renderer_d3d12.cpp 165 KB

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  1. /*
  2. * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. # if !USE_D3D12_DYNAMIC_LIB
  9. # pragma comment(lib, "D3D12.lib")
  10. # endif // !USE_D3D12_DYNAMIC_LIB
  11. namespace bgfx { namespace d3d12
  12. {
  13. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
  14. struct PrimInfo
  15. {
  16. D3D_PRIMITIVE_TOPOLOGY m_toplogy;
  17. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  18. uint32_t m_min;
  19. uint32_t m_div;
  20. uint32_t m_sub;
  21. };
  22. static const PrimInfo s_primInfo[] =
  23. {
  24. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  25. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  26. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  27. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  28. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  29. };
  30. static const char* s_primName[] =
  31. {
  32. "TriList",
  33. "TriStrip",
  34. "Line",
  35. "Point",
  36. };
  37. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  38. static const uint32_t s_checkMsaa[] =
  39. {
  40. 0,
  41. 2,
  42. 4,
  43. 8,
  44. 16,
  45. };
  46. static DXGI_SAMPLE_DESC s_msaa[] =
  47. {
  48. { 1, 0 },
  49. { 2, 0 },
  50. { 4, 0 },
  51. { 8, 0 },
  52. { 16, 0 },
  53. };
  54. static const D3D12_BLEND s_blendFactor[][2] =
  55. {
  56. { (D3D12_BLEND)0, (D3D12_BLEND)0 }, // ignored
  57. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  58. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  59. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  60. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  61. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  62. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  63. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  64. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  65. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  66. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  67. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  68. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  69. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  70. };
  71. static const D3D12_BLEND_OP s_blendEquation[] =
  72. {
  73. D3D12_BLEND_OP_ADD,
  74. D3D12_BLEND_OP_SUBTRACT,
  75. D3D12_BLEND_OP_REV_SUBTRACT,
  76. D3D12_BLEND_OP_MIN,
  77. D3D12_BLEND_OP_MAX,
  78. };
  79. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  80. {
  81. D3D12_COMPARISON_FUNC(0), // ignored
  82. D3D12_COMPARISON_FUNC_LESS,
  83. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  84. D3D12_COMPARISON_FUNC_EQUAL,
  85. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  86. D3D12_COMPARISON_FUNC_GREATER,
  87. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  88. D3D12_COMPARISON_FUNC_NEVER,
  89. D3D12_COMPARISON_FUNC_ALWAYS,
  90. };
  91. static const D3D12_STENCIL_OP s_stencilOp[] =
  92. {
  93. D3D12_STENCIL_OP_ZERO,
  94. D3D12_STENCIL_OP_KEEP,
  95. D3D12_STENCIL_OP_REPLACE,
  96. D3D12_STENCIL_OP_INCR,
  97. D3D12_STENCIL_OP_INCR_SAT,
  98. D3D12_STENCIL_OP_DECR,
  99. D3D12_STENCIL_OP_DECR_SAT,
  100. D3D12_STENCIL_OP_INVERT,
  101. };
  102. static const D3D12_CULL_MODE s_cullMode[] =
  103. {
  104. D3D12_CULL_MODE_NONE,
  105. D3D12_CULL_MODE_FRONT,
  106. D3D12_CULL_MODE_BACK,
  107. };
  108. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  109. {
  110. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  111. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  112. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  113. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  114. };
  115. /*
  116. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  117. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  118. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  119. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  120. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  121. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  122. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  123. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  124. * D3D11_FILTER_ANISOTROPIC = 0x55,
  125. *
  126. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  127. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  128. *
  129. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  130. * 0x10 // MIN_LINEAR
  131. * 0x04 // MAG_LINEAR
  132. * 0x01 // MIP_LINEAR
  133. */
  134. static const uint8_t s_textureFilter[3][3] =
  135. {
  136. {
  137. 0x10, // min linear
  138. 0x00, // min point
  139. 0x55, // anisotropic
  140. },
  141. {
  142. 0x04, // mag linear
  143. 0x00, // mag point
  144. 0x55, // anisotropic
  145. },
  146. {
  147. 0x01, // mip linear
  148. 0x00, // mip point
  149. 0x55, // anisotropic
  150. },
  151. };
  152. struct TextureFormatInfo
  153. {
  154. DXGI_FORMAT m_fmt;
  155. DXGI_FORMAT m_fmtSrv;
  156. DXGI_FORMAT m_fmtDsv;
  157. DXGI_FORMAT m_fmtSrgb;
  158. };
  159. static const TextureFormatInfo s_textureFormat[] =
  160. {
  161. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  162. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  163. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  164. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  165. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  166. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  167. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  168. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  179. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  180. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  181. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  182. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  183. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  184. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  185. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  186. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  187. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  188. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  189. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  190. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  191. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  192. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  193. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  194. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  195. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  196. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  197. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  198. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  199. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  200. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  201. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  202. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  203. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  204. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  205. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  206. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  207. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  208. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  209. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  210. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  211. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  212. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  213. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  214. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  215. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  216. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  217. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  218. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  219. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  220. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  221. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  222. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  223. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  224. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  225. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  226. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  227. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  228. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  229. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  230. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  231. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  232. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  233. };
  234. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  235. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  236. {
  237. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  238. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  239. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  240. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  241. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  242. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  243. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  244. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  245. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  246. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  247. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  248. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  249. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  250. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  251. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. };
  254. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  255. static const DXGI_FORMAT s_attribType[][4][2] =
  256. {
  257. { // Uint8
  258. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  259. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  260. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  261. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  262. },
  263. { // Uint10
  264. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  265. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  266. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  267. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  268. },
  269. { // Int16
  270. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  271. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  272. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  273. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  274. },
  275. { // Half
  276. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  277. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  278. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  279. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  280. },
  281. { // Float
  282. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  283. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  284. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  285. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  286. },
  287. };
  288. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  289. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  290. {
  291. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  292. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  293. {
  294. if (UINT16_MAX != _decl.m_attributes[attr])
  295. {
  296. memcpy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  297. if (0 == _decl.m_attributes[attr])
  298. {
  299. elem->AlignedByteOffset = 0;
  300. }
  301. else
  302. {
  303. uint8_t num;
  304. AttribType::Enum type;
  305. bool normalized;
  306. bool asInt;
  307. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  308. elem->Format = s_attribType[type][num-1][normalized];
  309. elem->AlignedByteOffset = _decl.m_offset[attr];
  310. }
  311. ++elem;
  312. }
  313. }
  314. return elem;
  315. }
  316. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  317. {
  318. D3D12_RESOURCE_BARRIER barrier;
  319. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  320. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  321. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  322. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  323. barrier.Transition.StateBefore = _stateBefore;
  324. barrier.Transition.StateAfter = _stateAfter;
  325. _commandList->ResourceBarrier(1, &barrier);
  326. }
  327. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  328. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  329. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  330. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  331. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  332. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  333. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  334. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  335. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  336. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  337. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  338. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  339. static const GUID IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } };
  340. struct HeapProperty
  341. {
  342. enum Enum
  343. {
  344. Default,
  345. Upload,
  346. ReadBack,
  347. Count
  348. };
  349. D3D12_HEAP_PROPERTIES m_properties;
  350. D3D12_RESOURCE_STATES m_state;
  351. };
  352. static const HeapProperty s_heapProperties[] =
  353. {
  354. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COMMON },
  355. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  356. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COPY_DEST },
  357. };
  358. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  359. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  360. {
  361. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  362. ID3D12Resource* resource;
  363. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  364. , D3D12_HEAP_FLAG_NONE
  365. , _resourceDesc
  366. , heapProperty.m_state
  367. , _clearValue
  368. , IID_ID3D12Resource
  369. , (void**)&resource
  370. ) );
  371. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  372. , _resourceDesc->Width
  373. );
  374. return resource;
  375. }
  376. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  377. {
  378. D3D12_RESOURCE_DESC resourceDesc;
  379. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  380. resourceDesc.Alignment = 0;
  381. resourceDesc.Width = _size;
  382. resourceDesc.Height = 1;
  383. resourceDesc.DepthOrArraySize = 1;
  384. resourceDesc.MipLevels = 1;
  385. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  386. resourceDesc.SampleDesc.Count = 1;
  387. resourceDesc.SampleDesc.Quality = 0;
  388. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  389. resourceDesc.Flags = _flags;
  390. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  391. }
  392. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  393. {
  394. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  395. {
  396. char temp[2048];
  397. va_list argList;
  398. va_start(argList, _format);
  399. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  400. va_end(argList);
  401. temp[size] = '\0';
  402. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  403. mbstowcs(wtemp, temp, size+1);
  404. _object->SetName(wtemp);
  405. }
  406. }
  407. #if USE_D3D12_DYNAMIC_LIB
  408. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  409. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  410. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  411. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  412. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  413. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  414. #endif // USE_D3D12_DYNAMIC_LIB
  415. struct RendererContextD3D12 : public RendererContextI
  416. {
  417. RendererContextD3D12()
  418. : m_wireframe(false)
  419. , m_maxAnisotropy(1)
  420. , m_fsChanges(0)
  421. , m_vsChanges(0)
  422. , m_backBufferColorIdx(0)
  423. , m_rtMsaa(false)
  424. {
  425. }
  426. ~RendererContextD3D12()
  427. {
  428. }
  429. bool init()
  430. {
  431. struct ErrorState
  432. {
  433. enum Enum
  434. {
  435. Default,
  436. LoadedKernel32,
  437. LoadedD3D12,
  438. LoadedDXGI,
  439. CreatedDXGIFactory,
  440. CreatedCommandQueue,
  441. };
  442. };
  443. ErrorState::Enum errorState = ErrorState::Default;
  444. LUID luid;
  445. m_fbh.idx = invalidHandle;
  446. memset(m_uniforms, 0, sizeof(m_uniforms) );
  447. memset(&m_resolution, 0, sizeof(m_resolution) );
  448. #if USE_D3D12_DYNAMIC_LIB
  449. m_kernel32dll = bx::dlopen("kernel32.dll");
  450. BX_WARN(NULL != m_kernel32dll, "Failed to load kernel32.dll.");
  451. if (NULL == m_kernel32dll)
  452. {
  453. goto error;
  454. }
  455. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  456. BX_WARN(NULL != CreateEventExA, "Function CreateEventExA not found.");
  457. if (NULL == CreateEventExA)
  458. {
  459. goto error;
  460. }
  461. errorState = ErrorState::LoadedKernel32;
  462. m_d3d12dll = bx::dlopen("d3d12.dll");
  463. BX_WARN(NULL != m_d3d12dll, "Failed to load d3d12.dll.");
  464. if (NULL == m_d3d12dll)
  465. {
  466. goto error;
  467. }
  468. errorState = ErrorState::LoadedD3D12;
  469. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  470. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  471. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  472. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  473. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  474. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  475. if (NULL == D3D12CreateDevice
  476. || NULL == D3D12GetDebugInterface
  477. || NULL == D3D12SerializeRootSignature)
  478. {
  479. goto error;
  480. }
  481. m_dxgidll = bx::dlopen("dxgi.dll");
  482. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  483. if (NULL == m_dxgidll)
  484. {
  485. goto error;
  486. }
  487. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  488. BX_WARN(NULL != CreateDXGIFactory1, "Function CreateDXGIFactory1 not found.");
  489. if (NULL == CreateDXGIFactory1)
  490. {
  491. goto error;
  492. }
  493. #endif // USE_D3D12_DYNAMIC_LIB
  494. errorState = ErrorState::LoadedDXGI;
  495. HRESULT hr;
  496. hr = CreateDXGIFactory1(IID_IDXGIFactory4, (void**)&m_factory);
  497. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  498. if (FAILED(hr) )
  499. {
  500. goto error;
  501. }
  502. errorState = ErrorState::CreatedDXGIFactory;
  503. m_adapter = NULL;
  504. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  505. {
  506. IDXGIAdapter3* adapter;
  507. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  508. {
  509. DXGI_ADAPTER_DESC desc;
  510. hr = adapter->GetDesc(&desc);
  511. if (SUCCEEDED(hr) )
  512. {
  513. BX_TRACE("Adapter #%d", ii);
  514. char description[BX_COUNTOF(desc.Description)];
  515. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  516. BX_TRACE("\tDescription: %s", description);
  517. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  518. , desc.VendorId
  519. , desc.DeviceId
  520. , desc.SubSysId
  521. , desc.Revision
  522. );
  523. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  524. , desc.DedicatedVideoMemory
  525. , desc.DedicatedSystemMemory
  526. , desc.SharedSystemMemory
  527. );
  528. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  529. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  530. ++g_caps.numGPUs;
  531. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  532. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  533. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  534. {
  535. m_adapter = adapter;
  536. m_adapter->AddRef();
  537. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  538. }
  539. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  540. && 0 != strstr(description, "PerfHUD") )
  541. {
  542. m_adapter = adapter;
  543. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  544. }
  545. }
  546. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  547. }
  548. }
  549. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  550. {
  551. ID3D12Debug* debug;
  552. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug);
  553. if (SUCCEEDED(hr) )
  554. {
  555. debug->EnableDebugLayer();
  556. }
  557. }
  558. {
  559. D3D_FEATURE_LEVEL featureLevel[] =
  560. {
  561. D3D_FEATURE_LEVEL_12_1,
  562. D3D_FEATURE_LEVEL_12_0,
  563. D3D_FEATURE_LEVEL_11_1,
  564. D3D_FEATURE_LEVEL_11_0,
  565. };
  566. hr = E_FAIL;
  567. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  568. {
  569. hr = D3D12CreateDevice(m_adapter
  570. , featureLevel[ii]
  571. , IID_ID3D12Device
  572. , (void**)&m_device
  573. );
  574. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  575. , (featureLevel[ii] >> 12) & 0xf
  576. , (featureLevel[ii] >> 8) & 0xf
  577. );
  578. }
  579. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D12 device.");
  580. }
  581. if (FAILED(hr) )
  582. {
  583. goto error;
  584. }
  585. {
  586. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  587. luid = m_device->GetAdapterLuid();
  588. IDXGIAdapter3* adapter;
  589. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  590. {
  591. adapter->GetDesc(&m_adapterDesc);
  592. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  593. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  594. {
  595. if (NULL == m_adapter)
  596. {
  597. m_adapter = adapter;
  598. }
  599. else
  600. {
  601. DX_RELEASE(adapter, 0);
  602. }
  603. break;
  604. }
  605. DX_RELEASE(adapter, 0);
  606. }
  607. }
  608. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  609. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  610. {
  611. uint32_t numNodes = m_device->GetNodeCount();
  612. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  613. for (uint32_t ii = 0; ii < numNodes; ++ii)
  614. {
  615. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  616. architecture.NodeIndex = ii;
  617. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  618. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  619. , ii
  620. , architecture.TileBasedRenderer
  621. , architecture.UMA
  622. , architecture.CacheCoherentUMA
  623. );
  624. if (0 == ii)
  625. {
  626. memcpy(&m_architecture, &architecture, sizeof(architecture) );
  627. }
  628. }
  629. }
  630. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  631. BX_TRACE("D3D12 options:")
  632. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  633. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  634. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  635. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  636. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  637. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  638. m_cmd.init(m_device);
  639. errorState = ErrorState::CreatedCommandQueue;
  640. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  641. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  642. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  643. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  644. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  645. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  646. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  647. m_scd.SampleDesc.Count = 1;
  648. m_scd.SampleDesc.Quality = 0;
  649. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  650. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  651. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  652. m_scd.Windowed = true;
  653. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  654. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  655. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  656. , m_scd.BufferCount
  657. , BX_COUNTOF(m_backBufferColor)
  658. );
  659. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  660. , &m_scd
  661. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  662. );
  663. BX_WARN(SUCCEEDED(hr), "Failed to create swap chain.");
  664. if (FAILED(hr) )
  665. {
  666. goto error;
  667. }
  668. m_presentElapsed = 0;
  669. {
  670. m_resolution.m_width = BGFX_DEFAULT_WIDTH;
  671. m_resolution.m_height = BGFX_DEFAULT_HEIGHT;
  672. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  673. , 0
  674. | DXGI_MWA_NO_WINDOW_CHANGES
  675. | DXGI_MWA_NO_ALT_ENTER
  676. ) );
  677. m_numWindows = 1;
  678. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  679. {
  680. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  681. if (SUCCEEDED(hr) )
  682. {
  683. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  684. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  685. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  686. D3D12_INFO_QUEUE_FILTER filter;
  687. memset(&filter, 0, sizeof(filter) );
  688. D3D12_MESSAGE_CATEGORY catlist[] =
  689. {
  690. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  691. D3D12_MESSAGE_CATEGORY_EXECUTION,
  692. };
  693. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  694. filter.DenyList.pCategoryList = catlist;
  695. m_infoQueue->PushStorageFilter(&filter);
  696. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  697. }
  698. }
  699. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  700. rtvDescHeap.NumDescriptors = 0
  701. + BX_COUNTOF(m_backBufferColor)
  702. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  703. ;
  704. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  705. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  706. rtvDescHeap.NodeMask = 1;
  707. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  708. , IID_ID3D12DescriptorHeap
  709. , (void**)&m_rtvDescriptorHeap
  710. ) );
  711. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  712. dsvDescHeap.NumDescriptors = 0
  713. + 1 // reserved for depth backbuffer.
