  1748. }
  1749. void invalidateCache()
  1750. {
  1751. m_pipelineStateCache.invalidate();
  1752. m_samplerStateCache.invalidate();
  1753. m_samplerAllocator.reset();
  1754. }
  1755. void updateMsaa()
  1756. {
  1757. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1758. {
  1759. uint32_t msaa = s_checkMsaa[ii];
  1760. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1761. bx::memSet(&data, 0, sizeof(msaa) );
  1762. data.Format = getBufferFormat();
  1763. data.SampleCount = msaa;
  1764. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1765. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1766. data.NumQualityLevels = 0;
  1767. if (SUCCEEDED(hr)
  1768. && 0 < data.NumQualityLevels)
  1769. {
  1770. s_msaa[ii].Count = data.SampleCount;
  1771. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1772. last = ii;
  1773. }
  1774. else
  1775. {
  1776. s_msaa[ii] = s_msaa[last];
  1777. }
  1778. }
  1779. }
  1780. bool updateResolution(const Resolution& _resolution)
  1781. {
  1782. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1783. {
  1784. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1785. }
  1786. else
  1787. {
  1788. m_maxAnisotropy = 1;
  1789. }
  1790. bool depthClamp = !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP);
  1791. if (m_depthClamp != depthClamp)
  1792. {
  1793. m_depthClamp = depthClamp;
  1794. m_pipelineStateCache.invalidate();
  1795. }
  1796. const uint32_t maskFlags = ~(0
  1797. | BGFX_RESET_HMD_RECENTER
  1798. | BGFX_RESET_MAXANISOTROPY
  1799. | BGFX_RESET_DEPTH_CLAMP
  1800. | BGFX_RESET_SUSPEND
  1801. );
  1802. if (m_resolution.m_width != _resolution.m_width
  1803. || m_resolution.m_height != _resolution.m_height
  1804. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  1805. {
  1806. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  1807. bool resize = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1808. m_resolution = _resolution;
  1809. m_resolution.m_flags = flags;
  1810. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1811. m_textVideoMem.clear();
  1812. setBufferSize(_resolution.m_width, _resolution.m_height);
  1813. preReset();
  1814. BX_UNUSED(resize);
  1815. if (resize)
  1816. {
  1817. #if BX_PLATFORM_WINDOWS
  1818. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1819. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1820. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1821. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1822. DX_CHECK(m_swapChain->ResizeBuffers1(
  1823. m_scd.BufferCount
  1824. , m_scd.BufferDesc.Width
  1825. , m_scd.BufferDesc.Height
  1826. , m_scd.BufferDesc.Format
  1827. , m_scd.Flags
  1828. , nodeMask
  1829. , presentQueue
  1830. ) );
  1831. #else
  1832. DX_CHECK(m_swapChain->ResizeBuffers(
  1833. m_scd.BufferCount
  1834. , m_scd.Width
  1835. , m_scd.Height
  1836. , m_scd.Format
  1837. , m_scd.Flags
  1838. ) );
  1839. m_backBufferColorIdx = m_scd.BufferCount-1;
  1840. #endif // BX_PLATFORM_WINDOWS
  1841. }
  1842. else
  1843. {
  1844. updateMsaa();
  1845. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1846. DX_RELEASE(m_swapChain, 0);
  1847. #if BX_PLATFORM_WINDOWS
  1848. HRESULT hr;
  1849. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1850. , &m_scd
  1851. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1852. );
  1853. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1854. #endif // BX_PLATFORM_WINDOWS
  1855. }
  1856. postReset();
  1857. }
  1858. return false;
  1859. }
  1860. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1861. {
  1862. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1863. {
  1864. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1865. m_fsChanges += _numRegs;
  1866. }
  1867. else
  1868. {
  1869. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1870. m_vsChanges += _numRegs;
  1871. }
  1872. }
  1873. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1874. {
  1875. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1876. }
  1877. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1878. {
  1879. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1880. }
  1881. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1882. {
  1883. const ProgramD3D12& program = m_program[_programIdx];
  1884. uint32_t total = bx::strideAlign(0
  1885. + program.m_vsh->m_size
  1886. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1887. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1888. );
  1889. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1890. {
  1891. uint32_t size = program.m_vsh->m_size;
  1892. bx::memCopy(data, m_vsScratch, size);
  1893. data += size;
  1894. m_vsChanges = 0;
  1895. }
  1896. if (NULL != program.m_fsh)
  1897. {
  1898. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  1899. m_fsChanges = 0;
  1900. }
  1901. }
  1902. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1903. {
  1904. if (isValid(m_fbh)
  1905. && m_fbh.idx != _fbh.idx)
  1906. {
  1907. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1908. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1909. {
  1910. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1911. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1912. }
  1913. if (isValid(frameBuffer.m_depth) )
  1914. {
  1915. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1916. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  1917. if (!writeOnly)
  1918. {
  1919. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1920. }
  1921. }
  1922. }
  1923. if (!isValid(_fbh) )
  1924. {
  1925. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1926. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1927. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1928. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  1929. m_currentColor = &m_rtvHandle;
  1930. m_currentDepthStencil = &m_dsvHandle;
  1931. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  1932. }
  1933. else
  1934. {
  1935. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1936. if (0 < frameBuffer.m_num)
  1937. {
  1938. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1939. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1940. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  1941. m_currentColor = &m_rtvHandle;
  1942. }
  1943. else
  1944. {
  1945. m_currentColor = NULL;
  1946. }
  1947. if (isValid(frameBuffer.m_depth) )
  1948. {
  1949. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  1950. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1951. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  1952. m_currentDepthStencil = &m_dsvHandle;
  1953. }
  1954. else
  1955. {
  1956. m_currentDepthStencil = NULL;
  1957. }
  1958. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1959. {
  1960. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1961. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1962. }
  1963. if (isValid(frameBuffer.m_depth) )
  1964. {
  1965. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1966. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1967. }
  1968. m_commandList->OMSetRenderTargets(frameBuffer.m_num
  1969. , m_currentColor
  1970. , true
  1971. , m_currentDepthStencil
  1972. );
  1973. }
  1974. m_fbh = _fbh;
  1975. m_rtMsaa = _msaa;
  1976. }
  1977. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  1978. {
  1979. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  1980. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1981. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  1982. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1983. drt->LogicOpEnable = false;
  1984. {
  1985. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1986. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1987. const uint32_t srcRGB = (blend ) & 0xf;
  1988. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1989. const uint32_t srcA = (blend >> 8) & 0xf;
  1990. const uint32_t dstA = (blend >> 12) & 0xf;
  1991. const uint32_t equRGB = (equation ) & 0x7;
  1992. const uint32_t equA = (equation >> 3) & 0x7;
  1993. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1994. drt->DestBlend = s_blendFactor[dstRGB][0];
  1995. drt->BlendOp = s_blendEquation[equRGB];
  1996. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1997. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1998. drt->BlendOpAlpha = s_blendEquation[equA];
  1999. }
  2000. uint8_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  2001. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  2002. : 0
  2003. ;
  2004. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  2005. ? D3D12_COLOR_WRITE_ENABLE_RED
  2006. | D3D12_COLOR_WRITE_ENABLE_GREEN
  2007. | D3D12_COLOR_WRITE_ENABLE_BLUE
  2008. : 0
  2009. ;
  2010. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2011. drt->RenderTargetWriteMask = writeMask;
  2012. if (_desc.IndependentBlendEnable)
  2013. {
  2014. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2015. {
  2016. drt = &_desc.RenderTarget[ii];
  2017. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2018. drt->LogicOpEnable = false;
  2019. const uint32_t src = (rgba ) & 0xf;
  2020. const uint32_t dst = (rgba >> 4) & 0xf;
  2021. const uint32_t equation = (rgba >> 8) & 0x7;
  2022. drt->SrcBlend = s_blendFactor[src][0];
  2023. drt->DestBlend = s_blendFactor[dst][0];
  2024. drt->BlendOp = s_blendEquation[equation];
  2025. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2026. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2027. drt->BlendOpAlpha = s_blendEquation[equation];
  2028. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2029. drt->RenderTargetWriteMask = writeMask;
  2030. }
  2031. }
  2032. else
  2033. {
  2034. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2035. {
  2036. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  2037. }
  2038. }
  2039. }
  2040. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  2041. {
  2042. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  2043. _desc.FillMode = _wireframe
  2044. ? D3D12_FILL_MODE_WIREFRAME
  2045. : D3D12_FILL_MODE_SOLID
  2046. ;
  2047. _desc.CullMode = s_cullMode[cull];
  2048. _desc.FrontCounterClockwise = false;
  2049. _desc.DepthBias = 0;
  2050. _desc.DepthBiasClamp = 0.0f;
  2051. _desc.SlopeScaledDepthBias = 0.0f;
  2052. _desc.DepthClipEnable = !m_depthClamp;
  2053. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2054. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2055. _desc.ForcedSampleCount = 0;
  2056. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2057. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  2058. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2059. ;
  2060. }
  2061. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  2062. {
  2063. const uint32_t fstencil = unpackStencil(0, _stencil);
  2064. bx::memSet(&_desc, 0, sizeof(_desc) );
  2065. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2066. _desc.DepthEnable = 0 != func;
  2067. _desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  2068. ? D3D12_DEPTH_WRITE_MASK_ALL
  2069. : D3D12_DEPTH_WRITE_MASK_ZERO
  2070. ;
  2071. _desc.DepthFunc = s_cmpFunc[func];
  2072. uint32_t bstencil = unpackStencil(1, _stencil);
  2073. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2074. bstencil = frontAndBack ? bstencil : fstencil;
  2075. _desc.StencilEnable = 0 != _stencil;
  2076. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2077. _desc.StencilWriteMask = 0xff;
  2078. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2079. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2080. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2081. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2082. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2083. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2084. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2085. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2086. }
  2087. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, uint8_t _numStreams, const VertexDecl** _vertexDecls, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2088. {
  2089. uint16_t attrMask[Attrib::Count];
  2090. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask));
  2091. D3D12_INPUT_ELEMENT_DESC* elem = _vertexElements;
  2092. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2093. {
  2094. VertexDecl decl;
  2095. bx::memCopy(&decl, _vertexDecls[stream], sizeof(VertexDecl));
  2096. const bool last = stream == _numStreams-1;
  2097. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2098. {
  2099. uint16_t mask = attrMask[ii];
  2100. uint16_t attr = (decl.m_attributes[ii] & mask);
  2101. if (0 == attr
  2102. || UINT16_MAX == attr)
  2103. {
  2104. decl.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2105. }
  2106. else
  2107. {
  2108. attrMask[ii] = 0;
  2109. }
  2110. }
  2111. elem = fillVertexDecl(stream, elem, decl);
  2112. }
  2113. uint32_t num = uint32_t(elem-_vertexElements);
  2114. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2115. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2116. {
  2117. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2118. uint32_t jj;
  2119. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2120. for (jj = 0; jj < num; ++jj)
  2121. {
  2122. curr = &_vertexElements[jj];
  2123. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2124. && curr->SemanticIndex == index)
  2125. {
  2126. break;
  2127. }
  2128. }
  2129. if (jj == num)
  2130. {
  2131. curr = elem;
  2132. ++elem;
  2133. }
  2134. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2135. curr->InputSlot = 1;
  2136. curr->SemanticIndex = index;
  2137. curr->AlignedByteOffset = ii*16;
  2138. }
  2139. return uint32_t(elem-_vertexElements);
  2140. }
  2141. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2142. {
  2143. const VertexDecl* decls[1] = { &_vertexDecl };
  2144. return setInputLayout(_vertexElements, BX_COUNTOF(decls), decls, _program, _numInstanceData);
  2145. }
  2146. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2147. {
  2148. union { void* ptr; uint32_t offset; } cast = { _userData };
  2149. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2150. {
  2151. DxbcOperand& operand = _instruction.operand[ii];
  2152. if (DxbcOperandType::ConstantBuffer == operand.type)
  2153. {
  2154. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2155. && 0 == operand.regIndex[0]
  2156. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  2157. {
  2158. operand.regIndex[1] += cast.offset;
  2159. }
  2160. }
  2161. }
  2162. }
  2163. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  2164. {
  2165. ProgramD3D12& program = m_program[_programIdx];
  2166. const uint32_t hash = program.m_vsh->m_hash;
  2167. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2168. if (BX_LIKELY(NULL != pso) )
  2169. {
  2170. return pso;
  2171. }
  2172. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2173. bx::memSet(&desc, 0, sizeof(desc) );
  2174. desc.pRootSignature = m_rootSignature;
  2175. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2176. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2177. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2178. , IID_ID3D12PipelineState
  2179. , (void**)&pso
  2180. ) );
  2181. m_pipelineStateCache.add(hash, pso);
