renderer_d3d11.cpp 206 KB

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  1. /*
  2. * Copyright 2011-2017 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. #if !BX_PLATFORM_WINDOWS
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_USE_OVR
  15. # include "hmd_ovr.h"
  16. #endif // BGFX_CONFIG_USE_OVR
  17. namespace bgfx { namespace d3d11
  18. {
  19. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. struct PrimInfo
  22. {
  23. D3D11_PRIMITIVE_TOPOLOGY m_type;
  24. uint32_t m_min;
  25. uint32_t m_div;
  26. uint32_t m_sub;
  27. };
  28. static const PrimInfo s_primInfo[] =
  29. {
  30. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  31. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  32. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  33. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  34. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  35. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  36. };
  37. static const char* s_primName[] =
  38. {
  39. "TriList",
  40. "TriStrip",
  41. "Line",
  42. "LineStrip",
  43. "Point",
  44. };
  45. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  46. union Zero
  47. {
  48. Zero()
  49. {
  50. bx::memSet(this, 0, sizeof(Zero) );
  51. }
  52. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  53. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  54. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  55. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  56. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  57. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  58. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  59. };
  60. BX_PRAGMA_DIAGNOSTIC_PUSH();
  61. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  62. static const Zero s_zero;
  63. BX_PRAGMA_DIAGNOSTIC_POP();
  64. static const uint32_t s_checkMsaa[] =
  65. {
  66. 0,
  67. 2,
  68. 4,
  69. 8,
  70. 16,
  71. };
  72. static DXGI_SAMPLE_DESC s_msaa[] =
  73. {
  74. { 1, 0 },
  75. { 2, 0 },
  76. { 4, 0 },
  77. { 8, 0 },
  78. { 16, 0 },
  79. };
  80. static const D3D11_BLEND s_blendFactor[][2] =
  81. {
  82. { D3D11_BLEND(0), D3D11_BLEND(0) }, // ignored
  83. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  84. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  85. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  86. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  87. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  88. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  89. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  90. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  91. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  92. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  93. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  94. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  95. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  96. };
  97. static const D3D11_BLEND_OP s_blendEquation[] =
  98. {
  99. D3D11_BLEND_OP_ADD,
  100. D3D11_BLEND_OP_SUBTRACT,
  101. D3D11_BLEND_OP_REV_SUBTRACT,
  102. D3D11_BLEND_OP_MIN,
  103. D3D11_BLEND_OP_MAX,
  104. };
  105. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  106. {
  107. D3D11_COMPARISON_FUNC(0), // ignored
  108. D3D11_COMPARISON_LESS,
  109. D3D11_COMPARISON_LESS_EQUAL,
  110. D3D11_COMPARISON_EQUAL,
  111. D3D11_COMPARISON_GREATER_EQUAL,
  112. D3D11_COMPARISON_GREATER,
  113. D3D11_COMPARISON_NOT_EQUAL,
  114. D3D11_COMPARISON_NEVER,
  115. D3D11_COMPARISON_ALWAYS,
  116. };
  117. static const D3D11_STENCIL_OP s_stencilOp[] =
  118. {
  119. D3D11_STENCIL_OP_ZERO,
  120. D3D11_STENCIL_OP_KEEP,
  121. D3D11_STENCIL_OP_REPLACE,
  122. D3D11_STENCIL_OP_INCR,
  123. D3D11_STENCIL_OP_INCR_SAT,
  124. D3D11_STENCIL_OP_DECR,
  125. D3D11_STENCIL_OP_DECR_SAT,
  126. D3D11_STENCIL_OP_INVERT,
  127. };
  128. static const D3D11_CULL_MODE s_cullMode[] =
  129. {
  130. D3D11_CULL_NONE,
  131. D3D11_CULL_FRONT,
  132. D3D11_CULL_BACK,
  133. };
  134. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  135. {
  136. D3D11_TEXTURE_ADDRESS_WRAP,
  137. D3D11_TEXTURE_ADDRESS_MIRROR,
  138. D3D11_TEXTURE_ADDRESS_CLAMP,
  139. D3D11_TEXTURE_ADDRESS_BORDER,
  140. };
  141. /*
  142. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  143. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  144. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  145. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  146. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  147. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  148. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  149. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  150. * D3D11_FILTER_ANISOTROPIC = 0x55,
  151. *
  152. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  153. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  154. *
  155. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  156. * 0x10 // MIN_LINEAR
  157. * 0x04 // MAG_LINEAR
  158. * 0x01 // MIP_LINEAR
  159. */
  160. static const uint8_t s_textureFilter[3][3] =
  161. {
  162. {
  163. 0x10, // min linear
  164. 0x00, // min point
  165. 0x55, // anisotropic
  166. },
  167. {
  168. 0x04, // mag linear
  169. 0x00, // mag point
  170. 0x55, // anisotropic
  171. },
  172. {
  173. 0x01, // mip linear
  174. 0x00, // mip point
  175. 0x55, // anisotropic
  176. },
  177. };
  178. struct TextureFormatInfo
  179. {
  180. DXGI_FORMAT m_fmt;
  181. DXGI_FORMAT m_fmtSrv;
  182. DXGI_FORMAT m_fmtDsv;
  183. DXGI_FORMAT m_fmtSrgb;
  184. };
  185. static const TextureFormatInfo s_textureFormat[] =
  186. {
  187. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  188. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  189. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  190. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  191. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  192. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  193. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  194. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  195. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  196. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  197. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  198. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  199. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  200. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  201. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  202. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  203. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  204. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  205. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  206. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  207. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  208. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  209. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  210. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  211. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  212. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  213. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  214. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  215. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  216. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  217. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  218. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  219. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  220. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  221. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  222. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  223. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  224. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  225. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  226. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  227. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  228. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  229. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  230. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  231. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  232. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  233. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  234. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  235. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  236. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  237. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  238. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  239. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  240. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  241. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  242. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  243. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  244. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  245. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  246. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  247. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  248. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  249. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  250. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  251. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  252. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  253. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  254. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  255. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  256. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  257. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  258. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  259. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  260. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  261. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  262. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  263. };
  264. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  265. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  266. {
  267. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  268. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  269. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  270. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  271. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  272. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  273. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  274. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  275. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  276. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  277. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  278. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  279. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  280. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  281. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  282. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  283. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  284. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  285. };
  286. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  287. static const DXGI_FORMAT s_attribType[][4][2] =
  288. {
  289. { // Uint8
  290. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  291. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  292. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  293. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  294. },
  295. { // Uint10
  296. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  297. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  298. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  299. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  300. },
  301. { // Int16
  302. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  303. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  304. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  305. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  306. },
  307. { // Half
  308. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  309. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  310. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  311. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  312. },
  313. { // Float
  314. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  315. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  316. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  317. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  318. },
  319. };
  320. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  321. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(uint8_t _stream, D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  322. {
  323. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  324. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  325. {
  326. if (UINT16_MAX != _decl.m_attributes[attr])
  327. {
  328. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  329. elem->InputSlot = _stream;
  330. if (0 == _decl.m_attributes[attr])
  331. {
  332. elem->AlignedByteOffset = 0;
  333. }
  334. else
  335. {
  336. uint8_t num;
  337. AttribType::Enum type;
  338. bool normalized;
  339. bool asInt;
  340. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  341. elem->Format = s_attribType[type][num-1][normalized];
  342. elem->AlignedByteOffset = _decl.m_offset[attr];
  343. }
  344. ++elem;
  345. }
  346. }
  347. return elem;
  348. }
  349. struct TextureStage
  350. {
  351. TextureStage()
  352. {
  353. clear();
  354. }
  355. void clear()
  356. {
  357. bx::memSet(m_srv, 0, sizeof(m_srv) );
  358. bx::memSet(m_sampler, 0, sizeof(m_sampler) );
  359. }
  360. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  361. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  362. };
  363. BX_PRAGMA_DIAGNOSTIC_PUSH();
  364. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  365. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  366. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  367. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  368. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  369. static const GUID IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
  370. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  371. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  372. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  373. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  374. static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
  375. static const GUID IID_ID3D11Device2 = { 0x9d06dffa, 0xd1e5, 0x4d07, { 0x83, 0xa8, 0x1b, 0xb1, 0x23, 0xf2, 0xf8, 0x41 } };
  376. static const GUID IID_ID3D11Device3 = { 0xa05c8c37, 0xd2c6, 0x4732, { 0xb3, 0xa0, 0x9c, 0xe0, 0xb0, 0xdc, 0x9a, 0xe6 } };
  377. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  378. static const GUID IID_IDXGISwapChain3 = { 0x94d99bdb, 0xf1f8, 0x4ab0, { 0xb2, 0x36, 0x7d, 0xa0, 0x17, 0x0e, 0xda, 0xb1 } };
  379. static const GUID IID_IDXGISwapChain4 = { 0x3d585d5a, 0xbd4a, 0x489e, { 0xb1, 0xf4, 0x3d, 0xbc, 0xb6, 0x45, 0x2f, 0xfb } };
  380. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  381. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  382. static const GUID IID_ID3DUserDefinedAnnotation = { 0xb2daad8b, 0x03d4, 0x4dbf, { 0x95, 0xeb, 0x32, 0xab, 0x4b, 0x63, 0xd0, 0xab } };
  383. enum D3D11_FORMAT_SUPPORT2
  384. {
  385. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  386. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  387. };
  388. static const DXGI_COLOR_SPACE_TYPE s_colorSpace[] =
  389. {
  390. DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709, // gamma 2.2, BT.709
  391. DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709, // gamma 1.0, BT.709
  392. DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020, // gamma 2084, BT.2020
  393. };
  394. static const GUID s_d3dDeviceIIDs[] =
  395. {
  396. IID_ID3D11Device3,
  397. IID_ID3D11Device2,
  398. IID_ID3D11Device1,
  399. };
  400. static const GUID s_dxgiDeviceIIDs[] =
  401. {
  402. IID_IDXGIDevice3,
  403. IID_IDXGIDevice2,
  404. IID_IDXGIDevice1,
  405. IID_IDXGIDevice0,
  406. };
  407. static const GUID s_dxgiSwapChainIIDs[] =
  408. {
  409. IID_IDXGISwapChain4,
  410. IID_IDXGISwapChain3,
  411. };
  412. inline bool isLost(HRESULT _hr)
  413. {
  414. return false
  415. || _hr == DXGI_ERROR_DEVICE_REMOVED
  416. || _hr == DXGI_ERROR_DEVICE_HUNG
  417. || _hr == DXGI_ERROR_DEVICE_RESET
  418. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  419. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  420. ;
  421. }
  422. static const char* getLostReason(HRESULT _hr)
  423. {
  424. switch (_hr)
  425. {
  426. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  427. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  428. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  429. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  430. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  431. // The calling application should re-create the device and continue.
  432. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  433. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  434. // suspect, and the application should not continue.
  435. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  436. // A resource is not available at the time of the call, but may become available later.
  437. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  438. case S_OK: return "S_OK";
  439. default: break;
  440. }
  441. return "Unknown HRESULT?";
  442. }
  443. template <typename Ty>
  444. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  445. {
  446. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  447. {
  448. char temp[2048];
  449. va_list argList;
  450. va_start(argList, _format);
  451. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  452. va_end(argList);
  453. temp[size] = '\0';
  454. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  455. }
  456. }
  457. BX_PRAGMA_DIAGNOSTIC_POP();
  458. static HRESULT setIntelExtension(ID3D11Device* _device, const void* _data, uint32_t _size)
  459. {
  460. D3D11_BUFFER_DESC desc;
  461. desc.ByteWidth = _size;
  462. desc.Usage = D3D11_USAGE_STAGING;
  463. desc.BindFlags = 0;
  464. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  465. desc.MiscFlags = 0;
  466. desc.StructureByteStride = 0;
  467. D3D11_SUBRESOURCE_DATA initData;
  468. initData.pSysMem = _data;
  469. initData.SysMemPitch = _size;
  470. initData.SysMemSlicePitch = 0;
  471. ID3D11Buffer* buffer;
  472. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  473. if (SUCCEEDED(hr) )
  474. {
  475. buffer->Release();
  476. }
  477. return hr;
  478. };
  479. static const uint32_t kIntelExtensionInterfaceVersion = UINT32_C(0x10000);
  480. struct IntelExtension
  481. {
  482. char key[16];
  483. uint32_t version;
  484. uint32_t type;
  485. uint32_t data[16];
  486. };
  487. static const IntelExtension s_intelDirectAccessResource =
  488. {
  489. { 'I', 'N', 'T', 'C', 'E', 'X', 'T', 'N', 'R', 'E', 'S', 'O', 'U', 'R', 'C', 'E' },
  490. kIntelExtensionInterfaceVersion,
  491. 1,
  492. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
  493. };
  494. static HRESULT setIntelDirectAccessResource(ID3D11Device* _device)
  495. {
  496. return setIntelExtension(_device, &s_intelDirectAccessResource, sizeof(s_intelDirectAccessResource) );
  497. }
  498. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  499. {
  500. uint8_t temp[28];
  501. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  502. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  503. bx::write(&writer, kIntelExtensionInterfaceVersion);
  504. bx::write(&writer, UINT32_C(0) );
  505. bx::write(&writer, UINT32_C(0) );
  506. if (SUCCEEDED(setIntelExtension(_device, temp, sizeof(temp) ) ) )
  507. {
  508. bx::MemoryReader reader(&temp, sizeof(temp) );
  509. bx::skip(&reader, 16);
  510. uint32_t version;
  511. bx::read(&reader, version);
  512. uint32_t driverVersion;
  513. bx::read(&reader, driverVersion);
  514. return version <= driverVersion;
  515. }
  516. return false;
  517. };
  518. void resume(ID3D11Device* _device)
  519. {
  520. BX_UNUSED(_device);
  521. }
  522. void suspend(ID3D11Device* _device)
  523. {
  524. BX_UNUSED(_device);
  525. }
  526. void trim(ID3D11Device* _device)
  527. {
  528. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  529. IDXGIDevice3* device;
  530. HRESULT hr = _device->QueryInterface(IID_IDXGIDevice3, (void**)&device);
  531. if (SUCCEEDED(hr) )
  532. {
  533. device->Trim();
  534. DX_RELEASE(device, 1);
  535. }
  536. #else
  537. BX_UNUSED(_device);
  538. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  539. }
  540. /*
  541. * AMD GPU Services (AGS) library
  542. *
  543. * Reference:
  544. * https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK
  545. */
  546. enum AGS_RETURN_CODE
  547. {
  548. AGS_SUCCESS,
  549. AGS_INVALID_ARGS,
  550. AGS_OUT_OF_MEMORY,
  551. AGS_ERROR_MISSING_DLL,
  552. AGS_ERROR_LEGACY_DRIVER,
  553. AGS_EXTENSION_NOT_SUPPORTED,
  554. AGS_ADL_FAILURE,
  555. };
  556. enum AGS_DRIVER_EXTENSION
  557. {
  558. AGS_EXTENSION_QUADLIST = 1 << 0,
  559. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  560. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  561. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  562. };
  563. struct AGSDriverVersionInfo
  564. {
  565. char strDriverVersion[256];
  566. char strCatalystVersion[256];
  567. char strCatalystWebLink[256];
  568. };
  569. struct AGSContext;
  570. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  571. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  572. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  573. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  574. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  575. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  576. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  577. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  578. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  579. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  580. static PFN_AGS_INIT agsInit;
  581. static PFN_AGS_DEINIT agsDeInit;
  582. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  583. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  584. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  585. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  586. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  587. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  588. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  589. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  590. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  591. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  592. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  593. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  594. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  595. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  596. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  597. #if USE_D3D11_DYNAMIC_LIB
  598. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  599. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  600. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  601. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  602. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  603. static PFN_GET_DEBUG_INTERFACE DXGIGetDebugInterface;
  604. static PFN_GET_DEBUG_INTERFACE1 DXGIGetDebugInterface1;
  605. #endif // USE_D3D11_DYNAMIC_LIB
  606. int WINAPI d3d11Annotation_BeginEvent(DWORD _color, LPCWSTR _name);
  607. int WINAPI d3d11Annotation_EndEvent();
  608. void WINAPI d3d11Annotation_SetMarker(DWORD _color, LPCWSTR _name);
  609. #if BGFX_CONFIG_USE_OVR
  610. class VRImplOVRD3D11 : public VRImplOVR
  611. {
  612. public:
  613. VRImplOVRD3D11();
  614. virtual bool createSwapChain(const VRDesc& _desc, int _msaaSamples, int _mirrorWidth, int _mirrorHeight) override;
  615. virtual void destroySwapChain() override;
  616. virtual void destroyMirror() override;
  617. virtual void makeRenderTargetActive(const VRDesc& _desc) override;
  618. virtual bool submitSwapChain(const VRDesc& _desc) override;
  619. private:
  620. ID3D11DepthStencilView* m_depthBuffer;
  621. ID3D11RenderTargetView* m_eyeRtv[4];
  622. ID3D11RenderTargetView* m_msaaRtv;
  623. ID3D11Texture2D* m_msaaTexture;
  624. ovrTextureSwapChain m_textureSwapChain;
  625. ovrMirrorTexture m_mirrorTexture;
  626. };
  627. #endif // BGFX_CONFIG_USE_OVR
  628. struct RendererContextD3D11 : public RendererContextI
  629. {
  630. RendererContextD3D11()
  631. : m_d3d9dll(NULL)
  632. , m_d3d11dll(NULL)
  633. , m_dxgidll(NULL)
  634. , m_dxgidebugdll(NULL)
  635. , m_renderdocdll(NULL)
  636. , m_agsdll(NULL)
  637. , m_ags(NULL)
  638. , m_driverType(D3D_DRIVER_TYPE_NULL)
  639. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  640. , m_adapter(NULL)
  641. , m_output(NULL)
  642. , m_factory(NULL)
  643. , m_swapChain(NULL)
  644. , m_lost(false)
  645. , m_numWindows(0)
  646. , m_device(NULL)
  647. , m_deviceCtx(NULL)
  648. , m_annotation(NULL)
  649. , m_infoQueue(NULL)
  650. , m_backBufferColor(NULL)
  651. , m_backBufferDepthStencil(NULL)
  652. , m_currentColor(NULL)
  653. , m_currentDepthStencil(NULL)
  654. , m_captureTexture(NULL)
  655. , m_captureResolve(NULL)
  656. , m_maxAnisotropy(1)
  657. , m_depthClamp(false)
  658. , m_wireframe(false)
  659. , m_currentProgram(NULL)
  660. , m_vsChanges(0)
  661. , m_fsChanges(0)
  662. , m_rtMsaa(false)
  663. , m_timerQuerySupport(false)
  664. , m_directAccessSupport(false)
  665. {
  666. m_fbh.idx = kInvalidHandle;
  667. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  668. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  669. bx::memSet(&m_windows, 0xff, sizeof(m_windows) );
  670. }
  671. ~RendererContextD3D11()
  672. {
  673. }
  674. bool init(const Init& _init)
  675. {
  676. struct ErrorState
  677. {
  678. enum Enum
  679. {
  680. Default,
  681. LoadedD3D11,
  682. LoadedDXGI,
  683. CreatedDXGIFactory,
  684. };
  685. };
  686. ErrorState::Enum errorState = ErrorState::Default;
  687. // Must be before device creation, and before RenderDoc.