  714. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  715. ;
  716. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  717. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  718. dsvDescHeap.NodeMask = 1;
  719. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  720. , IID_ID3D12DescriptorHeap
  721. , (void**)&m_dsvDescriptorHeap
  722. ) );
  723. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  724. {
  725. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  726. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  727. );
  728. }
  729. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  730. , 1024
  731. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  732. );
  733. D3D12_DESCRIPTOR_RANGE descRange[] =
  734. {
  735. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  736. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  737. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  738. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  739. };
  740. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  741. D3D12_ROOT_PARAMETER rootParameter[] =
  742. {
  743. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  744. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  745. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  746. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  747. };
  748. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  749. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  750. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  751. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  752. descRootSignature.pParameters = rootParameter;
  753. descRootSignature.NumStaticSamplers = 0;
  754. descRootSignature.pStaticSamplers = NULL;
  755. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  756. ID3DBlob* outBlob;
  757. ID3DBlob* errorBlob;
  758. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  759. , D3D_ROOT_SIGNATURE_VERSION_1
  760. , &outBlob
  761. , &errorBlob
  762. ) );
  763. DX_CHECK(m_device->CreateRootSignature(0
  764. , outBlob->GetBufferPointer()
  765. , outBlob->GetBufferSize()
  766. , IID_ID3D12RootSignature
  767. , (void**)&m_rootSignature
  768. ) );
  769. UniformHandle handle = BGFX_INVALID_HANDLE;
  770. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  771. {
  772. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  773. }
  774. g_caps.supported |= ( 0
  775. | BGFX_CAPS_TEXTURE_3D
  776. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  777. | BGFX_CAPS_INSTANCING
  778. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  779. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  780. | BGFX_CAPS_FRAGMENT_DEPTH
  781. | BGFX_CAPS_BLEND_INDEPENDENT
  782. | BGFX_CAPS_COMPUTE
  783. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  784. // | BGFX_CAPS_SWAP_CHAIN
  785. | BGFX_CAPS_TEXTURE_BLIT
  786. | BGFX_CAPS_TEXTURE_READ_BACK
  787. );
  788. g_caps.maxTextureSize = 16384;
  789. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  790. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  791. {
  792. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  793. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  794. ? s_textureFormat[ii].m_fmtDsv
  795. : s_textureFormat[ii].m_fmt
  796. ;
  797. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  798. if (DXGI_FORMAT_UNKNOWN != fmt)
  799. {
  800. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  801. data.Format = fmt;
  802. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  803. if (SUCCEEDED(hr) )
  804. {
  805. support |= 0 != (data.Support1 & (0
  806. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  807. ) )
  808. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  809. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  810. ;
  811. support |= 0 != (data.Support1 & (0
  812. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  813. ) )
  814. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  815. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  816. ;
  817. support |= 0 != (data.Support1 & (0
  818. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  819. ) )
  820. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  821. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  822. ;
  823. support |= 0 != (data.Support1 & (0
  824. | D3D12_FORMAT_SUPPORT1_BUFFER
  825. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  826. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  827. ) )
  828. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  829. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  830. ;
  831. support |= 0 != (data.Support1 & (0
  832. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  833. ) )
  834. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  835. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  836. ;
  837. support |= 0 != (data.Support1 & (0
  838. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  839. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  840. ) )
  841. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  842. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  843. ;
  844. support |= 0 != (data.Support1 & (0
  845. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  846. ) )
  847. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  848. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  849. ;
  850. support |= 0 != (data.Support1 & (0
  851. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  852. ) )
  853. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  854. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  855. ;
  856. }
  857. else
  858. {
  859. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  860. }
  861. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  862. {
  863. // clear image flag for additional testing
  864. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  865. data.Format = s_textureFormat[ii].m_fmt;
  866. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  867. if (SUCCEEDED(hr) )
  868. {
  869. support |= 0 != (data.Support2 & (0
  870. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  871. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  872. ) )
  873. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  874. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  875. ;
  876. }
  877. }
  878. }
  879. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  880. {
  881. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  882. {
  883. DXGI_FORMAT InFormat;
  884. UINT OutFormatSupport;
  885. };
  886. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  887. data.Format = fmtSrgb;
  888. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  889. if (SUCCEEDED(hr) )
  890. {
  891. support |= 0 != (data.Support1 & (0
  892. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  893. ) )
  894. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  895. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  896. ;
  897. support |= 0 != (data.Support1 & (0
  898. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  899. ) )
  900. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  901. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  902. ;
  903. support |= 0 != (data.Support1 & (0
  904. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  905. ) )
  906. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  907. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  908. ;
  909. }
  910. else
  911. {
  912. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  913. }
  914. }
  915. g_caps.formats[ii] = support;
  916. }
  917. postReset();
  918. m_batch.create(4<<10);
  919. }
  920. return true;
  921. error:
  922. switch (errorState)
  923. {
  924. case ErrorState::CreatedCommandQueue:
  925. m_cmd.shutdown();
  926. case ErrorState::CreatedDXGIFactory:
  927. DX_RELEASE(m_device, 0);
  928. DX_RELEASE(m_adapter, 0);
  929. DX_RELEASE(m_factory, 0);
  930. #if USE_D3D12_DYNAMIC_LIB
  931. case ErrorState::LoadedDXGI:
  932. bx::dlclose(m_dxgidll);
  933. case ErrorState::LoadedD3D12:
  934. bx::dlclose(m_d3d12dll);
  935. case ErrorState::LoadedKernel32:
  936. bx::dlclose(m_kernel32dll);
  937. #endif // USE_D3D12_DYNAMIC_LIB
  938. case ErrorState::Default:
  939. break;
  940. }
  941. return false;
  942. }
  943. void shutdown()
  944. {
  945. m_batch.destroy();
  946. preReset();
  947. m_samplerAllocator.destroy();
  948. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  949. {
  950. m_scratchBuffer[ii].destroy();
  951. }
  952. m_pipelineStateCache.invalidate();
  953. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  954. {
  955. m_indexBuffers[ii].destroy();
  956. }
  957. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  958. {
  959. m_vertexBuffers[ii].destroy();
  960. }
  961. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  962. {
  963. m_shaders[ii].destroy();
  964. }
  965. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  966. {
  967. m_textures[ii].destroy();
  968. }
  969. DX_RELEASE(m_rtvDescriptorHeap, 0);
  970. DX_RELEASE(m_dsvDescriptorHeap, 0);
  971. DX_RELEASE(m_rootSignature, 0);
  972. DX_RELEASE(m_swapChain, 0);
  973. m_cmd.shutdown();
  974. DX_RELEASE(m_device, 0);
  975. DX_RELEASE(m_adapter, 0);
  976. DX_RELEASE(m_factory, 0);
  977. #if USE_D3D12_DYNAMIC_LIB
  978. bx::dlclose(m_dxgidll);
  979. bx::dlclose(m_d3d12dll);
  980. bx::dlclose(m_kernel32dll);
  981. #endif // USE_D3D12_DYNAMIC_LIB
  982. }
  983. RendererType::Enum getRendererType() const BX_OVERRIDE
  984. {
  985. return RendererType::Direct3D12;
  986. }
  987. const char* getRendererName() const BX_OVERRIDE
  988. {
  989. return BGFX_RENDERER_DIRECT3D12_NAME;
  990. }
  991. static bool isLost(HRESULT _hr)
  992. {
  993. return DXGI_ERROR_DEVICE_REMOVED == _hr
  994. || DXGI_ERROR_DEVICE_HUNG == _hr
  995. || DXGI_ERROR_DEVICE_RESET == _hr
  996. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  997. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  998. ;
  999. }
  1000. void flip(HMD& /*_hmd*/) BX_OVERRIDE
  1001. {
  1002. if (NULL != m_swapChain)
  1003. {
  1004. int64_t start = bx::getHPCounter();
  1005. HRESULT hr = 0;
  1006. uint32_t syncInterval = !!(m_resolution.m_flags & BGFX_RESET_VSYNC);
  1007. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1008. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1009. {
  1010. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, flags);
  1011. }
  1012. if (SUCCEEDED(hr) )
  1013. {
  1014. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  1015. hr = m_swapChain->Present(syncInterval, flags);
  1016. }
  1017. int64_t now = bx::getHPCounter();
  1018. m_presentElapsed = now - start;
  1019. if (FAILED(hr)
  1020. && isLost(hr) )
  1021. {
  1022. ++m_lost;
  1023. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1024. }
  1025. else
  1026. {
  1027. m_lost = 0;
  1028. }
  1029. }
  1030. }
  1031. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1032. {
  1033. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1034. }
  1035. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1036. {
  1037. m_indexBuffers[_handle.idx].destroy();
  1038. }
  1039. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1040. {
  1041. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1042. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1043. dump(decl);
  1044. }
  1045. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1046. {
  1047. }
  1048. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1049. {
  1050. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1051. }
  1052. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1053. {
  1054. m_vertexBuffers[_handle.idx].destroy();
  1055. }
  1056. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1057. {
  1058. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1059. }
  1060. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1061. {
  1062. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1063. }
  1064. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1065. {
  1066. m_indexBuffers[_handle.idx].destroy();
  1067. }
  1068. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1069. {
  1070. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1071. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1072. }
  1073. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1074. {
  1075. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1076. }
  1077. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1078. {
  1079. m_vertexBuffers[_handle.idx].destroy();
  1080. }
  1081. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1082. {
  1083. m_shaders[_handle.idx].create(_mem);
  1084. }
  1085. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1086. {
  1087. m_shaders[_handle.idx].destroy();
  1088. }
  1089. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1090. {
  1091. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1092. }
  1093. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1094. {
  1095. m_program[_handle.idx].destroy();
  1096. }
  1097. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1098. {
  1099. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1100. }
  1101. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1102. {
  1103. }
  1104. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1105. {
  1106. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1107. }
  1108. void updateTextureEnd() BX_OVERRIDE
  1109. {
  1110. }
  1111. void readTexture(TextureHandle _handle, void* _data) BX_OVERRIDE
  1112. {
  1113. const TextureD3D12& texture = m_textures[_handle.idx];
  1114. D3D12_RESOURCE_DESC desc = texture.m_ptr->GetDesc();
  1115. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1116. uint32_t numRows;
  1117. uint64_t total;
  1118. uint64_t srcPitch;
  1119. m_device->GetCopyableFootprints(&desc
  1120. , 0
  1121. , 1
  1122. , 0
  1123. , &layout
  1124. , &numRows
  1125. , &srcPitch
  1126. , &total
  1127. );
  1128. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1129. D3D12_BOX box;
  1130. box.left = 0;
  1131. box.top = 0;
  1132. box.right = texture.m_width;
  1133. box.bottom = texture.m_height;
  1134. box.front = 0;
  1135. box.back = 1;
  1136. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1137. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1138. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1139. finish();
  1140. m_commandList = m_cmd.alloc();
  1141. uint8_t* src;
  1142. readback->Map(0, NULL, (void**)&src);
  1143. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(texture.m_textureFormat) );
  1144. uint8_t* dst = (uint8_t*)_data;
  1145. uint32_t dstPitch = texture.m_width*bpp/8;
  1146. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1147. for (uint32_t yy = 0, height = texture.m_height; yy < height; ++yy)
  1148. {
  1149. memcpy(dst, src, pitch);
  1150. src += srcPitch;
  1151. dst += dstPitch;
  1152. }
  1153. readback->Unmap(0, NULL);
  1154. DX_RELEASE(readback, 0);
  1155. }
  1156. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1157. {
  1158. TextureD3D12& texture = m_textures[_handle.idx];
  1159. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1160. const Memory* mem = alloc(size);
  1161. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1162. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1163. bx::write(&writer, magic);
  1164. TextureCreate tc;
  1165. tc.m_flags = texture.m_flags;
  1166. tc.m_width = _width;
  1167. tc.m_height = _height;
  1168. tc.m_sides = 0;
  1169. tc.m_depth = 0;
  1170. tc.m_numMips = 1;
  1171. tc.m_format = texture.m_requestedFormat;
  1172. tc.m_cubeMap = false;
  1173. tc.m_mem = NULL;
  1174. bx::write(&writer, tc);
  1175. texture.destroy();
  1176. texture.create(mem, tc.m_flags, 0);
  1177. release(mem);
  1178. }
  1179. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1180. {
  1181. m_textures[_handle.idx].destroy();
  1182. }
  1183. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1184. {
  1185. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1186. }
  1187. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1188. {
  1189. uint16_t denseIdx = m_numWindows++;
  1190. m_windows[denseIdx] = _handle;
  1191. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1192. }
  1193. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1194. {
  1195. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1196. if (UINT16_MAX != denseIdx)
  1197. {
  1198. --m_numWindows;
  1199. if (m_numWindows > 1)
  1200. {
  1201. FrameBufferHandle handle = m_windows[m_numWindows];
  1202. m_windows[denseIdx] = handle;
  1203. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1204. }
  1205. }
  1206. }
  1207. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1208. {
  1209. if (NULL != m_uniforms[_handle.idx])
  1210. {
  1211. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1212. }
  1213. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1214. void* data = BX_ALLOC(g_allocator, size);
  1215. memset(data, 0, size);
  1216. m_uniforms[_handle.idx] = data;
  1217. m_uniformReg.add(_handle, _name, data);
  1218. }
  1219. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1220. {
  1221. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1222. m_uniforms[_handle.idx] = NULL;
  1223. }
  1224. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1225. {
  1226. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1227. m_cmd.finish(m_backBufferColorFence[idx]);
  1228. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1229. D3D12_RESOURCE_DESC desc = backBuffer->GetDesc();
  1230. const uint32_t width = (uint32_t)desc.Width;
  1231. const uint32_t height = (uint32_t)desc.Height;
  1232. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1233. uint32_t numRows;
  1234. uint64_t total;
  1235. uint64_t pitch;
  1236. m_device->GetCopyableFootprints(&desc
  1237. , 0
  1238. , 1
  1239. , 0
  1240. , &layout
  1241. , &numRows
  1242. , &pitch
  1243. , &total
  1244. );
  1245. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1246. D3D12_BOX box;
  1247. box.left = 0;
  1248. box.top = 0;
  1249. box.right = width;
  1250. box.bottom = height;
  1251. box.front = 0;
  1252. box.back = 1;