  2182. return pso;
  2183. }
  2184. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint8_t _numStreams, const VertexDecl** _vertexDecls, uint16_t _programIdx, uint8_t _numInstanceData)
  2185. {
  2186. ProgramD3D12& program = m_program[_programIdx];
  2187. _state &= 0
  2188. | BGFX_STATE_RGB_WRITE
  2189. | BGFX_STATE_ALPHA_WRITE
  2190. | BGFX_STATE_DEPTH_WRITE
  2191. | BGFX_STATE_DEPTH_TEST_MASK
  2192. | BGFX_STATE_BLEND_MASK
  2193. | BGFX_STATE_BLEND_EQUATION_MASK
  2194. | BGFX_STATE_BLEND_INDEPENDENT
  2195. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2196. | BGFX_STATE_CULL_MASK
  2197. | BGFX_STATE_MSAA
  2198. | BGFX_STATE_LINEAA
  2199. | BGFX_STATE_CONSERVATIVE_RASTER
  2200. | BGFX_STATE_PT_MASK
  2201. ;
  2202. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2203. VertexDecl decl;
  2204. bx::memCopy(&decl, _vertexDecls[0], sizeof(VertexDecl) );
  2205. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2206. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2207. {
  2208. uint16_t mask = attrMask[ii];
  2209. uint16_t attr = (decl.m_attributes[ii] & mask);
  2210. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2211. }
  2212. bx::HashMurmur2A murmur;
  2213. murmur.begin();
  2214. murmur.add(_state);
  2215. murmur.add(_stencil);
  2216. murmur.add(program.m_vsh->m_hash);
  2217. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2218. murmur.add(program.m_fsh->m_hash);
  2219. for (uint32_t ii = 0; ii < _numStreams; ++ii)
  2220. {
  2221. murmur.add(_vertexDecls[ii]->m_hash);
  2222. }
  2223. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  2224. murmur.add(m_fbh.idx);
  2225. murmur.add(_numInstanceData);
  2226. const uint32_t hash = murmur.end();
  2227. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2228. if (NULL != pso)
  2229. {
  2230. return pso;
  2231. }
  2232. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2233. bx::memSet(&desc, 0, sizeof(desc) );
  2234. desc.pRootSignature = m_rootSignature;
  2235. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2236. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2237. const Memory* temp = alloc(program.m_fsh->m_code->size);
  2238. bx::memSet(temp->data, 0, temp->size);
  2239. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2240. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2241. DxbcContext dxbc;
  2242. bx::Error err;
  2243. read(&rd, dxbc, &err);
  2244. bool patchShader = !dxbc.shader.aon9;
  2245. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2246. && patchShader)
  2247. {
  2248. union { uint32_t offset; void* ptr; } cast = { 0 };
  2249. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2250. write(&wr, dxbc, &err);
  2251. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2252. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2253. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2254. if (!patchShader)
  2255. {
  2256. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2257. {
  2258. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2259. {
  2260. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2261. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2262. break;
  2263. }
  2264. }
  2265. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2266. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2267. }
  2268. }
  2269. if (patchShader)
  2270. {
  2271. bx::memCopy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2272. bx::seek(&wr, 0, bx::Whence::Begin);
  2273. union { uint32_t offset; void* ptr; } cast =
  2274. {
  2275. uint32_t(program.m_vsh->m_size)/16
  2276. };
  2277. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2278. write(&wr, dxbc, &err);
  2279. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2280. desc.PS.pShaderBytecode = temp->data;
  2281. desc.PS.BytecodeLength = temp->size;
  2282. }
  2283. else
  2284. {
  2285. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2286. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2287. }
  2288. desc.DS.pShaderBytecode = NULL;
  2289. desc.DS.BytecodeLength = 0;
  2290. desc.HS.pShaderBytecode = NULL;
  2291. desc.HS.BytecodeLength = 0;
  2292. desc.GS.pShaderBytecode = NULL;
  2293. desc.GS.BytecodeLength = 0;
  2294. desc.StreamOutput.pSODeclaration = NULL;
  2295. desc.StreamOutput.NumEntries = 0;
  2296. desc.StreamOutput.pBufferStrides = NULL;
  2297. desc.StreamOutput.NumStrides = 0;
  2298. desc.StreamOutput.RasterizedStream = 0;
  2299. setBlendState(desc.BlendState, _state);
  2300. desc.SampleMask = 1;
  2301. setRasterizerState(desc.RasterizerState, _state);
  2302. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2303. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2304. desc.InputLayout.NumElements = setInputLayout(vertexElements, _numStreams, _vertexDecls, program, _numInstanceData);
  2305. desc.InputLayout.pInputElementDescs = vertexElements;
  2306. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2307. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2308. if (isValid(m_fbh) )
  2309. {
  2310. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2311. desc.NumRenderTargets = frameBuffer.m_num;
  2312. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2313. {
  2314. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2315. }
  2316. if (isValid(frameBuffer.m_depth) )
  2317. {
  2318. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2319. }
  2320. else
  2321. {
  2322. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2323. }
  2324. }
  2325. else
  2326. {
  2327. desc.NumRenderTargets = 1;
  2328. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2329. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2330. }
  2331. desc.SampleDesc.Count = 1;
  2332. desc.SampleDesc.Quality = 0;
  2333. uint32_t length = g_callback->cacheReadSize(hash);
  2334. bool cached = length > 0;
  2335. void* cachedData = NULL;
  2336. if (cached)
  2337. {
  2338. cachedData = BX_ALLOC(g_allocator, length);
  2339. if (g_callback->cacheRead(hash, cachedData, length) )
  2340. {
  2341. BX_TRACE("Loading cached PSO (size %d).", length);
  2342. bx::MemoryReader reader(cachedData, length);
  2343. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2344. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2345. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2346. , IID_ID3D12PipelineState
  2347. , (void**)&pso
  2348. );
  2349. if (FAILED(hr) )
  2350. {
  2351. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  2352. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2353. }
  2354. }
  2355. }
  2356. if (NULL == pso)
  2357. {
  2358. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2359. , IID_ID3D12PipelineState
  2360. , (void**)&pso
  2361. ) );
  2362. }
  2363. BGFX_FATAL(NULL != pso, Fatal::InvalidShader, "Failed to create PSO!");
  2364. m_pipelineStateCache.add(hash, pso);
  2365. release(temp);
  2366. ID3DBlob* blob;
  2367. HRESULT hr = pso->GetCachedBlob(&blob);
  2368. if (SUCCEEDED(hr) )
  2369. {
  2370. void* data = blob->GetBufferPointer();
  2371. length = (uint32_t)blob->GetBufferSize();
  2372. g_callback->cacheWrite(hash, data, length);
  2373. DX_RELEASE(blob, 0);
  2374. }
  2375. if (NULL != cachedData)
  2376. {
  2377. BX_FREE(g_allocator, cachedData);
  2378. }
  2379. return pso;
  2380. }
  2381. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2382. {
  2383. bx::HashMurmur2A murmur;
  2384. murmur.begin();
  2385. murmur.add(_flags, _num * sizeof(uint32_t) );
  2386. uint32_t hash = murmur.end();
  2387. uint16_t sampler = m_samplerStateCache.find(hash);
  2388. if (UINT16_MAX == sampler)
  2389. {
  2390. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2391. m_samplerStateCache.add(hash, sampler);
  2392. }
  2393. return sampler;
  2394. }
  2395. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2396. {
  2397. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2398. }
  2399. DXGI_FORMAT getBufferFormat()
  2400. {
  2401. #if BX_PLATFORM_WINDOWS
  2402. return m_scd.BufferDesc.Format;
  2403. #else
  2404. return m_scd.Format;
  2405. #endif
  2406. }
  2407. uint32_t getBufferWidth()
  2408. {
  2409. #if BX_PLATFORM_WINDOWS
  2410. return m_scd.BufferDesc.Width;
  2411. #else
  2412. return m_scd.Width;
  2413. #endif
  2414. }
  2415. uint32_t getBufferHeight()
  2416. {
  2417. #if BX_PLATFORM_WINDOWS
  2418. return m_scd.BufferDesc.Height;
  2419. #else
  2420. return m_scd.Height;
  2421. #endif
  2422. }
  2423. void setBufferSize(uint32_t _width, uint32_t _height)
  2424. {
  2425. #if BX_PLATFORM_WINDOWS
  2426. m_scd.BufferDesc.Width = _width;
  2427. m_scd.BufferDesc.Height = _height;
  2428. #else
  2429. m_scd.Width = _width;
  2430. m_scd.Height = _height;
  2431. #endif
  2432. }
  2433. void commit(UniformBuffer& _uniformBuffer)
  2434. {
  2435. _uniformBuffer.reset();
  2436. for (;;)
  2437. {
  2438. uint32_t opcode = _uniformBuffer.read();
  2439. if (UniformType::End == opcode)
  2440. {
  2441. break;
  2442. }
  2443. UniformType::Enum type;
  2444. uint16_t loc;
  2445. uint16_t num;
  2446. uint16_t copy;
  2447. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2448. const char* data;
  2449. if (copy)
  2450. {
  2451. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2452. }
  2453. else
  2454. {
  2455. UniformHandle handle;
  2456. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2457. data = (const char*)m_uniforms[handle.idx];
  2458. }
  2459. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2460. case UniformType::_uniform: \
  2461. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2462. { \
  2463. setShaderUniform(uint8_t(type), loc, data, num); \
  2464. } \
  2465. break;
  2466. switch ( (uint32_t)type)
  2467. {
  2468. case UniformType::Mat3:
  2469. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2470. {
  2471. float* value = (float*)data;
  2472. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2473. {
  2474. Matrix4 mtx;
  2475. mtx.un.val[ 0] = value[0];
  2476. mtx.un.val[ 1] = value[1];
  2477. mtx.un.val[ 2] = value[2];
  2478. mtx.un.val[ 3] = 0.0f;
  2479. mtx.un.val[ 4] = value[3];
  2480. mtx.un.val[ 5] = value[4];
  2481. mtx.un.val[ 6] = value[5];
  2482. mtx.un.val[ 7] = 0.0f;
  2483. mtx.un.val[ 8] = value[6];
  2484. mtx.un.val[ 9] = value[7];
  2485. mtx.un.val[10] = value[8];
  2486. mtx.un.val[11] = 0.0f;
  2487. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2488. }
  2489. }
  2490. break;
  2491. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2492. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2493. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2494. case UniformType::End:
  2495. break;
  2496. default:
  2497. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2498. break;
  2499. }
  2500. #undef CASE_IMPLEMENT_UNIFORM
  2501. }
  2502. }
  2503. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2504. {
  2505. if (isValid(m_fbh) )
  2506. {
  2507. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2508. frameBuffer.clear(m_commandList, _clear, _palette);
  2509. }
  2510. else
  2511. {
  2512. if (NULL != m_currentColor
  2513. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2514. {
  2515. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2516. {
  2517. uint8_t index = _clear.m_index[0];
  2518. if (UINT8_MAX != index)
  2519. {
  2520. m_commandList->ClearRenderTargetView(*m_currentColor
  2521. , _palette[index]
  2522. , _num
  2523. , _rect
  2524. );
  2525. }
  2526. }
  2527. else
  2528. {
  2529. float frgba[4] =
  2530. {
  2531. _clear.m_index[0] * 1.0f / 255.0f,
  2532. _clear.m_index[1] * 1.0f / 255.0f,
  2533. _clear.m_index[2] * 1.0f / 255.0f,
  2534. _clear.m_index[3] * 1.0f / 255.0f,
  2535. };
  2536. m_commandList->ClearRenderTargetView(*m_currentColor
  2537. , frgba
  2538. , _num
  2539. , _rect
  2540. );
  2541. }
  2542. }
  2543. if (NULL != m_currentDepthStencil
  2544. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2545. {
  2546. uint32_t flags = 0;
  2547. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2548. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2549. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2550. , D3D12_CLEAR_FLAGS(flags)
  2551. , _clear.m_depth
  2552. , _clear.m_stencil
  2553. , _num
  2554. , _rect
  2555. );
  2556. }
  2557. }
  2558. }
  2559. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2560. {
  2561. uint32_t width;
  2562. uint32_t height;
  2563. if (isValid(m_fbh) )
  2564. {
  2565. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2566. width = fb.m_width;
  2567. height = fb.m_height;
  2568. }
  2569. else
  2570. {
  2571. width = getBufferWidth();
  2572. height = getBufferHeight();
  2573. }
  2574. if (0 == _rect.m_x
  2575. && 0 == _rect.m_y
  2576. && width == _rect.m_width
  2577. && height == _rect.m_height)
  2578. {
  2579. clear(_clear, _palette);
  2580. }
  2581. else
  2582. {
  2583. D3D12_RECT rect;
  2584. rect.left = _rect.m_x;
  2585. rect.top = _rect.m_y;
  2586. rect.right = _rect.m_x + _rect.m_width;
  2587. rect.bottom = _rect.m_y + _rect.m_height;
  2588. clear(_clear, _palette, &rect, 1);
  2589. }
  2590. }
  2591. uint64_t kick()
  2592. {
  2593. uint64_t fence = m_cmd.kick();
  2594. m_commandList = m_cmd.alloc();
  2595. return fence;
  2596. }
  2597. void finish()
  2598. {
  2599. m_cmd.kick();
  2600. m_cmd.finish();
  2601. m_commandList = NULL;
  2602. }
  2603. void finishAll()
  2604. {
  2605. uint64_t fence = m_cmd.kick();
  2606. m_cmd.finish(fence, true);
  2607. m_commandList = NULL;
  2608. }
  2609. void* m_kernel32dll;
  2610. void* m_d3d12dll;
  2611. void* m_dxgidll;
  2612. void* m_renderdocdll;
  2613. void* m_winPixEvent;
  2614. D3D_FEATURE_LEVEL m_featureLevel;
  2615. D3D_DRIVER_TYPE m_driverType;
  2616. DXGI_ADAPTER_DESC m_adapterDesc;
  2617. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2618. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2619. #if BX_PLATFORM_WINDOWS
  2620. IDXGIAdapter3* m_adapter;
  2621. IDXGIFactory4* m_factory;
  2622. IDXGISwapChain3* m_swapChain;
  2623. ID3D12InfoQueue* m_infoQueue;
  2624. #elif BX_PLATFORM_WINRT
  2625. IDXGIAdapter* m_adapter;
  2626. IDXGIFactory2* m_factory;
  2627. IDXGISwapChain1* m_swapChain;
  2628. #else
  2629. IDXGIAdapter* m_adapter;
  2630. IDXGIFactory2* m_factory;
  2631. IDXGISwapChain1* m_swapChain;
  2632. #endif // BX_PLATFORM_WINDOWS
  2633. int64_t m_presentElapsed;
  2634. uint16_t m_numWindows;
  2635. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2636. ID3D12Device* m_device;
  2637. TimerQueryD3D12 m_gpuTimer;
  2638. OcclusionQueryD3D12 m_occlusionQuery;
  2639. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2640. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2641. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2642. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2643. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2644. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2645. ID3D12Resource* m_backBufferColor[4];
  2646. uint64_t m_backBufferColorFence[4];
  2647. ID3D12Resource* m_backBufferDepthStencil;
  2648. ScratchBufferD3D12 m_scratchBuffer[4];
  2649. DescriptorAllocatorD3D12 m_samplerAllocator;
  2650. ID3D12RootSignature* m_rootSignature;
  2651. CommandQueueD3D12 m_cmd;
  2652. BatchD3D12 m_batch;
  2653. ID3D12GraphicsCommandList* m_commandList;