  688. VRImplI* vrImpl = NULL;
  689. #if BGFX_CONFIG_USE_OVR
  690. vrImpl = &m_ovrRender;
  691. #endif // BGFX_CONFIG_USE_OVR
  692. m_ovr.init(vrImpl);
  693. if (!m_ovr.isInitialized() )
  694. {
  695. m_renderdocdll = loadRenderDoc();
  696. }
  697. m_fbh.idx = kInvalidHandle;
  698. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  699. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  700. m_ags = NULL;
  701. m_agsdll = bx::dlopen(
  702. #if BX_ARCH_32BIT
  703. "amd_ags_x86.dll"
  704. #else
  705. "amd_ags_x64.dll"
  706. #endif // BX_ARCH_32BIT
  707. );
  708. if (NULL != m_agsdll)
  709. {
  710. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsdll, "agsInit");
  711. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsdll, "agsDeInit");
  712. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetCrossfireGPUCount");
  713. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetTotalGPUCount");
  714. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsdll, "agsGetGPUMemorySize");
  715. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsdll, "agsGetDriverVersionInfo");
  716. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsdll, "agsDriverExtensions_Init");
  717. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsdll, "agsDriverExtensions_DeInit");
  718. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  719. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  720. bool agsSupported = true
  721. && NULL != agsInit
  722. && NULL != agsDeInit
  723. && NULL != agsGetCrossfireGPUCount
  724. && NULL != agsGetTotalGPUCount
  725. && NULL != agsGetGPUMemorySize
  726. && NULL != agsGetDriverVersionInfo
  727. && NULL != agsDriverExtensions_Init
  728. && NULL != agsDriverExtensions_DeInit
  729. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  730. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  731. ;
  732. if (agsSupported)
  733. {
  734. AGS_RETURN_CODE result = agsInit(&m_ags);
  735. agsSupported = AGS_SUCCESS == result;
  736. if (agsSupported)
  737. {
  738. AGSDriverVersionInfo vi;
  739. result = agsGetDriverVersionInfo(m_ags, &vi);
  740. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  741. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  742. int32_t numCrossfireGPUs = 0;
  743. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  744. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  745. int32_t numGPUs = 0;
  746. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  747. BX_TRACE(" Num GPUs: %d", numGPUs);
  748. for (int32_t ii = 0; ii < numGPUs; ++ii)
  749. {
  750. long long memSize;
  751. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  752. if (AGS_SUCCESS == result)
  753. {
  754. char memSizeStr[16];
  755. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  756. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  757. }
  758. }
  759. }
  760. }
  761. BX_WARN(!agsSupported, "AMD/AGS supported.");
  762. if (!agsSupported)
  763. {
  764. if (NULL != m_ags)
  765. {
  766. agsDeInit(m_ags);
  767. m_ags = NULL;
  768. }
  769. bx::dlclose(m_agsdll);
  770. m_agsdll = NULL;
  771. }
  772. }
  773. m_nvapi.init();
  774. #if USE_D3D11_DYNAMIC_LIB
  775. m_d3d11dll = bx::dlopen("d3d11.dll");
  776. if (NULL == m_d3d11dll)
  777. {
  778. BX_TRACE("Init error: Failed to load d3d11.dll.");
  779. goto error;
  780. }
  781. errorState = ErrorState::LoadedD3D11;
  782. m_d3d9dll = NULL;
  783. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  784. {
  785. // D3D11_1.h has ID3DUserDefinedAnnotation
  786. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  787. m_d3d9dll = bx::dlopen("d3d9.dll");
  788. if (NULL != m_d3d9dll)
  789. {
  790. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  791. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  792. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  793. BX_CHECK(NULL != D3DPERF_SetMarker
  794. && NULL != D3DPERF_BeginEvent
  795. && NULL != D3DPERF_EndEvent
  796. , "Failed to initialize PIX events."
  797. );
  798. }
  799. }
  800. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  801. if (NULL == D3D11CreateDevice)
  802. {
  803. BX_TRACE("Init error: Function D3D11CreateDevice not found.");
  804. goto error;
  805. }
  806. m_dxgidll = bx::dlopen("dxgi.dll");
  807. if (NULL == m_dxgidll)
  808. {
  809. BX_TRACE("Init error: Failed to load dxgi.dll.");
  810. goto error;
  811. }
  812. errorState = ErrorState::LoadedDXGI;
  813. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  814. if (NULL == CreateDXGIFactory)
  815. {
  816. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  817. }
  818. if (NULL == CreateDXGIFactory)
  819. {
  820. BX_TRACE("Init error: Function CreateDXGIFactory not found.");
  821. goto error;
  822. }
  823. m_dxgidebugdll = bx::dlopen("dxgidebug.dll");
  824. if (NULL != m_dxgidebugdll)
  825. {
  826. DXGIGetDebugInterface = (PFN_GET_DEBUG_INTERFACE )bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface");
  827. DXGIGetDebugInterface1 = (PFN_GET_DEBUG_INTERFACE1)bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface1");
  828. if (NULL == DXGIGetDebugInterface
  829. && NULL == DXGIGetDebugInterface1)
  830. {
  831. bx::dlclose(m_dxgidebugdll);
  832. m_dxgidebugdll = NULL;
  833. }
  834. else
  835. {
  836. // Figure out how to access IDXGIInfoQueue on pre Win8...
  837. }
  838. }
  839. #endif // USE_D3D11_DYNAMIC_LIB
  840. HRESULT hr;
  841. IDXGIFactory* factory;
  842. #if BX_PLATFORM_WINRT
  843. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  844. hr = CreateDXGIFactory1(IID_IDXGIFactory2, (void**)&factory);
  845. #elif BX_PLATFORM_WINDOWS
  846. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  847. #else
  848. hr = S_OK;
  849. factory = NULL;
  850. #endif // BX_PLATFORM_*
  851. if (FAILED(hr) )
  852. {
  853. BX_TRACE("Init error: Unable to create DXGI factory.");
  854. goto error;
  855. }
  856. errorState = ErrorState::CreatedDXGIFactory;
  857. m_device = (ID3D11Device*)g_platformData.context;
  858. if (NULL == m_device)
  859. {
  860. if (NULL != m_renderdocdll)
  861. {
  862. setGraphicsDebuggerPresent(true);
  863. }
  864. m_adapter = NULL;
  865. m_output = NULL;
  866. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  867. ? D3D_DRIVER_TYPE_WARP
  868. : D3D_DRIVER_TYPE_HARDWARE
  869. ;
  870. if (NULL != factory)
  871. {
  872. IDXGIAdapter* adapter;
  873. for (uint32_t ii = 0
  874. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  875. ; ++ii
  876. )
  877. {
  878. DXGI_ADAPTER_DESC desc;
  879. hr = adapter->GetDesc(&desc);
  880. if (SUCCEEDED(hr) )
  881. {
  882. BX_TRACE("Adapter #%d", ii);
  883. char description[BX_COUNTOF(desc.Description)];
  884. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  885. BX_TRACE("\tDescription: %s", description);
  886. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  887. , desc.VendorId
  888. , desc.DeviceId
  889. , desc.SubSysId
  890. , desc.Revision
  891. );
  892. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  893. , desc.DedicatedVideoMemory
  894. , desc.DedicatedSystemMemory
  895. , desc.SharedSystemMemory
  896. );
  897. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  898. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  899. ++g_caps.numGPUs;
  900. if (NULL == m_adapter)
  901. {
  902. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  903. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  904. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  905. {
  906. m_adapter = adapter;
  907. m_adapter->AddRef();
  908. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  909. }
  910. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  911. && 0 != bx::strFind(description, "PerfHUD") )
  912. {
  913. m_adapter = adapter;
  914. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  915. }
  916. }
  917. }
  918. IDXGIOutput* output;
  919. for (uint32_t jj = 0
  920. ; DXGI_ERROR_NOT_FOUND != adapter->EnumOutputs(jj, &output)
  921. ; ++jj
  922. )
  923. {
  924. DXGI_OUTPUT_DESC outputDesc;
  925. hr = output->GetDesc(&outputDesc);
  926. if (SUCCEEDED(hr))
  927. {
  928. BX_TRACE("\tOutput #%d", jj);
  929. char deviceName[BX_COUNTOF(outputDesc.DeviceName)];
  930. wcstombs(deviceName, outputDesc.DeviceName, BX_COUNTOF(outputDesc.DeviceName));
  931. BX_TRACE("\t\tDeviceName: %s", deviceName);
  932. BX_TRACE("\t\tDesktopCoordinates: %d, %d, %d, %d"
  933. , outputDesc.DesktopCoordinates.left
  934. , outputDesc.DesktopCoordinates.top
  935. , outputDesc.DesktopCoordinates.right
  936. , outputDesc.DesktopCoordinates.bottom
  937. );
  938. BX_TRACE("\t\tAttachedToDesktop: %d", outputDesc.AttachedToDesktop);
  939. BX_TRACE("\t\tRotation: %d", outputDesc.Rotation);
  940. DX_RELEASE(output, 0);
  941. }
  942. }
  943. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  944. }
  945. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  946. }
  947. D3D_FEATURE_LEVEL featureLevel[] =
  948. {
  949. D3D_FEATURE_LEVEL_12_1,
  950. D3D_FEATURE_LEVEL_12_0,
  951. D3D_FEATURE_LEVEL_11_1,
  952. D3D_FEATURE_LEVEL_11_0,
  953. D3D_FEATURE_LEVEL_10_1,
  954. D3D_FEATURE_LEVEL_10_0,
  955. #if BX_PLATFORM_WINRT
  956. D3D_FEATURE_LEVEL_9_3,
  957. D3D_FEATURE_LEVEL_9_2,
  958. #endif // BX_PLATFORM_WINRT
  959. };
  960. for (;;)
  961. {
  962. uint32_t flags = 0
  963. | D3D11_CREATE_DEVICE_SINGLETHREADED
  964. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  965. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  966. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  967. ;
  968. hr = E_FAIL;
  969. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr);)
  970. {
  971. hr = D3D11CreateDevice(m_adapter
  972. , m_driverType
  973. , NULL
  974. , flags
  975. , &featureLevel[ii]
  976. , BX_COUNTOF(featureLevel)-ii
  977. , D3D11_SDK_VERSION
  978. , &m_device
  979. , &m_featureLevel
  980. , &m_deviceCtx
  981. );
  982. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  983. , (m_featureLevel >> 12) & 0xf
  984. , (m_featureLevel >> 8) & 0xf
  985. );
  986. if (FAILED(hr)
  987. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  988. {
  989. // Try without debug in case D3D11 SDK Layers
  990. // is not present?
  991. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  992. continue;
  993. }
  994. // Enable debug flags.
  995. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  996. ++ii;
  997. }
  998. if (FAILED(hr)
  999. && D3D_DRIVER_TYPE_WARP != m_driverType)
  1000. {
  1001. // Try with WARP
  1002. m_driverType = D3D_DRIVER_TYPE_WARP;
  1003. continue;
  1004. }
  1005. break;
  1006. }
  1007. if (FAILED(hr) )
  1008. {
  1009. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  1010. goto error;
  1011. }
  1012. if (NULL != m_adapter)
  1013. {
  1014. DX_RELEASE(m_adapter, 2);
  1015. }
  1016. }
  1017. else
  1018. {
  1019. m_device->GetImmediateContext(&m_deviceCtx);
  1020. if (NULL == m_deviceCtx)
  1021. {
  1022. BX_TRACE("Init error: Unable to retrieve Direct3D11 ImmediateContext.");
  1023. goto error;
  1024. }
  1025. m_featureLevel = m_device->GetFeatureLevel();
  1026. }
  1027. {
  1028. m_deviceInterfaceVersion = 0;
  1029. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  1030. {
  1031. ID3D11Device* device;
  1032. hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  1033. if (SUCCEEDED(hr) )
  1034. {
  1035. device->Release(); // BK - ignore ref count.
  1036. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs)-ii;
  1037. break;
  1038. }
  1039. }
  1040. if (NULL != m_renderdocdll)
  1041. {
  1042. // RenderDoc doesn't support ID3D11Device3 yet:
  1043. // https://github.com/baldurk/renderdoc/issues/235
  1044. m_deviceInterfaceVersion = bx::uint32_min(m_deviceInterfaceVersion, 1);
  1045. }
  1046. IDXGIDevice* device = NULL;
  1047. IDXGIAdapter* adapter = NULL;
  1048. hr = E_FAIL;
  1049. for (uint32_t ii = 0; ii < BX_COUNTOF(s_dxgiDeviceIIDs) && FAILED(hr); ++ii)
  1050. {
  1051. hr = m_device->QueryInterface(s_dxgiDeviceIIDs[ii], (void**)&device);
  1052. BX_TRACE("DXGI device 11.%d, hr %x", BX_COUNTOF(s_dxgiDeviceIIDs)-1-ii, hr);
  1053. if (SUCCEEDED(hr) )
  1054. {
  1055. #if BX_COMPILER_MSVC
  1056. BX_PRAGMA_DIAGNOSTIC_PUSH();
  1057. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  1058. try
  1059. {
  1060. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  1061. hr = device->GetAdapter(&adapter);
  1062. }
  1063. catch (...)
  1064. {
  1065. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_dxgiDeviceIIDs)-1-ii);
  1066. DX_RELEASE(device, 0);
  1067. hr = E_FAIL;
  1068. }
  1069. BX_PRAGMA_DIAGNOSTIC_POP();
  1070. #else
  1071. hr = device->GetAdapter(&adapter);
  1072. #endif // BX_COMPILER_MSVC
  1073. }
  1074. }
  1075. if (FAILED(hr) )
  1076. {
  1077. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  1078. goto error;
  1079. }
  1080. // GPA increases device ref count.
  1081. // RenderDoc makes device ref count 0 here.
  1082. //
  1083. // This causes assert in debug. When debugger is present refcount
  1084. // checks are off.