  1253. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1254. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1255. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1256. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1257. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1258. finish();
  1259. m_commandList = m_cmd.alloc();
  1260. void* data;
  1261. readback->Map(0, NULL, (void**)&data);
  1262. imageSwizzleBgra8(width
  1263. , height
  1264. , (uint32_t)pitch
  1265. , data
  1266. , data
  1267. );
  1268. g_callback->screenShot(_filePath
  1269. , width
  1270. , height
  1271. , (uint32_t)pitch
  1272. , data
  1273. , (uint32_t)total
  1274. , false
  1275. );
  1276. readback->Unmap(0, NULL);
  1277. DX_RELEASE(readback, 0);
  1278. }
  1279. void updateViewName(uint8_t /*_id*/, const char* /*_name*/) BX_OVERRIDE
  1280. {
  1281. }
  1282. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1283. {
  1284. memcpy(m_uniforms[_loc], _data, _size);
  1285. }
  1286. void setMarker(const char* /*_marker*/, uint32_t /*_size*/) BX_OVERRIDE
  1287. {
  1288. }
  1289. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1290. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1291. {
  1292. const uint32_t width = m_scd.BufferDesc.Width;
  1293. const uint32_t height = m_scd.BufferDesc.Height;
  1294. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1295. setFrameBuffer(fbh, false);
  1296. D3D12_VIEWPORT vp;
  1297. vp.TopLeftX = 0;
  1298. vp.TopLeftY = 0;
  1299. vp.Width = (float)width;
  1300. vp.Height = (float)height;
  1301. vp.MinDepth = 0.0f;
  1302. vp.MaxDepth = 1.0f;
  1303. m_commandList->RSSetViewports(1, &vp);
  1304. D3D12_RECT rc;
  1305. rc.left = 0;
  1306. rc.top = 0;
  1307. rc.right = width;
  1308. rc.bottom = height;
  1309. m_commandList->RSSetScissorRects(1, &rc);
  1310. const uint64_t state = 0
  1311. | BGFX_STATE_RGB_WRITE
  1312. | BGFX_STATE_ALPHA_WRITE
  1313. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1314. ;
  1315. ID3D12PipelineState* pso = getPipelineState(state
  1316. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1317. , _blitter.m_vb->decl.idx
  1318. , _blitter.m_program.idx
  1319. , 0
  1320. );
  1321. m_commandList->SetPipelineState(pso);
  1322. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1323. float proj[16];
  1324. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1325. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1326. uint8_t flags = predefined.m_type;
  1327. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1328. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1329. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1330. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1331. ID3D12DescriptorHeap* heaps[] =
  1332. {
  1333. m_samplerAllocator.getHeap(),
  1334. scratchBuffer.getHeap(),
  1335. };
  1336. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1337. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1338. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1339. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1340. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1341. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1342. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1343. scratchBuffer.allocSrv(srvHandle, texture);
  1344. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1345. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1346. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1347. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1348. viewDesc.BufferLocation = vb.m_gpuVA;
  1349. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1350. viewDesc.SizeInBytes = vb.m_size;
  1351. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1352. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1353. D3D12_INDEX_BUFFER_VIEW ibv;
  1354. ibv.Format = DXGI_FORMAT_R16_UINT;
  1355. ibv.BufferLocation = ib.m_gpuVA;
  1356. ibv.SizeInBytes = ib.m_size;
  1357. m_commandList->IASetIndexBuffer(&ibv);
  1358. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1359. }
  1360. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1361. {
  1362. const uint32_t numVertices = _numIndices*4/6;
  1363. if (0 < numVertices)
  1364. {
  1365. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1366. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1367. m_commandList->DrawIndexedInstanced(_numIndices
  1368. , 1
  1369. , 0
  1370. , 0
  1371. , 0
  1372. );
  1373. }
  1374. }
  1375. void preReset()
  1376. {
  1377. finishAll();
  1378. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1379. {
  1380. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1381. }
  1382. DX_RELEASE(m_backBufferDepthStencil, 0);
  1383. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1384. {
  1385. m_frameBuffers[ii].preReset();
  1386. }
  1387. invalidateCache();
  1388. // capturePreReset();
  1389. }
  1390. void postReset()
  1391. {
  1392. memset(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1393. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1394. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1395. {
  1396. D3D12_CPU_DESCRIPTOR_HANDLE handle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1397. handle.ptr += ii * rtvDescriptorSize;
  1398. DX_CHECK(m_swapChain->GetBuffer(ii
  1399. , IID_ID3D12Resource
  1400. , (void**)&m_backBufferColor[ii]
  1401. ) );
  1402. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1403. }
  1404. D3D12_RESOURCE_DESC resourceDesc;
  1405. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1406. resourceDesc.Alignment = 0;
  1407. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1408. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1409. resourceDesc.DepthOrArraySize = 1;
  1410. resourceDesc.MipLevels = 0;
  1411. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1412. resourceDesc.SampleDesc.Count = 1;
  1413. resourceDesc.SampleDesc.Quality = 0;
  1414. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1415. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1416. D3D12_CLEAR_VALUE clearValue;
  1417. clearValue.Format = resourceDesc.Format;
  1418. clearValue.DepthStencil.Depth = 1.0f;
  1419. clearValue.DepthStencil.Stencil = 0;
  1420. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1421. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1422. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  1423. dsvDesc.Format = resourceDesc.Format;
  1424. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1425. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1426. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1427. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1428. ;
  1429. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1430. , &dsvDesc
  1431. , m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart()
  1432. );
  1433. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1434. {
  1435. m_frameBuffers[ii].postReset();
  1436. }
  1437. m_commandList = m_cmd.alloc();
  1438. // capturePostReset();
  1439. }
  1440. void invalidateCache()
  1441. {
  1442. m_pipelineStateCache.invalidate();
  1443. m_samplerStateCache.invalidate();
  1444. m_samplerAllocator.reset();
  1445. }
  1446. void updateMsaa()
  1447. {
  1448. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1449. {
  1450. uint32_t msaa = s_checkMsaa[ii];
  1451. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1452. memset(&data, 0, sizeof(msaa) );
  1453. data.Format = m_scd.BufferDesc.Format;
  1454. data.SampleCount = msaa;
  1455. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1456. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1457. data.NumQualityLevels = 0;
  1458. if (SUCCEEDED(hr)
  1459. && 0 < data.NumQualityLevels)
  1460. {
  1461. s_msaa[ii].Count = data.SampleCount;
  1462. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1463. last = ii;
  1464. }
  1465. else
  1466. {
  1467. s_msaa[ii] = s_msaa[last];
  1468. }
  1469. }
  1470. }
  1471. void updateResolution(const Resolution& _resolution)
  1472. {
  1473. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1474. {
  1475. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1476. }
  1477. else
  1478. {
  1479. m_maxAnisotropy = 1;
  1480. }
  1481. uint32_t flags = _resolution.m_flags & ~(BGFX_RESET_HMD_RECENTER | BGFX_RESET_MAXANISOTROPY);
  1482. if (m_resolution.m_width != _resolution.m_width
  1483. || m_resolution.m_height != _resolution.m_height
  1484. || m_resolution.m_flags != flags)
  1485. {
  1486. flags &= ~BGFX_RESET_FORCE;
  1487. bool resize = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1488. m_resolution = _resolution;
  1489. m_resolution.m_flags = flags;
  1490. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1491. m_textVideoMem.clear();
  1492. m_scd.BufferDesc.Width = _resolution.m_width;
  1493. m_scd.BufferDesc.Height = _resolution.m_height;
  1494. preReset();
  1495. if (resize)
  1496. {
  1497. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1498. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1499. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1500. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1501. DX_CHECK(m_swapChain->ResizeBuffers1(m_scd.BufferCount
  1502. , m_scd.BufferDesc.Width
  1503. , m_scd.BufferDesc.Height
  1504. , m_scd.BufferDesc.Format
  1505. , m_scd.Flags
  1506. , nodeMask
  1507. , presentQueue
  1508. ) );
  1509. }
  1510. else
  1511. {
  1512. updateMsaa();
  1513. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1514. DX_RELEASE(m_swapChain, 0);
  1515. HRESULT hr;
  1516. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1517. , &m_scd
  1518. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1519. );
  1520. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1521. }
  1522. postReset();
  1523. }
  1524. }
  1525. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1526. {
  1527. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1528. {
  1529. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1530. m_fsChanges += _numRegs;
  1531. }
  1532. else
  1533. {
  1534. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1535. m_vsChanges += _numRegs;
  1536. }
  1537. }
  1538. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1539. {
  1540. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1541. }
  1542. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1543. {
  1544. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1545. }
  1546. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1547. {
  1548. ProgramD3D12& program = m_program[_programIdx];
  1549. uint32_t total = bx::strideAlign(0
  1550. + program.m_vsh->m_size
  1551. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1552. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1553. );
  1554. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1555. {
  1556. uint32_t size = program.m_vsh->m_size;
  1557. memcpy(data, m_vsScratch, size);
  1558. data += size;
  1559. m_vsChanges = 0;
  1560. }
  1561. if (NULL != program.m_fsh)
  1562. {
  1563. memcpy(data, m_fsScratch, program.m_fsh->m_size);
  1564. m_fsChanges = 0;
  1565. }
  1566. }
  1567. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1568. {
  1569. if (isValid(m_fbh)
  1570. && m_fbh.idx != _fbh.idx)
  1571. {
  1572. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1573. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1574. {
  1575. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1576. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1577. }
  1578. if (isValid(frameBuffer.m_depth) )
  1579. {
  1580. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1581. const bool bufferOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  1582. if (!bufferOnly)
  1583. {
  1584. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1585. }
  1586. }
  1587. }
  1588. if (!isValid(_fbh) )
  1589. {
  1590. m_rtvHandle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1591. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1592. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1593. m_dsvHandle = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1594. m_currentColor = &m_rtvHandle;
  1595. m_currentDepthStencil = &m_dsvHandle;
  1596. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  1597. }
  1598. else
  1599. {
  1600. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1601. if (0 < frameBuffer.m_num)
  1602. {
  1603. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1604. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1605. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  1606. m_currentColor = &m_rtvHandle;
  1607. }
  1608. else
  1609. {
  1610. m_currentColor = NULL;
  1611. }
  1612. if (isValid(frameBuffer.m_depth) )
  1613. {
  1614. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1615. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1616. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  1617. m_currentDepthStencil = &m_dsvHandle;
  1618. }
  1619. else
  1620. {
  1621. m_currentDepthStencil = NULL;
  1622. }
  1623. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1624. {
  1625. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1626. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1627. }
  1628. if (isValid(frameBuffer.m_depth) )
  1629. {
  1630. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1631. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1632. }
  1633. m_commandList->OMSetRenderTargets(frameBuffer.m_num
  1634. , m_currentColor
  1635. , true
  1636. , m_currentDepthStencil
  1637. );
  1638. }
  1639. m_fbh = _fbh;
  1640. m_rtMsaa = _msaa;
  1641. }
  1642. void setBlendState(D3D12_BLEND_DESC& desc, uint64_t _state, uint32_t _rgba = 0)
  1643. {
  1644. memset(&desc, 0, sizeof(desc) );
  1645. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1646. D3D12_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1647. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1648. {
  1649. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1650. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1651. const uint32_t srcRGB = (blend ) & 0xf;
  1652. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1653. const uint32_t srcA = (blend >> 8) & 0xf;
  1654. const uint32_t dstA = (blend >> 12) & 0xf;
  1655. const uint32_t equRGB = (equation ) & 0x7;
  1656. const uint32_t equA = (equation >> 3) & 0x7;
  1657. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1658. drt->DestBlend = s_blendFactor[dstRGB][0];
  1659. drt->BlendOp = s_blendEquation[equRGB];
  1660. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1661. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1662. drt->BlendOpAlpha = s_blendEquation[equA];
  1663. }
  1664. uint8_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  1665. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  1666. : 0
  1667. ;
  1668. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  1669. ? D3D12_COLOR_WRITE_ENABLE_RED
  1670. | D3D12_COLOR_WRITE_ENABLE_GREEN
  1671. | D3D12_COLOR_WRITE_ENABLE_BLUE
  1672. : 0
  1673. ;
  1674. drt->RenderTargetWriteMask = writeMask;
  1675. if (desc.IndependentBlendEnable)
  1676. {
  1677. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1678. {
  1679. drt = &desc.RenderTarget[ii];
  1680. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1681. const uint32_t src = (rgba ) & 0xf;
  1682. const uint32_t dst = (rgba >> 4) & 0xf;
  1683. const uint32_t equation = (rgba >> 8) & 0x7;
  1684. drt->SrcBlend = s_blendFactor[src][0];
  1685. drt->DestBlend = s_blendFactor[dst][0];
  1686. drt->BlendOp = s_blendEquation[equation];
  1687. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1688. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1689. drt->BlendOpAlpha = s_blendEquation[equation];
  1690. drt->RenderTargetWriteMask = writeMask;
  1691. }
  1692. }
  1693. else
  1694. {
  1695. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1696. {
  1697. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  1698. }
  1699. }
  1700. }
  1701. void setRasterizerState(D3D12_RASTERIZER_DESC& desc, uint64_t _state, bool _wireframe = false)
  1702. {
  1703. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  1704. desc.FillMode = _wireframe
  1705. ? D3D12_FILL_MODE_WIREFRAME
  1706. : D3D12_FILL_MODE_SOLID
  1707. ;
  1708. desc.CullMode = s_cullMode[cull];
  1709. desc.FrontCounterClockwise = false;
  1710. desc.DepthBias = 0;
  1711. desc.DepthBiasClamp = 0.0f;
  1712. desc.SlopeScaledDepthBias = 0.0f;
  1713. desc.DepthClipEnable = false;
  1714. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1715. desc.AntialiasedLineEnable = false;
  1716. desc.ForcedSampleCount = 0;
  1717. desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  1718. }
  1719. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& desc, uint64_t _state, uint64_t _stencil = 0)
  1720. {
  1721. const uint32_t fstencil = unpackStencil(0, _stencil);
  1722. memset(&desc, 0, sizeof(desc) );
  1723. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1724. desc.DepthEnable = 0 != func;
  1725. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  1726. ? D3D12_DEPTH_WRITE_MASK_ALL
  1727. : D3D12_DEPTH_WRITE_MASK_ZERO
  1728. ;
  1729. desc.DepthFunc = s_cmpFunc[func];
  1730. uint32_t bstencil = unpackStencil(1, _stencil);
  1731. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1732. bstencil = frontAndBack ? bstencil : fstencil;
  1733. desc.StencilEnable = 0 != _stencil;
  1734. desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1735. desc.StencilWriteMask = 0xff;
  1736. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1737. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1738. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1739. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1740. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1741. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1742. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1743. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1744. }
  1745. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint8_t _numInstanceData)
  1746. {
  1747. VertexDecl decl;
  1748. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1749. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  1750. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1751. {