  2654. Resolution m_resolution;
  2655. bool m_wireframe;
  2656. bool m_lost;
  2657. #if BX_PLATFORM_WINDOWS
  2658. DXGI_SWAP_CHAIN_DESC m_scd;
  2659. #else
  2660. DXGI_SWAP_CHAIN_DESC1 m_scd;
  2661. #endif // BX_PLATFORM_WINDOWS
  2662. uint32_t m_maxAnisotropy;
  2663. bool m_depthClamp;
  2664. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2665. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2666. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2667. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2668. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2669. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2670. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2671. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2672. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2673. UniformRegistry m_uniformReg;
  2674. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2675. StateCache m_samplerStateCache;
  2676. TextVideoMem m_textVideoMem;
  2677. uint8_t m_fsScratch[64<<10];
  2678. uint8_t m_vsScratch[64<<10];
  2679. uint32_t m_fsChanges;
  2680. uint32_t m_vsChanges;
  2681. FrameBufferHandle m_fbh;
  2682. uint32_t m_backBufferColorIdx;
  2683. bool m_rtMsaa;
  2684. };
  2685. static RendererContextD3D12* s_renderD3D12;
  2686. RendererContextI* rendererCreate(const Init& _init)
  2687. {
  2688. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2689. if (!s_renderD3D12->init(_init) )
  2690. {
  2691. BX_DELETE(g_allocator, s_renderD3D12);
  2692. s_renderD3D12 = NULL;
  2693. }
  2694. return s_renderD3D12;
  2695. }
  2696. void rendererDestroy()
  2697. {
  2698. s_renderD3D12->shutdown();
  2699. BX_DELETE(g_allocator, s_renderD3D12);
  2700. s_renderD3D12 = NULL;
  2701. }
  2702. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2703. {
  2704. m_size = _size;
  2705. ID3D12Device* device = s_renderD3D12->m_device;
  2706. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2707. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2708. desc.NumDescriptors = _maxDescriptors;
  2709. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2710. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2711. desc.NodeMask = 1;
  2712. DX_CHECK(device->CreateDescriptorHeap(&desc
  2713. , IID_ID3D12DescriptorHeap
  2714. , (void**)&m_heap
  2715. ) );
  2716. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2717. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2718. D3D12_RANGE range = { 0, 0 };
  2719. m_upload->Map(0, &range, (void**)&m_data);
  2720. reset(m_gpuHandle);
  2721. }
  2722. void ScratchBufferD3D12::destroy()
  2723. {
  2724. m_upload->Unmap(0, NULL);
  2725. DX_RELEASE(m_upload, 0);
  2726. DX_RELEASE(m_heap, 0);
  2727. }
  2728. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2729. {
  2730. m_pos = 0;
  2731. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2732. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2733. _gpuHandle = m_gpuHandle;
  2734. }
  2735. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2736. {
  2737. _gpuAddress = m_gpuVA + m_pos;
  2738. void* data = &m_data[m_pos];
  2739. m_pos += BX_ALIGN_256(_size);
  2740. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2741. // desc.BufferLocation = _gpuAddress;
  2742. // desc.SizeInBytes = _size;
  2743. // ID3D12Device* device = s_renderD3D12->m_device;
  2744. // device->CreateConstantBufferView(&desc
  2745. // , m_cpuHandle
  2746. // );
  2747. // m_cpuHandle.ptr += m_incrementSize;
  2748. // m_gpuHandle.ptr += m_incrementSize;
  2749. return data;
  2750. }
  2751. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2752. {
  2753. ID3D12Device* device = s_renderD3D12->m_device;
  2754. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2755. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2756. if (0 != _mip)
  2757. {
  2758. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2759. srvd = &tmpSrvd;
  2760. switch (_texture.m_srvd.ViewDimension)
  2761. {
  2762. default:
  2763. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2764. srvd->Texture2D.MostDetailedMip = _mip;
  2765. srvd->Texture2D.MipLevels = 1;
  2766. srvd->Texture2D.PlaneSlice = 0;
  2767. srvd->Texture2D.ResourceMinLODClamp = 0;
  2768. break;
  2769. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2770. srvd->TextureCube.MostDetailedMip = _mip;
  2771. srvd->TextureCube.MipLevels = 1;
  2772. srvd->TextureCube.ResourceMinLODClamp = 0;
  2773. break;
  2774. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2775. srvd->Texture3D.MostDetailedMip = _mip;
  2776. srvd->Texture3D.MipLevels = 1;
  2777. srvd->Texture3D.ResourceMinLODClamp = 0;
  2778. break;
  2779. }
  2780. }
  2781. device->CreateShaderResourceView(_texture.m_ptr
  2782. , srvd
  2783. , m_cpuHandle
  2784. );
  2785. m_cpuHandle.ptr += m_incrementSize;
  2786. _gpuHandle = m_gpuHandle;
  2787. m_gpuHandle.ptr += m_incrementSize;
  2788. }
  2789. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2790. {
  2791. ID3D12Device* device = s_renderD3D12->m_device;
  2792. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2793. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2794. if (0 != _mip)
  2795. {
  2796. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2797. uavd = &tmpUavd;
  2798. switch (_texture.m_uavd.ViewDimension)
  2799. {
  2800. default:
  2801. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2802. uavd->Texture2D.MipSlice = _mip;
  2803. uavd->Texture2D.PlaneSlice = 0;
  2804. break;
  2805. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  2806. uavd->Texture2DArray.MipSlice = _mip;
  2807. uavd->Texture2DArray.PlaneSlice = 0;
  2808. break;
  2809. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2810. uavd->Texture3D.MipSlice = _mip;
  2811. break;
  2812. }
  2813. }
  2814. device->CreateUnorderedAccessView(_texture.m_ptr
  2815. , NULL
  2816. , uavd
  2817. , m_cpuHandle
  2818. );
  2819. m_cpuHandle.ptr += m_incrementSize;
  2820. _gpuHandle = m_gpuHandle;
  2821. m_gpuHandle.ptr += m_incrementSize;
  2822. }
  2823. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2824. {
  2825. ID3D12Device* device = s_renderD3D12->m_device;
  2826. device->CreateShaderResourceView(_buffer.m_ptr
  2827. , &_buffer.m_srvd
  2828. , m_cpuHandle
  2829. );
  2830. m_cpuHandle.ptr += m_incrementSize;
  2831. _gpuHandle = m_gpuHandle;
  2832. m_gpuHandle.ptr += m_incrementSize;
  2833. }
  2834. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2835. {
  2836. ID3D12Device* device = s_renderD3D12->m_device;
  2837. device->CreateUnorderedAccessView(_buffer.m_ptr
  2838. , NULL
  2839. , &_buffer.m_uavd
  2840. , m_cpuHandle
  2841. );
  2842. m_cpuHandle.ptr += m_incrementSize;
  2843. _gpuHandle = m_gpuHandle;
  2844. m_gpuHandle.ptr += m_incrementSize;
  2845. }
  2846. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2847. {
  2848. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2849. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2850. ID3D12Device* device = s_renderD3D12->m_device;
  2851. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2852. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2853. desc.NumDescriptors = _maxDescriptors;
  2854. desc.Type = _type;
  2855. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2856. desc.NodeMask = 1;
  2857. DX_CHECK(device->CreateDescriptorHeap(&desc
  2858. , IID_ID3D12DescriptorHeap
  2859. , (void**)&m_heap
  2860. ) );
  2861. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2862. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2863. }
  2864. void DescriptorAllocatorD3D12::destroy()
  2865. {
  2866. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2867. DX_RELEASE(m_heap, 0);
  2868. }
  2869. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2870. {
  2871. uint16_t idx = m_handleAlloc->alloc();
  2872. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2873. ID3D12Device* device = s_renderD3D12->m_device;
  2874. device->CreateShaderResourceView(_ptr
  2875. , _desc
  2876. , cpuHandle
  2877. );
  2878. return idx;
  2879. }
  2880. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2881. {
  2882. uint16_t idx = m_handleAlloc->alloc();
  2883. ID3D12Device* device = s_renderD3D12->m_device;
  2884. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  2885. for (uint32_t ii = 0; ii < _num; ++ii)
  2886. {
  2887. uint32_t flags = _flags[ii];
  2888. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2889. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2890. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2891. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2892. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2893. D3D12_SAMPLER_DESC sd;
  2894. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2895. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2896. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2897. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2898. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2899. sd.MaxAnisotropy = maxAnisotropy;
  2900. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2901. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2902. if (NULL != _palette
  2903. && needBorderColor(flags) )
  2904. {
  2905. const float* rgba = _palette[index];
  2906. sd.BorderColor[0] = rgba[0];
  2907. sd.BorderColor[1] = rgba[1];
  2908. sd.BorderColor[2] = rgba[2];
  2909. sd.BorderColor[3] = rgba[3];
  2910. }
  2911. else
  2912. {
  2913. sd.BorderColor[0] = 0.0f;
  2914. sd.BorderColor[1] = 0.0f;
  2915. sd.BorderColor[2] = 0.0f;
  2916. sd.BorderColor[3] = 0.0f;
  2917. }
  2918. sd.MinLOD = 0;
  2919. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2920. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2921. {
  2922. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2923. };
  2924. device->CreateSampler(&sd, cpuHandle);
  2925. }
  2926. return idx;
  2927. }
  2928. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  2929. {
  2930. m_handleAlloc->free(_idx);
  2931. }
  2932. void DescriptorAllocatorD3D12::reset()
  2933. {
  2934. uint16_t max = m_handleAlloc->getMaxHandles();
  2935. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2936. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2937. }
  2938. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  2939. {
  2940. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2941. return gpuHandle;
  2942. }
  2943. void CommandQueueD3D12::init(ID3D12Device* _device)
  2944. {
  2945. D3D12_COMMAND_QUEUE_DESC queueDesc;
  2946. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  2947. queueDesc.Priority = 0;
  2948. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  2949. queueDesc.NodeMask = 1;
  2950. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  2951. , IID_ID3D12CommandQueue
  2952. , (void**)&m_commandQueue
  2953. ) );
  2954. m_completedFence = 0;
  2955. m_currentFence = 0;
  2956. DX_CHECK(_device->CreateFence(0
  2957. , D3D12_FENCE_FLAG_NONE
  2958. , IID_ID3D12Fence
  2959. , (void**)&m_fence
  2960. ) );
  2961. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2962. {
  2963. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  2964. , IID_ID3D12CommandAllocator
  2965. , (void**)&m_commandList[ii].m_commandAllocator
  2966. ) );
  2967. DX_CHECK(_device->CreateCommandList(0
  2968. , D3D12_COMMAND_LIST_TYPE_DIRECT
  2969. , m_commandList[ii].m_commandAllocator
  2970. , NULL
  2971. , IID_ID3D12GraphicsCommandList
  2972. , (void**)&m_commandList[ii].m_commandList
  2973. ) );
  2974. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  2975. }
  2976. }
  2977. void CommandQueueD3D12::shutdown()
  2978. {
  2979. finish(UINT64_MAX, true);
  2980. DX_RELEASE(m_fence, 0);
  2981. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2982. {
  2983. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  2984. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  2985. }
  2986. DX_RELEASE(m_commandQueue, 0);
  2987. }
  2988. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  2989. {
  2990. while (0 == m_control.reserve(1) )
  2991. {
  2992. consume();
  2993. }
  2994. CommandList& commandList = m_commandList[m_control.m_current];
  2995. DX_CHECK(commandList.m_commandAllocator->Reset() );
  2996. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  2997. return commandList.m_commandList;
  2998. }
  2999. uint64_t CommandQueueD3D12::kick()
  3000. {
  3001. CommandList& commandList = m_commandList[m_control.m_current];
  3002. DX_CHECK(commandList.m_commandList->Close() );
  3003. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  3004. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  3005. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  3006. const uint64_t fence = m_currentFence++;
  3007. m_commandQueue->Signal(m_fence, fence);
  3008. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  3009. m_control.commit(1);
  3010. return fence;
  3011. }
  3012. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  3013. {
  3014. while (0 < m_control.available() )
  3015. {
  3016. consume();
  3017. if (!_finishAll
  3018. && _waitFence <= m_completedFence)
  3019. {
  3020. return;
  3021. }
  3022. }
  3023. BX_CHECK(0 == m_control.available(), "");
  3024. }
  3025. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  3026. {
  3027. if (0 < m_control.available() )
  3028. {
  3029. if (consume(0)
  3030. && _waitFence <= m_completedFence)
  3031. {
  3032. return true;
  3033. }
  3034. }
  3035. return false;
  3036. }
  3037. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  3038. {
  3039. m_release[m_control.m_current].push_back(_ptr);
  3040. }
  3041. bool CommandQueueD3D12::consume(uint32_t _ms)
  3042. {
  3043. CommandList& commandList = m_commandList[m_control.m_read];
  3044. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  3045. {
  3046. CloseHandle(commandList.m_event);
  3047. commandList.m_event = NULL;
  3048. m_completedFence = m_fence->GetCompletedValue();
  3049. BX_WARN(UINT64_MAX != m_completedFence, "D3D12: Device lost.");
  3050. m_commandQueue->Wait(m_fence, m_completedFence);
  3051. ResourceArray& ra = m_release[m_control.m_read];
  3052. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  3053. {
  3054. DX_RELEASE(*it, 0);
  3055. }
  3056. ra.clear();
  3057. m_control.consume(1);
  3058. return true;
  3059. }
  3060. return false;
  3061. }
  3062. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  3063. {
  3064. m_maxDrawPerBatch = _maxDrawPerBatch;
  3065. setSeqMode(false);
  3066. setIndirectMode(true);
  3067. ID3D12Device* device = s_renderD3D12->m_device;
  3068. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  3069. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  3070. {
  3071. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3072. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3073. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3074. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3075. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3076. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3077. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  3078. };
  3079. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  3080. {
  3081. sizeof(DrawIndirectCommand),
  3082. BX_COUNTOF(drawArgDesc),
  3083. drawArgDesc,
  3084. 1,
  3085. };