  1085. IDXGIDevice* renderdoc;
  1086. hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  1087. if (SUCCEEDED(hr) )
  1088. {
  1089. setGraphicsDebuggerPresent(true);
  1090. DX_RELEASE(renderdoc, 2);
  1091. }
  1092. else
  1093. {
  1094. setGraphicsDebuggerPresent(3 != getRefCount(device) );
  1095. DX_RELEASE(device, 2);
  1096. }
  1097. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  1098. hr = adapter->GetDesc(&m_adapterDesc);
  1099. BX_WARN(SUCCEEDED(hr), "Adapter GetDesc failed 0x%08x.", hr);
  1100. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  1101. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  1102. : (uint16_t)m_adapterDesc.VendorId
  1103. ;
  1104. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  1105. if (NULL == g_platformData.backBuffer)
  1106. {
  1107. #if !BX_PLATFORM_WINDOWS
  1108. hr = adapter->GetParent(IID_IDXGIFactory2, (void**)&m_factory);
  1109. DX_RELEASE(adapter, 2);
  1110. if (FAILED(hr) )
  1111. {
  1112. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  1113. goto error;
  1114. }
  1115. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1116. m_scd.Width = _init.resolution.m_width;
  1117. m_scd.Height = _init.resolution.m_height;
  1118. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1119. m_scd.Stereo = false;
  1120. m_scd.SampleDesc.Count = 1;
  1121. m_scd.SampleDesc.Quality = 0;
  1122. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1123. m_scd.BufferCount = 2;
  1124. m_scd.Scaling = 0 == g_platformData.ndt
  1125. ? DXGI_SCALING_NONE
  1126. : DXGI_SCALING_STRETCH;
  1127. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  1128. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  1129. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  1130. if (NULL == g_platformData.ndt)
  1131. {
  1132. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1133. , (::IUnknown*)g_platformData.nwh
  1134. , &m_scd
  1135. , NULL
  1136. , &m_swapChain
  1137. );
  1138. if (FAILED(hr) )
  1139. {
  1140. BX_TRACE("Init error: Unable to create Direct3D11 swap chain.");
  1141. goto error;
  1142. }
  1143. }
  1144. else
  1145. {
  1146. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1147. hr = m_factory->CreateSwapChainForComposition(m_device
  1148. , &m_scd
  1149. , NULL
  1150. , &m_swapChain
  1151. );
  1152. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  1153. # if BX_PLATFORM_WINRT
  1154. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  1155. ISwapChainBackgroundPanelNative* panel = NULL;
  1156. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  1157. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1158. if (NULL != panel)
  1159. {
  1160. hr = panel->SetSwapChain(m_swapChain);
  1161. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1162. panel->Release();
  1163. }
  1164. # endif // BX_PLATFORM_WINRT
  1165. }
  1166. #else
  1167. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  1168. DX_RELEASE(adapter, 2);
  1169. if (FAILED(hr) )
  1170. {
  1171. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  1172. goto error;
  1173. }
  1174. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1175. m_scd.BufferDesc.Width = _init.resolution.m_width;
  1176. m_scd.BufferDesc.Height = _init.resolution.m_height;
  1177. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  1178. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  1179. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1180. m_scd.SampleDesc.Count = 1;
  1181. m_scd.SampleDesc.Quality = 0;
  1182. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1183. m_scd.BufferCount = 1;
  1184. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  1185. m_scd.Windowed = true;
  1186. hr = m_factory->CreateSwapChain(m_device
  1187. , &m_scd
  1188. , &m_swapChain
  1189. );
  1190. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  1191. | DXGI_MWA_NO_WINDOW_CHANGES
  1192. | DXGI_MWA_NO_ALT_ENTER
  1193. ) );
  1194. #endif // BX_PLATFORM_*
  1195. if (FAILED(hr) )
  1196. {
  1197. BX_TRACE("Init error: Failed to create swap chain.");
  1198. goto error;
  1199. }
  1200. #if BX_PLATFORM_WINDOWS
  1201. for (uint32_t ii = 0; ii < BX_COUNTOF(s_dxgiSwapChainIIDs); ++ii)
  1202. {
  1203. IDXGISwapChain1* swapChain;
  1204. hr = m_swapChain->QueryInterface(s_dxgiSwapChainIIDs[ii], (void**)&swapChain);
  1205. BX_TRACE("DXGI swap chain %d, hr %x", 4-ii, hr);
  1206. if (SUCCEEDED(hr) )
  1207. {
  1208. DX_RELEASE(m_swapChain, 1);
  1209. m_swapChain = swapChain;
  1210. BX_TRACE("Color space support:");
  1211. for (uint32_t jj = 0; jj < BX_COUNTOF(s_colorSpace); ++jj)
  1212. {
  1213. uint32_t colorSpaceSupport;
  1214. reinterpret_cast<IDXGISwapChain3*>(m_swapChain)->CheckColorSpaceSupport(s_colorSpace[jj], &colorSpaceSupport);
  1215. BX_TRACE("\t%2d, 0x%08x, %s"
  1216. , s_colorSpace[jj]
  1217. , colorSpaceSupport
  1218. , 0 != (colorSpaceSupport & DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_PRESENT)
  1219. ? "supported"
  1220. : "-"
  1221. );
  1222. }
  1223. break;
  1224. }
  1225. }
  1226. #endif // BX_PLATFORM_WINDOWS
  1227. }
  1228. else
  1229. {
  1230. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1231. m_scd.SampleDesc.Count = 1;
  1232. m_scd.SampleDesc.Quality = 0;
  1233. setBufferSize(_init.resolution.m_width, _init.resolution.m_height);
  1234. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1235. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1236. }
  1237. }
  1238. m_numWindows = 1;
  1239. #if USE_D3D11_DYNAMIC_LIB
  1240. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1241. {
  1242. hr = m_deviceCtx->QueryInterface(IID_ID3DUserDefinedAnnotation, (void**)&m_annotation);
  1243. if (SUCCEEDED(hr) )
  1244. {
  1245. D3DPERF_BeginEvent = d3d11Annotation_BeginEvent;
  1246. D3DPERF_EndEvent = d3d11Annotation_EndEvent;
  1247. D3DPERF_SetMarker = d3d11Annotation_SetMarker;
  1248. }
  1249. }
  1250. #endif // USE_D3D11_DYNAMIC_LIB
  1251. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1252. {
  1253. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  1254. if (SUCCEEDED(hr) )
  1255. {
  1256. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  1257. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  1258. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  1259. D3D11_INFO_QUEUE_FILTER filter;
  1260. bx::memSet(&filter, 0, sizeof(filter) );
  1261. D3D11_MESSAGE_CATEGORY catlist[] =
  1262. {
  1263. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  1264. };
  1265. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1266. filter.DenyList.pCategoryList = catlist;
  1267. D3D11_MESSAGE_ID idlist[] =
  1268. {
  1269. D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET,
  1270. D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS,
  1271. };
  1272. filter.DenyList.NumIDs = BX_COUNTOF(idlist);
  1273. filter.DenyList.pIDList = idlist;
  1274. m_infoQueue->PushStorageFilter(&filter);
  1275. DX_RELEASE(m_infoQueue, 3);
  1276. }
  1277. }
  1278. {
  1279. g_caps.supported |= (0
  1280. | BGFX_CAPS_TEXTURE_3D
  1281. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1282. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1283. | BGFX_CAPS_FRAGMENT_DEPTH
  1284. | (getIntelExtensions(m_device)
  1285. ? BGFX_CAPS_FRAGMENT_ORDERING
  1286. | BGFX_CAPS_TEXTURE_DIRECT_ACCESS
  1287. : 0)
  1288. | BGFX_CAPS_SWAP_CHAIN
  1289. | (m_ovr.isInitialized()
  1290. ? BGFX_CAPS_HMD
  1291. : 0)
  1292. | BGFX_CAPS_DRAW_INDIRECT
  1293. | BGFX_CAPS_TEXTURE_BLIT
  1294. | BGFX_CAPS_TEXTURE_READ_BACK
  1295. | ( (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1296. ? BGFX_CAPS_OCCLUSION_QUERY
  1297. : 0)
  1298. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1299. | ( (m_deviceInterfaceVersion >= 3)
  1300. ? BGFX_CAPS_CONSERVATIVE_RASTER
  1301. : 0)
  1302. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1303. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1304. );
  1305. m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
  1306. m_directAccessSupport = 0 != (g_caps.supported & BGFX_CAPS_TEXTURE_DIRECT_ACCESS);
  1307. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1308. {
  1309. g_caps.limits.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1310. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1311. D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT
  1312. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1313. ) );
  1314. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1315. 16
  1316. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1317. ) );
  1318. }
  1319. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1320. {
  1321. g_caps.limits.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1322. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1323. D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT
  1324. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1325. ) );
  1326. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1327. 16
  1328. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1329. ) );
  1330. }
  1331. else
  1332. {
  1333. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1334. g_caps.limits.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1335. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1336. D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT
  1337. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1338. ) );
  1339. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1340. D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
  1341. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1342. ) );
  1343. }
  1344. // 32-bit indices only supported on 9_2+.
  1345. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1346. {
  1347. g_caps.supported |= BGFX_CAPS_INDEX32;
  1348. }
  1349. // Independent blend only supported on 10_1+.
  1350. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1351. {
  1352. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1353. }
  1354. // Compute support is optional on 10_0 and 10_1 targets.
  1355. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1356. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1357. {
  1358. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  1359. {
  1360. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  1361. };
  1362. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1363. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1364. if (SUCCEEDED(hr)
  1365. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1366. {
  1367. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1368. }
  1369. }
  1370. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1371. {
  1372. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1373. }
  1374. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1375. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1376. {
  1377. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1378. }
  1379. else
  1380. {
  1381. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  1382. {
  1383. BOOL SimpleInstancingSupported;
  1384. };
  1385. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1386. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  1387. if (SUCCEEDED(hr)
  1388. && data.SimpleInstancingSupported)
  1389. {
  1390. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1391. }
  1392. }
  1393. // shadow compare is optional on 9_1 through 9_3 targets
  1394. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1395. {
  1396. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  1397. {
  1398. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  1399. };
  1400. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1401. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  1402. if (SUCCEEDED(hr)
  1403. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1404. {
  1405. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1406. }
  1407. }
  1408. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1409. {
  1410. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1411. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1412. ? s_textureFormat[ii].m_fmtDsv
  1413. : s_textureFormat[ii].m_fmt
  1414. ;
  1415. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1416. if (DXGI_FORMAT_UNKNOWN != fmt)
  1417. {
  1418. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1419. {
  1420. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1421. {
  1422. DXGI_FORMAT InFormat;
  1423. UINT OutFormatSupport;
  1424. };
  1425. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1426. data.InFormat = fmt;
  1427. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1428. if (SUCCEEDED(hr) )
  1429. {
  1430. support |= 0 != (data.OutFormatSupport & (0
  1431. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1432. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1433. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1434. ) )
  1435. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1436. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1437. ;
  1438. support |= 0 != (data.OutFormatSupport & (0
  1439. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1440. ) )
  1441. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1442. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1443. ;
  1444. support |= 0 != (data.OutFormatSupport & (0
  1445. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1446. ) )
  1447. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1448. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1449. ;
  1450. support |= 0 != (data.OutFormatSupport & (0
  1451. | D3D11_FORMAT_SUPPORT_BUFFER
  1452. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1453. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1454. ) )
  1455. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1456. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1457. ;
  1458. support |= 0 != (data.OutFormatSupport & (0
  1459. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1460. ) )
  1461. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1462. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1463. ;
  1464. support |= 0 != (data.OutFormatSupport & (0
  1465. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1466. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1467. ) )
  1468. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1469. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1470. ;
  1471. support |= 0 != (data.OutFormatSupport & (0
  1472. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1473. ) )
  1474. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1475. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1476. ;
  1477. support |= 0 != (data.OutFormatSupport & (0
  1478. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1479. ) )
  1480. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1481. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1482. ;
  1483. support |= 0 != (data.OutFormatSupport & (0
  1484. | D3D11_FORMAT_SUPPORT_MIP_AUTOGEN
  1485. ) )
  1486. ? BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN
  1487. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1488. ;
  1489. }
  1490. else
  1491. {
  1492. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1493. }
  1494. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1495. {
  1496. // clear image flag for additional testing
  1497. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1498. data.InFormat = s_textureFormat[ii].m_fmt;
  1499. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  1500. if (SUCCEEDED(hr) )
  1501. {
  1502. support |= 0 != (data.OutFormatSupport & (0
  1503. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1504. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1505. ) )
  1506. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1507. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1508. ;
  1509. }
  1510. }
  1511. }
  1512. else
  1513. {
  1514. support |= 0
  1515. | BGFX_CAPS_FORMAT_TEXTURE_2D
  1516. | BGFX_CAPS_FORMAT_TEXTURE_3D
  1517. | BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1518. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1519. | BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1520. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1521. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1522. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1523. | BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1524. ;
  1525. }
  1526. }
  1527. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1528. {
  1529. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1530. {
  1531. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1532. {
  1533. DXGI_FORMAT InFormat;
  1534. UINT OutFormatSupport;
  1535. };
  1536. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1537. data.InFormat = fmtSrgb;
  1538. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1539. if (SUCCEEDED(hr) )
  1540. {
  1541. support |= 0 != (data.OutFormatSupport & (0
  1542. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1543. ) )
  1544. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1545. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1546. ;
  1547. support |= 0 != (data.OutFormatSupport & (0
  1548. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1549. ) )
  1550. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1551. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1552. ;
  1553. support |= 0 != (data.OutFormatSupport & (0
  1554. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1555. ) )
  1556. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1557. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1558. ;
  1559. }
  1560. else
  1561. {
  1562. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1563. }
  1564. }
  1565. else
  1566. {
  1567. support |= 0
  1568. | BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1569. | BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1570. | BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1571. ;
  1572. }
  1573. }
  1574. g_caps.formats[ii] = support;
  1575. }
  1576. // Init reserved part of view name.
  1577. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1578. {
  1579. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1580. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1581. }
  1582. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  1583. && NULL != m_infoQueue)
  1584. {
  1585. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1586. }
  1587. { //
  1588. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1589. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1590. if (NULL != m_ags)
  1591. {
  1592. uint32_t flags;
  1593. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1594. bool hasExtensions = AGS_SUCCESS == result;
  1595. if (hasExtensions
  1596. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1597. {
  1598. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1599. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1600. }
  1601. else
  1602. {
  1603. if (hasExtensions)
  1604. {
  1605. agsDriverExtensions_DeInit(m_ags);
  1606. }
  1607. agsDeInit(m_ags);
  1608. m_ags = NULL;
  1609. }
  1610. }
  1611. }
  1612. //
  1613. updateMsaa();
  1614. postReset();
  1615. }
  1616. g_internalData.context = m_device;
  1617. return true;
  1618. error:
  1619. switch (errorState)
  1620. {
  1621. case ErrorState::CreatedDXGIFactory:
  1622. DX_RELEASE(m_swapChain, 0);
  1623. DX_RELEASE(m_deviceCtx, 0);
  1624. DX_RELEASE(m_device, 0);
  1625. DX_RELEASE(m_factory, 0);
  1626. #if USE_D3D11_DYNAMIC_LIB
  1627. case ErrorState::LoadedDXGI:
  1628. if (NULL != m_dxgidebugdll)
  1629. {
  1630. bx::dlclose(m_dxgidebugdll);
  1631. m_dxgidebugdll = NULL;
  1632. }
  1633. if (NULL != m_d3d9dll)
  1634. {
  1635. bx::dlclose(m_d3d9dll);
  1636. m_d3d9dll = NULL;
  1637. }
  1638. bx::dlclose(m_dxgidll);
  1639. m_dxgidll = NULL;
  1640. case ErrorState::LoadedD3D11:
  1641. bx::dlclose(m_d3d11dll);
  1642. m_d3d11dll = NULL;
  1643. #endif // USE_D3D11_DYNAMIC_LIB
  1644. case ErrorState::Default:
  1645. default:
  1646. m_nvapi.shutdown();
  1647. if (NULL != m_ags)
  1648. {
  1649. agsDeInit(m_ags);
  1650. m_ags = NULL;
  1651. }
  1652. bx::dlclose(m_agsdll);
  1653. m_agsdll = NULL;
  1654. unloadRenderDoc(m_renderdocdll);
  1655. m_ovr.shutdown();
  1656. break;
  1657. }
  1658. return false;
  1659. }
  1660. void shutdown()
  1661. {
  1662. preReset();
  1663. m_ovr.shutdown();
  1664. m_nvapi.shutdown();
  1665. if (NULL != m_ags)
  1666. {
  1667. agsDeInit(m_ags);
  1668. m_ags = NULL;
  1669. }
  1670. bx::dlclose(m_agsdll);
  1671. m_agsdll = NULL;
  1672. m_deviceCtx->ClearState();
  1673. invalidateCache();
  1674. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1675. {
  1676. m_frameBuffers[ii].destroy();
  1677. }
  1678. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1679. {
  1680. m_indexBuffers[ii].destroy();
  1681. }
  1682. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1683. {
  1684. m_vertexBuffers[ii].destroy();
  1685. }
  1686. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1687. {
  1688. m_shaders[ii].destroy();
  1689. }
  1690. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1691. {
  1692. m_textures[ii].destroy();
  1693. }
  1694. DX_RELEASE(m_annotation, 1);
  1695. DX_RELEASE(m_swapChain, 0);
  1696. DX_RELEASE(m_deviceCtx, 0);
  1697. DX_RELEASE(m_device, 0);
  1698. DX_RELEASE(m_factory, 0);
  1699. unloadRenderDoc(m_renderdocdll);
  1700. #if USE_D3D11_DYNAMIC_LIB
  1701. if (NULL != m_dxgidebugdll)
  1702. {
  1703. bx::dlclose(m_dxgidebugdll);
  1704. m_dxgidebugdll = NULL;
  1705. }
  1706. if (NULL != m_d3d9dll)
  1707. {
  1708. bx::dlclose(m_d3d9dll);
  1709. m_d3d9dll = NULL;
  1710. }
  1711. bx::dlclose(m_dxgidll);
  1712. m_dxgidll = NULL;
  1713. bx::dlclose(m_d3d11dll);
  1714. m_d3d11dll = NULL;
  1715. #endif // USE_D3D11_DYNAMIC_LIB
  1716. }
  1717. RendererType::Enum getRendererType() const override
  1718. {
  1719. return RendererType::Direct3D11;
  1720. }
  1721. const char* getRendererName() const override
  1722. {
  1723. return BGFX_RENDERER_DIRECT3D11_NAME;
  1724. }
  1725. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) override
  1726. {
  1727. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1728. }
  1729. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1730. {
  1731. m_indexBuffers[_handle.idx].destroy();
  1732. }
  1733. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1734. {
  1735. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1736. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1737. dump(decl);
  1738. }
  1739. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1740. {
  1741. }
  1742. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1743. {
  1744. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1745. }
  1746. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1747. {
  1748. m_vertexBuffers[_handle.idx].destroy();
  1749. }
  1750. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1751. {
  1752. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1753. }
  1754. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1755. {
  1756. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1757. }
  1758. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1759. {
  1760. m_indexBuffers[_handle.idx].destroy();
  1761. }
  1762. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1763. {
  1764. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1765. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1766. }
  1767. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1768. {
  1769. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1770. }
  1771. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1772. {
  1773. m_vertexBuffers[_handle.idx].destroy();
  1774. }
  1775. void createShader(ShaderHandle _handle, Memory* _mem) override
  1776. {
  1777. m_shaders[_handle.idx].create(_mem);
  1778. }
  1779. void destroyShader(ShaderHandle _handle) override
  1780. {
  1781. m_shaders[_handle.idx].destroy();
  1782. }
  1783. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1784. {
  1785. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1786. }
  1787. void destroyProgram(ProgramHandle _handle) override
  1788. {
  1789. m_program[_handle.idx].destroy();
  1790. }
  1791. void* createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) override
  1792. {
  1793. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1794. }
  1795. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1796. {
  1797. }
  1798. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1799. {
  1800. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1801. }
  1802. void updateTextureEnd() override
  1803. {
  1804. }
  1805. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip) override
  1806. {
  1807. const TextureD3D11& texture = m_textures[_handle.idx];
  1808. D3D11_MAPPED_SUBRESOURCE mapped;
  1809. DX_CHECK(m_deviceCtx->Map(texture.m_ptr, _mip, D3D11_MAP_READ, 0, &mapped) );
  1810. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1811. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1812. uint8_t* src = (uint8_t*)mapped.pData;
  1813. uint32_t srcPitch = mapped.RowPitch;
  1814. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1815. uint8_t* dst = (uint8_t*)_data;
  1816. uint32_t dstPitch = srcWidth*bpp/8;
  1817. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1818. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1819. {
  1820. bx::memCopy(dst, src, pitch);
  1821. src += srcPitch;
  1822. dst += dstPitch;
  1823. }
  1824. m_deviceCtx->Unmap(texture.m_ptr, _mip);
  1825. }
  1826. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) override
  1827. {
  1828. TextureD3D11& texture = m_textures[_handle.idx];
  1829. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1830. const Memory* mem = alloc(size);
  1831. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1832. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1833. bx::write(&writer, magic);
  1834. TextureCreate tc;
  1835. tc.m_width = _width;
  1836. tc.m_height = _height;
  1837. tc.m_depth = 0;
  1838. tc.m_numLayers = 1;
  1839. tc.m_numMips = _numMips;
  1840. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1841. tc.m_cubeMap = false;
  1842. tc.m_mem = NULL;
  1843. bx::write(&writer, tc);
  1844. texture.destroy();
  1845. texture.create(mem, texture.m_flags, 0);
  1846. release(mem);
  1847. }
  1848. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1849. {
  1850. // Resource ref. counts might be messed up outside of bgfx.