  1752. uint16_t mask = attrMask[ii];
  1753. uint16_t attr = (decl.m_attributes[ii] & mask);
  1754. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1755. }
  1756. D3D12_INPUT_ELEMENT_DESC* elem = fillVertexDecl(_vertexElements, decl);
  1757. uint32_t num = uint32_t(elem-_vertexElements);
  1758. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  1759. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1760. {
  1761. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1762. uint32_t jj;
  1763. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  1764. for (jj = 0; jj < num; ++jj)
  1765. {
  1766. curr = &_vertexElements[jj];
  1767. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1768. && curr->SemanticIndex == index)
  1769. {
  1770. break;
  1771. }
  1772. }
  1773. if (jj == num)
  1774. {
  1775. curr = elem;
  1776. ++elem;
  1777. }
  1778. memcpy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  1779. curr->InputSlot = 1;
  1780. curr->SemanticIndex = index;
  1781. curr->AlignedByteOffset = ii*16;
  1782. }
  1783. return uint32_t(elem-_vertexElements);
  1784. }
  1785. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  1786. {
  1787. union { void* ptr; uint32_t offset; } cast = { _userData };
  1788. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  1789. {
  1790. DxbcOperand& operand = _instruction.operand[ii];
  1791. if (DxbcOperandType::ConstantBuffer == operand.type)
  1792. {
  1793. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  1794. && 0 == operand.regIndex[0]
  1795. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  1796. {
  1797. operand.regIndex[1] += cast.offset;
  1798. }
  1799. }
  1800. }
  1801. }
  1802. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  1803. {
  1804. ProgramD3D12& program = m_program[_programIdx];
  1805. const uint32_t hash = program.m_vsh->m_hash;
  1806. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1807. if (BX_LIKELY(NULL != pso) )
  1808. {
  1809. return pso;
  1810. }
  1811. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  1812. memset(&desc, 0, sizeof(desc) );
  1813. desc.pRootSignature = m_rootSignature;
  1814. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  1815. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  1816. DX_CHECK(m_device->CreateComputePipelineState(&desc
  1817. , IID_ID3D12PipelineState
  1818. , (void**)&pso
  1819. ) );
  1820. m_pipelineStateCache.add(hash, pso);
  1821. return pso;
  1822. }
  1823. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint16_t _declIdx, uint16_t _programIdx, uint8_t _numInstanceData)
  1824. {
  1825. ProgramD3D12& program = m_program[_programIdx];
  1826. _state &= 0
  1827. | BGFX_STATE_RGB_WRITE
  1828. | BGFX_STATE_ALPHA_WRITE
  1829. | BGFX_STATE_DEPTH_WRITE
  1830. | BGFX_STATE_DEPTH_TEST_MASK
  1831. | BGFX_STATE_BLEND_MASK
  1832. | BGFX_STATE_BLEND_EQUATION_MASK
  1833. | BGFX_STATE_BLEND_INDEPENDENT
  1834. | BGFX_STATE_CULL_MASK
  1835. | BGFX_STATE_MSAA
  1836. | BGFX_STATE_PT_MASK
  1837. ;
  1838. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1839. VertexDecl decl;
  1840. memcpy(&decl, &m_vertexDecls[_declIdx], sizeof(VertexDecl) );
  1841. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  1842. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1843. {
  1844. uint16_t mask = attrMask[ii];
  1845. uint16_t attr = (decl.m_attributes[ii] & mask);
  1846. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1847. }
  1848. bx::HashMurmur2A murmur;
  1849. murmur.begin();
  1850. murmur.add(_state);
  1851. murmur.add(_stencil);
  1852. murmur.add(program.m_vsh->m_hash);
  1853. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  1854. murmur.add(program.m_fsh->m_hash);
  1855. murmur.add(m_vertexDecls[_declIdx].m_hash);
  1856. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  1857. murmur.add(m_fbh.idx);
  1858. murmur.add(_numInstanceData);
  1859. const uint32_t hash = murmur.end();
  1860. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1861. if (NULL != pso)
  1862. {
  1863. return pso;
  1864. }
  1865. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  1866. memset(&desc, 0, sizeof(desc) );
  1867. desc.pRootSignature = m_rootSignature;
  1868. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  1869. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  1870. const Memory* temp = alloc(program.m_fsh->m_code->size);
  1871. memset(temp->data, 0, temp->size);
  1872. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1873. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  1874. DxbcContext dxbc;
  1875. read(&rd, dxbc);
  1876. bool patchShader = true;
  1877. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1878. {
  1879. union { uint32_t offset; void* ptr; } cast = { 0 };
  1880. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1881. write(&wr, dxbc);
  1882. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1883. patchShader = 0 == memcmp(program.m_fsh->m_code->data, temp->data, 16);
  1884. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  1885. if (!patchShader)
  1886. {
  1887. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  1888. {
  1889. if (0 != memcmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  1890. {
  1891. // dbgPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  1892. // dbgPrintfData(&temp->data[ii], temp->size-ii, "");
  1893. break;
  1894. }
  1895. }
  1896. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  1897. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  1898. }
  1899. }
  1900. if (patchShader)
  1901. {
  1902. memcpy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1903. bx::seek(&wr, 0, bx::Whence::Begin);
  1904. union { uint32_t offset; void* ptr; } cast =
  1905. {
  1906. uint32_t(program.m_vsh->m_size)/16
  1907. };
  1908. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1909. write(&wr, dxbc);
  1910. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1911. desc.PS.pShaderBytecode = temp->data;
  1912. desc.PS.BytecodeLength = temp->size;
  1913. }
  1914. desc.DS.pShaderBytecode = NULL;
  1915. desc.DS.BytecodeLength = 0;
  1916. desc.HS.pShaderBytecode = NULL;
  1917. desc.HS.BytecodeLength = 0;
  1918. desc.GS.pShaderBytecode = NULL;
  1919. desc.GS.BytecodeLength = 0;
  1920. desc.StreamOutput.pSODeclaration = NULL;
  1921. desc.StreamOutput.NumEntries = 0;
  1922. desc.StreamOutput.pBufferStrides = NULL;
  1923. desc.StreamOutput.NumStrides = 0;
  1924. desc.StreamOutput.RasterizedStream = 0;
  1925. setBlendState(desc.BlendState, _state);
  1926. desc.SampleMask = 1;
  1927. setRasterizerState(desc.RasterizerState, _state);
  1928. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  1929. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1930. desc.InputLayout.NumElements = setInputLayout(vertexElements, m_vertexDecls[_declIdx], program, _numInstanceData);
  1931. desc.InputLayout.pInputElementDescs = vertexElements;
  1932. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  1933. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  1934. if (isValid(m_fbh) )
  1935. {
  1936. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1937. desc.NumRenderTargets = frameBuffer.m_num;
  1938. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1939. {
  1940. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  1941. }
  1942. if (isValid(frameBuffer.m_depth) )
  1943. {
  1944. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  1945. }
  1946. else
  1947. {
  1948. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  1949. }
  1950. }
  1951. else
  1952. {
  1953. desc.NumRenderTargets = 1;
  1954. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  1955. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1956. }
  1957. desc.SampleDesc.Count = 1;
  1958. desc.SampleDesc.Quality = 0;
  1959. uint32_t length = g_callback->cacheReadSize(hash);
  1960. bool cached = length > 0;
  1961. void* cachedData = NULL;
  1962. if (cached)
  1963. {
  1964. cachedData = BX_ALLOC(g_allocator, length);
  1965. if (g_callback->cacheRead(hash, cachedData, length) )
  1966. {
  1967. BX_TRACE("Loading cached PSO (size %d).", length);
  1968. bx::MemoryReader reader(cachedData, length);
  1969. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  1970. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  1971. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  1972. , IID_ID3D12PipelineState
  1973. , (void**)&pso
  1974. );
  1975. if (FAILED(hr) )
  1976. {
  1977. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  1978. memset(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  1979. }
  1980. }
  1981. }
  1982. if (NULL == pso)
  1983. {
  1984. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  1985. , IID_ID3D12PipelineState
  1986. , (void**)&pso
  1987. ) );
  1988. }
  1989. m_pipelineStateCache.add(hash, pso);
  1990. release(temp);
  1991. ID3DBlob* blob;
  1992. HRESULT hr = pso->GetCachedBlob(&blob);
  1993. if (SUCCEEDED(hr) )
  1994. {
  1995. void* data = blob->GetBufferPointer();
  1996. length = (uint32_t)blob->GetBufferSize();
  1997. g_callback->cacheWrite(hash, data, length);
  1998. DX_RELEASE(blob, 0);
  1999. }
  2000. if (NULL != cachedData)
  2001. {
  2002. BX_FREE(g_allocator, cachedData);
  2003. }
  2004. return pso;
  2005. }
  2006. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2007. {
  2008. bx::HashMurmur2A murmur;
  2009. murmur.begin();
  2010. murmur.add(_flags, _num * sizeof(uint32_t) );
  2011. uint32_t hash = murmur.end();
  2012. uint16_t sampler = m_samplerStateCache.find(hash);
  2013. if (UINT16_MAX == sampler)
  2014. {
  2015. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2016. m_samplerStateCache.add(hash, sampler);
  2017. }
  2018. return sampler;
  2019. }
  2020. void commit(UniformBuffer& _uniformBuffer)
  2021. {
  2022. _uniformBuffer.reset();
  2023. for (;;)
  2024. {
  2025. uint32_t opcode = _uniformBuffer.read();
  2026. if (UniformType::End == opcode)
  2027. {
  2028. break;
  2029. }
  2030. UniformType::Enum type;
  2031. uint16_t loc;
  2032. uint16_t num;
  2033. uint16_t copy;
  2034. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2035. const char* data;
  2036. if (copy)
  2037. {
  2038. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2039. }
  2040. else
  2041. {
  2042. UniformHandle handle;
  2043. memcpy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2044. data = (const char*)m_uniforms[handle.idx];
  2045. }
  2046. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2047. case UniformType::_uniform: \
  2048. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2049. { \
  2050. setShaderUniform(uint8_t(type), loc, data, num); \
  2051. } \
  2052. break;
  2053. switch ( (uint32_t)type)
  2054. {
  2055. case UniformType::Mat3:
  2056. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2057. {
  2058. float* value = (float*)data;
  2059. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2060. {
  2061. Matrix4 mtx;
  2062. mtx.un.val[ 0] = value[0];
  2063. mtx.un.val[ 1] = value[1];
  2064. mtx.un.val[ 2] = value[2];
  2065. mtx.un.val[ 3] = 0.0f;
  2066. mtx.un.val[ 4] = value[3];
  2067. mtx.un.val[ 5] = value[4];
  2068. mtx.un.val[ 6] = value[5];
  2069. mtx.un.val[ 7] = 0.0f;
  2070. mtx.un.val[ 8] = value[6];
  2071. mtx.un.val[ 9] = value[7];
  2072. mtx.un.val[10] = value[8];
  2073. mtx.un.val[11] = 0.0f;
  2074. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2075. }
  2076. }
  2077. break;
  2078. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2079. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2080. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2081. case UniformType::End:
  2082. break;
  2083. default:
  2084. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2085. break;
  2086. }
  2087. #undef CASE_IMPLEMENT_UNIFORM
  2088. }
  2089. }
  2090. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2091. {
  2092. if (isValid(m_fbh) )
  2093. {
  2094. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2095. frameBuffer.clear(m_commandList, _clear, _palette);
  2096. }
  2097. else
  2098. {
  2099. if (NULL != m_currentColor
  2100. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2101. {
  2102. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2103. {
  2104. uint8_t index = _clear.m_index[0];
  2105. if (UINT8_MAX != index)
  2106. {
  2107. m_commandList->ClearRenderTargetView(*m_currentColor
  2108. , _palette[index]
  2109. , _num
  2110. , _rect
  2111. );
  2112. }
  2113. }
  2114. else
  2115. {
  2116. float frgba[4] =
  2117. {
  2118. _clear.m_index[0] * 1.0f / 255.0f,
  2119. _clear.m_index[1] * 1.0f / 255.0f,
  2120. _clear.m_index[2] * 1.0f / 255.0f,
  2121. _clear.m_index[3] * 1.0f / 255.0f,
  2122. };
  2123. m_commandList->ClearRenderTargetView(*m_currentColor
  2124. , frgba
  2125. , _num
  2126. , _rect
  2127. );
  2128. }
  2129. }
  2130. if (NULL != m_currentDepthStencil
  2131. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2132. {
  2133. uint32_t flags = 0;
  2134. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2135. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2136. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2137. , D3D12_CLEAR_FLAGS(flags)
  2138. , _clear.m_depth
  2139. , _clear.m_stencil
  2140. , _num
  2141. , _rect
  2142. );
  2143. }
  2144. }
  2145. }
  2146. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2147. {
  2148. uint32_t width;
  2149. uint32_t height;
  2150. if (isValid(m_fbh) )
  2151. {
  2152. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2153. width = fb.m_width;
  2154. height = fb.m_height;
  2155. }
  2156. else
  2157. {
  2158. width = m_scd.BufferDesc.Width;
  2159. height = m_scd.BufferDesc.Height;
  2160. }
  2161. if (0 == _rect.m_x
  2162. && 0 == _rect.m_y
  2163. && width == _rect.m_width
  2164. && height == _rect.m_height)
  2165. {
  2166. clear(_clear, _palette);
  2167. }
  2168. else
  2169. {
  2170. D3D12_RECT rect;
  2171. rect.left = _rect.m_x;
  2172. rect.top = _rect.m_y;
  2173. rect.right = _rect.m_x + _rect.m_width;
  2174. rect.bottom = _rect.m_y + _rect.m_height;
  2175. clear(_clear, _palette, &rect);
  2176. }
  2177. }
  2178. uint64_t kick()
  2179. {
  2180. uint64_t fence = m_cmd.kick();
  2181. m_commandList = m_cmd.alloc();
  2182. return fence;
  2183. }
  2184. void finish()
  2185. {
  2186. m_cmd.kick();
  2187. m_cmd.finish();
  2188. m_commandList = NULL;
  2189. }
  2190. void finishAll()
  2191. {
  2192. uint64_t fence = m_cmd.kick();
  2193. m_cmd.finish(fence, true);
  2194. m_commandList = NULL;
  2195. }
  2196. void* m_kernel32dll;
  2197. void* m_d3d12dll;
  2198. void* m_dxgidll;
  2199. D3D_DRIVER_TYPE m_driverType;
  2200. IDXGIAdapter3* m_adapter;
  2201. DXGI_ADAPTER_DESC m_adapterDesc;
  2202. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2203. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2204. IDXGIFactory4* m_factory;
  2205. IDXGISwapChain3* m_swapChain;
  2206. int64_t m_presentElapsed;
  2207. uint16_t m_lost;
  2208. uint16_t m_numWindows;
  2209. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2210. ID3D12Device* m_device;
  2211. ID3D12InfoQueue* m_infoQueue;
  2212. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2213. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2214. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2215. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2216. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2217. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2218. ID3D12Resource* m_backBufferColor[4];
  2219. uint64_t m_backBufferColorFence[4];
  2220. ID3D12Resource* m_backBufferDepthStencil;
  2221. ScratchBufferD3D12 m_scratchBuffer[4];
  2222. DescriptorAllocatorD3D12 m_samplerAllocator;
  2223. ID3D12RootSignature* m_rootSignature;
  2224. CommandQueueD3D12 m_cmd;
  2225. BatchD3D12 m_batch;
  2226. ID3D12GraphicsCommandList* m_commandList;
  2227. Resolution m_resolution;
  2228. bool m_wireframe;
  2229. DXGI_SWAP_CHAIN_DESC m_scd;
  2230. uint32_t m_maxAnisotropy;
  2231. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2232. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2233. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2234. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2235. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2236. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2237. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2238. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2239. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2240. UniformRegistry m_uniformReg;
  2241. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2242. StateCache m_samplerStateCache;
  2243. TextVideoMem m_textVideoMem;
  2244. uint8_t m_fsScratch[64<<10];
  2245. uint8_t m_vsScratch[64<<10];
  2246. uint32_t m_fsChanges;
  2247. uint32_t m_vsChanges;
  2248. FrameBufferHandle m_fbh;
  2249. uint32_t m_backBufferColorIdx;
  2250. bool m_rtMsaa;
  2251. };
  2252. static RendererContextD3D12* s_renderD3D12;
  2253. RendererContextI* rendererCreate()
  2254. {
  2255. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2256. if (!s_renderD3D12->init() )
  2257. {
  2258. BX_DELETE(g_allocator, s_renderD3D12);
  2259. s_renderD3D12 = NULL;
  2260. }
  2261. return s_renderD3D12;
  2262. }
  2263. void rendererDestroy()
  2264. {
  2265. s_renderD3D12->shutdown();
  2266. BX_DELETE(g_allocator, s_renderD3D12);
  2267. s_renderD3D12 = NULL;
  2268. }
  2269. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2270. {
  2271. m_size = _size;
  2272. ID3D12Device* device = s_renderD3D12->m_device;
  2273. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2274. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2275. desc.NumDescriptors = _maxDescriptors;
  2276. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2277. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2278. desc.NodeMask = 1;
  2279. DX_CHECK(device->CreateDescriptorHeap(&desc
  2280. , IID_ID3D12DescriptorHeap
  2281. , (void**)&m_heap
  2282. ) );
  2283. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2284. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2285. m_upload->Map(0, NULL, (void**)&m_data);
  2286. reset(m_gpuHandle);
  2287. }
  2288. void ScratchBufferD3D12::destroy()