  3086. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  3087. , rootSignature
  3088. , IID_ID3D12CommandSignature
  3089. , (void**)&m_commandSignature[Draw]
  3090. ) );
  3091. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  3092. {
  3093. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3094. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3095. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3096. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3097. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3098. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  3099. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3100. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  3101. };
  3102. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  3103. {
  3104. sizeof(DrawIndexedIndirectCommand),
  3105. BX_COUNTOF(drawIndexedArgDesc),
  3106. drawIndexedArgDesc,
  3107. 1,
  3108. };
  3109. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  3110. , rootSignature
  3111. , IID_ID3D12CommandSignature
  3112. , (void**)&m_commandSignature[DrawIndexed]
  3113. ) );
  3114. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  3115. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  3116. uint32_t cmdSize = bx::max<uint32_t>(sizeof(DrawIndirectCommand), sizeof(DrawIndexedIndirectCommand) );
  3117. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3118. {
  3119. m_indirect[ii].create(m_maxDrawPerBatch*cmdSize
  3120. , NULL
  3121. , BGFX_BUFFER_DRAW_INDIRECT
  3122. , false
  3123. , cmdSize
  3124. );
  3125. }
  3126. }
  3127. void BatchD3D12::destroy()
  3128. {
  3129. BX_FREE(g_allocator, m_cmds[0]);
  3130. BX_FREE(g_allocator, m_cmds[1]);
  3131. DX_RELEASE(m_commandSignature[0], 0);
  3132. DX_RELEASE(m_commandSignature[1], 0);
  3133. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3134. {
  3135. m_indirect[ii].destroy();
  3136. }
  3137. }
  3138. template<typename Ty>
  3139. Ty& BatchD3D12::getCmd(Enum _type)
  3140. {
  3141. uint32_t index = m_num[_type];
  3142. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  3143. m_num[_type]++;
  3144. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3145. return *cmd;
  3146. }
  3147. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3148. {
  3149. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3150. uint32_t numIndices = 0;
  3151. if (Draw == type)
  3152. {
  3153. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3154. cmd.cbv = _cbv;
  3155. uint32_t numVertices = _draw.m_numVertices;
  3156. uint8_t numStreams = 0;
  3157. for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  3158. ; 0 != streamMask
  3159. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  3160. )
  3161. {
  3162. streamMask >>= ntz;
  3163. idx += ntz;
  3164. const Stream& stream = _draw.m_stream[idx];
  3165. uint16_t handle = stream.m_handle.idx;
  3166. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3167. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3168. uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
  3169. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
  3170. uint32_t stride = vertexDecl.m_stride;
  3171. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams];
  3172. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3173. vbv.StrideInBytes = vertexDecl.m_stride;
  3174. vbv.SizeInBytes = vb.m_size;
  3175. numVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3176. ? vb.m_size/stride
  3177. : _draw.m_numVertices
  3178. , numVertices
  3179. );
  3180. }
  3181. if (isValid(_draw.m_instanceDataBuffer) )
  3182. {
  3183. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3184. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3185. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3186. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3187. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3188. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3189. }
  3190. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3191. {
  3192. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3193. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3194. }
  3195. cmd.draw.InstanceCount = _draw.m_numInstances;
  3196. cmd.draw.VertexCountPerInstance = numVertices;
  3197. cmd.draw.StartVertexLocation = 0;
  3198. cmd.draw.StartInstanceLocation = 0;
  3199. }
  3200. else
  3201. {
  3202. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3203. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3204. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3205. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3206. numIndices = UINT32_MAX == _draw.m_numIndices
  3207. ? ib.m_size / indexSize
  3208. : _draw.m_numIndices
  3209. ;
  3210. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3211. cmd.cbv = _cbv;
  3212. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3213. cmd.ibv.SizeInBytes = ib.m_size;
  3214. cmd.ibv.Format = hasIndex16
  3215. ? DXGI_FORMAT_R16_UINT
  3216. : DXGI_FORMAT_R32_UINT
  3217. ;
  3218. uint32_t numVertices = _draw.m_numVertices;
  3219. uint8_t numStreams = 0;
  3220. for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  3221. ; 0 != streamMask
  3222. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  3223. )
  3224. {
  3225. streamMask >>= ntz;
  3226. idx += ntz;
  3227. const Stream& stream = _draw.m_stream[idx];
  3228. uint16_t handle = stream.m_handle.idx;
  3229. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3230. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3231. uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
  3232. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
  3233. uint32_t stride = vertexDecl.m_stride;
  3234. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams];
  3235. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3236. vbv.StrideInBytes = stride;
  3237. vbv.SizeInBytes = vb.m_size;
  3238. numVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3239. ? vb.m_size/stride
  3240. : _draw.m_numVertices
  3241. , numVertices
  3242. );
  3243. }
  3244. if (isValid(_draw.m_instanceDataBuffer) )
  3245. {
  3246. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3247. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3248. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3249. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3250. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3251. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3252. }
  3253. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3254. {
  3255. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3256. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3257. }
  3258. cmd.drawIndexed.IndexCountPerInstance = numIndices;
  3259. cmd.drawIndexed.InstanceCount = _draw.m_numInstances;
  3260. cmd.drawIndexed.StartIndexLocation = _draw.m_startIndex;
  3261. cmd.drawIndexed.BaseVertexLocation = 0;
  3262. cmd.drawIndexed.StartInstanceLocation = 0;
  3263. }
  3264. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3265. {
  3266. flush(_commandList, type);
  3267. }
  3268. return numIndices;
  3269. }
  3270. static const uint32_t s_indirectCommandSize[] =
  3271. {
  3272. sizeof(BatchD3D12::DrawIndirectCommand),
  3273. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3274. };
  3275. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3276. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3277. {
  3278. uint32_t num = m_num[_type];
  3279. if (0 != num)
  3280. {
  3281. m_num[_type] = 0;
  3282. if (m_minIndirect < num)
  3283. {
  3284. m_stats.m_numIndirect[_type]++;
  3285. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3286. m_currIndirect %= BX_COUNTOF(m_indirect);
  3287. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3288. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3289. , num
  3290. , indirect.m_ptr
  3291. , 0
  3292. , NULL
  3293. , 0
  3294. );
  3295. }
  3296. else
  3297. {
  3298. m_stats.m_numImmediate[_type]++;
  3299. if (Draw == _type)
  3300. {
  3301. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3302. for (uint32_t ii = 0; ii < num; ++ii)
  3303. {
  3304. const DrawIndirectCommand& cmd = cmds[ii];
  3305. if (m_current.cbv != cmd.cbv)
  3306. {
  3307. m_current.cbv = cmd.cbv;
  3308. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3309. }
  3310. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3311. {
  3312. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3313. _commandList->IASetVertexBuffers(0
  3314. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3315. , cmd.vbv
  3316. );
  3317. }
  3318. _commandList->DrawInstanced(
  3319. cmd.draw.VertexCountPerInstance
  3320. , cmd.draw.InstanceCount
  3321. , cmd.draw.StartVertexLocation
  3322. , cmd.draw.StartInstanceLocation
  3323. );
  3324. }
  3325. }
  3326. else
  3327. {
  3328. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3329. for (uint32_t ii = 0; ii < num; ++ii)
  3330. {
  3331. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3332. if (m_current.cbv != cmd.cbv)
  3333. {
  3334. m_current.cbv = cmd.cbv;
  3335. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3336. }
  3337. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3338. {
  3339. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3340. _commandList->IASetVertexBuffers(0
  3341. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3342. , cmd.vbv
  3343. );
  3344. }
  3345. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3346. {
  3347. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3348. _commandList->IASetIndexBuffer(&cmd.ibv);
  3349. }
  3350. _commandList->DrawIndexedInstanced(
  3351. cmd.drawIndexed.IndexCountPerInstance
  3352. , cmd.drawIndexed.InstanceCount
  3353. , cmd.drawIndexed.StartIndexLocation
  3354. , cmd.drawIndexed.BaseVertexLocation
  3355. , cmd.drawIndexed.StartInstanceLocation
  3356. );
  3357. }
  3358. }
  3359. }
  3360. }
  3361. }
  3362. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3363. {
  3364. flush(_commandList, Draw);
  3365. flush(_commandList, DrawIndexed);
  3366. if (_clean)
  3367. {
  3368. bx::memSet(&m_current, 0, sizeof(m_current) );
  3369. }
  3370. }
  3371. void BatchD3D12::begin()
  3372. {
  3373. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3374. bx::memSet(&m_current, 0, sizeof(m_current) );
  3375. }
  3376. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3377. {
  3378. flush(_commandList);
  3379. }
  3380. struct UavFormat
  3381. {
  3382. DXGI_FORMAT format[3];
  3383. uint32_t stride;
  3384. };
  3385. static const UavFormat s_uavFormat[] =
  3386. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3387. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3388. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3389. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3390. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3391. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3392. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3393. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3394. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3395. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3396. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3397. };
  3398. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3399. {
  3400. m_size = _size;
  3401. m_flags = _flags;
  3402. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3403. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3404. m_dynamic = NULL == _data || needUav;
  3405. DXGI_FORMAT format;
  3406. uint32_t stride;
  3407. uint32_t flags = needUav
  3408. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3409. : D3D12_RESOURCE_FLAG_NONE
  3410. ;
  3411. if (drawIndirect)
  3412. {
  3413. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3414. stride = 16;
  3415. }
  3416. else
  3417. {
  3418. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3419. if (0 == uavFormat)
  3420. {
  3421. if (_vertex)
  3422. {
  3423. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3424. stride = 16;
  3425. }
  3426. else
  3427. {
  3428. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3429. {
  3430. format = DXGI_FORMAT_R16_UINT;
  3431. stride = 2;
  3432. }
  3433. else
  3434. {
  3435. format = DXGI_FORMAT_R32_UINT;
  3436. stride = 4;
  3437. }
  3438. }
  3439. }
  3440. else
  3441. {
  3442. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3443. format = s_uavFormat[uavFormat].format[uavType];
  3444. stride = s_uavFormat[uavFormat].stride;
  3445. }
  3446. }
  3447. stride = 0 == _stride ? stride : _stride;
  3448. m_srvd.Format = format;
  3449. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3450. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3451. m_srvd.Buffer.FirstElement = 0;
  3452. m_srvd.Buffer.NumElements = m_size / stride;
  3453. m_srvd.Buffer.StructureByteStride = 0;
  3454. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3455. m_uavd.Format = format;
  3456. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3457. m_uavd.Buffer.FirstElement = 0;
  3458. m_uavd.Buffer.NumElements = m_size / stride;
  3459. m_uavd.Buffer.StructureByteStride = 0;
  3460. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3461. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3462. ID3D12Device* device = s_renderD3D12->m_device;
  3463. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3464. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3465. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3466. setState(commandList, drawIndirect
  3467. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3468. : D3D12_RESOURCE_STATE_GENERIC_READ
  3469. );
  3470. if (!m_dynamic)
  3471. {
  3472. update(commandList, 0, _size, _data);
  3473. }
  3474. }
  3475. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3476. {
  3477. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3478. uint8_t* data;
  3479. D3D12_RANGE range = { 0, 0 };
  3480. DX_CHECK(staging->Map(0, &range, (void**)&data) );
  3481. bx::memCopy(data, _data, _size);
  3482. staging->Unmap(0, NULL);
  3483. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3484. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3485. setState(_commandList, state);
  3486. s_renderD3D12->m_cmd.release(staging);
  3487. }
  3488. void BufferD3D12::destroy()
  3489. {
  3490. if (NULL != m_ptr)
  3491. {
  3492. s_renderD3D12->m_cmd.release(m_ptr);
  3493. m_dynamic = false;
  3494. }
  3495. }
  3496. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3497. {
  3498. if (m_state != _state)
  3499. {
  3500. setResourceBarrier(_commandList
  3501. , m_ptr
  3502. , m_state
  3503. , _state
  3504. );
  3505. bx::xchg(m_state, _state);
  3506. }
  3507. return _state;
  3508. }
  3509. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3510. {
  3511. BufferD3D12::create(_size, _data, _flags, true);
  3512. m_decl = _declHandle;
  3513. }
  3514. void ShaderD3D12::create(const Memory* _mem)
  3515. {
  3516. bx::MemoryReader reader(_mem->data, _mem->size);
  3517. uint32_t magic;
  3518. bx::read(&reader, magic);
  3519. switch (magic)
  3520. {
  3521. case BGFX_CHUNK_MAGIC_CSH:
  3522. case BGFX_CHUNK_MAGIC_FSH:
  3523. case BGFX_CHUNK_MAGIC_VSH:
  3524. break;
  3525. default:
  3526. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3527. break;
  3528. }