  1851. // Disabling ref. count check once texture is overridden.
  1852. setGraphicsDebuggerPresent(true);
  1853. m_textures[_handle.idx].overrideInternal(_ptr);
  1854. }
  1855. uintptr_t getInternal(TextureHandle _handle) override
  1856. {
  1857. // Resource ref. counts might be messed up outside of bgfx.
  1858. // Disabling ref. count check once texture is overridden.
  1859. setGraphicsDebuggerPresent(true);
  1860. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1861. }
  1862. void destroyTexture(TextureHandle _handle) override
  1863. {
  1864. m_textures[_handle.idx].destroy();
  1865. }
  1866. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1867. {
  1868. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1869. }
  1870. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) override
  1871. {
  1872. uint16_t denseIdx = m_numWindows++;
  1873. m_windows[denseIdx] = _handle;
  1874. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1875. }
  1876. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1877. {
  1878. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1879. if (UINT16_MAX != denseIdx)
  1880. {
  1881. --m_numWindows;
  1882. if (m_numWindows > 1)
  1883. {
  1884. FrameBufferHandle handle = m_windows[m_numWindows];
  1885. m_windows[denseIdx] = handle;
  1886. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1887. }
  1888. }
  1889. }
  1890. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1891. {
  1892. if (NULL != m_uniforms[_handle.idx])
  1893. {
  1894. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1895. }
  1896. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1897. void* data = BX_ALLOC(g_allocator, size);
  1898. bx::memSet(data, 0, size);
  1899. m_uniforms[_handle.idx] = data;
  1900. m_uniformReg.add(_handle, _name, data);
  1901. }
  1902. void destroyUniform(UniformHandle _handle) override
  1903. {
  1904. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1905. m_uniforms[_handle.idx] = NULL;
  1906. m_uniformReg.remove(_handle);
  1907. }
  1908. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1909. {
  1910. IDXGISwapChain* swapChain = isValid(_handle)
  1911. ? m_frameBuffers[_handle.idx].m_swapChain
  1912. : m_swapChain
  1913. ;
  1914. if (NULL == swapChain)
  1915. {
  1916. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  1917. return;
  1918. }
  1919. ID3D11Texture2D* backBuffer;
  1920. DX_CHECK(swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1921. D3D11_TEXTURE2D_DESC backBufferDesc;
  1922. backBuffer->GetDesc(&backBufferDesc);
  1923. D3D11_TEXTURE2D_DESC desc;
  1924. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  1925. desc.SampleDesc.Count = 1;
  1926. desc.SampleDesc.Quality = 0;
  1927. desc.Usage = D3D11_USAGE_STAGING;
  1928. desc.BindFlags = 0;
  1929. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1930. ID3D11Texture2D* texture;
  1931. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1932. if (SUCCEEDED(hr) )
  1933. {
  1934. if (backBufferDesc.SampleDesc.Count == 1)
  1935. {
  1936. m_deviceCtx->CopyResource(texture, backBuffer);
  1937. }
  1938. else
  1939. {
  1940. desc.Usage = D3D11_USAGE_DEFAULT;
  1941. desc.CPUAccessFlags = 0;
  1942. ID3D11Texture2D* resolve;
  1943. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1944. if (SUCCEEDED(hr) )
  1945. {
  1946. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1947. m_deviceCtx->CopyResource(texture, resolve);
  1948. DX_RELEASE(resolve, 0);
  1949. }
  1950. }
  1951. D3D11_MAPPED_SUBRESOURCE mapped;
  1952. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1953. bimg::imageSwizzleBgra8(
  1954. mapped.pData
  1955. , mapped.RowPitch
  1956. , backBufferDesc.Width
  1957. , backBufferDesc.Height
  1958. , mapped.pData
  1959. , mapped.RowPitch
  1960. );
  1961. g_callback->screenShot(_filePath
  1962. , backBufferDesc.Width
  1963. , backBufferDesc.Height
  1964. , mapped.RowPitch
  1965. , mapped.pData
  1966. , backBufferDesc.Height*mapped.RowPitch
  1967. , false
  1968. );
  1969. m_deviceCtx->Unmap(texture, 0);
  1970. DX_RELEASE(texture, 0);
  1971. }
  1972. DX_RELEASE(backBuffer, 0);
  1973. }
  1974. void updateViewName(ViewId _id, const char* _name) override
  1975. {
  1976. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1977. {
  1978. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1979. , _name
  1980. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1981. );
  1982. }
  1983. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1984. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1985. , _name
  1986. );
  1987. }
  1988. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1989. {
  1990. bx::memCopy(m_uniforms[_loc], _data, _size);
  1991. }
  1992. void setMarker(const char* _marker, uint32_t _size) override
  1993. {
  1994. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1995. {
  1996. uint32_t size = _size*sizeof(wchar_t);
  1997. wchar_t* name = (wchar_t*)alloca(size);
  1998. mbstowcs(name, _marker, size-2);
  1999. PIX_SETMARKER(D3DCOLOR_MARKER, name);
  2000. }
  2001. }
  2002. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  2003. {
  2004. m_occlusionQuery.invalidate(_handle);
  2005. }
  2006. virtual void setName(Handle _handle, const char* _name) override
  2007. {
  2008. switch (_handle.type)
  2009. {
  2010. case Handle::Shader:
  2011. setDebugObjectName(m_shaders[_handle.idx].m_ptr, _name);
  2012. break;
  2013. case Handle::Texture:
  2014. setDebugObjectName(m_textures[_handle.idx].m_ptr, _name);
  2015. break;
  2016. default:
  2017. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  2018. break;
  2019. }
  2020. }
  2021. void submitBlit(BlitState& _bs, uint16_t _view);
  2022. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  2023. void blitSetup(TextVideoMemBlitter& _blitter) override
  2024. {
  2025. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2026. uint32_t width = getBufferWidth();
  2027. uint32_t height = getBufferHeight();
  2028. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  2029. setFrameBuffer(fbh, false, false);
  2030. D3D11_VIEWPORT vp;
  2031. vp.TopLeftX = 0;
  2032. vp.TopLeftY = 0;
  2033. vp.Width = (float)width;
  2034. vp.Height = (float)height;
  2035. vp.MinDepth = 0.0f;
  2036. vp.MaxDepth = 1.0f;
  2037. deviceCtx->RSSetViewports(1, &vp);
  2038. uint64_t state = BGFX_STATE_RGB_WRITE
  2039. | BGFX_STATE_ALPHA_WRITE
  2040. | BGFX_STATE_DEPTH_TEST_ALWAYS
  2041. ;
  2042. setBlendState(state);
  2043. setDepthStencilState(state);
  2044. setRasterizerState(state);
  2045. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  2046. m_currentProgram = &program;
  2047. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  2048. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  2049. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  2050. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  2051. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  2052. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  2053. uint32_t stride = vertexDecl.m_stride;
  2054. uint32_t offset = 0;
  2055. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2056. setInputLayout(vertexDecl, program, 0);
  2057. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  2058. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  2059. float proj[16];
  2060. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  2061. PredefinedUniform& predefined = program.m_predefined[0];
  2062. uint8_t flags = predefined.m_type;
  2063. setShaderUniform(flags, predefined.m_loc, proj, 4);
  2064. commitShaderConstants();
  2065. m_textures[_blitter.m_texture.idx].commit(0, BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER, NULL);
  2066. commitTextureStage();
  2067. }
  2068. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  2069. {
  2070. const uint32_t numVertices = _numIndices*4/6;
  2071. if (0 < numVertices)
  2072. {
  2073. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2074. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data, true);
  2075. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  2076. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  2077. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  2078. }
  2079. }
  2080. void preReset()
  2081. {
  2082. m_needPresent = false;
  2083. ovrPreReset();
  2084. if (m_timerQuerySupport)
  2085. {
  2086. m_gpuTimer.preReset();
  2087. }
  2088. m_occlusionQuery.preReset();
  2089. if (NULL == g_platformData.backBufferDS)
  2090. {
  2091. DX_RELEASE(m_backBufferDepthStencil, 0);
  2092. }
  2093. if (NULL != m_swapChain)
  2094. {
  2095. DX_RELEASE(m_backBufferColor, 0);
  2096. }
  2097. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  2098. {
  2099. m_frameBuffers[ii].preReset();
  2100. }
  2101. // invalidateCache();
  2102. capturePreReset();
  2103. }
  2104. void postReset()
  2105. {
  2106. if (NULL != m_swapChain)
  2107. {
  2108. ID3D11Texture2D* color;
  2109. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color) );
  2110. D3D11_RENDER_TARGET_VIEW_DESC desc;
  2111. desc.ViewDimension = (m_resolution.m_flags & BGFX_RESET_MSAA_MASK)
  2112. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  2113. : D3D11_RTV_DIMENSION_TEXTURE2D
  2114. ;
  2115. desc.Texture2D.MipSlice = 0;
  2116. desc.Format = (m_resolution.m_flags & BGFX_RESET_SRGB_BACKBUFFER)
  2117. ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
  2118. : DXGI_FORMAT_R8G8B8A8_UNORM
  2119. ;
  2120. DX_CHECK(m_device->CreateRenderTargetView(color, &desc, &m_backBufferColor) );
  2121. DX_RELEASE(color, 0);
  2122. }
  2123. if (m_timerQuerySupport)
  2124. {
  2125. m_gpuTimer.postReset();
  2126. }
  2127. m_occlusionQuery.postReset();
  2128. ovrPostReset();
  2129. // If OVR doesn't create separate depth stencil view, create default one.
  2130. if (!m_ovr.isEnabled() && NULL == m_backBufferDepthStencil)
  2131. {
  2132. D3D11_TEXTURE2D_DESC dsd;
  2133. dsd.Width = getBufferWidth();
  2134. dsd.Height = getBufferHeight();
  2135. dsd.MipLevels = 1;
  2136. dsd.ArraySize = 1;
  2137. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2138. dsd.SampleDesc = m_scd.SampleDesc;
  2139. dsd.Usage = D3D11_USAGE_DEFAULT;
  2140. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  2141. dsd.CPUAccessFlags = 0;
  2142. dsd.MiscFlags = 0;
  2143. ID3D11Texture2D* depthStencil;
  2144. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  2145. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  2146. DX_RELEASE(depthStencil, 0);
  2147. }
  2148. if (m_ovr.isEnabled() )
  2149. {
  2150. m_ovr.makeRenderTargetActive();
  2151. }
  2152. else
  2153. {
  2154. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  2155. }
  2156. m_currentColor = m_backBufferColor;
  2157. m_currentDepthStencil = m_backBufferDepthStencil;
  2158. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  2159. {
  2160. m_frameBuffers[ii].postReset();
  2161. }
  2162. capturePostReset();
  2163. }
  2164. bool isDeviceRemoved() override
  2165. {
  2166. return m_lost;
  2167. }
  2168. void flip(HMD& _hmd) override
  2169. {
  2170. if (NULL != m_swapChain
  2171. && !m_lost)
  2172. {
  2173. HRESULT hr = S_OK;
  2174. uint32_t syncInterval = BX_ENABLED(!BX_PLATFORM_WINDOWS)
  2175. ? 1 // sync interval of 0 is not supported on WinRT
  2176. : !!(m_resolution.m_flags & BGFX_RESET_VSYNC)
  2177. ;
  2178. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  2179. {
  2180. hr = m_frameBuffers[m_windows[ii].idx].present(syncInterval);
  2181. }
  2182. if (SUCCEEDED(hr) )
  2183. {
  2184. if (m_needPresent)
  2185. {
  2186. m_ovr.flip();
  2187. m_ovr.swap(_hmd);
  2188. if (!m_ovr.isEnabled() )
  2189. {
  2190. hr = m_swapChain->Present(syncInterval, 0);
  2191. }
  2192. m_needPresent = false;
  2193. }
  2194. else
  2195. {
  2196. m_deviceCtx->Flush();
  2197. }
  2198. }
  2199. m_lost = isLost(hr);
  2200. BGFX_FATAL(!m_lost
  2201. , bgfx::Fatal::DeviceLost
  2202. , "Device is lost. FAILED 0x%08x %s (%s)"
  2203. , hr
  2204. , getLostReason(hr)
  2205. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  2206. );
  2207. }
  2208. }
  2209. void invalidateCache()
  2210. {
  2211. m_inputLayoutCache.invalidate();
  2212. m_blendStateCache.invalidate();
  2213. m_depthStencilStateCache.invalidate();
  2214. m_rasterizerStateCache.invalidate();
  2215. m_samplerStateCache.invalidate();
  2216. m_srvUavLru.invalidate();
  2217. }
  2218. void invalidateCompute()
  2219. {
  2220. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  2221. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2222. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  2223. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2224. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  2225. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2226. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  2227. }
  2228. void updateMsaa()
  2229. {
  2230. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  2231. {
  2232. uint32_t msaa = s_checkMsaa[ii];
  2233. uint32_t quality = 0;
  2234. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  2235. if (SUCCEEDED(hr)
  2236. && 0 < quality)
  2237. {
  2238. s_msaa[ii].Count = msaa;
  2239. s_msaa[ii].Quality = quality - 1;
  2240. last = ii;
  2241. }
  2242. else
  2243. {
  2244. s_msaa[ii] = s_msaa[last];
  2245. }
  2246. }
  2247. }
  2248. bool updateResolution(const Resolution& _resolution)
  2249. {
  2250. const bool suspended = !!( _resolution.m_flags & BGFX_RESET_SUSPEND);
  2251. const bool wasSuspended = !!(m_resolution.m_flags & BGFX_RESET_SUSPEND);
  2252. if (suspended && wasSuspended)
  2253. {
  2254. return true;
  2255. }
  2256. else if (suspended)
  2257. {
  2258. m_deviceCtx->Flush();
  2259. m_deviceCtx->ClearState();
  2260. trim(m_device);
  2261. suspend(m_device);
  2262. m_resolution.m_flags |= BGFX_RESET_SUSPEND;
  2263. return true;
  2264. }
  2265. else if (wasSuspended)
  2266. {
  2267. resume(m_device);
  2268. m_resolution.m_flags &= ~BGFX_RESET_SUSPEND;
  2269. }
  2270. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  2271. uint32_t maxAnisotropy = 1;
  2272. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  2273. {
  2274. maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  2275. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  2276. : D3D11_REQ_MAXANISOTROPY
  2277. ;
  2278. }
  2279. if (m_maxAnisotropy != maxAnisotropy)
  2280. {
  2281. m_maxAnisotropy = maxAnisotropy;
  2282. m_samplerStateCache.invalidate();
  2283. }
  2284. bool depthClamp = true
  2285. && !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP)
  2286. && m_featureLevel > D3D_FEATURE_LEVEL_9_3 // disabling depth clamp is only supported on 10_0+
  2287. ;
  2288. if (m_depthClamp != depthClamp)
  2289. {
  2290. m_depthClamp = depthClamp;
  2291. m_rasterizerStateCache.invalidate();
  2292. }
  2293. const uint32_t maskFlags = ~(0
  2294. | BGFX_RESET_HMD_RECENTER
  2295. | BGFX_RESET_MAXANISOTROPY
  2296. | BGFX_RESET_DEPTH_CLAMP
  2297. | BGFX_RESET_SUSPEND
  2298. );
  2299. if (m_resolution.m_width != _resolution.m_width
  2300. || m_resolution.m_height != _resolution.m_height
  2301. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  2302. {
  2303. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  2304. bool resize = true
  2305. && !BX_ENABLED(BX_PLATFORM_XBOXONE || BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  2306. && (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  2307. ;
  2308. m_resolution = _resolution;
  2309. m_resolution.m_flags = flags;
  2310. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  2311. m_textVideoMem.clear();
  2312. setBufferSize(_resolution.m_width, _resolution.m_height);
  2313. preReset();
  2314. m_deviceCtx->Flush();
  2315. m_deviceCtx->ClearState();
  2316. if (NULL == m_swapChain)
  2317. {
  2318. // Updated backbuffer if it changed in PlatformData.