  2289. {
  2290. m_upload->Unmap(0, NULL);
  2291. DX_RELEASE(m_upload, 0);
  2292. DX_RELEASE(m_heap, 0);
  2293. }
  2294. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle)
  2295. {
  2296. m_pos = 0;
  2297. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2298. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2299. gpuHandle = m_gpuHandle;
  2300. }
  2301. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2302. {
  2303. _gpuAddress = m_gpuVA + m_pos;
  2304. void* data = &m_data[m_pos];
  2305. m_pos += BX_ALIGN_256(_size);
  2306. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2307. // desc.BufferLocation = _gpuAddress;
  2308. // desc.SizeInBytes = _size;
  2309. // ID3D12Device* device = s_renderD3D12->m_device;
  2310. // device->CreateConstantBufferView(&desc
  2311. // , m_cpuHandle
  2312. // );
  2313. // m_cpuHandle.ptr += m_incrementSize;
  2314. // m_gpuHandle.ptr += m_incrementSize;
  2315. return data;
  2316. }
  2317. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2318. {
  2319. ID3D12Device* device = s_renderD3D12->m_device;
  2320. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2321. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2322. if (0 != _mip)
  2323. {
  2324. memcpy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2325. srvd = &tmpSrvd;
  2326. switch (_texture.m_srvd.ViewDimension)
  2327. {
  2328. default:
  2329. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2330. srvd->Texture2D.MostDetailedMip = _mip;
  2331. srvd->Texture2D.MipLevels = 1;
  2332. srvd->Texture2D.PlaneSlice = 0;
  2333. srvd->Texture2D.ResourceMinLODClamp = 0;
  2334. break;
  2335. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2336. srvd->TextureCube.MostDetailedMip = _mip;
  2337. srvd->TextureCube.MipLevels = 1;
  2338. srvd->TextureCube.ResourceMinLODClamp = 0;
  2339. break;
  2340. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2341. srvd->Texture3D.MostDetailedMip = _mip;
  2342. srvd->Texture3D.MipLevels = 1;
  2343. srvd->Texture3D.ResourceMinLODClamp = 0;
  2344. break;
  2345. }
  2346. }
  2347. device->CreateShaderResourceView(_texture.m_ptr
  2348. , srvd
  2349. , m_cpuHandle
  2350. );
  2351. m_cpuHandle.ptr += m_incrementSize;
  2352. _gpuHandle = m_gpuHandle;
  2353. m_gpuHandle.ptr += m_incrementSize;
  2354. }
  2355. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2356. {
  2357. ID3D12Device* device = s_renderD3D12->m_device;
  2358. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2359. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2360. if (0 != _mip)
  2361. {
  2362. memcpy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2363. uavd = &tmpUavd;
  2364. switch (_texture.m_uavd.ViewDimension)
  2365. {
  2366. default:
  2367. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2368. uavd->Texture2D.MipSlice = _mip;
  2369. uavd->Texture2D.PlaneSlice = 0;
  2370. break;
  2371. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2372. uavd->Texture3D.MipSlice = _mip;
  2373. break;
  2374. }
  2375. }
  2376. device->CreateUnorderedAccessView(_texture.m_ptr
  2377. , NULL
  2378. , uavd
  2379. , m_cpuHandle
  2380. );
  2381. m_cpuHandle.ptr += m_incrementSize;
  2382. _gpuHandle = m_gpuHandle;
  2383. m_gpuHandle.ptr += m_incrementSize;
  2384. }
  2385. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2386. {
  2387. ID3D12Device* device = s_renderD3D12->m_device;
  2388. device->CreateShaderResourceView(_buffer.m_ptr
  2389. , &_buffer.m_srvd
  2390. , m_cpuHandle
  2391. );
  2392. m_cpuHandle.ptr += m_incrementSize;
  2393. _gpuHandle = m_gpuHandle;
  2394. m_gpuHandle.ptr += m_incrementSize;
  2395. }
  2396. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2397. {
  2398. ID3D12Device* device = s_renderD3D12->m_device;
  2399. device->CreateUnorderedAccessView(_buffer.m_ptr
  2400. , NULL
  2401. , &_buffer.m_uavd
  2402. , m_cpuHandle
  2403. );
  2404. m_cpuHandle.ptr += m_incrementSize;
  2405. _gpuHandle = m_gpuHandle;
  2406. m_gpuHandle.ptr += m_incrementSize;
  2407. }
  2408. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2409. {
  2410. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2411. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2412. ID3D12Device* device = s_renderD3D12->m_device;
  2413. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2414. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2415. desc.NumDescriptors = _maxDescriptors;
  2416. desc.Type = _type;
  2417. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2418. desc.NodeMask = 1;
  2419. DX_CHECK(device->CreateDescriptorHeap(&desc
  2420. , IID_ID3D12DescriptorHeap
  2421. , (void**)&m_heap
  2422. ) );
  2423. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2424. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2425. }
  2426. void DescriptorAllocatorD3D12::destroy()
  2427. {
  2428. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2429. DX_RELEASE(m_heap, 0);
  2430. }
  2431. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2432. {
  2433. uint16_t idx = m_handleAlloc->alloc();
  2434. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2435. ID3D12Device* device = s_renderD3D12->m_device;
  2436. device->CreateShaderResourceView(_ptr
  2437. , _desc
  2438. , cpuHandle
  2439. );
  2440. return idx;
  2441. }
  2442. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2443. {
  2444. uint16_t idx = m_handleAlloc->alloc();
  2445. ID3D12Device* device = s_renderD3D12->m_device;
  2446. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  2447. for (uint32_t ii = 0; ii < _num; ++ii)
  2448. {
  2449. uint32_t flags = _flags[ii];
  2450. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2451. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2452. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2453. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2454. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2455. D3D12_SAMPLER_DESC sd;
  2456. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2457. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2458. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2459. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2460. sd.MipLODBias = 0.0f;
  2461. sd.MaxAnisotropy = maxAnisotropy;
  2462. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2463. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2464. if (NULL != _palette
  2465. && needBorderColor(flags) )
  2466. {
  2467. const float* rgba = _palette[index];
  2468. sd.BorderColor[0] = rgba[0];
  2469. sd.BorderColor[1] = rgba[1];
  2470. sd.BorderColor[2] = rgba[2];
  2471. sd.BorderColor[3] = rgba[3];
  2472. }
  2473. else
  2474. {
  2475. sd.BorderColor[0] = 0.0f;
  2476. sd.BorderColor[1] = 0.0f;
  2477. sd.BorderColor[2] = 0.0f;
  2478. sd.BorderColor[3] = 0.0f;
  2479. }
  2480. sd.MinLOD = 0;
  2481. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2482. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2483. {
  2484. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2485. };
  2486. device->CreateSampler(&sd, cpuHandle);
  2487. }
  2488. return idx;
  2489. }
  2490. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  2491. {
  2492. m_handleAlloc->free(_idx);
  2493. }
  2494. void DescriptorAllocatorD3D12::reset()
  2495. {
  2496. uint16_t max = m_handleAlloc->getMaxHandles();
  2497. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2498. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2499. }
  2500. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  2501. {
  2502. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2503. return gpuHandle;
  2504. }
  2505. void CommandQueueD3D12::init(ID3D12Device* _device)
  2506. {
  2507. D3D12_COMMAND_QUEUE_DESC queueDesc;
  2508. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  2509. queueDesc.Priority = 0;
  2510. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  2511. queueDesc.NodeMask = 1;
  2512. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  2513. , IID_ID3D12CommandQueue
  2514. , (void**)&m_commandQueue
  2515. ) );
  2516. m_completedFence = 0;
  2517. m_currentFence = 0;
  2518. DX_CHECK(_device->CreateFence(0
  2519. , D3D12_FENCE_FLAG_NONE
  2520. , IID_ID3D12Fence
  2521. , (void**)&m_fence
  2522. ) );
  2523. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2524. {
  2525. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  2526. , IID_ID3D12CommandAllocator
  2527. , (void**)&m_commandList[ii].m_commandAllocator
  2528. ) );
  2529. DX_CHECK(_device->CreateCommandList(0
  2530. , D3D12_COMMAND_LIST_TYPE_DIRECT
  2531. , m_commandList[ii].m_commandAllocator
  2532. , NULL
  2533. , IID_ID3D12GraphicsCommandList
  2534. , (void**)&m_commandList[ii].m_commandList
  2535. ) );
  2536. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  2537. }
  2538. }
  2539. void CommandQueueD3D12::shutdown()
  2540. {
  2541. finish(UINT64_MAX, true);
  2542. DX_RELEASE(m_fence, 0);
  2543. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2544. {
  2545. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  2546. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  2547. }
  2548. DX_RELEASE(m_commandQueue, 0);
  2549. }
  2550. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  2551. {
  2552. while (0 == m_control.reserve(1) )
  2553. {
  2554. consume();
  2555. }
  2556. CommandList& commandList = m_commandList[m_control.m_current];
  2557. DX_CHECK(commandList.m_commandAllocator->Reset() );
  2558. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  2559. return commandList.m_commandList;
  2560. }
  2561. uint64_t CommandQueueD3D12::kick()
  2562. {
  2563. CommandList& commandList = m_commandList[m_control.m_current];
  2564. DX_CHECK(commandList.m_commandList->Close() );
  2565. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  2566. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  2567. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  2568. const uint64_t fence = m_currentFence++;
  2569. m_commandQueue->Signal(m_fence, fence);
  2570. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  2571. m_control.commit(1);
  2572. return fence;
  2573. }
  2574. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  2575. {
  2576. while (0 < m_control.available() )
  2577. {
  2578. consume();
  2579. if (!_finishAll
  2580. && _waitFence <= m_completedFence)
  2581. {
  2582. return;
  2583. }
  2584. }
  2585. BX_CHECK(0 == m_control.available(), "");
  2586. }
  2587. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  2588. {
  2589. if (0 < m_control.available() )
  2590. {
  2591. if (consume(0)
  2592. && _waitFence <= m_completedFence)
  2593. {
  2594. return true;
  2595. }
  2596. }
  2597. return false;
  2598. }
  2599. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  2600. {
  2601. m_release[m_control.m_current].push_back(_ptr);
  2602. }
  2603. bool CommandQueueD3D12::consume(uint32_t _ms)
  2604. {
  2605. CommandList& commandList = m_commandList[m_control.m_read];
  2606. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  2607. {
  2608. CloseHandle(commandList.m_event);
  2609. commandList.m_event = NULL;
  2610. m_completedFence = m_fence->GetCompletedValue();
  2611. m_commandQueue->Wait(m_fence, m_completedFence);
  2612. ResourceArray& ra = m_release[m_control.m_read];
  2613. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  2614. {
  2615. DX_RELEASE(*it, 0);
  2616. }
  2617. ra.clear();
  2618. m_control.consume(1);
  2619. return true;
  2620. }
  2621. return false;
  2622. }
  2623. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  2624. {
  2625. m_maxDrawPerBatch = _maxDrawPerBatch;
  2626. setSeqMode(false);
  2627. setIndirectMode(true);
  2628. ID3D12Device* device = s_renderD3D12->m_device;
  2629. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  2630. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  2631. {
  2632. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2633. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2634. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2635. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  2636. };
  2637. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  2638. {
  2639. sizeof(DrawIndirectCommand),
  2640. BX_COUNTOF(drawArgDesc),
  2641. drawArgDesc,
  2642. 1,
  2643. };
  2644. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  2645. , rootSignature
  2646. , IID_ID3D12CommandSignature
  2647. , (void**)&m_commandSignature[Draw]
  2648. ) );
  2649. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  2650. {
  2651. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2652. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2653. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2654. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  2655. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  2656. };
  2657. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  2658. {
  2659. sizeof(DrawIndexedIndirectCommand),
  2660. BX_COUNTOF(drawIndexedArgDesc),
  2661. drawIndexedArgDesc,
  2662. 1,
  2663. };
  2664. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  2665. , rootSignature
  2666. , IID_ID3D12CommandSignature
  2667. , (void**)&m_commandSignature[DrawIndexed]
  2668. ) );
  2669. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  2670. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  2671. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2672. {
  2673. m_indirect[ii].create(m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand)
  2674. , NULL
  2675. , BGFX_BUFFER_DRAW_INDIRECT
  2676. , false
  2677. , sizeof(DrawIndexedIndirectCommand)
  2678. );
  2679. }
  2680. }
  2681. void BatchD3D12::destroy()
  2682. {
  2683. BX_FREE(g_allocator, m_cmds[0]);
  2684. BX_FREE(g_allocator, m_cmds[1]);
  2685. DX_RELEASE(m_commandSignature[0], 0);
  2686. DX_RELEASE(m_commandSignature[1], 0);
  2687. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2688. {
  2689. m_indirect[ii].destroy();
  2690. }
  2691. }
  2692. template<typename Ty>
  2693. Ty& BatchD3D12::getCmd(Enum _type)
  2694. {
  2695. uint32_t index = m_num[_type];
  2696. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  2697. m_num[_type]++;
  2698. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  2699. return *cmd;
  2700. }
  2701. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  2702. {
  2703. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  2704. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[_draw.m_vertexBuffer.idx];
  2705. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2706. uint16_t declIdx = !isValid(vb.m_decl) ? _draw.m_vertexDecl.idx : vb.m_decl.idx;
  2707. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[declIdx];
  2708. uint32_t numIndices = 0;
  2709. if (Draw == type)
  2710. {
  2711. const uint32_t numVertices = UINT32_MAX == _draw.m_numVertices
  2712. ? vb.m_size / vertexDecl.m_stride
  2713. : _draw.m_numVertices
  2714. ;
  2715. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  2716. cmd.cbv = _cbv;
  2717. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2718. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2719. cmd.vbv[0].SizeInBytes = vb.m_size;
  2720. if (isValid(_draw.m_instanceDataBuffer) )
  2721. {
  2722. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2723. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2724. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2725. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2726. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2727. }
  2728. else
  2729. {
  2730. memset(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  2731. }
  2732. cmd.draw.InstanceCount = _draw.m_numInstances;
  2733. cmd.draw.VertexCountPerInstance = numVertices;
  2734. cmd.draw.StartVertexLocation = _draw.m_startVertex;
  2735. cmd.draw.StartInstanceLocation = 0;
  2736. }
  2737. else
  2738. {
  2739. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  2740. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2741. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  2742. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  2743. numIndices = UINT32_MAX == _draw.m_numIndices
  2744. ? ib.m_size / indexSize
  2745. : _draw.m_numIndices
  2746. ;
  2747. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  2748. cmd.cbv = _cbv;
  2749. cmd.ibv.BufferLocation = ib.m_gpuVA;
  2750. cmd.ibv.SizeInBytes = ib.m_size;
  2751. cmd.ibv.Format = hasIndex16
  2752. ? DXGI_FORMAT_R16_UINT
  2753. : DXGI_FORMAT_R32_UINT
  2754. ;
  2755. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2756. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2757. cmd.vbv[0].SizeInBytes = vb.m_size;
  2758. if (isValid(_draw.m_instanceDataBuffer) )
  2759. {
  2760. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2761. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2762. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2763. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2764. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2765. }
  2766. else
  2767. {
  2768. memset(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  2769. }
  2770. cmd.drawIndexed.IndexCountPerInstance = numIndices;
  2771. cmd.drawIndexed.InstanceCount = _draw.m_numInstances;
  2772. cmd.drawIndexed.StartIndexLocation = _draw.m_startIndex;
  2773. cmd.drawIndexed.BaseVertexLocation = _draw.m_startVertex;
  2774. cmd.drawIndexed.StartInstanceLocation = 0;
  2775. }
  2776. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  2777. {
  2778. flush(_commandList, type);
  2779. }
  2780. return numIndices;
  2781. }
  2782. static const uint32_t s_indirectCommandSize[] =
  2783. {
  2784. sizeof(BatchD3D12::DrawIndirectCommand),
  2785. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  2786. };
  2787. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  2788. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  2789. {
  2790. uint32_t num = m_num[_type];
  2791. if (0 != num)
  2792. {
  2793. m_num[_type] = 0;
  2794. if (m_minIndirect < num)
  2795. {
  2796. m_stats.m_numIndirect[_type]++;
  2797. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  2798. m_currIndirect %= BX_COUNTOF(m_indirect);
  2799. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  2800. _commandList->ExecuteIndirect(m_commandSignature[_type]