  3529. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3530. uint32_t iohash;
  3531. bx::read(&reader, iohash);
  3532. uint16_t count;
  3533. bx::read(&reader, count);
  3534. m_numPredefined = 0;
  3535. m_numUniforms = count;
  3536. BX_TRACE("%s Shader consts %d"
  3537. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3538. , count
  3539. );
  3540. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3541. if (0 < count)
  3542. {
  3543. for (uint32_t ii = 0; ii < count; ++ii)
  3544. {
  3545. uint8_t nameSize = 0;
  3546. bx::read(&reader, nameSize);
  3547. char name[256] = {};
  3548. bx::read(&reader, &name, nameSize);
  3549. name[nameSize] = '\0';
  3550. uint8_t type = 0;
  3551. bx::read(&reader, type);
  3552. uint8_t num = 0;
  3553. bx::read(&reader, num);
  3554. uint16_t regIndex = 0;
  3555. bx::read(&reader, regIndex);
  3556. uint16_t regCount = 0;
  3557. bx::read(&reader, regCount);
  3558. const char* kind = "invalid";
  3559. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3560. if (PredefinedUniform::Count != predefined)
  3561. {
  3562. kind = "predefined";
  3563. m_predefined[m_numPredefined].m_loc = regIndex;
  3564. m_predefined[m_numPredefined].m_count = regCount;
  3565. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3566. m_numPredefined++;
  3567. }
  3568. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3569. {
  3570. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3571. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3572. if (NULL != info)
  3573. {
  3574. if (NULL == m_constantBuffer)
  3575. {
  3576. m_constantBuffer = UniformBuffer::create(1024);
  3577. }
  3578. kind = "user";
  3579. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3580. }
  3581. }
  3582. else
  3583. {
  3584. kind = "sampler";
  3585. }
  3586. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3587. , kind
  3588. , name
  3589. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3590. , num
  3591. , regIndex
  3592. , regCount
  3593. );
  3594. BX_UNUSED(kind);
  3595. }
  3596. if (NULL != m_constantBuffer)
  3597. {
  3598. m_constantBuffer->finish();
  3599. }
  3600. }
  3601. uint32_t shaderSize;
  3602. bx::read(&reader, shaderSize);
  3603. const void* code = reader.getDataPtr();
  3604. bx::skip(&reader, shaderSize+1);
  3605. m_code = copy(code, shaderSize);
  3606. uint8_t numAttrs = 0;
  3607. bx::read(&reader, numAttrs);
  3608. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3609. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3610. {
  3611. uint16_t id;
  3612. bx::read(&reader, id);
  3613. Attrib::Enum attr = idToAttrib(id);
  3614. if (Attrib::Count != attr)
  3615. {
  3616. m_attrMask[attr] = UINT16_MAX;
  3617. }
  3618. }
  3619. bx::HashMurmur2A murmur;
  3620. murmur.begin();
  3621. murmur.add(iohash);
  3622. murmur.add(code, shaderSize);
  3623. murmur.add(numAttrs);
  3624. murmur.add(m_attrMask, numAttrs);
  3625. m_hash = murmur.end();
  3626. bx::read(&reader, m_size);
  3627. }
  3628. void* TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3629. {
  3630. bimg::ImageContainer imageContainer;
  3631. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3632. {
  3633. uint8_t numMips = imageContainer.m_numMips;
  3634. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3635. numMips -= startLod;
  3636. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3637. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3638. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3639. const uint16_t numLayers = imageContainer.m_numLayers;
  3640. m_flags = _flags;
  3641. m_width = textureWidth;
  3642. m_height = textureHeight;
  3643. m_depth = imageContainer.m_depth;
  3644. m_requestedFormat = uint8_t(imageContainer.m_format);
  3645. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3646. const bool convert = m_textureFormat != m_requestedFormat;
  3647. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3648. if (imageContainer.m_cubeMap)
  3649. {
  3650. m_type = TextureCube;
  3651. }
  3652. else if (imageContainer.m_depth > 1)
  3653. {
  3654. m_type = Texture3D;
  3655. }
  3656. else
  3657. {
  3658. m_type = Texture2D;
  3659. }
  3660. m_numMips = numMips;
  3661. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3662. const uint32_t numSrd = numSides * numMips;
  3663. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3664. uint32_t kk = 0;
  3665. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3666. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3667. uint32_t blockWidth = 1;
  3668. uint32_t blockHeight = 1;
  3669. if (convert && compressed)
  3670. {
  3671. blockWidth = blockInfo.blockWidth;
  3672. blockHeight = blockInfo.blockHeight;
  3673. }
  3674. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3675. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3676. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3677. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3678. , this - s_renderD3D12->m_textures
  3679. , getName( (TextureFormat::Enum)m_textureFormat)
  3680. , getName( (TextureFormat::Enum)m_requestedFormat)
  3681. , textureWidth
  3682. , textureHeight
  3683. , imageContainer.m_cubeMap ? "x6" : ""
  3684. , renderTarget ? 'x' : ' '
  3685. , writeOnly ? 'x' : ' '
  3686. , computeWrite ? 'x' : ' '
  3687. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3688. );
  3689. uint32_t totalSize = 0;
  3690. for (uint8_t side = 0; side < numSides; ++side)
  3691. {
  3692. uint32_t width = textureWidth;
  3693. uint32_t height = textureHeight;
  3694. uint32_t depth = imageContainer.m_depth;
  3695. for (uint8_t lod = 0; lod < numMips; ++lod)
  3696. {
  3697. width = bx::uint32_max(blockWidth, width);
  3698. height = bx::uint32_max(blockHeight, height);
  3699. depth = bx::uint32_max(1, depth);
  3700. bimg::ImageMip mip;
  3701. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3702. {
  3703. if (convert)
  3704. {
  3705. const uint32_t pitch = bx::strideAlign(bx::max<uint32_t>(width, 4)*bpp/8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3706. const uint32_t slice = bx::strideAlign(bx::max<uint32_t>(height, 4)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3707. const uint32_t size = slice*depth;
  3708. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3709. bimg::imageDecodeToBgra8(temp
  3710. , mip.m_data
  3711. , mip.m_width
  3712. , mip.m_height
  3713. , pitch
  3714. , mip.m_format
  3715. );
  3716. srd[kk].pData = temp;
  3717. srd[kk].RowPitch = pitch;
  3718. srd[kk].SlicePitch = slice;
  3719. totalSize += size;
  3720. }
  3721. else if (compressed)
  3722. {
  3723. const uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3724. const uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3725. const uint32_t size = slice*depth;
  3726. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3727. bimg::imageCopy(temp
  3728. , mip.m_height/blockInfo.blockHeight
  3729. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3730. , depth
  3731. , mip.m_data
  3732. , pitch
  3733. );
  3734. srd[kk].pData = temp;
  3735. srd[kk].RowPitch = pitch;
  3736. srd[kk].SlicePitch = slice;
  3737. totalSize += size;
  3738. }
  3739. else
  3740. {
  3741. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3742. const uint32_t slice = bx::strideAlign(mip.m_height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3743. const uint32_t size = slice*depth;
  3744. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice*depth);
  3745. bimg::imageCopy(temp
  3746. , mip.m_height
  3747. , mip.m_width*mip.m_bpp/8
  3748. , depth
  3749. , mip.m_data
  3750. , pitch
  3751. );
  3752. srd[kk].pData = temp;
  3753. srd[kk].RowPitch = pitch;
  3754. srd[kk].SlicePitch = slice;
  3755. totalSize += size;
  3756. }
  3757. ++kk;
  3758. }
  3759. else
  3760. {
  3761. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3762. const uint32_t slice = bx::strideAlign(height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3763. totalSize += slice;
  3764. }
  3765. width >>= 1;
  3766. height >>= 1;
  3767. depth >>= 1;
  3768. }
  3769. }
  3770. BX_TRACE("texture total size: %d", totalSize);
  3771. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3772. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3773. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  3774. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3775. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3776. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3777. if (swizzle)
  3778. {
  3779. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3780. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3781. }
  3782. m_uavd.Format = m_srvd.Format;
  3783. ID3D12Device* device = s_renderD3D12->m_device;
  3784. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3785. D3D12_RESOURCE_DESC resourceDesc;
  3786. resourceDesc.Alignment = 0;
  3787. resourceDesc.Width = textureWidth;
  3788. resourceDesc.Height = textureHeight;
  3789. resourceDesc.MipLevels = numMips;
  3790. resourceDesc.Format = format;
  3791. resourceDesc.SampleDesc = msaa;
  3792. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3793. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3794. resourceDesc.DepthOrArraySize = numSides;
  3795. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3796. D3D12_CLEAR_VALUE* clearValue = NULL;
  3797. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3798. {
  3799. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3800. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3801. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3802. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3803. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3804. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3805. clearValue->DepthStencil.Depth = 1.0f;
  3806. clearValue->DepthStencil.Stencil = 0;
  3807. }
  3808. else if (renderTarget)
  3809. {
  3810. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3811. clearValue->Format = resourceDesc.Format;
  3812. clearValue->Color[0] = 0.0f;
  3813. clearValue->Color[1] = 0.0f;
  3814. clearValue->Color[2] = 0.0f;
  3815. clearValue->Color[3] = 0.0f;
  3816. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3817. }
  3818. if (writeOnly)
  3819. {
  3820. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3821. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3822. }
  3823. if (computeWrite)
  3824. {
  3825. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3826. }
  3827. switch (m_type)
  3828. {
  3829. case Texture2D:
  3830. case TextureCube:
  3831. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3832. if (imageContainer.m_cubeMap)
  3833. {
  3834. if (1 < numLayers)
  3835. {
  3836. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  3837. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  3838. m_srvd.TextureCubeArray.MipLevels = numMips;
  3839. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  3840. m_srvd.TextureCubeArray.NumCubes = numLayers;
  3841. }
  3842. else
  3843. {
  3844. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3845. m_srvd.TextureCube.MostDetailedMip = 0;
  3846. m_srvd.TextureCube.MipLevels = numMips;
  3847. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3848. }
  3849. }
  3850. else
  3851. {
  3852. if (1 < numLayers)
  3853. {
  3854. m_srvd.ViewDimension = 1 < msaa.Count
  3855. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  3856. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  3857. ;
  3858. m_srvd.Texture2DArray.MostDetailedMip = 0;
  3859. m_srvd.Texture2DArray.MipLevels = numMips;
  3860. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  3861. m_srvd.Texture2DArray.ArraySize = numLayers;
  3862. }
  3863. else
  3864. {
  3865. m_srvd.ViewDimension = 1 < msaa.Count
  3866. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  3867. : D3D12_SRV_DIMENSION_TEXTURE2D
  3868. ;
  3869. m_srvd.Texture2D.MostDetailedMip = 0;
  3870. m_srvd.Texture2D.MipLevels = numMips;
  3871. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3872. }
  3873. }
  3874. if (1 < numLayers)
  3875. {
  3876. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3877. m_uavd.Texture2DArray.MipSlice = 0;
  3878. m_uavd.Texture2DArray.PlaneSlice = 0;
  3879. }
  3880. else
  3881. {
  3882. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3883. m_uavd.Texture2D.MipSlice = 0;
  3884. m_uavd.Texture2D.PlaneSlice = 0;
  3885. }
  3886. if (TextureCube == m_type)
  3887. {
  3888. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3889. m_uavd.Texture2DArray.MipSlice = 0;
  3890. m_uavd.Texture2DArray.ArraySize = 6;
  3891. }
  3892. break;
  3893. case Texture3D:
  3894. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3895. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  3896. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  3897. m_srvd.Texture3D.MostDetailedMip = 0;
  3898. m_srvd.Texture3D.MipLevels = numMips;
  3899. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  3900. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  3901. m_uavd.Texture3D.MipSlice = 0;
  3902. m_uavd.Texture3D.FirstWSlice = 0;
  3903. m_uavd.Texture3D.WSize = 0;
  3904. break;
  3905. }
  3906. m_ptr = createCommittedResource(device, HeapProperty::Texture, &resourceDesc, clearValue);
  3907. if (kk != 0)
  3908. {
  3909. // void* directAccessPtr;
  3910. // DX_CHECK(m_ptr->Map(0, NULL, &directAccessPtr) );
  3911. }
  3912. {
  3913. uint64_t uploadBufferSize;
  3914. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  3915. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  3916. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  3917. device->GetCopyableFootprints(&resourceDesc
  3918. , 0
  3919. , numSrd
  3920. , 0
  3921. , layouts
  3922. , numRows
  3923. , rowSizeInBytes
  3924. , &uploadBufferSize
  3925. );
  3926. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  3927. , uploadBufferSize
  3928. , totalSize
  3929. , numRows[0]
  3930. , rowSizeInBytes[0]
  3931. );
  3932. }
  3933. if (kk != 0)
  3934. {
  3935. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
  3936. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3937. uint64_t result = UpdateSubresources(commandList
  3938. , m_ptr
  3939. , staging
  3940. , 0
  3941. , 0
  3942. , numSrd
  3943. , srd
  3944. );
  3945. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  3946. BX_TRACE("Update subresource %" PRId64, result);
  3947. setState(commandList, state);
  3948. s_renderD3D12->m_cmd.release(staging);
  3949. }
  3950. else
  3951. {
  3952. setState(commandList, state);
  3953. }
  3954. if (0 != kk)
  3955. {
  3956. kk = 0;
  3957. for (uint8_t side = 0; side < numSides; ++side)
  3958. {
  3959. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3960. {
  3961. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  3962. ++kk;
  3963. }
  3964. }
  3965. }
  3966. }
  3967. return m_directAccessPtr;
  3968. }
  3969. void TextureD3D12::destroy()
  3970. {
  3971. if (NULL != m_ptr)
  3972. {
  3973. if (NULL != m_directAccessPtr)
  3974. {
  3975. m_ptr->Unmap(0, NULL);
  3976. m_directAccessPtr = NULL;
  3977. }
  3978. s_renderD3D12->m_cmd.release(m_ptr);
  3979. m_ptr = NULL;
  3980. }
  3981. }
  3982. 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)
  3983. {