  2319. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  2320. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  2321. }
  2322. else
  2323. {
  2324. if (resize)
  2325. {
  2326. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  2327. DX_CHECK(m_swapChain->ResizeBuffers(2
  2328. , getBufferWidth()
  2329. , getBufferHeight()
  2330. , getBufferFormat()
  2331. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  2332. ) );
  2333. }
  2334. else
  2335. {
  2336. updateMsaa();
  2337. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  2338. DX_RELEASE(m_swapChain, 0);
  2339. SwapChainDesc* scd = &m_scd;
  2340. SwapChainDesc swapChainScd;
  2341. if (0 != (m_resolution.m_flags & BGFX_RESET_HMD)
  2342. && m_ovr.isInitialized() )
  2343. {
  2344. swapChainScd = m_scd;
  2345. swapChainScd.SampleDesc = s_msaa[0];
  2346. scd = &swapChainScd;
  2347. }
  2348. #if !BX_PLATFORM_WINDOWS
  2349. HRESULT hr = S_OK;
  2350. if (g_platformData.ndt == 0)
  2351. {
  2352. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  2353. , (::IUnknown*)g_platformData.nwh
  2354. , scd
  2355. , NULL
  2356. , &m_swapChain
  2357. );
  2358. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  2359. }
  2360. else
  2361. {
  2362. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Invalid native display type.");
  2363. hr = m_factory->CreateSwapChainForComposition(m_device
  2364. , &m_scd
  2365. , NULL
  2366. , &m_swapChain
  2367. );
  2368. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  2369. # if BX_PLATFORM_WINRT
  2370. IInspectable *nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  2371. ISwapChainBackgroundPanelNative* panel = NULL;
  2372. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&panel);
  2373. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  2374. if (NULL != panel)
  2375. {
  2376. hr = panel->SetSwapChain(m_swapChain);
  2377. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  2378. panel->Release();
  2379. }
  2380. # endif // BX_PLATFORM_WINRT
  2381. }
  2382. #else
  2383. HRESULT hr;
  2384. hr = m_factory->CreateSwapChain(m_device
  2385. , scd
  2386. , &m_swapChain
  2387. );
  2388. #endif // !BX_PLATFORM_WINDOWS
  2389. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  2390. }
  2391. }
  2392. postReset();
  2393. }
  2394. if (recenter)
  2395. {
  2396. m_ovr.recenter();
  2397. }
  2398. return false;
  2399. }
  2400. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2401. {
  2402. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  2403. {
  2404. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2405. m_fsChanges += _numRegs;
  2406. }
  2407. else
  2408. {
  2409. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2410. m_vsChanges += _numRegs;
  2411. }
  2412. }
  2413. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2414. {
  2415. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2416. }
  2417. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2418. {
  2419. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2420. }
  2421. void commitShaderConstants()
  2422. {
  2423. if (0 < m_vsChanges)
  2424. {
  2425. if (NULL != m_currentProgram->m_vsh->m_buffer)
  2426. {
  2427. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  2428. }
  2429. m_vsChanges = 0;
  2430. }
  2431. if (0 < m_fsChanges)
  2432. {
  2433. if (NULL != m_currentProgram->m_fsh->m_buffer)
  2434. {
  2435. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  2436. }
  2437. m_fsChanges = 0;
  2438. }
  2439. }
  2440. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true, bool _needPresent = true)
  2441. {
  2442. if (isValid(m_fbh)
  2443. && m_fbh.idx != _fbh.idx
  2444. && m_rtMsaa)
  2445. {
  2446. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2447. frameBuffer.resolve();
  2448. }
  2449. if (!isValid(_fbh) )
  2450. {
  2451. if (m_ovr.isEnabled() )
  2452. {
  2453. m_ovr.makeRenderTargetActive();
  2454. }
  2455. else
  2456. {
  2457. m_currentColor = m_backBufferColor;
  2458. m_currentDepthStencil = m_backBufferDepthStencil;
  2459. }
  2460. m_deviceCtx->OMSetRenderTargets(1, &m_currentColor, m_currentDepthStencil);
  2461. m_needPresent |= _needPresent;
  2462. }
  2463. else
  2464. {
  2465. invalidateTextureStage();
  2466. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  2467. frameBuffer.set();
  2468. }
  2469. m_fbh = _fbh;
  2470. m_rtMsaa = _msaa;
  2471. }
  2472. void clear(const Clear& _clear, const float _palette[][4])
  2473. {
  2474. if (isValid(m_fbh) )
  2475. {
  2476. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2477. frameBuffer.clear(_clear, _palette);
  2478. }
  2479. else
  2480. {
  2481. if (NULL != m_currentColor
  2482. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2483. {
  2484. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2485. {
  2486. uint8_t index = _clear.m_index[0];
  2487. if (UINT8_MAX != index)
  2488. {
  2489. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  2490. }
  2491. }
  2492. else
  2493. {
  2494. float frgba[4] =
  2495. {
  2496. _clear.m_index[0]*1.0f/255.0f,
  2497. _clear.m_index[1]*1.0f/255.0f,
  2498. _clear.m_index[2]*1.0f/255.0f,
  2499. _clear.m_index[3]*1.0f/255.0f,
  2500. };
  2501. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  2502. }
  2503. }
  2504. if (NULL != m_currentDepthStencil
  2505. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2506. {
  2507. DWORD flags = 0;
  2508. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2509. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2510. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  2511. }
  2512. }
  2513. }
  2514. void setInputLayout(uint8_t _numStreams, const VertexDecl** _vertexDecls, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2515. {
  2516. bx::HashMurmur2A murmur;
  2517. murmur.begin();
  2518. murmur.add(_numInstanceData);
  2519. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2520. {
  2521. murmur.add(_vertexDecls[stream]->m_hash);
  2522. }
  2523. uint64_t layoutHash = (uint64_t(_program.m_vsh->m_hash)<<32) | murmur.end();
  2524. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  2525. if (NULL == layout)
  2526. {
  2527. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2528. D3D11_INPUT_ELEMENT_DESC* elem = vertexElements;
  2529. uint16_t attrMask[Attrib::Count];
  2530. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask) );
  2531. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2532. {
  2533. VertexDecl decl;
  2534. bx::memCopy(&decl, _vertexDecls[stream], sizeof(VertexDecl) );
  2535. const bool last = stream == _numStreams-1;
  2536. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2537. {
  2538. uint16_t mask = attrMask[ii];
  2539. uint16_t attr = (decl.m_attributes[ii] & mask);
  2540. if (0 == attr
  2541. || UINT16_MAX == attr)
  2542. {
  2543. decl.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2544. }
  2545. else
  2546. {
  2547. attrMask[ii] = 0;
  2548. }
  2549. }
  2550. elem = fillVertexDecl(stream, elem, decl);
  2551. }
  2552. uint32_t num = uint32_t(elem-vertexElements);
  2553. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  2554. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2555. {
  2556. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2557. uint32_t jj;
  2558. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2559. for (jj = 0; jj < num; ++jj)
  2560. {
  2561. curr = &vertexElements[jj];
  2562. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2563. && curr->SemanticIndex == index)
  2564. {
  2565. break;
  2566. }
  2567. }
  2568. if (jj == num)
  2569. {
  2570. curr = elem;
  2571. ++elem;
  2572. }
  2573. bx::memCopy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2574. curr->InputSlot = _numStreams;
  2575. curr->SemanticIndex = index;
  2576. curr->AlignedByteOffset = ii*16;
  2577. }
  2578. num = uint32_t(elem-vertexElements);
  2579. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2580. , num
  2581. , _program.m_vsh->m_code->data
  2582. , _program.m_vsh->m_code->size
  2583. , &layout
  2584. ) );
  2585. m_inputLayoutCache.add(layoutHash, layout);
  2586. }
  2587. m_deviceCtx->IASetInputLayout(layout);
  2588. }
  2589. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2590. {
  2591. const VertexDecl* decls[1] = { &_vertexDecl };
  2592. setInputLayout(BX_COUNTOF(decls), decls, _program, _numInstanceData);
  2593. }
  2594. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2595. {
  2596. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2597. bx::HashMurmur2A murmur;
  2598. murmur.begin();
  2599. murmur.add(_state);
  2600. murmur.add(!!(BGFX_STATE_BLEND_INDEPENDENT & _state)
  2601. ? _rgba
  2602. : -1
  2603. );
  2604. const uint32_t hash = murmur.end();
  2605. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2606. if (NULL == bs)
  2607. {
  2608. D3D11_BLEND_DESC desc;
  2609. desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2610. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2611. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2612. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2613. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK )>>BGFX_STATE_BLEND_SHIFT);
  2614. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2615. const uint32_t srcRGB = (blend ) & 0xf;
  2616. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2617. const uint32_t srcA = (blend >> 8) & 0xf;
  2618. const uint32_t dstA = (blend >> 12) & 0xf;
  2619. const uint32_t equRGB = (equation ) & 0x7;
  2620. const uint32_t equA = (equation >> 3) & 0x7;
  2621. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2622. drt->DestBlend = s_blendFactor[dstRGB][0];
  2623. drt->BlendOp = s_blendEquation[equRGB];
  2624. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2625. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2626. drt->BlendOpAlpha = s_blendEquation[equA];
  2627. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE)
  2628. ? D3D11_COLOR_WRITE_ENABLE_ALPHA
  2629. : 0
  2630. ;
  2631. writeMask |= (_state&BGFX_STATE_RGB_WRITE)
  2632. ? D3D11_COLOR_WRITE_ENABLE_RED
  2633. | D3D11_COLOR_WRITE_ENABLE_GREEN
  2634. | D3D11_COLOR_WRITE_ENABLE_BLUE
  2635. : 0
  2636. ;
  2637. drt->RenderTargetWriteMask = writeMask;
  2638. if (desc.IndependentBlendEnable)
  2639. {
  2640. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2641. {
  2642. drt = &desc.RenderTarget[ii];
  2643. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2644. const uint32_t src = (rgba ) & 0xf;
  2645. const uint32_t dst = (rgba >> 4) & 0xf;
  2646. const uint32_t equ = (rgba >> 8) & 0x7;
  2647. drt->SrcBlend = s_blendFactor[src][0];
  2648. drt->DestBlend = s_blendFactor[dst][0];
  2649. drt->BlendOp = s_blendEquation[equ];
  2650. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2651. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2652. drt->BlendOpAlpha = s_blendEquation[equ];
  2653. drt->RenderTargetWriteMask = writeMask;
  2654. }
  2655. }
  2656. else
  2657. {
  2658. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2659. {
  2660. bx::memCopy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2661. }
  2662. }
  2663. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2664. m_blendStateCache.add(hash, bs);
  2665. }
  2666. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  2667. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  2668. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  2669. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  2670. bool hasFactor = 0
  2671. || f0 == (_state & f0)
  2672. || f1 == (_state & f1)
  2673. || f2 == (_state & f2)
  2674. || f3 == (_state & f3)
  2675. ;
  2676. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2677. if (hasFactor)
  2678. {
  2679. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2680. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2681. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2682. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2683. }
  2684. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2685. }
  2686. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2687. {
  2688. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2689. _state &= 0 == func ? 0 : BGFX_D3D11_DEPTH_STENCIL_MASK;
  2690. uint32_t fstencil = unpackStencil(0, _stencil);
  2691. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2692. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2693. bx::HashMurmur2A murmur;
  2694. murmur.begin();
  2695. murmur.add(_state);
  2696. murmur.add(_stencil);
  2697. uint32_t hash = murmur.end();
  2698. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2699. if (NULL == dss)
  2700. {
  2701. D3D11_DEPTH_STENCIL_DESC desc;
  2702. bx::memSet(&desc, 0, sizeof(desc) );
  2703. desc.DepthEnable = 0 != func;
  2704. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2705. desc.DepthFunc = s_cmpFunc[func];
  2706. uint32_t bstencil = unpackStencil(1, _stencil);
  2707. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2708. bstencil = frontAndBack ? bstencil : fstencil;
  2709. desc.StencilEnable = 0 != _stencil;
  2710. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2711. desc.StencilWriteMask = 0xff;
  2712. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2713. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2714. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2715. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2716. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2717. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2718. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2719. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2720. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2721. m_depthStencilStateCache.add(hash, dss);
  2722. }
  2723. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2724. }
  2725. void setDebugWireframe(bool _wireframe)
  2726. {
  2727. if (m_wireframe != _wireframe)
  2728. {
  2729. m_wireframe = _wireframe;
  2730. m_rasterizerStateCache.invalidate();
  2731. }
  2732. }
  2733. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2734. {
  2735. _state &= 0
  2736. | BGFX_STATE_CULL_MASK
  2737. | BGFX_STATE_MSAA
  2738. | BGFX_STATE_LINEAA
  2739. | BGFX_STATE_CONSERVATIVE_RASTER
  2740. ;
  2741. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2742. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2743. _state &= ~(m_deviceInterfaceVersion >= 3 ? 0 : BGFX_STATE_CONSERVATIVE_RASTER);
  2744. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2745. if (NULL == rs)
  2746. {
  2747. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2748. #if BX_PLATFORM_WINDOWS
  2749. if (m_deviceInterfaceVersion >= 3)
  2750. {
  2751. D3D11_RASTERIZER_DESC2 desc;
  2752. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2753. desc.CullMode = s_cullMode[cull];
  2754. desc.FrontCounterClockwise = false;
  2755. desc.DepthBias = 0;
  2756. desc.DepthBiasClamp = 0.0f;
  2757. desc.SlopeScaledDepthBias = 0.0f;
  2758. desc.DepthClipEnable = !m_depthClamp;
  2759. desc.ScissorEnable = _scissor;
  2760. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2761. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2762. desc.ForcedSampleCount = 0;
  2763. desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2764. ? D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON
  2765. : D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2766. ;
  2767. ID3D11Device3* device3 = reinterpret_cast<ID3D11Device3*>(m_device);
  2768. DX_CHECK(device3->CreateRasterizerState2(&desc, reinterpret_cast<ID3D11RasterizerState2**>(&rs) ) );
  2769. }
  2770. else
  2771. #endif // BX_PLATFORM_WINDOWS
  2772. {
  2773. D3D11_RASTERIZER_DESC desc;
  2774. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2775. desc.CullMode = s_cullMode[cull];
  2776. desc.FrontCounterClockwise = false;
  2777. desc.DepthBias = 0;
  2778. desc.DepthBiasClamp = 0.0f;
  2779. desc.SlopeScaledDepthBias = 0.0f;
  2780. desc.DepthClipEnable = !m_depthClamp;
  2781. desc.ScissorEnable = _scissor;
  2782. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2783. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2784. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2785. }
  2786. m_rasterizerStateCache.add(_state, rs);
  2787. }
  2788. m_deviceCtx->RSSetState(rs);
  2789. }
  2790. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2791. {
  2792. const uint32_t index = (_flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2793. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  2794. // Force both min+max anisotropic, can't be set individually.
  2795. _flags |= 0 != (_flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  2796. ? BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC
  2797. : 0
  2798. ;
  2799. uint32_t hash;
  2800. ID3D11SamplerState* sampler;
  2801. if (!needBorderColor(_flags) )
  2802. {
  2803. bx::HashMurmur2A murmur;
  2804. murmur.begin();
  2805. murmur.add(_flags);
  2806. murmur.add(-1);
  2807. hash = murmur.end();
  2808. _rgba = s_zero.m_zerof;
  2809. sampler = m_samplerStateCache.find(hash);
  2810. }
  2811. else
  2812. {
  2813. bx::HashMurmur2A murmur;
  2814. murmur.begin();
  2815. murmur.add(_flags);
  2816. murmur.add(index);
  2817. hash = murmur.end();
  2818. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2819. sampler = m_samplerStateCache.find(hash);
  2820. if (NULL != sampler)
  2821. {
  2822. D3D11_SAMPLER_DESC sd;
  2823. sampler->GetDesc(&sd);
  2824. if (0 != bx::memCmp(_rgba, sd.BorderColor, 16) )
  2825. {
  2826. // Sampler will be released when updated sampler
  2827. // is added to cache.