  2801. , num
  2802. , indirect.m_ptr
  2803. , 0
  2804. , NULL
  2805. , 0
  2806. );
  2807. }
  2808. else
  2809. {
  2810. m_stats.m_numImmediate[_type]++;
  2811. if (Draw == _type)
  2812. {
  2813. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  2814. for (uint32_t ii = 0; ii < num; ++ii)
  2815. {
  2816. const DrawIndirectCommand& cmd = cmds[ii];
  2817. if (m_current.cbv != cmd.cbv)
  2818. {
  2819. m_current.cbv = cmd.cbv;
  2820. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  2821. }
  2822. if (0 != memcmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  2823. {
  2824. memcpy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  2825. _commandList->IASetVertexBuffers(0
  2826. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  2827. , cmd.vbv
  2828. );
  2829. }
  2830. _commandList->DrawInstanced(
  2831. cmd.draw.VertexCountPerInstance
  2832. , cmd.draw.InstanceCount
  2833. , cmd.draw.StartVertexLocation
  2834. , cmd.draw.StartInstanceLocation
  2835. );
  2836. }
  2837. }
  2838. else
  2839. {
  2840. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  2841. for (uint32_t ii = 0; ii < num; ++ii)
  2842. {
  2843. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  2844. if (m_current.cbv != cmd.cbv)
  2845. {
  2846. m_current.cbv = cmd.cbv;
  2847. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  2848. }
  2849. if (0 != memcmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  2850. {
  2851. memcpy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  2852. _commandList->IASetVertexBuffers(0
  2853. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  2854. , cmd.vbv
  2855. );
  2856. }
  2857. if (0 != memcmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  2858. {
  2859. memcpy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  2860. _commandList->IASetIndexBuffer(&cmd.ibv);
  2861. }
  2862. _commandList->DrawIndexedInstanced(
  2863. cmd.drawIndexed.IndexCountPerInstance
  2864. , cmd.drawIndexed.InstanceCount
  2865. , cmd.drawIndexed.StartIndexLocation
  2866. , cmd.drawIndexed.BaseVertexLocation
  2867. , cmd.drawIndexed.StartInstanceLocation
  2868. );
  2869. }
  2870. }
  2871. }
  2872. }
  2873. }
  2874. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  2875. {
  2876. flush(_commandList, Draw);
  2877. flush(_commandList, DrawIndexed);
  2878. if (_clean)
  2879. {
  2880. memset(&m_current, 0, sizeof(m_current) );
  2881. }
  2882. }
  2883. void BatchD3D12::begin()
  2884. {
  2885. memset(&m_stats, 0, sizeof(m_stats) );
  2886. memset(&m_current, 0, sizeof(m_current) );
  2887. }
  2888. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  2889. {
  2890. flush(_commandList);
  2891. }
  2892. struct UavFormat
  2893. {
  2894. DXGI_FORMAT format[3];
  2895. uint32_t stride;
  2896. };
  2897. static const UavFormat s_uavFormat[] =
  2898. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  2899. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  2900. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  2901. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  2902. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  2903. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  2904. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  2905. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  2906. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  2907. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  2908. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  2909. };
  2910. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  2911. {
  2912. m_size = _size;
  2913. m_flags = _flags;
  2914. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  2915. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  2916. m_dynamic = NULL == _data || needUav;
  2917. DXGI_FORMAT format;
  2918. uint32_t stride;
  2919. D3D12_RESOURCE_FLAGS flags = needUav
  2920. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  2921. : D3D12_RESOURCE_FLAG_NONE
  2922. ;
  2923. if (drawIndirect)
  2924. {
  2925. format = DXGI_FORMAT_R32G32B32A32_UINT;
  2926. stride = 16;
  2927. }
  2928. else
  2929. {
  2930. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  2931. if (0 == uavFormat)
  2932. {
  2933. if (_vertex)
  2934. {
  2935. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  2936. stride = 16;
  2937. }
  2938. else
  2939. {
  2940. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  2941. {
  2942. format = DXGI_FORMAT_R16_UINT;
  2943. stride = 2;
  2944. }
  2945. else
  2946. {
  2947. format = DXGI_FORMAT_R32_UINT;
  2948. stride = 4;
  2949. }
  2950. }
  2951. }
  2952. else
  2953. {
  2954. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  2955. format = s_uavFormat[uavFormat].format[uavType];
  2956. stride = s_uavFormat[uavFormat].stride;
  2957. }
  2958. }
  2959. stride = 0 == _stride ? stride : _stride;
  2960. m_srvd.Format = format;
  2961. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  2962. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  2963. m_srvd.Buffer.FirstElement = 0;
  2964. m_srvd.Buffer.NumElements = m_size / stride;
  2965. m_srvd.Buffer.StructureByteStride = 0;
  2966. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  2967. m_uavd.Format = format;
  2968. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  2969. m_uavd.Buffer.FirstElement = 0;
  2970. m_uavd.Buffer.NumElements = m_size / stride;
  2971. m_uavd.Buffer.StructureByteStride = 0;
  2972. m_uavd.Buffer.CounterOffsetInBytes = 0;
  2973. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  2974. ID3D12Device* device = s_renderD3D12->m_device;
  2975. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  2976. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, flags);
  2977. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  2978. setState(commandList, drawIndirect
  2979. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  2980. : D3D12_RESOURCE_STATE_GENERIC_READ
  2981. );
  2982. if (!m_dynamic)
  2983. {
  2984. update(commandList, 0, _size, _data);
  2985. }
  2986. }
  2987. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  2988. {
  2989. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  2990. uint8_t* data;
  2991. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  2992. memcpy(data, _data, _size);
  2993. staging->Unmap(0, NULL);
  2994. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  2995. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  2996. setState(_commandList, state);
  2997. s_renderD3D12->m_cmd.release(staging);
  2998. }
  2999. void BufferD3D12::destroy()
  3000. {
  3001. if (NULL != m_ptr)
  3002. {
  3003. s_renderD3D12->m_cmd.release(m_ptr);
  3004. m_dynamic = false;
  3005. }
  3006. }
  3007. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3008. {
  3009. if (m_state != _state)
  3010. {
  3011. setResourceBarrier(_commandList
  3012. , m_ptr
  3013. , m_state
  3014. , _state
  3015. );
  3016. bx::xchg(m_state, _state);
  3017. }
  3018. return _state;
  3019. }
  3020. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3021. {
  3022. BufferD3D12::create(_size, _data, _flags, true);
  3023. m_decl = _declHandle;
  3024. }
  3025. void ShaderD3D12::create(const Memory* _mem)
  3026. {
  3027. bx::MemoryReader reader(_mem->data, _mem->size);
  3028. uint32_t magic;
  3029. bx::read(&reader, magic);
  3030. switch (magic)
  3031. {
  3032. case BGFX_CHUNK_MAGIC_CSH:
  3033. case BGFX_CHUNK_MAGIC_FSH:
  3034. case BGFX_CHUNK_MAGIC_VSH:
  3035. break;
  3036. default:
  3037. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3038. break;
  3039. }
  3040. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3041. uint32_t iohash;
  3042. bx::read(&reader, iohash);
  3043. uint16_t count;
  3044. bx::read(&reader, count);
  3045. m_numPredefined = 0;
  3046. m_numUniforms = count;
  3047. BX_TRACE("%s Shader consts %d"
  3048. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3049. , count
  3050. );
  3051. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3052. if (0 < count)
  3053. {
  3054. for (uint32_t ii = 0; ii < count; ++ii)
  3055. {
  3056. uint8_t nameSize;
  3057. bx::read(&reader, nameSize);
  3058. char name[256];
  3059. bx::read(&reader, &name, nameSize);
  3060. name[nameSize] = '\0';
  3061. uint8_t type;
  3062. bx::read(&reader, type);
  3063. uint8_t num;
  3064. bx::read(&reader, num);
  3065. uint16_t regIndex;
  3066. bx::read(&reader, regIndex);
  3067. uint16_t regCount;
  3068. bx::read(&reader, regCount);
  3069. const char* kind = "invalid";
  3070. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3071. if (PredefinedUniform::Count != predefined)
  3072. {
  3073. kind = "predefined";
  3074. m_predefined[m_numPredefined].m_loc = regIndex;
  3075. m_predefined[m_numPredefined].m_count = regCount;
  3076. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3077. m_numPredefined++;
  3078. }
  3079. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3080. {
  3081. const UniformInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3082. BX_CHECK(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3083. if (NULL != info)
  3084. {
  3085. if (NULL == m_constantBuffer)
  3086. {
  3087. m_constantBuffer = UniformBuffer::create(1024);
  3088. }
  3089. kind = "user";
  3090. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3091. }
  3092. }
  3093. else
  3094. {
  3095. kind = "sampler";
  3096. }
  3097. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3098. , kind
  3099. , name
  3100. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3101. , num
  3102. , regIndex
  3103. , regCount
  3104. );
  3105. BX_UNUSED(kind);
  3106. }
  3107. if (NULL != m_constantBuffer)
  3108. {
  3109. m_constantBuffer->finish();
  3110. }
  3111. }
  3112. uint16_t shaderSize;
  3113. bx::read(&reader, shaderSize);
  3114. const DWORD* code = (const DWORD*)reader.getDataPtr();
  3115. bx::skip(&reader, shaderSize+1);
  3116. m_code = copy(code, shaderSize);
  3117. uint8_t numAttrs;
  3118. bx::read(&reader, numAttrs);
  3119. memset(m_attrMask, 0, sizeof(m_attrMask) );
  3120. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3121. {
  3122. uint16_t id;
  3123. bx::read(&reader, id);
  3124. Attrib::Enum attr = idToAttrib(id);
  3125. if (Attrib::Count != attr)
  3126. {
  3127. m_attrMask[attr] = UINT16_MAX;
  3128. }
  3129. }
  3130. bx::HashMurmur2A murmur;
  3131. murmur.begin();
  3132. murmur.add(iohash);
  3133. murmur.add(code, shaderSize);
  3134. murmur.add(numAttrs);
  3135. murmur.add(m_attrMask, numAttrs);
  3136. m_hash = murmur.end();
  3137. bx::read(&reader, m_size);
  3138. }
  3139. void TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3140. {
  3141. ImageContainer imageContainer;
  3142. if (imageParse(imageContainer, _mem->data, _mem->size) )
  3143. {
  3144. uint8_t numMips = imageContainer.m_numMips;
  3145. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3146. numMips -= startLod;
  3147. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  3148. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3149. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3150. m_flags = _flags;
  3151. m_width = textureWidth;
  3152. m_height = textureHeight;
  3153. m_depth = imageContainer.m_depth;
  3154. m_requestedFormat = (uint8_t)imageContainer.m_format;
  3155. m_textureFormat = (uint8_t)imageContainer.m_format;
  3156. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  3157. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  3158. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3159. if (convert)
  3160. {
  3161. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  3162. bpp = 32;
  3163. }
  3164. if (imageContainer.m_cubeMap)
  3165. {
  3166. m_type = TextureCube;
  3167. }
  3168. else if (imageContainer.m_depth > 1)
  3169. {
  3170. m_type = Texture3D;
  3171. }
  3172. else
  3173. {
  3174. m_type = Texture2D;
  3175. }
  3176. m_numMips = numMips;
  3177. const uint16_t numSides = imageContainer.m_cubeMap ? 6 : 1;
  3178. uint32_t numSrd = numMips*numSides;
  3179. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3180. uint32_t kk = 0;
  3181. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  3182. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3183. uint32_t blockWidth = 1;
  3184. uint32_t blockHeight = 1;
  3185. if (convert && compressed)
  3186. {
  3187. blockWidth = blockInfo.blockWidth;
  3188. blockHeight = blockInfo.blockHeight;
  3189. }
  3190. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  3191. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3192. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3193. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3194. , this - s_renderD3D12->m_textures
  3195. , getName( (TextureFormat::Enum)m_textureFormat)
  3196. , getName( (TextureFormat::Enum)m_requestedFormat)
  3197. , textureWidth
  3198. , textureHeight
  3199. , imageContainer.m_cubeMap ? "x6" : ""
  3200. , renderTarget ? 'x' : ' '
  3201. , bufferOnly ? 'x' : ' '
  3202. , computeWrite ? 'x' : ' '
  3203. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3204. );
  3205. uint32_t totalSize = 0;
  3206. for (uint8_t side = 0; side < numSides; ++side)
  3207. {
  3208. uint32_t width = textureWidth;
  3209. uint32_t height = textureHeight;
  3210. uint32_t depth = imageContainer.m_depth;
  3211. for (uint8_t lod = 0; lod < numMips; ++lod)
  3212. {
  3213. width = bx::uint32_max(blockWidth, width);
  3214. height = bx::uint32_max(blockHeight, height);
  3215. depth = bx::uint32_max(1, depth);
  3216. ImageMip mip;
  3217. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3218. {
  3219. if (convert)
  3220. {
  3221. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3222. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3223. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3224. imageDecodeToBgra8(temp
  3225. , mip.m_data
  3226. , mip.m_width
  3227. , mip.m_height
  3228. , pitch, mip.m_format
  3229. );
  3230. srd[kk].pData = temp;
  3231. srd[kk].RowPitch = pitch;
  3232. srd[kk].SlicePitch = slice;
  3233. totalSize += slice;
  3234. }
  3235. else if (compressed)
  3236. {
  3237. uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3238. uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3239. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3240. imageCopy(mip.m_height/blockInfo.blockHeight
  3241. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3242. , mip.m_data
  3243. , pitch
  3244. , temp
  3245. );
  3246. srd[kk].pData = temp;
  3247. srd[kk].RowPitch = pitch;
  3248. srd[kk].SlicePitch = slice;
  3249. totalSize += slice;
  3250. }
  3251. else
  3252. {
  3253. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3254. const uint32_t slice = bx::strideAlign(pitch * mip.m_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3255. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3256. imageCopy(mip.m_height
  3257. , mip.m_width*mip.m_bpp / 8
  3258. , mip.m_data
  3259. , pitch
  3260. , temp
  3261. );
  3262. srd[kk].pData = temp;
  3263. srd[kk].RowPitch = pitch;
  3264. srd[kk].SlicePitch = slice;
  3265. totalSize += slice;
  3266. }
  3267. if (swizzle)
  3268. {
  3269. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  3270. }
  3271. srd[kk].SlicePitch = mip.m_height*srd[kk].RowPitch;
  3272. ++kk;
  3273. }
  3274. else
  3275. {
  3276. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3277. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3278. totalSize += slice;
  3279. }
  3280. width >>= 1;
  3281. height >>= 1;
  3282. depth >>= 1;
  3283. }
  3284. }
  3285. BX_TRACE("texture total size: %d", totalSize);
  3286. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3287. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3288. memset(&m_srvd, 0, sizeof(m_srvd) );
  3289. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3290. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3291. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3292. if (swizzle)
  3293. {
  3294. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3295. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3296. }
  3297. m_uavd.Format = m_srvd.Format;
  3298. ID3D12Device* device = s_renderD3D12->m_device;
  3299. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3300. D3D12_RESOURCE_DESC resourceDesc;
  3301. resourceDesc.Alignment = 0;
  3302. resourceDesc.Width = textureWidth;
  3303. resourceDesc.Height = textureHeight;
  3304. resourceDesc.MipLevels = numMips;
  3305. resourceDesc.Format = format;
  3306. resourceDesc.SampleDesc = msaa;
  3307. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3308. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3309. resourceDesc.DepthOrArraySize = numSides;
  3310. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3311. D3D12_CLEAR_VALUE* clearValue = NULL;
  3312. if (isDepth(TextureFormat::Enum(m_textureFormat) ) )
  3313. {
  3314. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3315. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3316. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3317. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3318. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3319. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3320. clearValue->DepthStencil.Depth = 1.0f;
  3321. clearValue->DepthStencil.Stencil = 0;
  3322. }
  3323. else if (renderTarget)
  3324. {
  3325. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3326. clearValue->Format = resourceDesc.Format;
  3327. clearValue->Color[0] = 0.0f;
  3328. clearValue->Color[1] = 0.0f;
  3329. clearValue->Color[2] = 0.0f;
  3330. clearValue->Color[3] = 0.0f;
  3331. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3332. }
  3333. if (bufferOnly)
  3334. {
  3335. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3336. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3337. }
  3338. if (computeWrite)
  3339. {
  3340. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3341. }
  3342. switch (m_type)
  3343. {
  3344. case Texture2D:
  3345. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3346. m_srvd.ViewDimension = 1 < msaa.Count ? D3D12_SRV_DIMENSION_TEXTURE2DMS : D3D12_SRV_DIMENSION_TEXTURE2D;