  3984. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3985. const uint32_t subres = _mip + (_side * m_numMips);
  3986. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3987. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3988. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3989. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  3990. desc.Height = _rect.m_height;
  3991. uint32_t numRows;
  3992. uint64_t totalBytes;
  3993. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  3994. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  3995. , subres
  3996. , 1
  3997. , 0
  3998. , &layout
  3999. , &numRows
  4000. , NULL
  4001. , &totalBytes
  4002. );
  4003. const uint32_t rowPitch = layout.Footprint.RowPitch;
  4004. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  4005. uint8_t* data;
  4006. D3D12_RANGE range = { 0, 0 };
  4007. DX_CHECK(staging->Map(0, &range, (void**)&data) );
  4008. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  4009. {
  4010. bx::memCopy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  4011. }
  4012. staging->Unmap(0, NULL);
  4013. D3D12_BOX box;
  4014. box.left = 0;
  4015. box.top = 0;
  4016. box.right = box.left + _rect.m_width;
  4017. box.bottom = box.top + _rect.m_height;
  4018. box.front = _z;
  4019. box.back = _z+_depth;
  4020. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  4021. dst.SubresourceIndex = subres;
  4022. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  4023. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  4024. setState(_commandList, state);
  4025. s_renderD3D12->m_cmd.release(staging);
  4026. }
  4027. void TextureD3D12::resolve()
  4028. {
  4029. }
  4030. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  4031. {
  4032. if (m_state != _state)
  4033. {
  4034. setResourceBarrier(_commandList
  4035. , m_ptr
  4036. , m_state
  4037. , _state
  4038. );
  4039. bx::xchg(m_state, _state);
  4040. }
  4041. return _state;
  4042. }
  4043. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  4044. {
  4045. m_denseIdx = UINT16_MAX;
  4046. m_numTh = _num;
  4047. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4048. postReset();
  4049. }
  4050. void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/)
  4051. {
  4052. }
  4053. void FrameBufferD3D12::preReset()
  4054. {
  4055. }
  4056. void FrameBufferD3D12::postReset()
  4057. {
  4058. if (m_numTh != 0)
  4059. {
  4060. ID3D12Device* device = s_renderD3D12->m_device;
  4061. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4062. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4063. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4064. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4065. m_width = 0;
  4066. m_height = 0;
  4067. m_depth.idx = bgfx::kInvalidHandle;
  4068. m_num = 0;
  4069. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4070. {
  4071. TextureHandle handle = m_attachment[ii].handle;
  4072. if (isValid(handle) )
  4073. {
  4074. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  4075. if (0 == m_width)
  4076. {
  4077. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  4078. m_width = uint32_t(desc.Width);
  4079. m_height = uint32_t(desc.Height);
  4080. }
  4081. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4082. {
  4083. BX_CHECK(!isValid(m_depth), "");
  4084. m_depth = handle;
  4085. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4086. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4087. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4088. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  4089. BX_UNUSED(blockInfo);
  4090. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4091. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  4092. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4093. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  4094. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  4095. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  4096. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  4097. ;
  4098. device->CreateDepthStencilView(texture.m_ptr
  4099. , &dsvDesc
  4100. , dsvDescriptor
  4101. );
  4102. }
  4103. else
  4104. {
  4105. m_texture[m_num] = handle;
  4106. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  4107. device->CreateRenderTargetView(texture.m_ptr
  4108. , NULL
  4109. , rtv
  4110. );
  4111. m_num++;
  4112. }
  4113. }
  4114. }
  4115. }
  4116. }
  4117. uint16_t FrameBufferD3D12::destroy()
  4118. {
  4119. m_numTh = 0;
  4120. m_depth.idx = bgfx::kInvalidHandle;
  4121. uint16_t denseIdx = m_denseIdx;
  4122. m_denseIdx = UINT16_MAX;
  4123. return denseIdx;
  4124. }
  4125. void FrameBufferD3D12::resolve()
  4126. {
  4127. }
  4128. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  4129. {
  4130. ID3D12Device* device = s_renderD3D12->m_device;
  4131. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4132. if (BGFX_CLEAR_COLOR & _clear.m_flags
  4133. && 0 != m_num)
  4134. {
  4135. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4136. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4137. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4138. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4139. {
  4140. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4141. {
  4142. uint8_t index = _clear.m_index[ii];
  4143. if (UINT8_MAX != index)
  4144. {
  4145. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  4146. _commandList->ClearRenderTargetView(rtv
  4147. , _palette[index]
  4148. , _num
  4149. , _rect
  4150. );
  4151. }
  4152. }
  4153. }
  4154. else
  4155. {
  4156. float frgba[4] =
  4157. {
  4158. _clear.m_index[0]*1.0f/255.0f,
  4159. _clear.m_index[1]*1.0f/255.0f,
  4160. _clear.m_index[2]*1.0f/255.0f,
  4161. _clear.m_index[3]*1.0f/255.0f,
  4162. };
  4163. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4164. {
  4165. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  4166. _commandList->ClearRenderTargetView(rtv
  4167. , frgba
  4168. , _num
  4169. , _rect
  4170. );
  4171. }
  4172. }
  4173. }
  4174. if (isValid(m_depth)
  4175. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4176. {
  4177. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4178. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4179. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4180. DWORD flags = 0;
  4181. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  4182. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  4183. _commandList->ClearDepthStencilView(dsvDescriptor
  4184. , D3D12_CLEAR_FLAGS(flags)
  4185. , _clear.m_depth
  4186. , _clear.m_stencil
  4187. , _num
  4188. , _rect
  4189. );
  4190. }
  4191. }
  4192. void TimerQueryD3D12::init()
  4193. {
  4194. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4195. queryHeapDesc.Count = m_control.m_size * 2;
  4196. queryHeapDesc.NodeMask = 1;
  4197. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4198. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4199. , IID_ID3D12QueryHeap
  4200. , (void**)&m_queryHeap
  4201. ) );
  4202. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  4203. m_readback = createCommittedResource(s_renderD3D12->m_device
  4204. , HeapProperty::ReadBack
  4205. , size
  4206. );
  4207. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  4208. D3D12_RANGE range = { 0, size };
  4209. m_readback->Map(0, &range, (void**)&m_queryResult);
  4210. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4211. {
  4212. Result& result = m_result[ii];
  4213. result.reset();
  4214. }
  4215. m_control.reset();
  4216. }
  4217. void TimerQueryD3D12::shutdown()
  4218. {
  4219. D3D12_RANGE range = { 0, 0 };
  4220. m_readback->Unmap(0, &range);
  4221. DX_RELEASE(m_queryHeap, 0);
  4222. DX_RELEASE(m_readback, 0);
  4223. }
  4224. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx)
  4225. {
  4226. while (0 == m_control.reserve(1) )
  4227. {
  4228. m_control.consume(1);
  4229. }
  4230. Result& result = m_result[_resultIdx];
  4231. ++result.m_pending;
  4232. const uint32_t idx = m_control.m_current;
  4233. Query& query = m_query[idx];
  4234. query.m_resultIdx = _resultIdx;
  4235. query.m_ready = false;
  4236. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4237. uint32_t offset = idx * 2 + 0;
  4238. commandList->EndQuery(m_queryHeap
  4239. , D3D12_QUERY_TYPE_TIMESTAMP
  4240. , offset
  4241. );
  4242. m_control.commit(1);
  4243. return idx;
  4244. }
  4245. void TimerQueryD3D12::end(uint32_t _idx)
  4246. {
  4247. Query& query = m_query[_idx];
  4248. query.m_ready = true;
  4249. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  4250. uint32_t offset = _idx * 2;
  4251. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4252. commandList->EndQuery(m_queryHeap
  4253. , D3D12_QUERY_TYPE_TIMESTAMP
  4254. , offset + 1
  4255. );
  4256. commandList->ResolveQueryData(m_queryHeap
  4257. , D3D12_QUERY_TYPE_TIMESTAMP
  4258. , offset
  4259. , 2
  4260. , m_readback
  4261. , offset * sizeof(uint64_t)
  4262. );
  4263. while (update() )
  4264. {
  4265. }
  4266. }
  4267. bool TimerQueryD3D12::update()
  4268. {
  4269. if (0 != m_control.available() )
  4270. {
  4271. uint32_t idx = m_control.m_read;
  4272. Query& query = m_query[idx];
  4273. if (!query.m_ready)
  4274. {
  4275. return false;
  4276. }
  4277. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  4278. {
  4279. return false;
  4280. }
  4281. m_control.consume(1);
  4282. Result& result = m_result[query.m_resultIdx];
  4283. --result.m_pending;
  4284. uint32_t offset = idx * 2;
  4285. result.m_begin = m_queryResult[offset+0];
  4286. result.m_end = m_queryResult[offset+1];
  4287. return true;
  4288. }
  4289. return false;
  4290. }
  4291. void OcclusionQueryD3D12::init()
  4292. {
  4293. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4294. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4295. queryHeapDesc.NodeMask = 1;
  4296. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4297. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4298. , IID_ID3D12QueryHeap
  4299. , (void**)&m_queryHeap
  4300. ) );
  4301. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4302. m_readback = createCommittedResource(s_renderD3D12->m_device
  4303. , HeapProperty::ReadBack
  4304. , size
  4305. );
  4306. D3D12_RANGE range = { 0, size };
  4307. m_readback->Map(0, &range, (void**)&m_result);
  4308. }
  4309. void OcclusionQueryD3D12::shutdown()
  4310. {
  4311. D3D12_RANGE range = { 0, 0 };
  4312. m_readback->Unmap(0, &range);
  4313. DX_RELEASE(m_queryHeap, 0);
  4314. DX_RELEASE(m_readback, 0);
  4315. }
  4316. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4317. {
  4318. while (0 == m_control.reserve(1) )
  4319. {
  4320. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4321. if (isValid(handle) )
  4322. {
  4323. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4324. }
  4325. m_control.consume(1);
  4326. }
  4327. m_handle[m_control.m_current] = _handle;
  4328. _commandList->BeginQuery(m_queryHeap
  4329. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4330. , _handle.idx
  4331. );
  4332. }
  4333. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4334. {
  4335. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4336. _commandList->EndQuery(m_queryHeap
  4337. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4338. , handle.idx
  4339. );
  4340. _commandList->ResolveQueryData(m_queryHeap
  4341. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4342. , handle.idx
  4343. , 1
  4344. , m_readback
  4345. , handle.idx * sizeof(uint64_t)
  4346. );
  4347. m_control.commit(1);
  4348. }
  4349. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4350. {
  4351. const uint32_t size = m_control.m_size;
  4352. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4353. {
  4354. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4355. if (handle.idx == _handle.idx)
  4356. {
  4357. handle.idx = bgfx::kInvalidHandle;
  4358. }
  4359. }
  4360. }
  4361. struct Bind
  4362. {
  4363. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4364. uint16_t m_samplerStateIdx;
  4365. };
  4366. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4367. {
  4368. TextureHandle currentSrc = { kInvalidHandle };
  4369. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATES(UINT32_MAX);
  4370. while (_bs.hasItem(_view) )
  4371. {
  4372. const BlitItem& blit = _bs.advance();
  4373. TextureD3D12& src = m_textures[blit.m_src.idx];
  4374. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4375. if (currentSrc.idx != blit.m_src.idx)
  4376. {
  4377. if (D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4378. {
  4379. m_textures[currentSrc.idx].setState(m_commandList, state);
  4380. }
  4381. currentSrc = blit.m_src;
  4382. state = src.setState(m_commandList, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4383. }
  4384. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4385. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4386. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4387. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4388. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4389. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4390. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4391. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4392. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4393. if (TextureD3D12::Texture3D == src.m_type)
  4394. {
  4395. D3D12_BOX box;
  4396. box.left = blit.m_srcX;
  4397. box.top = blit.m_srcY;
  4398. box.front = blit.m_srcZ;
  4399. box.right = blit.m_srcX + width;
  4400. box.bottom = blit.m_srcY + height;;
  4401. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4402. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{0,{DXGI_FORMAT_UNKNOWN,0,0,0,0}}} };
  4403. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{0,{DXGI_FORMAT_UNKNOWN,0,0,0,0}}} };
  4404. m_commandList->CopyTextureRegion(&dstLocation
  4405. , blit.m_dstX
  4406. , blit.m_dstY
  4407. , blit.m_dstZ
  4408. , &srcLocation
  4409. , &box
  4410. );
  4411. }
  4412. else
  4413. {
  4414. D3D12_BOX box;
  4415. box.left = blit.m_srcX;
  4416. box.top = blit.m_srcY;
  4417. box.front = 0;
  4418. box.right = blit.m_srcX + width;
  4419. box.bottom = blit.m_srcY + height;;
  4420. box.back = 1;
  4421. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4422. ? blit.m_srcZ
  4423. : 0
  4424. ;
  4425. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4426. ? blit.m_dstZ
  4427. : 0
  4428. ;
  4429. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4430. dstLocation.pResource = dst.m_ptr;
  4431. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4432. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4433. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4434. srcLocation.pResource = src.m_ptr;
  4435. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4436. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4437. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4438. m_commandList->CopyTextureRegion(&dstLocation
  4439. , blit.m_dstX
  4440. , blit.m_dstY
  4441. , 0
  4442. , &srcLocation
  4443. , depthStencil ? NULL : &box
  4444. );
  4445. }
  4446. }
  4447. if (isValid(currentSrc)
  4448. && D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4449. {
  4450. m_textures[currentSrc.idx].setState(m_commandList, state);