  2828. sampler = NULL;
  2829. }
  2830. }
  2831. }
  2832. if (NULL == sampler)
  2833. {
  2834. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2835. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2836. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2837. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2838. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2839. D3D11_SAMPLER_DESC sd;
  2840. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2841. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2842. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2843. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2844. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2845. sd.MaxAnisotropy = m_maxAnisotropy;
  2846. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2847. sd.BorderColor[0] = _rgba[0];
  2848. sd.BorderColor[1] = _rgba[1];
  2849. sd.BorderColor[2] = _rgba[2];
  2850. sd.BorderColor[3] = _rgba[3];
  2851. sd.MinLOD = 0;
  2852. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2853. m_device->CreateSamplerState(&sd, &sampler);
  2854. DX_CHECK_REFCOUNT(sampler, 1);
  2855. m_samplerStateCache.add(hash, sampler);
  2856. }
  2857. return sampler;
  2858. }
  2859. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2860. {
  2861. m_occlusionQuery.resolve(_render);
  2862. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2863. }
  2864. DXGI_FORMAT getBufferFormat()
  2865. {
  2866. #if BX_PLATFORM_WINDOWS
  2867. return m_scd.BufferDesc.Format;
  2868. #else
  2869. return m_scd.Format;
  2870. #endif
  2871. }
  2872. uint32_t getBufferWidth()
  2873. {
  2874. #if BX_PLATFORM_WINDOWS
  2875. return m_scd.BufferDesc.Width;
  2876. #else
  2877. return m_scd.Width;
  2878. #endif
  2879. }
  2880. uint32_t getBufferHeight()
  2881. {
  2882. #if BX_PLATFORM_WINDOWS
  2883. return m_scd.BufferDesc.Height;
  2884. #else
  2885. return m_scd.Height;
  2886. #endif
  2887. }
  2888. void setBufferSize(uint32_t _width, uint32_t _height)
  2889. {
  2890. #if BX_PLATFORM_WINDOWS
  2891. m_scd.BufferDesc.Width = _width;
  2892. m_scd.BufferDesc.Height = _height;
  2893. #else
  2894. m_scd.Width = _width;
  2895. m_scd.Height = _height;
  2896. #endif
  2897. }
  2898. void commitTextureStage()
  2899. {
  2900. // vertex texture fetch not supported on 9_1 through 9_3
  2901. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2902. {
  2903. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2904. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2905. }
  2906. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2907. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2908. }
  2909. void invalidateTextureStage()
  2910. {
  2911. m_textureStage.clear();
  2912. commitTextureStage();
  2913. }
  2914. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2915. {
  2916. bx::HashMurmur2A murmur;
  2917. murmur.begin();
  2918. murmur.add(_handle);
  2919. murmur.add(_mip);
  2920. murmur.add(1);
  2921. uint32_t hash = murmur.end();
  2922. IUnknown** ptr = m_srvUavLru.find(hash);
  2923. ID3D11UnorderedAccessView* uav;
  2924. if (NULL == ptr)
  2925. {
  2926. TextureD3D11& texture = m_textures[_handle.idx];
  2927. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2928. desc.Format = texture.getSrvFormat();
  2929. switch (texture.m_type)
  2930. {
  2931. case TextureD3D11::Texture2D:
  2932. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2933. desc.Texture2D.MipSlice = _mip;
  2934. break;
  2935. case TextureD3D11::TextureCube:
  2936. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
  2937. desc.Texture2DArray.ArraySize = 6;
  2938. desc.Texture2DArray.FirstArraySlice = 0;
  2939. desc.Texture2DArray.MipSlice = _mip;
  2940. break;
  2941. case TextureD3D11::Texture3D:
  2942. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2943. desc.Texture3D.MipSlice = _mip;
  2944. desc.Texture3D.FirstWSlice = 0;
  2945. desc.Texture3D.WSize = UINT32_MAX;
  2946. break;
  2947. }
  2948. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2949. m_srvUavLru.add(hash, uav, _handle.idx);
  2950. }
  2951. else
  2952. {
  2953. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2954. }
  2955. return uav;
  2956. }
  2957. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip, bool _compute = false)
  2958. {
  2959. bx::HashMurmur2A murmur;
  2960. murmur.begin();
  2961. murmur.add(_handle);
  2962. murmur.add(_mip);
  2963. murmur.add(0);
  2964. murmur.add(_compute);
  2965. uint32_t hash = murmur.end();
  2966. IUnknown** ptr = m_srvUavLru.find(hash);
  2967. ID3D11ShaderResourceView* srv;
  2968. if (NULL == ptr)
  2969. {
  2970. const TextureD3D11& texture = m_textures[_handle.idx];
  2971. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2972. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2973. const bool msaaSample = 1 < msaa.Count && 0 != (texture.m_flags&BGFX_TEXTURE_MSAA_SAMPLE);
  2974. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2975. desc.Format = texture.getSrvFormat();
  2976. switch (texture.m_type)
  2977. {
  2978. case TextureD3D11::Texture2D:
  2979. desc.ViewDimension = msaaSample
  2980. ? D3D11_SRV_DIMENSION_TEXTURE2DMS
  2981. : D3D11_SRV_DIMENSION_TEXTURE2D
  2982. ;
  2983. desc.Texture2D.MostDetailedMip = _mip;
  2984. desc.Texture2D.MipLevels = 1;
  2985. break;
  2986. case TextureD3D11::TextureCube:
  2987. if (_compute)
  2988. {
  2989. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  2990. desc.Texture2DArray.MostDetailedMip = _mip;
  2991. desc.Texture2DArray.MipLevels = 1;
  2992. desc.Texture2DArray.FirstArraySlice = 0;
  2993. desc.Texture2DArray.ArraySize = 6;
  2994. }
  2995. else
  2996. {
  2997. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2998. desc.TextureCube.MostDetailedMip = _mip;
  2999. desc.TextureCube.MipLevels = 1;
  3000. }
  3001. break;
  3002. case TextureD3D11::Texture3D:
  3003. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  3004. desc.Texture3D.MostDetailedMip = _mip;
  3005. desc.Texture3D.MipLevels = 1;
  3006. break;
  3007. }
  3008. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  3009. m_srvUavLru.add(hash, srv, _handle.idx);
  3010. }
  3011. else
  3012. {
  3013. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  3014. }
  3015. return srv;
  3016. }
  3017. void ovrPostReset()
  3018. {
  3019. #if BGFX_CONFIG_USE_OVR
  3020. if (m_resolution.m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  3021. {
  3022. const uint32_t msaaSamples = 1 << ((m_resolution.m_flags&BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT);
  3023. m_ovr.postReset(msaaSamples, m_resolution.m_width, m_resolution.m_height);
  3024. }
  3025. #endif // BGFX_CONFIG_USE_OVR
  3026. }
  3027. void ovrPreReset()
  3028. {
  3029. #if BGFX_CONFIG_USE_OVR
  3030. m_ovr.preReset();
  3031. #endif // BGFX_CONFIG_USE_OVR
  3032. }
  3033. void capturePostReset()
  3034. {
  3035. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  3036. {
  3037. ID3D11Texture2D* backBuffer;
  3038. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  3039. D3D11_TEXTURE2D_DESC backBufferDesc;
  3040. backBuffer->GetDesc(&backBufferDesc);
  3041. D3D11_TEXTURE2D_DESC desc;
  3042. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  3043. desc.SampleDesc.Count = 1;
  3044. desc.SampleDesc.Quality = 0;
  3045. desc.Usage = D3D11_USAGE_STAGING;
  3046. desc.BindFlags = 0;
  3047. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3048. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  3049. if (SUCCEEDED(hr) )
  3050. {
  3051. if (backBufferDesc.SampleDesc.Count != 1)
  3052. {
  3053. desc.Usage = D3D11_USAGE_DEFAULT;
  3054. desc.CPUAccessFlags = 0;
  3055. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  3056. }
  3057. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  3058. }
  3059. DX_RELEASE(backBuffer, 0);
  3060. }
  3061. }
  3062. void capturePreReset()
  3063. {
  3064. if (NULL != m_captureTexture)
  3065. {
  3066. g_callback->captureEnd();
  3067. }
  3068. DX_RELEASE(m_captureResolve, 0);
  3069. DX_RELEASE(m_captureTexture, 0);
  3070. }
  3071. void capture()
  3072. {
  3073. if (NULL != m_captureTexture)
  3074. {
  3075. ID3D11Texture2D* backBuffer;
  3076. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  3077. if (NULL == m_captureResolve)
  3078. {
  3079. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  3080. }
  3081. else
  3082. {
  3083. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat() );
  3084. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  3085. }
  3086. D3D11_MAPPED_SUBRESOURCE mapped;
  3087. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  3088. bimg::imageSwizzleBgra8(
  3089. mapped.pData
  3090. , mapped.RowPitch
  3091. , getBufferWidth()
  3092. , getBufferHeight()
  3093. , mapped.pData
  3094. , mapped.RowPitch
  3095. );
  3096. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  3097. m_deviceCtx->Unmap(m_captureTexture, 0);
  3098. DX_RELEASE(backBuffer, 0);
  3099. }
  3100. }
  3101. void commit(UniformBuffer& _uniformBuffer)
  3102. {
  3103. _uniformBuffer.reset();
  3104. for (;;)
  3105. {
  3106. uint32_t opcode = _uniformBuffer.read();
  3107. if (UniformType::End == opcode)
  3108. {
  3109. break;
  3110. }
  3111. UniformType::Enum type;
  3112. uint16_t loc;
  3113. uint16_t num;
  3114. uint16_t copy;
  3115. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  3116. const char* data;
  3117. if (copy)
  3118. {
  3119. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  3120. }
  3121. else
  3122. {
  3123. UniformHandle handle;
  3124. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  3125. data = (const char*)m_uniforms[handle.idx];
  3126. }
  3127. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  3128. case UniformType::_uniform: \
  3129. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  3130. { \
  3131. setShaderUniform(uint8_t(type), loc, data, num); \
  3132. } \
  3133. break;
  3134. switch ( (uint32_t)type)
  3135. {
  3136. case UniformType::Mat3:
  3137. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  3138. {
  3139. float* value = (float*)data;
  3140. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  3141. {
  3142. Matrix4 mtx;
  3143. mtx.un.val[ 0] = value[0];
  3144. mtx.un.val[ 1] = value[1];
  3145. mtx.un.val[ 2] = value[2];
  3146. mtx.un.val[ 3] = 0.0f;
  3147. mtx.un.val[ 4] = value[3];
  3148. mtx.un.val[ 5] = value[4];
  3149. mtx.un.val[ 6] = value[5];
  3150. mtx.un.val[ 7] = 0.0f;
  3151. mtx.un.val[ 8] = value[6];
  3152. mtx.un.val[ 9] = value[7];
  3153. mtx.un.val[10] = value[8];
  3154. mtx.un.val[11] = 0.0f;
  3155. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  3156. }
  3157. }
  3158. break;
  3159. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  3160. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  3161. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  3162. case UniformType::End:
  3163. break;
  3164. default:
  3165. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  3166. break;
  3167. }
  3168. #undef CASE_IMPLEMENT_UNIFORM
  3169. }
  3170. }
  3171. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  3172. {
  3173. uint32_t width;
  3174. uint32_t height;
  3175. if (isValid(m_fbh) )
  3176. {
  3177. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  3178. width = fb.m_width;
  3179. height = fb.m_height;
  3180. }
  3181. else
  3182. {
  3183. width = getBufferWidth();
  3184. height = getBufferHeight();
  3185. }
  3186. if (0 == _rect.m_x
  3187. && 0 == _rect.m_y
  3188. && width == _rect.m_width
  3189. && height == _rect.m_height)
  3190. {
  3191. clear(_clear, _palette);
  3192. }
  3193. else
  3194. {
  3195. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  3196. uint64_t state = 0;
  3197. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  3198. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  3199. uint64_t stencil = 0;
  3200. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  3201. | BGFX_STENCIL_TEST_ALWAYS
  3202. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  3203. | BGFX_STENCIL_FUNC_RMASK(0xff)
  3204. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  3205. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  3206. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  3207. : 0
  3208. ;
  3209. setBlendState(state);
  3210. setDepthStencilState(state, stencil);
  3211. setRasterizerState(state);
  3212. uint32_t numMrt = 1;
  3213. FrameBufferHandle fbh = m_fbh;
  3214. if (isValid(fbh) )
  3215. {
  3216. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  3217. numMrt = bx::uint32_max(1, fb.m_num);
  3218. }
  3219. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  3220. m_currentProgram = &program;
  3221. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  3222. deviceCtx->VSSetConstantBuffers(0, 1, s_zero.m_buffer);
  3223. if (NULL != m_currentColor)
  3224. {
  3225. const ShaderD3D11* fsh = program.m_fsh;
  3226. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  3227. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  3228. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3229. {
  3230. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  3231. for (uint32_t ii = 0; ii < numMrt; ++ii)
  3232. {
  3233. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  3234. bx::memCopy(mrtClear[ii], _palette[index], 16);
  3235. }
  3236. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  3237. }
  3238. else
  3239. {
  3240. float rgba[4] =
  3241. {
  3242. _clear.m_index[0]*1.0f/255.0f,
  3243. _clear.m_index[1]*1.0f/255.0f,
  3244. _clear.m_index[2]*1.0f/255.0f,
  3245. _clear.m_index[3]*1.0f/255.0f,
  3246. };
  3247. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  3248. }
  3249. }
  3250. else
  3251. {
  3252. deviceCtx->PSSetShader(NULL, NULL, 0);
  3253. }
  3254. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  3255. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  3256. const uint32_t stride = vertexDecl.m_stride;
  3257. const uint32_t offset = 0;
  3258. {
  3259. struct Vertex
  3260. {
  3261. float m_x;
  3262. float m_y;
  3263. float m_z;
  3264. };
  3265. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  3266. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  3267. const float depth = _clear.m_depth;
  3268. vertex->m_x = -1.0f;
  3269. vertex->m_y = -1.0f;
  3270. vertex->m_z = depth;
  3271. vertex++;
  3272. vertex->m_x = 1.0f;
  3273. vertex->m_y = -1.0f;
  3274. vertex->m_z = depth;
  3275. vertex++;
  3276. vertex->m_x = -1.0f;
  3277. vertex->m_y = 1.0f;
  3278. vertex->m_z = depth;
  3279. vertex++;
  3280. vertex->m_x = 1.0f;
  3281. vertex->m_y = 1.0f;
  3282. vertex->m_z = depth;
  3283. }
  3284. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  3285. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3286. setInputLayout(vertexDecl, program, 0);
  3287. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  3288. deviceCtx->Draw(4, 0);
  3289. }
  3290. }
  3291. void* m_d3d9dll;
  3292. void* m_d3d11dll;
  3293. void* m_dxgidll;
  3294. void* m_dxgidebugdll;
  3295. void* m_renderdocdll;
  3296. void* m_agsdll;
  3297. AGSContext* m_ags;
  3298. NvApi m_nvapi;
  3299. D3D_DRIVER_TYPE m_driverType;
  3300. D3D_FEATURE_LEVEL m_featureLevel;
  3301. IDXGIAdapter* m_adapter;
  3302. IDXGIOutput* m_output;
  3303. DXGI_ADAPTER_DESC m_adapterDesc;
  3304. #if BX_PLATFORM_WINDOWS
  3305. IDXGIFactory* m_factory;
  3306. IDXGISwapChain* m_swapChain;
  3307. #else
  3308. IDXGIFactory2* m_factory;
  3309. IDXGISwapChain1* m_swapChain;
  3310. #endif // BX_PLATFORM_WINDOWS
  3311. bool m_needPresent;
  3312. bool m_lost;
  3313. uint16_t m_numWindows;
  3314. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3315. ID3D11Device* m_device;
  3316. ID3D11DeviceContext* m_deviceCtx;
  3317. ID3DUserDefinedAnnotation* m_annotation;
  3318. ID3D11InfoQueue* m_infoQueue;
  3319. TimerQueryD3D11 m_gpuTimer;
  3320. OcclusionQueryD3D11 m_occlusionQuery;
  3321. uint32_t m_deviceInterfaceVersion;
  3322. ID3D11RenderTargetView* m_backBufferColor;
  3323. ID3D11DepthStencilView* m_backBufferDepthStencil;
  3324. ID3D11RenderTargetView* m_currentColor;
  3325. ID3D11DepthStencilView* m_currentDepthStencil;
  3326. ID3D11Texture2D* m_captureTexture;
  3327. ID3D11Texture2D* m_captureResolve;
  3328. Resolution m_resolution;
  3329. #if BX_PLATFORM_WINDOWS
  3330. typedef DXGI_SWAP_CHAIN_DESC SwapChainDesc;
  3331. #else
  3332. typedef DXGI_SWAP_CHAIN_DESC1 SwapChainDesc;
  3333. #endif // BX_PLATFORM_WINDOWS
  3334. SwapChainDesc m_scd;
  3335. uint32_t m_maxAnisotropy;
  3336. bool m_depthClamp;
  3337. bool m_wireframe;
  3338. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  3339. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  3340. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  3341. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  3342. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  3343. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  3344. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3345. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  3346. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  3347. UniformRegistry m_uniformReg;
  3348. StateCacheT<ID3D11BlendState> m_blendStateCache;
  3349. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  3350. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  3351. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  3352. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  3353. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  3354. TextVideoMem m_textVideoMem;
  3355. TextureStage m_textureStage;
  3356. ProgramD3D11* m_currentProgram;
  3357. uint8_t m_vsScratch[64<<10];
  3358. uint8_t m_fsScratch[64<<10];
  3359. uint32_t m_vsChanges;
  3360. uint32_t m_fsChanges;
  3361. FrameBufferHandle m_fbh;
  3362. bool m_rtMsaa;
  3363. bool m_timerQuerySupport;
  3364. bool m_directAccessSupport;
  3365. VR m_ovr;
  3366. #if BGFX_CONFIG_USE_OVR
  3367. VRImplOVRD3D11 m_ovrRender;
  3368. #endif // BGFX_CONFIG_USE_OVR
  3369. };
  3370. static RendererContextD3D11* s_renderD3D11;
  3371. RendererContextI* rendererCreate(const Init& _init)
  3372. {
  3373. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  3374. if (!s_renderD3D11->init(_init) )
  3375. {
  3376. BX_DELETE(g_allocator, s_renderD3D11);
  3377. s_renderD3D11 = NULL;
  3378. }
  3379. return s_renderD3D11;
  3380. }
  3381. void rendererDestroy()
  3382. {
  3383. s_renderD3D11->shutdown();
  3384. BX_DELETE(g_allocator, s_renderD3D11);
  3385. s_renderD3D11 = NULL;
  3386. }
  3387. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3388. {
  3389. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3390. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3391. {
  3392. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  3393. _offset += _stride;
  3394. }
  3395. }