  3347. m_srvd.Texture2D.MostDetailedMip = 0;
  3348. m_srvd.Texture2D.MipLevels = numMips;
  3349. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3350. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3351. m_uavd.Texture2D.MipSlice = 0;
  3352. m_uavd.Texture2D.PlaneSlice = 0;
  3353. break;
  3354. case Texture3D:
  3355. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3356. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  3357. m_srvd.Texture3D.MostDetailedMip = 0;
  3358. m_srvd.Texture3D.MipLevels = numMips;
  3359. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  3360. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  3361. m_uavd.Texture3D.MipSlice = 0;
  3362. m_uavd.Texture3D.FirstWSlice = 0;
  3363. m_uavd.Texture3D.WSize = 0;
  3364. break;
  3365. case TextureCube:
  3366. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3367. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3368. m_srvd.TextureCube.MostDetailedMip = 0;
  3369. m_srvd.TextureCube.MipLevels = numMips;
  3370. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3371. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3372. m_uavd.Texture2D.MipSlice = 0;
  3373. m_uavd.Texture2D.PlaneSlice = 0;
  3374. break;
  3375. }
  3376. m_ptr = createCommittedResource(device, HeapProperty::Default, &resourceDesc, clearValue);
  3377. {
  3378. uint64_t uploadBufferSize;
  3379. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  3380. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  3381. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  3382. device->GetCopyableFootprints(&resourceDesc
  3383. , 0
  3384. , numSrd
  3385. , 0
  3386. , layouts
  3387. , numRows
  3388. , rowSizeInBytes
  3389. , &uploadBufferSize
  3390. );
  3391. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  3392. , uploadBufferSize
  3393. , totalSize
  3394. , numRows[0]
  3395. , rowSizeInBytes[0]
  3396. );
  3397. }
  3398. if (kk != 0)
  3399. {
  3400. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
  3401. setState(commandList,D3D12_RESOURCE_STATE_COPY_DEST);
  3402. uint64_t result = UpdateSubresources(commandList
  3403. , m_ptr
  3404. , staging
  3405. , 0
  3406. , 0
  3407. , numSrd
  3408. , srd
  3409. );
  3410. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  3411. BX_TRACE("Update subresource %" PRId64, result);
  3412. setState(commandList, state);
  3413. s_renderD3D12->m_cmd.release(staging);
  3414. }
  3415. else
  3416. {
  3417. setState(commandList, state);
  3418. }
  3419. if (0 != kk)
  3420. {
  3421. kk = 0;
  3422. for (uint8_t side = 0; side < numSides; ++side)
  3423. {
  3424. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3425. {
  3426. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  3427. ++kk;
  3428. }
  3429. }
  3430. }
  3431. }
  3432. }
  3433. void TextureD3D12::destroy()
  3434. {
  3435. if (NULL != m_ptr)
  3436. {
  3437. s_renderD3D12->m_cmd.release(m_ptr);
  3438. m_ptr = NULL;
  3439. }
  3440. }
  3441. 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)
  3442. {
  3443. setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3444. const uint32_t subres = _mip + (_side * m_numMips);
  3445. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3446. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3447. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3448. D3D12_RESOURCE_DESC desc = m_ptr->GetDesc();
  3449. desc.Height = _rect.m_height;
  3450. uint32_t numRows;
  3451. uint64_t rowPitch;
  3452. uint64_t totalBytes;
  3453. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  3454. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  3455. , subres
  3456. , 1
  3457. , 0
  3458. , &layout
  3459. , &numRows
  3460. , &rowPitch
  3461. , &totalBytes
  3462. );
  3463. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  3464. uint8_t* data;
  3465. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3466. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  3467. {
  3468. memcpy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  3469. }
  3470. staging->Unmap(0, NULL);
  3471. D3D12_BOX box;
  3472. box.left = 0;
  3473. box.top = 0;
  3474. box.right = box.left + _rect.m_width;
  3475. box.bottom = box.top + _rect.m_height;
  3476. box.front = _z;
  3477. box.back = _z+_depth;
  3478. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  3479. dst.SubresourceIndex = subres;
  3480. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  3481. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  3482. setState(_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  3483. s_renderD3D12->m_cmd.release(staging);
  3484. }
  3485. void TextureD3D12::resolve()
  3486. {
  3487. }
  3488. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3489. {
  3490. if (m_state != _state)
  3491. {
  3492. setResourceBarrier(_commandList
  3493. , m_ptr
  3494. , m_state
  3495. , _state
  3496. );
  3497. bx::xchg(m_state, _state);
  3498. }
  3499. return _state;
  3500. }
  3501. void FrameBufferD3D12::create(uint8_t _num, const TextureHandle* _handles)
  3502. {
  3503. m_numTh = _num;
  3504. memcpy(m_th, _handles, _num*sizeof(TextureHandle) );
  3505. postReset();
  3506. }
  3507. void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/)
  3508. {
  3509. }
  3510. void FrameBufferD3D12::preReset()
  3511. {
  3512. }
  3513. void FrameBufferD3D12::postReset()
  3514. {
  3515. if (m_numTh != 0)
  3516. {
  3517. ID3D12Device* device = s_renderD3D12->m_device;
  3518. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3519. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3520. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3521. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3522. m_width = 0;
  3523. m_height = 0;
  3524. m_depth.idx = bgfx::invalidHandle;
  3525. m_num = 0;
  3526. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3527. {
  3528. TextureHandle handle = m_th[ii];
  3529. if (isValid(handle) )
  3530. {
  3531. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  3532. if (0 == m_width)
  3533. {
  3534. D3D12_RESOURCE_DESC desc = texture.m_ptr->GetDesc();
  3535. m_width = uint32_t(desc.Width);
  3536. m_height = uint32_t(desc.Height);
  3537. }
  3538. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3539. {
  3540. BX_CHECK(!isValid(m_depth), "");
  3541. m_depth = handle;
  3542. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3543. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3544. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3545. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(texture.m_textureFormat) );
  3546. BX_UNUSED(blockInfo);
  3547. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3548. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  3549. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3550. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  3551. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  3552. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  3553. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  3554. ;
  3555. device->CreateDepthStencilView(texture.m_ptr
  3556. , &dsvDesc
  3557. , dsvDescriptor
  3558. );
  3559. }
  3560. else
  3561. {
  3562. m_texture[m_num] = handle;
  3563. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  3564. device->CreateRenderTargetView(texture.m_ptr
  3565. , NULL
  3566. , rtv
  3567. );
  3568. m_num++;
  3569. }
  3570. }
  3571. }
  3572. }
  3573. }
  3574. uint16_t FrameBufferD3D12::destroy()
  3575. {
  3576. m_numTh = 0;
  3577. m_depth.idx = bgfx::invalidHandle;
  3578. uint16_t denseIdx = m_denseIdx;
  3579. m_denseIdx = UINT16_MAX;
  3580. return denseIdx;
  3581. }
  3582. void FrameBufferD3D12::resolve()
  3583. {
  3584. }
  3585. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  3586. {
  3587. ID3D12Device* device = s_renderD3D12->m_device;
  3588. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3589. if (BGFX_CLEAR_COLOR & _clear.m_flags
  3590. && 0 != m_num)
  3591. {
  3592. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3593. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3594. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3595. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3596. {
  3597. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3598. {
  3599. uint8_t index = _clear.m_index[ii];
  3600. if (UINT8_MAX != index)
  3601. {
  3602. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3603. _commandList->ClearRenderTargetView(rtv
  3604. , _palette[index]
  3605. , _num
  3606. , _rect
  3607. );
  3608. }
  3609. }
  3610. }
  3611. else
  3612. {
  3613. float frgba[4] =
  3614. {
  3615. _clear.m_index[0]*1.0f/255.0f,
  3616. _clear.m_index[1]*1.0f/255.0f,
  3617. _clear.m_index[2]*1.0f/255.0f,
  3618. _clear.m_index[3]*1.0f/255.0f,
  3619. };
  3620. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3621. {
  3622. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3623. _commandList->ClearRenderTargetView(rtv
  3624. , frgba
  3625. , _num
  3626. , _rect
  3627. );
  3628. }
  3629. }
  3630. }
  3631. if (isValid(m_depth)
  3632. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3633. {
  3634. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3635. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3636. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3637. DWORD flags = 0;
  3638. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  3639. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  3640. _commandList->ClearDepthStencilView(dsvDescriptor
  3641. , D3D12_CLEAR_FLAGS(flags)
  3642. , _clear.m_depth
  3643. , _clear.m_stencil
  3644. , _num
  3645. , _rect
  3646. );
  3647. }
  3648. }
  3649. struct Bind
  3650. {
  3651. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  3652. uint16_t m_samplerStateIdx;
  3653. };
  3654. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  3655. {
  3656. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  3657. updateResolution(_render->m_resolution);
  3658. int64_t elapsed = -bx::getHPCounter();
  3659. int64_t captureElapsed = 0;
  3660. if (0 < _render->m_iboffset)
  3661. {
  3662. TransientIndexBuffer* ib = _render->m_transientIb;
  3663. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  3664. }
  3665. if (0 < _render->m_vboffset)
  3666. {
  3667. TransientVertexBuffer* vb = _render->m_transientVb;
  3668. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  3669. }
  3670. _render->sort();
  3671. RenderDraw currentState;
  3672. currentState.clear();
  3673. currentState.m_flags = BGFX_STATE_NONE;
  3674. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3675. _render->m_hmdInitialized = false;
  3676. const bool hmdEnabled = false;
  3677. ViewState viewState(_render, hmdEnabled);
  3678. viewState.reset(_render, hmdEnabled);
  3679. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  3680. // setDebugWireframe(wireframe);
  3681. uint16_t currentSamplerStateIdx = invalidHandle;
  3682. uint16_t currentProgramIdx = invalidHandle;
  3683. uint32_t currentBindHash = 0;
  3684. bool hasPredefined = false;
  3685. bool commandListChanged = false;
  3686. ID3D12PipelineState* currentPso = NULL;
  3687. SortKey key;
  3688. uint16_t view = UINT16_MAX;
  3689. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  3690. BlitKey blitKey;
  3691. blitKey.decode(_render->m_blitKeys[0]);
  3692. uint16_t numBlitItems = _render->m_numBlitItems;
  3693. uint16_t blitItem = 0;
  3694. uint32_t blendFactor = 0;
  3695. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3696. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  3697. PrimInfo prim = s_primInfo[primIndex];
  3698. bool wasCompute = false;
  3699. bool viewHasScissor = false;
  3700. bool restoreScissor = false;
  3701. Rect viewScissorRect;
  3702. viewScissorRect.clear();
  3703. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3704. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3705. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3706. uint32_t statsNumIndices = 0;
  3707. uint32_t statsKeyType[2] = {};
  3708. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  3709. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  3710. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  3711. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  3712. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  3713. scratchBuffer.reset(gpuHandle);
  3714. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  3715. StateCacheLru<Bind, 64> bindLru;
  3716. setResourceBarrier(m_commandList
  3717. , m_backBufferColor[m_backBufferColorIdx]
  3718. , D3D12_RESOURCE_STATE_PRESENT
  3719. , D3D12_RESOURCE_STATE_RENDER_TARGET
  3720. );
  3721. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3722. {
  3723. m_batch.begin();
  3724. // uint8_t eye = 0;
  3725. // uint8_t restartState = 0;
  3726. viewState.m_rect = _render->m_rect[0];
  3727. int32_t numItems = _render->m_num;
  3728. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  3729. {
  3730. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  3731. statsKeyType[isCompute]++;
  3732. const bool viewChanged = 0
  3733. || key.m_view != view
  3734. || item == numItems
  3735. ;
  3736. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  3737. ++item;
  3738. if (viewChanged)
  3739. {
  3740. m_batch.flush(m_commandList, true);
  3741. kick();
  3742. view = key.m_view;
  3743. currentPso = NULL;
  3744. currentSamplerStateIdx = invalidHandle;
  3745. currentProgramIdx = invalidHandle;
  3746. hasPredefined = false;
  3747. fbh = _render->m_fb[view];
  3748. setFrameBuffer(fbh);
  3749. viewState.m_rect = _render->m_rect[view];
  3750. const Rect& rect = _render->m_rect[view];
  3751. const Rect& scissorRect = _render->m_scissor[view];
  3752. viewHasScissor = !scissorRect.isZero();
  3753. viewScissorRect = viewHasScissor ? scissorRect : rect;
  3754. D3D12_VIEWPORT vp;
  3755. vp.TopLeftX = rect.m_x;
  3756. vp.TopLeftY = rect.m_y;
  3757. vp.Width = rect.m_width;
  3758. vp.Height = rect.m_height;
  3759. vp.MinDepth = 0.0f;
  3760. vp.MaxDepth = 1.0f;
  3761. m_commandList->RSSetViewports(1, &vp);
  3762. D3D12_RECT rc;
  3763. rc.left = viewScissorRect.m_x;
  3764. rc.top = viewScissorRect.m_y;
  3765. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3766. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3767. m_commandList->RSSetScissorRects(1, &rc);
  3768. restoreScissor = false;
  3769. Clear& clr = _render->m_clear[view];
  3770. if (BGFX_CLEAR_NONE != clr.m_flags)
  3771. {
  3772. Rect clearRect = rect;
  3773. clearRect.intersect(rect, viewScissorRect);
  3774. clearQuad(clearRect, clr, _render->m_colorPalette);
  3775. }
  3776. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  3777. for (; blitItem < numBlitItems && blitKey.m_view <= view; blitItem++)
  3778. {
  3779. const BlitItem& blit = _render->m_blitItem[blitItem];
  3780. blitKey.decode(_render->m_blitKeys[blitItem+1]);
  3781. const TextureD3D12& src = m_textures[blit.m_src.idx];
  3782. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  3783. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  3784. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  3785. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  3786. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  3787. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  3788. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  3789. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  3790. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  3791. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  3792. if (TextureD3D12::Texture3D == src.m_type)
  3793. {
  3794. D3D12_BOX box;
  3795. box.left = blit.m_srcX;
  3796. box.top = blit.m_srcY;
  3797. box.front = blit.m_srcZ;
  3798. box.right = blit.m_srcX + width;
  3799. box.bottom = blit.m_srcY + height;;
  3800. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  3801. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { 0 } };
  3802. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { 0 } };
  3803. m_commandList->CopyTextureRegion(&dstLocation
  3804. , blit.m_dstX
  3805. , blit.m_dstY
  3806. , blit.m_dstZ
  3807. , &srcLocation
  3808. , &box
  3809. );
  3810. }
  3811. else
  3812. {
  3813. D3D12_BOX box;
  3814. box.left = blit.m_srcX;
  3815. box.top = blit.m_srcY;
  3816. box.front = 0;
  3817. box.right = blit.m_srcX + width;
  3818. box.bottom = blit.m_srcY + height;;
  3819. box.back = 1;
  3820. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  3821. ? blit.m_srcZ
  3822. : 0
  3823. ;
  3824. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  3825. ? blit.m_dstZ
  3826. : 0
  3827. ;
  3828. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { dstZ*dst.m_numMips+blit.m_dstMip } };
  3829. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { srcZ*src.m_numMips+blit.m_srcMip } };
  3830. m_commandList->CopyTextureRegion(&dstLocation
  3831. , blit.m_dstX
  3832. , blit.m_dstY
  3833. , 0
  3834. , &srcLocation
  3835. , &box
  3836. );
  3837. }
  3838. }
  3839. }
  3840. if (isCompute)
  3841. {
  3842. if (!wasCompute)
  3843. {
  3844. wasCompute = true;
  3845. m_commandList->SetComputeRootSignature(m_rootSignature);
  3846. ID3D12DescriptorHeap* heaps[] = {
  3847. m_samplerAllocator.getHeap(),
  3848. scratchBuffer.getHeap(),
  3849. };
  3850. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  3851. }
  3852. const RenderCompute& compute = renderItem.compute;
  3853. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  3854. if (pso != currentPso)
  3855. {
  3856. currentPso = pso;
  3857. m_commandList->SetPipelineState(pso);
  3858. currentBindHash = 0;
  3859. }
  3860. uint32_t bindHash = bx::hashMurmur2A(compute.m_bind, sizeof(compute.m_bind) );
  3861. if (currentBindHash != bindHash)
  3862. {
  3863. currentBindHash = bindHash;
  3864. Bind* bindCached = bindLru.find(bindHash);
  3865. if (NULL == bindCached)
  3866. {
  3867. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3868. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3869. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  3870. {
  3871. const Binding& bind = compute.m_bind[ii];
  3872. if (invalidHandle != bind.m_idx)
  3873. {
  3874. switch (bind.m_type)
  3875. {