  4451. }
  4452. }
  4453. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4454. {
  4455. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "rendererSubmit");
  4456. if (m_lost
  4457. || updateResolution(_render->m_resolution) )
  4458. {
  4459. return;
  4460. }
  4461. if (_render->m_capture)
  4462. {
  4463. renderDocTriggerCapture();
  4464. }
  4465. int64_t timeBegin = bx::getHPCounter();
  4466. int64_t captureElapsed = 0;
  4467. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4468. if (0 < _render->m_iboffset)
  4469. {
  4470. TransientIndexBuffer* ib = _render->m_transientIb;
  4471. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4472. }
  4473. if (0 < _render->m_vboffset)
  4474. {
  4475. TransientVertexBuffer* vb = _render->m_transientVb;
  4476. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4477. }
  4478. _render->sort();
  4479. RenderDraw currentState;
  4480. currentState.clear();
  4481. currentState.m_stateFlags = BGFX_STATE_NONE;
  4482. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4483. RenderBind currentBind;
  4484. currentBind.clear();
  4485. _render->m_hmdInitialized = false;
  4486. const bool hmdEnabled = false;
  4487. static ViewState viewState;
  4488. viewState.reset(_render, hmdEnabled);
  4489. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4490. // setDebugWireframe(wireframe);
  4491. uint16_t currentSamplerStateIdx = kInvalidHandle;
  4492. uint16_t currentProgramIdx = kInvalidHandle;
  4493. uint32_t currentBindHash = 0;
  4494. bool hasPredefined = false;
  4495. bool commandListChanged = false;
  4496. ID3D12PipelineState* currentPso = NULL;
  4497. SortKey key;
  4498. uint16_t view = UINT16_MAX;
  4499. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4500. BlitState bs(_render);
  4501. uint32_t blendFactor = 0;
  4502. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4503. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4504. PrimInfo prim = s_primInfo[primIndex];
  4505. bool wasCompute = false;
  4506. bool viewHasScissor = false;
  4507. bool restoreScissor = false;
  4508. Rect viewScissorRect;
  4509. viewScissorRect.clear();
  4510. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4511. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4512. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4513. uint32_t statsNumIndices = 0;
  4514. uint32_t statsKeyType[2] = {};
  4515. Profiler<TimerQueryD3D12> profiler(
  4516. _render
  4517. , m_gpuTimer
  4518. , s_viewName
  4519. );
  4520. #if BX_PLATFORM_WINDOWS
  4521. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4522. #else
  4523. m_backBufferColorIdx = (m_backBufferColorIdx+1) % m_scd.BufferCount;
  4524. #endif // BX_PLATFORM_WINDOWS
  4525. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4526. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4527. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4528. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4529. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4530. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4531. scratchBuffer.reset(gpuHandle);
  4532. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4533. StateCacheLru<Bind, 64> bindLru;
  4534. setResourceBarrier(m_commandList
  4535. , m_backBufferColor[m_backBufferColorIdx]
  4536. , D3D12_RESOURCE_STATE_PRESENT
  4537. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4538. );
  4539. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4540. {
  4541. m_batch.begin();
  4542. // uint8_t eye = 0;
  4543. // uint8_t restartState = 0;
  4544. viewState.m_rect = _render->m_view[0].m_rect;
  4545. int32_t numItems = _render->m_numRenderItems;
  4546. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4547. {
  4548. const uint64_t encodedKey = _render->m_sortKeys[item];
  4549. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4550. statsKeyType[isCompute]++;
  4551. const bool viewChanged = 0
  4552. || key.m_view != view
  4553. || item == numItems
  4554. ;
  4555. const uint32_t itemIdx = _render->m_sortValues[item];
  4556. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4557. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4558. ++item;
  4559. if (viewChanged)
  4560. {
  4561. m_batch.flush(m_commandList, true);
  4562. kick();
  4563. view = key.m_view;
  4564. currentPso = NULL;
  4565. currentSamplerStateIdx = kInvalidHandle;
  4566. currentProgramIdx = kInvalidHandle;
  4567. hasPredefined = false;
  4568. fbh = _render->m_view[view].m_fbh;
  4569. setFrameBuffer(fbh);
  4570. if (item > 1)
  4571. {
  4572. profiler.end();
  4573. }
  4574. profiler.begin(view);
  4575. viewState.m_rect = _render->m_view[view].m_rect;
  4576. const Rect& rect = _render->m_view[view].m_rect;
  4577. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4578. viewHasScissor = !scissorRect.isZero();
  4579. viewScissorRect = viewHasScissor ? scissorRect : rect;
  4580. D3D12_VIEWPORT vp;
  4581. vp.TopLeftX = rect.m_x;
  4582. vp.TopLeftY = rect.m_y;
  4583. vp.Width = rect.m_width;
  4584. vp.Height = rect.m_height;
  4585. vp.MinDepth = 0.0f;
  4586. vp.MaxDepth = 1.0f;
  4587. m_commandList->RSSetViewports(1, &vp);
  4588. D3D12_RECT rc;
  4589. rc.left = viewScissorRect.m_x;
  4590. rc.top = viewScissorRect.m_y;
  4591. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4592. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4593. m_commandList->RSSetScissorRects(1, &rc);
  4594. restoreScissor = false;
  4595. Clear& clr = _render->m_view[view].m_clear;
  4596. if (BGFX_CLEAR_NONE != clr.m_flags)
  4597. {
  4598. Rect clearRect = rect;
  4599. clearRect.setIntersect(rect, viewScissorRect);
  4600. clearQuad(clearRect, clr, _render->m_colorPalette);
  4601. }
  4602. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  4603. submitBlit(bs, view);
  4604. }
  4605. if (isCompute)
  4606. {
  4607. if (!wasCompute)
  4608. {
  4609. wasCompute = true;
  4610. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4611. {
  4612. char* viewName = s_viewName[view];
  4613. viewName[3] = L'C';
  4614. PIX3_ENDEVENT(m_commandList);
  4615. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_COMPUTE, viewName);
  4616. }
  4617. m_commandList->SetComputeRootSignature(m_rootSignature);
  4618. ID3D12DescriptorHeap* heaps[] = {
  4619. m_samplerAllocator.getHeap(),
  4620. scratchBuffer.getHeap(),
  4621. };
  4622. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4623. }
  4624. const RenderCompute& compute = renderItem.compute;
  4625. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4626. if (pso != currentPso)
  4627. {
  4628. currentPso = pso;
  4629. m_commandList->SetPipelineState(pso);
  4630. currentBindHash = 0;
  4631. }
  4632. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4633. if (currentBindHash != bindHash)
  4634. {
  4635. currentBindHash = bindHash;
  4636. Bind* bindCached = bindLru.find(bindHash);
  4637. if (NULL == bindCached)
  4638. {
  4639. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4640. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4641. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4642. {
  4643. const Binding& bind = renderBind.m_bind[ii];
  4644. if (kInvalidHandle != bind.m_idx)
  4645. {
  4646. switch (bind.m_type)
  4647. {
  4648. case Binding::Image:
  4649. case Binding::Texture:
  4650. {
  4651. TextureD3D12& texture = m_textures[bind.m_idx];
  4652. if (Access::Read != bind.m_un.m_compute.m_access)
  4653. {
  4654. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4655. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4656. }
  4657. else
  4658. {
  4659. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4660. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4661. samplerFlags[ii] = texture.m_flags;
  4662. }
  4663. }
  4664. break;
  4665. case Binding::IndexBuffer:
  4666. case Binding::VertexBuffer:
  4667. {
  4668. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4669. ? m_indexBuffers[bind.m_idx]
  4670. : m_vertexBuffers[bind.m_idx]
  4671. ;
  4672. if (Access::Read != bind.m_un.m_compute.m_access)
  4673. {
  4674. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4675. scratchBuffer.allocUav(srvHandle[ii], buffer);
  4676. }
  4677. else
  4678. {
  4679. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4680. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  4681. }
  4682. }
  4683. break;
  4684. }
  4685. }
  4686. }
  4687. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  4688. if (samplerStateIdx != currentSamplerStateIdx)
  4689. {
  4690. currentSamplerStateIdx = samplerStateIdx;
  4691. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4692. }
  4693. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4694. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4695. Bind bind;
  4696. bind.m_srvHandle = srvHandle[0];
  4697. bind.m_samplerStateIdx = samplerStateIdx;
  4698. bindLru.add(bindHash, bind, 0);
  4699. }
  4700. else
  4701. {
  4702. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4703. if (samplerStateIdx != currentSamplerStateIdx)
  4704. {
  4705. currentSamplerStateIdx = samplerStateIdx;
  4706. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4707. }
  4708. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4709. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4710. }
  4711. }
  4712. bool constantsChanged = false;
  4713. if (compute.m_uniformBegin < compute.m_uniformEnd
  4714. || currentProgramIdx != key.m_program)
  4715. {
  4716. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  4717. currentProgramIdx = key.m_program;
  4718. ProgramD3D12& program = m_program[currentProgramIdx];
  4719. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4720. if (NULL != vcb)
  4721. {
  4722. commit(*vcb);
  4723. }
  4724. hasPredefined = 0 < program.m_numPredefined;
  4725. constantsChanged = true;
  4726. }
  4727. if (constantsChanged
  4728. || hasPredefined)
  4729. {
  4730. ProgramD3D12& program = m_program[currentProgramIdx];
  4731. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  4732. commitShaderConstants(key.m_program, gpuAddress);
  4733. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  4734. }
  4735. if (isValid(compute.m_indirectBuffer) )
  4736. {
  4737. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4738. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4739. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4740. : compute.m_numIndirect
  4741. ;
  4742. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4743. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4744. {
  4745. // m_commandList->ExecuteIndirect(ptr, args);
  4746. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4747. }
  4748. }
  4749. else
  4750. {
  4751. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4752. }
  4753. continue;
  4754. }
  4755. const RenderDraw& draw = renderItem.draw;
  4756. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4757. if (isValid(draw.m_occlusionQuery)
  4758. && !hasOcclusionQuery
  4759. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  4760. {
  4761. continue;
  4762. }
  4763. const uint64_t newFlags = draw.m_stateFlags;
  4764. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4765. currentState.m_stateFlags = newFlags;
  4766. const uint64_t newStencil = draw.m_stencil;
  4767. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  4768. currentState.m_stencil = newStencil;
  4769. if (viewChanged
  4770. || wasCompute)
  4771. {
  4772. if (wasCompute)
  4773. {
  4774. wasCompute = false;
  4775. }
  4776. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4777. {
  4778. BX_UNUSED(s_viewName);
  4779. char* viewName = s_viewName[view];
  4780. viewName[3] = ' ';
  4781. PIX3_ENDEVENT(m_commandList);
  4782. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  4783. }
  4784. commandListChanged = true;
  4785. }
  4786. if (commandListChanged)
  4787. {
  4788. commandListChanged = false;
  4789. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  4790. ID3D12DescriptorHeap* heaps[] = {
  4791. m_samplerAllocator.getHeap(),
  4792. scratchBuffer.getHeap(),
  4793. };
  4794. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4795. currentPso = NULL;
  4796. currentBindHash = 0;
  4797. currentSamplerStateIdx = kInvalidHandle;
  4798. currentProgramIdx = kInvalidHandle;
  4799. currentState.clear();
  4800. currentState.m_scissor = !draw.m_scissor;
  4801. changedFlags = BGFX_STATE_MASK;
  4802. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4803. currentState.m_stateFlags = newFlags;
  4804. currentState.m_stencil = newStencil;
  4805. currentBind.clear();
  4806. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4807. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4808. }
  4809. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  4810. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  4811. if (0 != draw.m_streamMask)
  4812. {
  4813. currentState.m_streamMask = draw.m_streamMask;
  4814. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  4815. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  4816. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  4817. const uint64_t state = draw.m_stateFlags;
  4818. bool hasFactor = 0
  4819. || f0 == (state & f0)
  4820. || f1 == (state & f1)
  4821. || f2 == (state & f2)
  4822. || f3 == (state & f3)
  4823. ;
  4824. const VertexDecl* decls[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  4825. uint8_t numStreams = 0;
  4826. for (uint32_t idx = 0, streamMask = draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  4827. ; 0 != streamMask
  4828. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  4829. )
  4830. {
  4831. streamMask >>= ntz;
  4832. idx += ntz;
  4833. currentState.m_stream[idx].m_decl = draw.m_stream[idx].m_decl;
  4834. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  4835. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  4836. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  4837. const VertexBufferD3D12& vb = m_vertexBuffers[handle];
  4838. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[idx].m_decl.idx : vb.m_decl.idx;
  4839. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  4840. decls[numStreams] = &vertexDecl;
  4841. }
  4842. ID3D12PipelineState* pso =
  4843. getPipelineState(state
  4844. , draw.m_stencil
  4845. , numStreams
  4846. , decls
  4847. , key.m_program
  4848. , uint8_t(draw.m_instanceDataStride/16)
  4849. );
  4850. uint16_t scissor = draw.m_scissor;
  4851. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4852. if (currentBindHash != bindHash
  4853. || 0 != changedStencil
  4854. || (hasFactor && blendFactor != draw.m_rgba)
  4855. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4856. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4857. || currentState.m_scissor != scissor
  4858. || pso != currentPso
  4859. || hasOcclusionQuery)
  4860. {
  4861. m_batch.flush(m_commandList);
  4862. }
  4863. if (currentBindHash != bindHash)
  4864. {
  4865. currentBindHash = bindHash;
  4866. Bind* bindCached = bindLru.find(bindHash);
  4867. if (NULL == bindCached)
  4868. {
  4869. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4870. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4871. {
  4872. srvHandle[0].ptr = 0;
  4873. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4874. {