  3396. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3397. {
  3398. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3399. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3400. {
  3401. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  3402. _offset += _stride;
  3403. }
  3404. }
  3405. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3406. {
  3407. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3408. }
  3409. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3410. {
  3411. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3412. }
  3413. int WINAPI d3d11Annotation_BeginEvent(DWORD _color, LPCWSTR _name)
  3414. {
  3415. BX_UNUSED(_color);
  3416. return s_renderD3D11->m_annotation->BeginEvent(_name);
  3417. }
  3418. int WINAPI d3d11Annotation_EndEvent()
  3419. {
  3420. return s_renderD3D11->m_annotation->EndEvent();
  3421. }
  3422. void WINAPI d3d11Annotation_SetMarker(DWORD _color, LPCWSTR _name)
  3423. {
  3424. BX_UNUSED(_color);
  3425. s_renderD3D11->m_annotation->SetMarker(_name);
  3426. }
  3427. #if BGFX_CONFIG_USE_OVR
  3428. VRImplOVRD3D11::VRImplOVRD3D11()
  3429. : m_depthBuffer(NULL)
  3430. , m_msaaRtv(NULL)
  3431. , m_msaaTexture(NULL)
  3432. , m_textureSwapChain(NULL)
  3433. , m_mirrorTexture(NULL)
  3434. {
  3435. bx::memSet(m_eyeRtv, 0, sizeof(m_eyeRtv));
  3436. }
  3437. bool VRImplOVRD3D11::createSwapChain(const VRDesc& _desc, int _msaaSamples, int _mirrorWidth, int _mirrorHeight)
  3438. {
  3439. if (!m_session)
  3440. {
  3441. return false;
  3442. }
  3443. ID3D11Device* device = s_renderD3D11->m_device;
  3444. if (NULL == m_textureSwapChain)
  3445. {
  3446. ovrTextureSwapChainDesc swapchainDesc = {};
  3447. swapchainDesc.Type = ovrTexture_2D;
  3448. swapchainDesc.Width = _desc.m_eyeSize[0].m_w + _desc.m_eyeSize[1].m_w;
  3449. swapchainDesc.Height = bx::uint32_max(_desc.m_eyeSize[0].m_h, _desc.m_eyeSize[1].m_h);
  3450. swapchainDesc.MipLevels = 1;
  3451. swapchainDesc.ArraySize = 1;
  3452. swapchainDesc.SampleCount = 1;
  3453. swapchainDesc.MiscFlags = ovrTextureMisc_DX_Typeless;
  3454. swapchainDesc.BindFlags = ovrTextureBind_DX_RenderTarget;
  3455. swapchainDesc.StaticImage = ovrFalse;
  3456. swapchainDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
  3457. ovrResult result = ovr_CreateTextureSwapChainDX(m_session, device, &swapchainDesc, &m_textureSwapChain);
  3458. if (!OVR_SUCCESS(result) )
  3459. {
  3460. return false;
  3461. }
  3462. for (int eye = 0; eye < 2; ++eye)
  3463. {
  3464. m_renderLayer.ColorTexture[eye] = m_textureSwapChain;
  3465. }
  3466. // create MSAA target
  3467. if (_msaaSamples > 1)
  3468. {
  3469. D3D11_TEXTURE2D_DESC msDesc;
  3470. msDesc.Width = swapchainDesc.Width;
  3471. msDesc.Height = swapchainDesc.Height;
  3472. msDesc.MipLevels = 1;
  3473. msDesc.ArraySize = 1;
  3474. msDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3475. msDesc.SampleDesc.Count = _msaaSamples;
  3476. msDesc.SampleDesc.Quality = 0;
  3477. msDesc.Usage = D3D11_USAGE_DEFAULT;
  3478. msDesc.CPUAccessFlags = 0;
  3479. msDesc.MiscFlags = 0;
  3480. msDesc.BindFlags = D3D11_BIND_RENDER_TARGET;
  3481. DX_CHECK(device->CreateTexture2D(&msDesc, NULL, &m_msaaTexture) );
  3482. DX_CHECK(device->CreateRenderTargetView(m_msaaTexture, NULL, &m_msaaRtv) );
  3483. }
  3484. else
  3485. {
  3486. int swapchainSize;
  3487. result = ovr_GetTextureSwapChainLength(m_session, m_textureSwapChain, &swapchainSize);
  3488. if (!OVR_SUCCESS(result) )
  3489. {
  3490. destroySwapChain();
  3491. return false;
  3492. }
  3493. BX_CHECK(swapchainSize <= BX_COUNTOF(m_eyeRtv), "Too many OVR swap chain entries %d", swapchainSize);
  3494. for (int ii = 0; ii < swapchainSize; ++ii)
  3495. {
  3496. ID3D11Texture2D* texture;
  3497. ovr_GetTextureSwapChainBufferDX(m_session, m_textureSwapChain, ii, IID_PPV_ARGS(&texture) );
  3498. D3D11_RENDER_TARGET_VIEW_DESC viewDesc;
  3499. viewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3500. viewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  3501. viewDesc.Texture2D.MipSlice = 0;
  3502. DX_CHECK(device->CreateRenderTargetView(texture, &viewDesc, &m_eyeRtv[ii]) );
  3503. DX_RELEASE(texture, 1);
  3504. }
  3505. }
  3506. // create depth buffer
  3507. D3D11_TEXTURE2D_DESC dbDesc = {};
  3508. dbDesc.Width = swapchainDesc.Width;
  3509. dbDesc.Height = swapchainDesc.Height;
  3510. dbDesc.MipLevels = 1;
  3511. dbDesc.ArraySize = 1;
  3512. dbDesc.Format = DXGI_FORMAT_D32_FLOAT;
  3513. dbDesc.SampleDesc.Count = _msaaSamples;
  3514. dbDesc.SampleDesc.Quality = 0;
  3515. dbDesc.Usage = D3D11_USAGE_DEFAULT;
  3516. dbDesc.CPUAccessFlags = 0;
  3517. dbDesc.MiscFlags = 0;
  3518. dbDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  3519. ID3D11Texture2D* depthTexture;
  3520. DX_CHECK(device->CreateTexture2D(&dbDesc, NULL, &depthTexture) );
  3521. DX_CHECK(device->CreateDepthStencilView(depthTexture, NULL, &m_depthBuffer) );
  3522. DX_RELEASE(depthTexture, 0);
  3523. }
  3524. if (NULL == m_mirrorTexture)
  3525. {
  3526. ovrMirrorTextureDesc mirrorDesc = {};
  3527. mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
  3528. mirrorDesc.Width = _mirrorWidth;
  3529. mirrorDesc.Height = _mirrorHeight;
  3530. ovrResult result = ovr_CreateMirrorTextureDX(m_session, device, &mirrorDesc, &m_mirrorTexture);
  3531. BX_WARN(OVR_SUCCESS(result), "Could not create D3D11 OVR mirror texture");
  3532. BX_UNUSED(result);
  3533. }
  3534. return true;
  3535. }
  3536. void VRImplOVRD3D11::destroySwapChain()
  3537. {
  3538. if (NULL != m_textureSwapChain)
  3539. {
  3540. BX_CHECK(m_session, "VRSWapChain destroyed without valid OVR session");
  3541. ovr_DestroyTextureSwapChain(m_session, m_textureSwapChain);
  3542. m_textureSwapChain = NULL;
  3543. }
  3544. for (int ii = 0, nn = BX_COUNTOF(m_eyeRtv); ii < nn; ++ii)
  3545. {
  3546. DX_RELEASE(m_eyeRtv[ii], 0);
  3547. }
  3548. DX_RELEASE(m_msaaRtv, 0);
  3549. DX_RELEASE(m_msaaTexture, 0);
  3550. DX_RELEASE(m_depthBuffer, 0);
  3551. destroyMirror();
  3552. }
  3553. void VRImplOVRD3D11::destroyMirror()
  3554. {
  3555. if (NULL != m_mirrorTexture)
  3556. {
  3557. ovr_DestroyMirrorTexture(m_session, m_mirrorTexture);
  3558. m_mirrorTexture = NULL;
  3559. }
  3560. }
  3561. void VRImplOVRD3D11::makeRenderTargetActive(const VRDesc& /*_desc*/)
  3562. {
  3563. if (NULL != m_msaaRtv)
  3564. {
  3565. s_renderD3D11->m_currentColor = m_msaaRtv;
  3566. }
  3567. else
  3568. {
  3569. int index;
  3570. ovr_GetTextureSwapChainCurrentIndex(m_session, m_textureSwapChain, &index);
  3571. s_renderD3D11->m_currentColor = m_eyeRtv[index];
  3572. }
  3573. s_renderD3D11->m_currentDepthStencil = m_depthBuffer;
  3574. }
  3575. bool VRImplOVRD3D11::submitSwapChain(const VRDesc& /* _desc */)
  3576. {
  3577. BX_CHECK(NULL != m_session, "No session in VRImplOVRD3D11::submitSwapChain. Usage error");
  3578. BX_CHECK(NULL != m_textureSwapChain, "VRImplOVRD3D11 submitted without a valid swap chain");
  3579. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3580. int index;
  3581. ovr_GetTextureSwapChainCurrentIndex(m_session, m_textureSwapChain, &index);
  3582. ID3D11Texture2D* eyeTexture;
  3583. ovr_GetTextureSwapChainBufferDX(m_session, m_textureSwapChain, index, IID_PPV_ARGS(&eyeTexture));
  3584. // resolve MSAA
  3585. if (NULL != m_msaaRtv)
  3586. {
  3587. deviceCtx->ResolveSubresource(eyeTexture, 0, m_msaaTexture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
  3588. }
  3589. ovrResult result = ovr_CommitTextureSwapChain(m_session, m_textureSwapChain);
  3590. if (!OVR_SUCCESS(result) )
  3591. {
  3592. return false;
  3593. DX_RELEASE(eyeTexture, 1);
  3594. }
  3595. ovrLayerHeader* layerList = &m_renderLayer.Header;
  3596. result = ovr_SubmitFrame(m_session, 0, NULL, &layerList, 1);
  3597. if (!OVR_SUCCESS(result) )
  3598. {
  3599. DX_RELEASE(eyeTexture, 1);
  3600. return false;
  3601. }
  3602. if (result != ovrSuccess_NotVisible && NULL != m_mirrorTexture)
  3603. {
  3604. IDXGISwapChain* swapChain = s_renderD3D11->m_swapChain;
  3605. ID3D11Texture2D* tex = NULL;
  3606. ovr_GetMirrorTextureBufferDX(m_session, m_mirrorTexture, IID_PPV_ARGS(&tex));
  3607. ID3D11Texture2D* backBuffer;
  3608. DX_CHECK(swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer)));
  3609. deviceCtx->CopyResource(backBuffer, tex);
  3610. DX_CHECK(swapChain->Present(0, 0));
  3611. DX_RELEASE(tex, 1);
  3612. DX_RELEASE(backBuffer, 0);
  3613. }
  3614. DX_RELEASE(eyeTexture, 1);
  3615. return true;
  3616. }
  3617. #endif // BGFX_CONFIG_USE_OVR
  3618. struct UavFormat
  3619. {
  3620. DXGI_FORMAT format[3];
  3621. uint32_t stride;
  3622. };
  3623. static const UavFormat s_uavFormat[] =
  3624. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3625. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3626. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3627. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3628. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3629. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3630. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3631. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3632. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3633. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3634. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3635. };
  3636. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  3637. {
  3638. m_uav = NULL;
  3639. m_size = _size;
  3640. m_flags = _flags;
  3641. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3642. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  3643. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3644. m_dynamic = NULL == _data && !needUav;
  3645. D3D11_BUFFER_DESC desc;
  3646. desc.ByteWidth = _size;
  3647. desc.BindFlags = 0
  3648. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  3649. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  3650. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  3651. ;
  3652. desc.MiscFlags = 0
  3653. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  3654. ;
  3655. desc.StructureByteStride = 0;
  3656. DXGI_FORMAT format;
  3657. uint32_t stride;
  3658. if (drawIndirect)
  3659. {
  3660. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3661. stride = 16;
  3662. }
  3663. else
  3664. {
  3665. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3666. if (0 == uavFormat)
  3667. {
  3668. if (_vertex)
  3669. {
  3670. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3671. stride = 16;
  3672. }
  3673. else
  3674. {
  3675. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3676. {
  3677. format = DXGI_FORMAT_R16_UINT;
  3678. stride = 2;
  3679. }
  3680. else
  3681. {
  3682. format = DXGI_FORMAT_R32_UINT;
  3683. stride = 4;
  3684. }
  3685. }
  3686. }
  3687. else
  3688. {
  3689. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3690. format = s_uavFormat[uavFormat].format[uavType];
  3691. stride = s_uavFormat[uavFormat].stride;
  3692. }
  3693. }
  3694. ID3D11Device* device = s_renderD3D11->m_device;
  3695. D3D11_SUBRESOURCE_DATA srd;
  3696. srd.pSysMem = _data;
  3697. srd.SysMemPitch = 0;
  3698. srd.SysMemSlicePitch = 0;
  3699. if (needUav)
  3700. {
  3701. desc.Usage = D3D11_USAGE_DEFAULT;
  3702. desc.CPUAccessFlags = 0;
  3703. desc.StructureByteStride = _stride;
  3704. DX_CHECK(device->CreateBuffer(&desc
  3705. , NULL == _data ? NULL : &srd
  3706. , &m_ptr
  3707. ) );
  3708. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  3709. uavd.Format = format;
  3710. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  3711. uavd.Buffer.FirstElement = 0;
  3712. uavd.Buffer.NumElements = m_size / stride;
  3713. uavd.Buffer.Flags = 0;
  3714. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  3715. , &uavd
  3716. , &m_uav
  3717. ) );
  3718. }
  3719. else if (m_dynamic)
  3720. {
  3721. #if USE_D3D11_STAGING_BUFFER
  3722. desc.Usage = D3D11_USAGE_DEFAULT;
  3723. desc.CPUAccessFlags = 0;
  3724. DX_CHECK(device->CreateBuffer(&desc
  3725. , NULL
  3726. , &m_ptr
  3727. ) );
  3728. desc.BindFlags = 0;
  3729. desc.Usage = D3D11_USAGE_STAGING;
  3730. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3731. DX_CHECK(device->CreateBuffer(&desc
  3732. , NULL
  3733. , &m_staging
  3734. ) );
  3735. #else
  3736. desc.Usage = D3D11_USAGE_DYNAMIC;
  3737. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3738. DX_CHECK(device->CreateBuffer(&desc
  3739. , NULL
  3740. , &m_ptr
  3741. ) );
  3742. #endif // USE_D3D11_STAGING_BUFFER
  3743. }
  3744. else
  3745. {
  3746. desc.Usage = D3D11_USAGE_IMMUTABLE;
  3747. desc.CPUAccessFlags = 0;
  3748. DX_CHECK(device->CreateBuffer(&desc
  3749. , &srd
  3750. , &m_ptr
  3751. ) );
  3752. }
  3753. if (needSrv)
  3754. {
  3755. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3756. srvd.Format = format;
  3757. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  3758. srvd.Buffer.FirstElement = 0;
  3759. srvd.Buffer.NumElements = m_size / stride;
  3760. DX_CHECK(device->CreateShaderResourceView(m_ptr
  3761. , &srvd
  3762. , &m_srv
  3763. ) );
  3764. }
  3765. }
  3766. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  3767. {
  3768. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3769. BX_CHECK(m_dynamic, "Must be dynamic!");
  3770. #if USE_D3D11_STAGING_BUFFER
  3771. BX_UNUSED(_discard);
  3772. D3D11_MAPPED_SUBRESOURCE mapped;
  3773. DX_CHECK(deviceCtx->Map(m_staging, 0, D3D11_MAP_WRITE, 0, &mapped) );
  3774. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3775. deviceCtx->Unmap(m_staging, 0);
  3776. D3D11_BOX box;
  3777. box.left = _offset;
  3778. box.top = 0;
  3779. box.front = 0;
  3780. box.right = _offset + _size;
  3781. box.bottom = 1;
  3782. box.back = 1;
  3783. deviceCtx->CopySubresourceRegion(m_ptr
  3784. , 0
  3785. , _offset
  3786. , 0
  3787. , 0
  3788. , m_staging
  3789. , 0
  3790. , &box
  3791. );
  3792. #else
  3793. if (_discard)
  3794. {
  3795. D3D11_MAPPED_SUBRESOURCE mapped;
  3796. DX_CHECK(deviceCtx->Map(m_ptr, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped) );
  3797. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3798. deviceCtx->Unmap(m_ptr, 0);
  3799. }
  3800. else
  3801. {
  3802. D3D11_BUFFER_DESC desc;
  3803. desc.ByteWidth = _size;
  3804. desc.Usage = D3D11_USAGE_STAGING;
  3805. desc.BindFlags = 0;
  3806. desc.MiscFlags = 0;
  3807. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3808. desc.StructureByteStride = 0;
  3809. D3D11_SUBRESOURCE_DATA srd;
  3810. srd.pSysMem = _data;
  3811. srd.SysMemPitch = 0;
  3812. srd.SysMemSlicePitch = 0;
  3813. D3D11_BOX srcBox;
  3814. srcBox.left = 0;
  3815. srcBox.top = 0;
  3816. srcBox.front = 0;
  3817. srcBox.right = _size;
  3818. srcBox.bottom = 1;
  3819. srcBox.back = 1;
  3820. ID3D11Device* device = s_renderD3D11->m_device;
  3821. ID3D11Buffer* ptr;
  3822. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  3823. deviceCtx->CopySubresourceRegion(m_ptr
  3824. , 0
  3825. , _offset
  3826. , 0
  3827. , 0
  3828. , ptr
  3829. , 0
  3830. , &srcBox
  3831. );
  3832. DX_RELEASE(ptr, 0);
  3833. }
  3834. #endif // 0
  3835. }
  3836. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3837. {
  3838. m_decl = _declHandle;
  3839. uint16_t stride = isValid(_declHandle)
  3840. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  3841. : 0
  3842. ;
  3843. BufferD3D11::create(_size, _data, _flags, stride, true);
  3844. }
  3845. static bool hasDepthOp(const void* _code, uint32_t _size)
  3846. {
  3847. bx::MemoryReader rd(_code, _size);
  3848. bx::Error err;
  3849. DxbcContext dxbc;
  3850. read(&rd, dxbc, &err);
  3851. struct FindDepthOp
  3852. {
  3853. FindDepthOp()
  3854. : m_found(false)
  3855. {
  3856. }
  3857. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3858. {
  3859. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3860. if (_instruction.opcode == DxbcOpcode::DISCARD
  3861. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3862. {
  3863. out.m_found = true;
  3864. return false;
  3865. }
  3866. return true;
  3867. }
  3868. bool m_found;
  3869. } find;
  3870. parse(dxbc.shader, FindDepthOp::find, &find);
  3871. return find.m_found;
  3872. }
  3873. void ShaderD3D11::create(const Memory* _mem)
  3874. {
  3875. bx::MemoryReader reader(_mem->data, _mem->size);
  3876. uint32_t magic;
  3877. bx::read(&reader, magic);
  3878. switch (magic)
  3879. {
  3880. case BGFX_CHUNK_MAGIC_CSH:
  3881. case BGFX_CHUNK_MAGIC_FSH:
  3882. case BGFX_CHUNK_MAGIC_VSH:
  3883. break;
  3884. default:
  3885. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3886. break;
  3887. }
  3888. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3889. uint32_t iohash;
  3890. bx::read(&reader, iohash);
  3891. uint16_t count;
  3892. bx::read(&reader, count);
  3893. m_numPredefined = 0;
  3894. m_numUniforms = count;
  3895. BX_TRACE("%s Shader consts %d"
  3896. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3897. , count
  3898. );
  3899. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3900. if (0 < count)
  3901. {
  3902. for (uint32_t ii = 0; ii < count; ++ii)
  3903. {
  3904. uint8_t nameSize = 0;
  3905. bx::read(&reader, nameSize);
  3906. char name[256] = { '\0' };
  3907. bx::read(&reader, &name, nameSize);
  3908. name[nameSize] = '\0';
  3909. uint8_t type = 0;
  3910. bx::read(&reader, type);
  3911. uint8_t num = 0;
  3912. bx::read(&reader, num);
  3913. uint16_t regIndex = 0;
  3914. bx::read(&reader, regIndex);
  3915. uint16_t regCount = 0;
  3916. bx::read(&reader, regCount);
  3917. const char* kind = "invalid";
  3918. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3919. if (PredefinedUniform::Count != predefined)
  3920. {
  3921. kind = "predefined";
  3922. m_predefined[m_numPredefined].m_loc = regIndex;
  3923. m_predefined[m_numPredefined].m_count = regCount;
  3924. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3925. m_numPredefined++;
  3926. }
  3927. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3928. {
  3929. const UniformRegInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3930. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3931. if (NULL != info)
  3932. {
  3933. if (NULL == m_constantBuffer)
  3934. {
  3935. m_constantBuffer = UniformBuffer::create(1024);
  3936. }
  3937. kind = "user";
  3938. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3939. }
  3940. }
  3941. else
  3942. {
  3943. kind = "sampler";
  3944. }
  3945. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3946. , kind
  3947. , name
  3948. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3949. , num
  3950. , regIndex
  3951. , regCount
  3952. );
  3953. BX_UNUSED(kind);
  3954. }
  3955. if (NULL != m_constantBuffer)
  3956. {
  3957. m_constantBuffer->finish();
  3958. }
  3959. }
  3960. uint32_t shaderSize;
  3961. bx::read(&reader, shaderSize);