  3876. case Binding::Image:
  3877. {
  3878. TextureD3D12& texture = m_textures[bind.m_idx];
  3879. if (Access::Read != bind.m_un.m_compute.m_access)
  3880. {
  3881. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3882. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  3883. }
  3884. else
  3885. {
  3886. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3887. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  3888. samplerFlags[ii] = texture.m_flags;
  3889. }
  3890. }
  3891. break;
  3892. case Binding::IndexBuffer:
  3893. case Binding::VertexBuffer:
  3894. {
  3895. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  3896. ? m_indexBuffers[bind.m_idx]
  3897. : m_vertexBuffers[bind.m_idx]
  3898. ;
  3899. if (Access::Read != bind.m_un.m_compute.m_access)
  3900. {
  3901. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  3902. scratchBuffer.allocUav(srvHandle[ii], buffer);
  3903. }
  3904. else
  3905. {
  3906. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3907. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  3908. }
  3909. }
  3910. break;
  3911. }
  3912. }
  3913. }
  3914. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  3915. if (samplerStateIdx != currentSamplerStateIdx)
  3916. {
  3917. currentSamplerStateIdx = samplerStateIdx;
  3918. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  3919. }
  3920. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  3921. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  3922. Bind bind;
  3923. bind.m_srvHandle = srvHandle[0];
  3924. bind.m_samplerStateIdx = samplerStateIdx;
  3925. bindLru.add(bindHash, bind, 0);
  3926. }
  3927. else
  3928. {
  3929. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  3930. if (samplerStateIdx != currentSamplerStateIdx)
  3931. {
  3932. currentSamplerStateIdx = samplerStateIdx;
  3933. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  3934. }
  3935. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  3936. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  3937. }
  3938. }
  3939. bool constantsChanged = false;
  3940. if (compute.m_constBegin < compute.m_constEnd
  3941. || currentProgramIdx != key.m_program)
  3942. {
  3943. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  3944. currentProgramIdx = key.m_program;
  3945. ProgramD3D12& program = m_program[currentProgramIdx];
  3946. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  3947. if (NULL != vcb)
  3948. {
  3949. commit(*vcb);
  3950. }
  3951. hasPredefined = 0 < program.m_numPredefined;
  3952. constantsChanged = true;
  3953. }
  3954. if (constantsChanged
  3955. || hasPredefined)
  3956. {
  3957. ProgramD3D12& program = m_program[currentProgramIdx];
  3958. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  3959. commitShaderConstants(key.m_program, gpuAddress);
  3960. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  3961. }
  3962. if (isValid(compute.m_indirectBuffer) )
  3963. {
  3964. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  3965. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  3966. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3967. : compute.m_numIndirect
  3968. ;
  3969. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3970. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3971. {
  3972. // m_commandList->ExecuteIndirect(ptr, args);
  3973. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3974. }
  3975. }
  3976. else
  3977. {
  3978. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  3979. }
  3980. continue;
  3981. }
  3982. const RenderDraw& draw = renderItem.draw;
  3983. const uint64_t newFlags = draw.m_flags;
  3984. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  3985. currentState.m_flags = newFlags;
  3986. const uint64_t newStencil = draw.m_stencil;
  3987. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  3988. currentState.m_stencil = newStencil;
  3989. if (viewChanged
  3990. || wasCompute)
  3991. {
  3992. if (wasCompute)
  3993. {
  3994. wasCompute = false;
  3995. }
  3996. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3997. {
  3998. BX_UNUSED(s_viewNameW);
  3999. // wchar_t* viewNameW = s_viewNameW[view];
  4000. // viewNameW[3] = L' ';
  4001. // PIX_ENDEVENT();
  4002. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4003. }
  4004. commandListChanged = true;
  4005. }
  4006. if (commandListChanged)
  4007. {
  4008. commandListChanged = false;
  4009. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  4010. ID3D12DescriptorHeap* heaps[] = {
  4011. m_samplerAllocator.getHeap(),
  4012. scratchBuffer.getHeap(),
  4013. };
  4014. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4015. currentPso = NULL;
  4016. currentBindHash = 0;
  4017. currentSamplerStateIdx = invalidHandle;
  4018. currentProgramIdx = invalidHandle;
  4019. currentState.clear();
  4020. currentState.m_scissor = !draw.m_scissor;
  4021. changedFlags = BGFX_STATE_MASK;
  4022. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4023. currentState.m_flags = newFlags;
  4024. currentState.m_stencil = newStencil;
  4025. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4026. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4027. }
  4028. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  4029. if (isValid(draw.m_vertexBuffer) )
  4030. {
  4031. const uint64_t state = draw.m_flags;
  4032. bool hasFactor = 0
  4033. || f0 == (state & f0)
  4034. || f1 == (state & f1)
  4035. ;
  4036. const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
  4037. uint16_t declIdx = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4038. ID3D12PipelineState* pso =
  4039. getPipelineState(state
  4040. , draw.m_stencil
  4041. , declIdx
  4042. , key.m_program
  4043. , uint8_t(draw.m_instanceDataStride/16)
  4044. );
  4045. uint16_t scissor = draw.m_scissor;
  4046. uint32_t bindHash = bx::hashMurmur2A(draw.m_bind, sizeof(draw.m_bind) );
  4047. if (currentBindHash != bindHash
  4048. || 0 != changedStencil
  4049. || (hasFactor && blendFactor != draw.m_rgba)
  4050. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4051. || prim.m_toplogy != s_primInfo[primIndex].m_toplogy)
  4052. || currentState.m_scissor != scissor
  4053. || pso != currentPso)
  4054. {
  4055. m_batch.flush(m_commandList);
  4056. }
  4057. if (currentBindHash != bindHash)
  4058. {
  4059. currentBindHash = bindHash;
  4060. Bind* bindCached = bindLru.find(bindHash);
  4061. if (NULL == bindCached)
  4062. {
  4063. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4064. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4065. {
  4066. srvHandle[0].ptr = 0;
  4067. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4068. {
  4069. const Binding& bind = draw.m_bind[stage];
  4070. if (invalidHandle != bind.m_idx)
  4071. {
  4072. TextureD3D12& texture = m_textures[bind.m_idx];
  4073. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4074. scratchBuffer.allocSrv(srvHandle[stage], texture);
  4075. samplerFlags[stage] = (0 == (BGFX_SAMPLER_DEFAULT_FLAGS & bind.m_un.m_draw.m_flags)
  4076. ? bind.m_un.m_draw.m_flags
  4077. : texture.m_flags
  4078. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK|BGFX_TEXTURE_BORDER_COLOR_MASK)
  4079. ;
  4080. }
  4081. else
  4082. {
  4083. memcpy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  4084. samplerFlags[stage] = 0;
  4085. }
  4086. }
  4087. }
  4088. if (srvHandle[0].ptr != 0)
  4089. {
  4090. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  4091. if (samplerStateIdx != currentSamplerStateIdx)
  4092. {
  4093. currentSamplerStateIdx = samplerStateIdx;
  4094. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4095. }
  4096. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4097. Bind bind;
  4098. bind.m_srvHandle = srvHandle[0];
  4099. bind.m_samplerStateIdx = samplerStateIdx;
  4100. bindLru.add(bindHash, bind, 0);
  4101. }
  4102. }
  4103. else
  4104. {
  4105. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4106. if (samplerStateIdx != currentSamplerStateIdx)
  4107. {
  4108. currentSamplerStateIdx = samplerStateIdx;
  4109. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4110. }
  4111. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4112. }
  4113. }
  4114. if (0 != changedStencil)
  4115. {
  4116. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  4117. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  4118. m_commandList->OMSetStencilRef(ref);
  4119. }
  4120. if (hasFactor
  4121. && blendFactor != draw.m_rgba)
  4122. {
  4123. blendFactor = draw.m_rgba;
  4124. float bf[4];
  4125. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  4126. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  4127. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  4128. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  4129. m_commandList->OMSetBlendFactor(bf);
  4130. }
  4131. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4132. || prim.m_toplogy != s_primInfo[primIndex].m_toplogy)
  4133. {
  4134. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4135. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4136. prim = s_primInfo[primIndex];
  4137. m_commandList->IASetPrimitiveTopology(prim.m_toplogy);
  4138. }
  4139. if (currentState.m_scissor != scissor)
  4140. {
  4141. currentState.m_scissor = scissor;
  4142. if (UINT16_MAX == scissor)
  4143. {
  4144. if (restoreScissor
  4145. || viewHasScissor)
  4146. {
  4147. restoreScissor = false;
  4148. D3D12_RECT rc;
  4149. rc.left = viewScissorRect.m_x;
  4150. rc.top = viewScissorRect.m_y;
  4151. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4152. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4153. m_commandList->RSSetScissorRects(1, &rc);
  4154. }
  4155. }
  4156. else
  4157. {
  4158. restoreScissor = true;
  4159. Rect scissorRect;
  4160. scissorRect.intersect(viewScissorRect,_render->m_rectCache.m_cache[scissor]);
  4161. D3D12_RECT rc;
  4162. rc.left = scissorRect.m_x;
  4163. rc.top = scissorRect.m_y;
  4164. rc.right = scissorRect.m_x + scissorRect.m_width;
  4165. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4166. m_commandList->RSSetScissorRects(1, &rc);
  4167. }
  4168. }
  4169. if (pso != currentPso)
  4170. {
  4171. currentPso = pso;
  4172. m_commandList->SetPipelineState(pso);
  4173. }
  4174. bool constantsChanged = false;
  4175. if (draw.m_constBegin < draw.m_constEnd
  4176. || currentProgramIdx != key.m_program
  4177. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4178. {
  4179. currentProgramIdx = key.m_program;
  4180. ProgramD3D12& program = m_program[currentProgramIdx];
  4181. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4182. if (NULL != vcb)
  4183. {
  4184. commit(*vcb);
  4185. }
  4186. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4187. if (NULL != fcb)
  4188. {
  4189. commit(*fcb);
  4190. }
  4191. hasPredefined = 0 < program.m_numPredefined;
  4192. constantsChanged = true;
  4193. }
  4194. if (constantsChanged
  4195. || hasPredefined)
  4196. {
  4197. ProgramD3D12& program = m_program[currentProgramIdx];
  4198. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4199. viewState.m_alphaRef = ref/255.0f;
  4200. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  4201. commitShaderConstants(key.m_program, gpuAddress);
  4202. }
  4203. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  4204. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  4205. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4206. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4207. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4208. statsNumInstances[primIndex] += draw.m_numInstances;
  4209. statsNumIndices += numIndices;
  4210. }
  4211. }
  4212. m_batch.end(m_commandList);
  4213. }
  4214. int64_t now = bx::getHPCounter();
  4215. elapsed += now;
  4216. static int64_t last = now;
  4217. int64_t frameTime = now - last;
  4218. last = now;
  4219. static int64_t min = frameTime;
  4220. static int64_t max = frameTime;
  4221. min = bx::int64_min(min, frameTime);
  4222. max = bx::int64_max(max, frameTime);
  4223. static int64_t presentMin = m_presentElapsed;
  4224. static int64_t presentMax = m_presentElapsed;
  4225. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  4226. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  4227. if (_render->m_debug & (BGFX_DEBUG_IFH | BGFX_DEBUG_STATS) )
  4228. {
  4229. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  4230. TextVideoMem& tvm = m_textVideoMem;
  4231. static int64_t next = now;
  4232. if (now >= next)
  4233. {
  4234. next = now + bx::getHPFrequency();
  4235. double freq = double(bx::getHPFrequency() );
  4236. double toMs = 1000.0 / freq;
  4237. tvm.clear();
  4238. uint16_t pos = 0;
  4239. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  4240. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4241. , getRendererName()
  4242. );
  4243. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  4244. char description[BX_COUNTOF(desc.Description)];
  4245. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  4246. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  4247. char dedicatedVideo[16];
  4248. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  4249. char dedicatedSystem[16];
  4250. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  4251. char sharedSystem[16];
  4252. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  4253. char processMemoryUsed[16];
  4254. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  4255. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  4256. , dedicatedVideo
  4257. , dedicatedSystem
  4258. , sharedSystem
  4259. , processMemoryUsed
  4260. );
  4261. DXGI_QUERY_VIDEO_MEMORY_INFO memInfo;
  4262. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &memInfo) );
  4263. char budget[16];
  4264. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  4265. char currentUsage[16];
  4266. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  4267. char availableForReservation[16];
  4268. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  4269. char currentReservation[16];
  4270. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  4271. tvm.printf(0, pos++, 0x8f, " Budget: %s, Usage: %s, AvailRes: %s, CurrRes: %s "
  4272. , budget
  4273. , currentUsage
  4274. , availableForReservation
  4275. , currentReservation
  4276. );
  4277. pos = 10;
  4278. tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4279. , double(frameTime)*toMs
  4280. , double(min)*toMs
  4281. , double(max)*toMs
  4282. , freq/frameTime
  4283. );
  4284. tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  4285. , double(m_presentElapsed)*toMs
  4286. , double(presentMin)*toMs
  4287. , double(presentMax)*toMs
  4288. );
  4289. char hmd[16];
  4290. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4291. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4292. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  4293. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4294. , 0 != msaa ? '\xfe' : ' '
  4295. , 1<<msaa
  4296. , ", no-HMD "
  4297. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  4298. );
  4299. double elapsedCpuMs = double(elapsed)*toMs;
  4300. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  4301. , _render->m_num
  4302. , statsKeyType[0]
  4303. , statsKeyType[1]
  4304. , elapsedCpuMs
  4305. );
  4306. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4307. {
  4308. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d "
  4309. , s_primName[ii]
  4310. , statsNumPrimsRendered[ii]
  4311. , statsNumInstances[ii]
  4312. , statsNumPrimsSubmitted[ii]
  4313. );
  4314. }
  4315. tvm.printf(10, pos++, 0x8e, " Batch: %7dx%d indirect, %7d immediate "
  4316. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  4317. , m_batch.m_maxDrawPerBatch
  4318. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  4319. );
  4320. tvm.printf(10, pos++, 0x8e, " %7dx%d indirect, %7d immediate "
  4321. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  4322. , m_batch.m_maxDrawPerBatch
  4323. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  4324. );
  4325. // if (NULL != m_renderdocdll)
  4326. // {
  4327. // tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4328. // }
  4329. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  4330. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  4331. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  4332. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  4333. pos++;
  4334. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4335. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Bind | Queued ");
  4336. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d "
  4337. , m_pipelineStateCache.getCount()
  4338. , m_samplerStateCache.getCount()
  4339. , bindLru.getCount()
  4340. , m_cmd.m_control.available()
  4341. );
  4342. pos++;
  4343. double captureMs = double(captureElapsed)*toMs;
  4344. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  4345. uint8_t attr[2] = { 0x89, 0x8a };
  4346. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4347. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  4348. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  4349. min = frameTime;
  4350. max = frameTime;
  4351. presentMin = m_presentElapsed;
  4352. presentMax = m_presentElapsed;
  4353. }
  4354. blit(this, _textVideoMemBlitter, tvm);
  4355. // PIX_ENDEVENT();
  4356. }
  4357. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4358. {
  4359. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  4360. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4361. // PIX_ENDEVENT();
  4362. }
  4363. setResourceBarrier(m_commandList
  4364. , m_backBufferColor[m_backBufferColorIdx]
  4365. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4366. , D3D12_RESOURCE_STATE_PRESENT
  4367. );
  4368. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  4369. }
  4370. } /* namespace d3d12 */ } // namespace bgfx
  4371. #else
  4372. namespace bgfx { namespace d3d12
  4373. {
  4374. RendererContextI* rendererCreate()
  4375. {
  4376. return NULL;
  4377. }
  4378. void rendererDestroy()
  4379. {
  4380. }
  4381. } /* namespace d3d12 */ } // namespace bgfx
  4382. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12