  4875. const Binding& bind = renderBind.m_bind[stage];
  4876. if (kInvalidHandle != bind.m_idx)
  4877. {
  4878. switch (bind.m_type)
  4879. {
  4880. case Binding::Texture:
  4881. {
  4882. TextureD3D12& texture = m_textures[bind.m_idx];
  4883. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4884. scratchBuffer.allocSrv(srvHandle[stage], texture);
  4885. samplerFlags[stage] = (0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & bind.m_un.m_draw.m_textureFlags)
  4886. ? bind.m_un.m_draw.m_textureFlags
  4887. : texture.m_flags
  4888. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK | BGFX_TEXTURE_BORDER_COLOR_MASK)
  4889. ;
  4890. }
  4891. break;
  4892. case Binding::IndexBuffer:
  4893. case Binding::VertexBuffer:
  4894. {
  4895. samplerFlags[stage] = 0;
  4896. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4897. ? m_indexBuffers[bind.m_idx]
  4898. : m_vertexBuffers[bind.m_idx]
  4899. ;
  4900. if (Access::Read != bind.m_un.m_compute.m_access)
  4901. {
  4902. // The api functions prevent binding with Access::Write,
  4903. // but might as well allow it in here for future-proofing
  4904. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4905. scratchBuffer.allocUav(srvHandle[stage], buffer);
  4906. }
  4907. else
  4908. {
  4909. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4910. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  4911. }
  4912. }
  4913. break;
  4914. }
  4915. }
  4916. else
  4917. {
  4918. bx::memCopy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  4919. samplerFlags[stage] = 0;
  4920. }
  4921. }
  4922. }
  4923. if (srvHandle[0].ptr != 0)
  4924. {
  4925. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  4926. if (samplerStateIdx != currentSamplerStateIdx)
  4927. {
  4928. currentSamplerStateIdx = samplerStateIdx;
  4929. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4930. }
  4931. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4932. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4933. Bind bind;
  4934. bind.m_srvHandle = srvHandle[0];
  4935. bind.m_samplerStateIdx = samplerStateIdx;
  4936. bindLru.add(bindHash, bind, 0);
  4937. }
  4938. }
  4939. else
  4940. {
  4941. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4942. if (samplerStateIdx != currentSamplerStateIdx)
  4943. {
  4944. currentSamplerStateIdx = samplerStateIdx;
  4945. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4946. }
  4947. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4948. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4949. }
  4950. }
  4951. if (0 != changedStencil)
  4952. {
  4953. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  4954. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  4955. m_commandList->OMSetStencilRef(ref);
  4956. }
  4957. if (hasFactor
  4958. && blendFactor != draw.m_rgba)
  4959. {
  4960. blendFactor = draw.m_rgba;
  4961. float bf[4];
  4962. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  4963. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  4964. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  4965. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  4966. m_commandList->OMSetBlendFactor(bf);
  4967. }
  4968. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4969. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4970. {
  4971. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4972. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4973. prim = s_primInfo[primIndex];
  4974. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  4975. }
  4976. if (currentState.m_scissor != scissor)
  4977. {
  4978. currentState.m_scissor = scissor;
  4979. if (UINT16_MAX == scissor)
  4980. {
  4981. if (restoreScissor
  4982. || viewHasScissor)
  4983. {
  4984. restoreScissor = false;
  4985. D3D12_RECT rc;
  4986. rc.left = viewScissorRect.m_x;
  4987. rc.top = viewScissorRect.m_y;
  4988. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4989. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4990. m_commandList->RSSetScissorRects(1, &rc);
  4991. }
  4992. }
  4993. else
  4994. {
  4995. restoreScissor = true;
  4996. Rect scissorRect;
  4997. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  4998. if (scissorRect.isZeroArea() )
  4999. {
  5000. continue;
  5001. }
  5002. D3D12_RECT rc;
  5003. rc.left = scissorRect.m_x;
  5004. rc.top = scissorRect.m_y;
  5005. rc.right = scissorRect.m_x + scissorRect.m_width;
  5006. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5007. m_commandList->RSSetScissorRects(1, &rc);
  5008. }
  5009. }
  5010. if (pso != currentPso)
  5011. {
  5012. currentPso = pso;
  5013. m_commandList->SetPipelineState(pso);
  5014. }
  5015. if (constantsChanged
  5016. || currentProgramIdx != key.m_program
  5017. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5018. {
  5019. currentProgramIdx = key.m_program;
  5020. ProgramD3D12& program = m_program[currentProgramIdx];
  5021. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5022. if (NULL != vcb)
  5023. {
  5024. commit(*vcb);
  5025. }
  5026. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5027. if (NULL != fcb)
  5028. {
  5029. commit(*fcb);
  5030. }
  5031. hasPredefined = 0 < program.m_numPredefined;
  5032. constantsChanged = true;
  5033. }
  5034. if (constantsChanged
  5035. || hasPredefined)
  5036. {
  5037. ProgramD3D12& program = m_program[currentProgramIdx];
  5038. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5039. viewState.m_alphaRef = ref/255.0f;
  5040. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  5041. commitShaderConstants(key.m_program, gpuAddress);
  5042. }
  5043. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  5044. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  5045. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5046. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5047. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5048. statsNumInstances[primIndex] += draw.m_numInstances;
  5049. statsNumIndices += numIndices;
  5050. if (hasOcclusionQuery)
  5051. {
  5052. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  5053. m_batch.flush(m_commandList);
  5054. m_occlusionQuery.end(m_commandList);
  5055. }
  5056. }
  5057. }
  5058. m_batch.end(m_commandList);
  5059. kick();
  5060. if (wasCompute)
  5061. {
  5062. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5063. {
  5064. char* viewName = s_viewName[view];
  5065. viewName[3] = L'C';
  5066. PIX3_ENDEVENT(m_commandList);
  5067. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  5068. }
  5069. }
  5070. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5071. if (0 < _render->m_numRenderItems)
  5072. {
  5073. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5074. {
  5075. // deviceCtx->Flush();
  5076. }
  5077. // captureElapsed = -bx::getHPCounter();
  5078. // capture();
  5079. // captureElapsed += bx::getHPCounter();
  5080. profiler.end();
  5081. }
  5082. }
  5083. PIX3_ENDEVENT(m_commandList);
  5084. int64_t timeEnd = bx::getHPCounter();
  5085. int64_t frameTime = timeEnd - timeBegin;
  5086. static int64_t min = frameTime;
  5087. static int64_t max = frameTime;
  5088. min = bx::int64_min(min, frameTime);
  5089. max = bx::int64_max(max, frameTime);
  5090. static uint32_t maxGpuLatency = 0;
  5091. static double maxGpuElapsed = 0.0f;
  5092. double elapsedGpuMs = 0.0;
  5093. static int64_t presentMin = m_presentElapsed;
  5094. static int64_t presentMax = m_presentElapsed;
  5095. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  5096. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  5097. if (UINT32_MAX != frameQueryIdx)
  5098. {
  5099. m_gpuTimer.end(frameQueryIdx);
  5100. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5101. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5102. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5103. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5104. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5105. }
  5106. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5107. const int64_t timerFreq = bx::getHPFrequency();
  5108. Stats& perfStats = _render->m_perfStats;
  5109. perfStats.cpuTimeBegin = timeBegin;
  5110. perfStats.cpuTimeEnd = timeEnd;
  5111. perfStats.cpuTimerFreq = timerFreq;
  5112. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5113. perfStats.gpuTimeBegin = result.m_begin;
  5114. perfStats.gpuTimeEnd = result.m_end;
  5115. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5116. perfStats.numDraw = statsKeyType[0];
  5117. perfStats.numCompute = statsKeyType[1];
  5118. perfStats.maxGpuLatency = maxGpuLatency;
  5119. perfStats.gpuMemoryMax = -INT64_MAX;
  5120. perfStats.gpuMemoryUsed = -INT64_MAX;
  5121. #if BX_PLATFORM_WINDOWS
  5122. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  5123. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  5124. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  5125. perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
  5126. perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
  5127. #endif // BX_PLATFORM_WINDOWS
  5128. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5129. {
  5130. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugstats");
  5131. // m_needPresent = true;
  5132. TextVideoMem& tvm = m_textVideoMem;
  5133. static int64_t next = timeEnd;
  5134. if (timeEnd >= next)
  5135. {
  5136. next = timeEnd + timerFreq;
  5137. double freq = double(timerFreq);
  5138. double toMs = 1000.0 / freq;
  5139. tvm.clear();
  5140. uint16_t pos = 0;
  5141. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  5142. , " %s (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5143. , getRendererName()
  5144. , (m_featureLevel >> 12) & 0xf
  5145. , (m_featureLevel >> 8) & 0xf
  5146. );
  5147. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  5148. char description[BX_COUNTOF(desc.Description)];
  5149. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5150. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5151. char dedicatedVideo[16];
  5152. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5153. char dedicatedSystem[16];
  5154. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5155. char sharedSystem[16];
  5156. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5157. char processMemoryUsed[16];
  5158. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5159. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5160. , dedicatedVideo
  5161. , dedicatedSystem
  5162. , sharedSystem
  5163. , processMemoryUsed
  5164. );
  5165. #if BX_PLATFORM_WINDOWS
  5166. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  5167. {
  5168. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  5169. char budget[16];
  5170. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  5171. char currentUsage[16];
  5172. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  5173. char availableForReservation[16];
  5174. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  5175. char currentReservation[16];
  5176. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  5177. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  5178. , 0 == ii ? "Local " : "Non-local"
  5179. , budget
  5180. , currentUsage
  5181. , availableForReservation
  5182. , currentReservation
  5183. );
  5184. }
  5185. #endif // BX_PLATFORM_WINDOWS
  5186. pos = 10;
  5187. tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5188. , double(frameTime)*toMs
  5189. , double(min)*toMs
  5190. , double(max)*toMs
  5191. , freq/frameTime
  5192. );
  5193. tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  5194. , double(m_presentElapsed)*toMs
  5195. , double(presentMin)*toMs
  5196. , double(presentMax)*toMs
  5197. );
  5198. char hmd[16];
  5199. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  5200. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5201. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  5202. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5203. , 0 != msaa ? '\xfe' : ' '
  5204. , 1<<msaa
  5205. , ", no-HMD "
  5206. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5207. );
  5208. double elapsedCpuMs = double(frameTime)*toMs;
  5209. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  5210. , _render->m_numRenderItems
  5211. , statsKeyType[0]
  5212. , statsKeyType[1]
  5213. , elapsedCpuMs
  5214. );
  5215. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  5216. {
  5217. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d "
  5218. , s_primName[ii]
  5219. , statsNumPrimsRendered[ii]
  5220. , statsNumInstances[ii]
  5221. , statsNumPrimsSubmitted[ii]
  5222. );
  5223. }
  5224. tvm.printf(10, pos++, 0x8e, " Batch: %7dx%d indirect, %7d immediate "
  5225. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  5226. , m_batch.m_maxDrawPerBatch
  5227. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  5228. );
  5229. tvm.printf(10, pos++, 0x8e, " %7dx%d indirect, %7d immediate "
  5230. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  5231. , m_batch.m_maxDrawPerBatch
  5232. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  5233. );
  5234. if (NULL != m_renderdocdll)
  5235. {
  5236. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  5237. }
  5238. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  5239. // tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5240. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  5241. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  5242. pos++;
  5243. tvm.printf(10, pos++, 0x8e, " State cache: ");
  5244. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Bind | Queued ");
  5245. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d "
  5246. , m_pipelineStateCache.getCount()
  5247. , m_samplerStateCache.getCount()
  5248. , bindLru.getCount()
  5249. , m_cmd.m_control.available()
  5250. );
  5251. pos++;
  5252. double captureMs = double(captureElapsed)*toMs;
  5253. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  5254. uint8_t attr[2] = { 0x89, 0x8a };
  5255. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5256. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5257. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5258. min = frameTime;
  5259. max = frameTime;
  5260. presentMin = m_presentElapsed;
  5261. presentMax = m_presentElapsed;
  5262. }
  5263. blit(this, _textVideoMemBlitter, tvm);
  5264. PIX3_ENDEVENT(m_commandList);
  5265. }
  5266. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5267. {
  5268. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugtext");
  5269. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5270. PIX3_ENDEVENT(m_commandList);
  5271. }
  5272. setResourceBarrier(m_commandList
  5273. , m_backBufferColor[m_backBufferColorIdx]
  5274. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5275. , D3D12_RESOURCE_STATE_PRESENT
  5276. );
  5277. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  5278. }
  5279. } /* namespace d3d12 */ } // namespace bgfx
  5280. #else
  5281. namespace bgfx { namespace d3d12
  5282. {
  5283. RendererContextI* rendererCreate(const Init& _init)
  5284. {
  5285. BX_UNUSED(_init);
  5286. return NULL;
  5287. }
  5288. void rendererDestroy()
  5289. {
  5290. }
  5291. } /* namespace d3d12 */ } // namespace bgfx
  5292. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12