  3962. const void* code = reader.getDataPtr();
  3963. bx::skip(&reader, shaderSize+1);
  3964. if (BGFX_CHUNK_MAGIC_FSH == magic)
  3965. {
  3966. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3967. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3968. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3969. }
  3970. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  3971. {
  3972. m_hash = bx::hash<bx::HashMurmur2A>(code, shaderSize);
  3973. m_code = copy(code, shaderSize);
  3974. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3975. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3976. }
  3977. else
  3978. {
  3979. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3980. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3981. }
  3982. uint8_t numAttrs = 0;
  3983. bx::read(&reader, numAttrs);
  3984. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3985. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3986. {
  3987. uint16_t id;
  3988. bx::read(&reader, id);
  3989. Attrib::Enum attr = idToAttrib(id);
  3990. if (Attrib::Count != attr)
  3991. {
  3992. m_attrMask[attr] = UINT16_MAX;
  3993. }
  3994. }
  3995. uint16_t size;
  3996. bx::read(&reader, size);
  3997. if (0 < size)
  3998. {
  3999. D3D11_BUFFER_DESC desc;
  4000. desc.ByteWidth = (size + 0xf) & ~0xf;
  4001. desc.Usage = D3D11_USAGE_DEFAULT;
  4002. desc.CPUAccessFlags = 0;
  4003. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  4004. desc.MiscFlags = 0;
  4005. desc.StructureByteStride = 0;
  4006. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  4007. }
  4008. }
  4009. void* DirectAccessResourceD3D11::createTexture2D(const D3D11_TEXTURE2D_DESC* _gpuDesc, const D3D11_SUBRESOURCE_DATA* _srd, ID3D11Texture2D** _gpuTexture2d)
  4010. {
  4011. ID3D11Device* device = s_renderD3D11->m_device;
  4012. DX_CHECK(setIntelDirectAccessResource(device) );
  4013. DX_CHECK(device->CreateTexture2D(_gpuDesc, _srd, _gpuTexture2d) );
  4014. D3D11_TEXTURE2D_DESC cpuDesc;
  4015. bx::memCopy(&cpuDesc, _gpuDesc, sizeof(cpuDesc) );
  4016. cpuDesc.BindFlags = 0;
  4017. cpuDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
  4018. cpuDesc.Usage = D3D11_USAGE_STAGING;
  4019. DX_CHECK(setIntelDirectAccessResource(s_renderD3D11->m_device) );
  4020. DX_CHECK(device->CreateTexture2D(&cpuDesc, NULL, &m_texture2d) );
  4021. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4022. deviceCtx->CopyResource(m_texture2d, *_gpuTexture2d);
  4023. D3D11_MAPPED_SUBRESOURCE mappedResource;
  4024. deviceCtx->Map(m_texture2d, 0, D3D11_MAP_WRITE, 0, &mappedResource);
  4025. m_descriptor = reinterpret_cast<IntelDirectAccessResourceDescriptor*>(mappedResource.pData);
  4026. return m_descriptor->ptr;
  4027. }
  4028. void* DirectAccessResourceD3D11::createTexture3D(const D3D11_TEXTURE3D_DESC* _gpuDesc, const D3D11_SUBRESOURCE_DATA* _srd, ID3D11Texture3D** _gpuTexture3d)
  4029. {
  4030. ID3D11Device* device = s_renderD3D11->m_device;
  4031. DX_CHECK(setIntelDirectAccessResource(device) );
  4032. DX_CHECK(device->CreateTexture3D(_gpuDesc, _srd, _gpuTexture3d) );
  4033. D3D11_TEXTURE3D_DESC cpuDesc;
  4034. bx::memCopy(&cpuDesc, _gpuDesc, sizeof(cpuDesc) );
  4035. cpuDesc.BindFlags = 0;
  4036. cpuDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
  4037. cpuDesc.Usage = D3D11_USAGE_STAGING;
  4038. DX_CHECK(setIntelDirectAccessResource(s_renderD3D11->m_device) );
  4039. DX_CHECK(device->CreateTexture3D(&cpuDesc, NULL, &m_texture3d) );
  4040. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4041. deviceCtx->CopyResource(m_texture3d, *_gpuTexture3d);
  4042. D3D11_MAPPED_SUBRESOURCE mappedResource;
  4043. deviceCtx->Map(m_texture3d, 0, D3D11_MAP_WRITE, 0, &mappedResource);
  4044. m_descriptor = reinterpret_cast<IntelDirectAccessResourceDescriptor*>(mappedResource.pData);
  4045. return m_descriptor->ptr;
  4046. }
  4047. void DirectAccessResourceD3D11::destroy()
  4048. {
  4049. if (NULL != m_descriptor)
  4050. {
  4051. s_renderD3D11->m_deviceCtx->Unmap(m_ptr, 0);
  4052. m_descriptor = NULL;
  4053. DX_RELEASE(m_ptr, 0);
  4054. }
  4055. }
  4056. void* TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  4057. {
  4058. void* directAccessPtr = NULL;
  4059. bimg::ImageContainer imageContainer;
  4060. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  4061. {
  4062. uint8_t numMips = imageContainer.m_numMips;
  4063. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  4064. numMips -= startLod;
  4065. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(imageContainer.m_format) );
  4066. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  4067. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  4068. const uint16_t numLayers = imageContainer.m_numLayers;
  4069. m_flags = _flags;
  4070. m_width = textureWidth;
  4071. m_height = textureHeight;
  4072. m_depth = imageContainer.m_depth;
  4073. m_requestedFormat = uint8_t(imageContainer.m_format);
  4074. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  4075. const bool convert = m_textureFormat != m_requestedFormat;
  4076. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4077. if (imageContainer.m_cubeMap)
  4078. {
  4079. m_type = TextureCube;
  4080. }
  4081. else if (imageContainer.m_depth > 1)
  4082. {
  4083. m_type = Texture3D;
  4084. }
  4085. else
  4086. {
  4087. m_type = Texture2D;
  4088. }
  4089. m_numMips = numMips;
  4090. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  4091. const uint32_t numSrd = numSides * numMips;
  4092. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  4093. uint32_t kk = 0;
  4094. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  4095. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  4096. BX_TRACE("Texture %3d: %s (requested: %s), layers %d, %dx%d%s%s%s."
  4097. , getHandle()
  4098. , getName( (TextureFormat::Enum)m_textureFormat)
  4099. , getName( (TextureFormat::Enum)m_requestedFormat)
  4100. , numLayers
  4101. , textureWidth
  4102. , textureHeight
  4103. , imageContainer.m_cubeMap ? "x6" : ""
  4104. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  4105. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  4106. );
  4107. for (uint16_t side = 0; side < numSides; ++side)
  4108. {
  4109. uint32_t width = textureWidth;
  4110. uint32_t height = textureHeight;
  4111. uint32_t depth = imageContainer.m_depth;
  4112. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  4113. {
  4114. width = bx::uint32_max(1, width);
  4115. height = bx::uint32_max(1, height);
  4116. depth = bx::uint32_max(1, depth);
  4117. bimg::ImageMip mip;
  4118. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  4119. {
  4120. srd[kk].pSysMem = mip.m_data;
  4121. if (convert)
  4122. {
  4123. uint32_t srcpitch = mip.m_width*bpp/8;
  4124. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  4125. bimg::imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  4126. srd[kk].pSysMem = temp;
  4127. srd[kk].SysMemPitch = srcpitch;
  4128. }
  4129. else if (compressed)
  4130. {
  4131. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  4132. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  4133. }
  4134. else
  4135. {
  4136. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  4137. }
  4138. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  4139. ++kk;
  4140. }
  4141. width >>= 1;
  4142. height >>= 1;
  4143. depth >>= 1;
  4144. }
  4145. }
  4146. const bool writeOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_WRITE_ONLY|BGFX_TEXTURE_READ_BACK) );
  4147. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  4148. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  4149. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB);
  4150. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  4151. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  4152. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4153. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4154. const bool msaaSample = true
  4155. && 1 < msaa.Count
  4156. && 0 != (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  4157. && !writeOnly
  4158. ;
  4159. const bool needResolve = true
  4160. && 1 < msaa.Count
  4161. && 0 == (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  4162. && !writeOnly
  4163. ;
  4164. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  4165. bx::memSet(&srvd, 0, sizeof(srvd) );
  4166. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  4167. if (swizzle)
  4168. {
  4169. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  4170. srvd.Format = format;
  4171. }
  4172. else if (srgb)
  4173. {
  4174. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  4175. srvd.Format = format;
  4176. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  4177. }
  4178. if (format == DXGI_FORMAT_UNKNOWN)
  4179. {
  4180. // not swizzled and not sRGB, or sRGB unsupported
  4181. format = s_textureFormat[m_textureFormat].m_fmt;
  4182. srvd.Format = getSrvFormat();
  4183. }
  4184. bool directAccess = s_renderD3D11->m_directAccessSupport
  4185. && !renderTarget
  4186. && !readBack
  4187. && !blit
  4188. && !writeOnly
  4189. ;
  4190. switch (m_type)
  4191. {
  4192. case Texture2D:
  4193. case TextureCube:
  4194. {
  4195. D3D11_TEXTURE2D_DESC desc;
  4196. desc.Width = textureWidth;
  4197. desc.Height = textureHeight;
  4198. desc.MipLevels = numMips;
  4199. desc.ArraySize = numSides;
  4200. desc.Format = format;
  4201. desc.SampleDesc = msaa;
  4202. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  4203. desc.BindFlags = writeOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  4204. desc.CPUAccessFlags = 0;
  4205. desc.MiscFlags = 0;
  4206. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4207. {
  4208. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  4209. desc.Usage = D3D11_USAGE_DEFAULT;
  4210. }
  4211. else if (renderTarget)
  4212. {
  4213. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  4214. desc.Usage = D3D11_USAGE_DEFAULT;
  4215. desc.MiscFlags |= 0
  4216. | (1 < numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  4217. ;
  4218. }
  4219. if (computeWrite)
  4220. {
  4221. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  4222. desc.Usage = D3D11_USAGE_DEFAULT;
  4223. }
  4224. if (readBack)
  4225. {
  4226. desc.BindFlags = 0;
  4227. desc.Usage = D3D11_USAGE_STAGING;
  4228. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  4229. }
  4230. if (imageContainer.m_cubeMap)
  4231. {
  4232. desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
  4233. if (1 < numLayers)
  4234. {
  4235. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
  4236. srvd.TextureCubeArray.MipLevels = numMips;
  4237. srvd.TextureCubeArray.NumCubes = numLayers;
  4238. }
  4239. else
  4240. {
  4241. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  4242. srvd.TextureCube.MipLevels = numMips;
  4243. }
  4244. }
  4245. else
  4246. {
  4247. if (msaaSample)
  4248. {
  4249. if (1 < numLayers)
  4250. {
  4251. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
  4252. srvd.Texture2DMSArray.ArraySize = numLayers;
  4253. }
  4254. else
  4255. {
  4256. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
  4257. }
  4258. }
  4259. else
  4260. {
  4261. if (1 < numLayers)
  4262. {
  4263. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  4264. srvd.Texture2DArray.MipLevels = numMips;
  4265. srvd.Texture2DArray.ArraySize = numLayers;
  4266. }
  4267. else
  4268. {
  4269. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  4270. srvd.Texture2D.MipLevels = numMips;
  4271. }
  4272. }
  4273. }
  4274. if (needResolve)
  4275. {
  4276. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, NULL, &m_rt2d) );
  4277. desc.BindFlags &= ~(D3D11_BIND_RENDER_TARGET|D3D11_BIND_DEPTH_STENCIL);
  4278. desc.SampleDesc = s_msaa[0];
  4279. }
  4280. if (directAccess)
  4281. {
  4282. directAccessPtr = m_dar.createTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d);
  4283. }
  4284. else
  4285. {
  4286. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  4287. }
  4288. }
  4289. break;
  4290. case Texture3D:
  4291. {
  4292. D3D11_TEXTURE3D_DESC desc;
  4293. desc.Width = textureWidth;
  4294. desc.Height = textureHeight;
  4295. desc.Depth = imageContainer.m_depth;
  4296. desc.MipLevels = imageContainer.m_numMips;
  4297. desc.Format = format;
  4298. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  4299. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  4300. desc.CPUAccessFlags = 0;
  4301. desc.MiscFlags = 0;
  4302. if (renderTarget)
  4303. {
  4304. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  4305. desc.Usage = D3D11_USAGE_DEFAULT;
  4306. desc.MiscFlags |= 0
  4307. | (1 < numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  4308. ;
  4309. }
  4310. if (computeWrite)
  4311. {
  4312. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  4313. desc.Usage = D3D11_USAGE_DEFAULT;
  4314. }
  4315. if (readBack)
  4316. {
  4317. desc.BindFlags = 0;
  4318. desc.Usage = D3D11_USAGE_STAGING;
  4319. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  4320. }
  4321. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  4322. srvd.Texture3D.MipLevels = numMips;
  4323. if (directAccess)
  4324. {
  4325. directAccessPtr = m_dar.createTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d);
  4326. }
  4327. else
  4328. {
  4329. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  4330. }
  4331. }
  4332. break;
  4333. }
  4334. if (!writeOnly)
  4335. {
  4336. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  4337. }
  4338. if (computeWrite)
  4339. {
  4340. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  4341. }
  4342. if (convert
  4343. && 0 != kk)
  4344. {
  4345. kk = 0;
  4346. for (uint16_t side = 0; side < numSides; ++side)
  4347. {
  4348. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  4349. {
  4350. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  4351. ++kk;
  4352. }
  4353. }
  4354. }
  4355. }
  4356. return directAccessPtr;
  4357. }
  4358. void TextureD3D11::destroy()
  4359. {
  4360. m_dar.destroy();
  4361. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  4362. DX_RELEASE(m_rt, 0);
  4363. DX_RELEASE(m_srv, 0);
  4364. DX_RELEASE(m_uav, 0);
  4365. if (0 == (m_flags & BGFX_TEXTURE_INTERNAL_SHARED) )
  4366. {
  4367. DX_RELEASE(m_ptr, 0);
  4368. }
  4369. }
  4370. void TextureD3D11::overrideInternal(uintptr_t _ptr)
  4371. {
  4372. destroy();
  4373. m_flags |= BGFX_TEXTURE_INTERNAL_SHARED;
  4374. m_ptr = (ID3D11Resource*)_ptr;
  4375. s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, NULL, &m_srv);
  4376. }
  4377. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4378. {
  4379. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4380. D3D11_BOX box;
  4381. box.left = _rect.m_x;
  4382. box.top = _rect.m_y;
  4383. box.right = box.left + _rect.m_width;
  4384. box.bottom = box.top + _rect.m_height;
  4385. uint32_t layer = 0;
  4386. if (TextureD3D11::Texture3D == m_type)
  4387. {
  4388. box.front = _z;
  4389. box.back = box.front + _depth;
  4390. }
  4391. else
  4392. {
  4393. layer = _z * (TextureD3D11::TextureCube == m_type ? 6 : 1);
  4394. box.front = 0;
  4395. box.back = 1;
  4396. }
  4397. const uint32_t subres = _mip + ( (layer + _side) * m_numMips);
  4398. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4399. const uint32_t rectpitch = _rect.m_width*bpp/8;
  4400. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4401. const uint32_t slicepitch = rectpitch*_rect.m_height;
  4402. const bool convert = m_textureFormat != m_requestedFormat;
  4403. uint8_t* data = _mem->data;
  4404. uint8_t* temp = NULL;
  4405. if (convert)
  4406. {
  4407. temp = (uint8_t*)BX_ALLOC(g_allocator, slicepitch);
  4408. bimg::imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat) );
  4409. data = temp;
  4410. }
  4411. deviceCtx->UpdateSubresource(
  4412. m_ptr
  4413. , subres
  4414. , &box
  4415. , data
  4416. , srcpitch
  4417. , TextureD3D11::Texture3D == m_type ? slicepitch : 0
  4418. );
  4419. if (NULL != temp)
  4420. {
  4421. BX_FREE(g_allocator, temp);
  4422. }
  4423. }
  4424. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  4425. {
  4426. TextureStage& ts = s_renderD3D11->m_textureStage;
  4427. ts.m_srv[_stage] = m_srv;
  4428. uint32_t flags = 0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & _flags)
  4429. ? _flags
  4430. : m_flags
  4431. ;
  4432. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  4433. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags
  4434. , _palette[index])
  4435. ;
  4436. }
  4437. void TextureD3D11::resolve() const
  4438. {
  4439. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4440. const bool needResolve = NULL != m_rt;
  4441. if (needResolve)
  4442. {
  4443. deviceCtx->ResolveSubresource(m_texture2d, 0, m_rt, 0, s_textureFormat[m_textureFormat].m_fmt);
  4444. }
  4445. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  4446. if (renderTarget
  4447. && 1 < m_numMips)
  4448. {
  4449. deviceCtx->GenerateMips(m_srv);
  4450. }
  4451. }
  4452. TextureHandle TextureD3D11::getHandle() const
  4453. {
  4454. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  4455. return handle;
  4456. }
  4457. DXGI_FORMAT TextureD3D11::getSrvFormat() const
  4458. {
  4459. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4460. {
  4461. return s_textureFormat[m_textureFormat].m_fmtSrv;
  4462. }
  4463. return 0 != (m_flags&BGFX_TEXTURE_SRGB)
  4464. ? s_textureFormat[m_textureFormat].m_fmtSrgb
  4465. : s_textureFormat[m_textureFormat].m_fmt
  4466. ;
  4467. }
  4468. void FrameBufferD3D11::create(uint8_t _num, const Attachment* _attachment)
  4469. {
  4470. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  4471. {
  4472. m_rtv[ii] = NULL;
  4473. }
  4474. m_dsv = NULL;
  4475. m_swapChain = NULL;
  4476. m_denseIdx = UINT16_MAX;
  4477. m_numTh = _num;
  4478. m_needPresent = false;
  4479. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4480. postReset();
  4481. }
  4482. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  4483. {
  4484. DXGI_SWAP_CHAIN_DESC scd;
  4485. bx::memCopy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  4486. scd.BufferDesc.Width = _width;
  4487. scd.BufferDesc.Height = _height;
  4488. scd.OutputWindow = (HWND)_nwh;
  4489. ID3D11Device* device = s_renderD3D11->m_device;
  4490. HRESULT hr;
  4491. hr = s_renderD3D11->m_factory->CreateSwapChain(device
  4492. , &scd
  4493. , &m_swapChain
  4494. );
  4495. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4496. ID3D11Resource* ptr;
  4497. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  4498. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  4499. DX_RELEASE(ptr, 0);
  4500. DXGI_FORMAT fmtDsv = bimg::isDepth(bimg::TextureFormat::Enum(_depthFormat) )
  4501. ? s_textureFormat[_depthFormat].m_fmtDsv
  4502. : DXGI_FORMAT_D24_UNORM_S8_UINT
  4503. ;
  4504. D3D11_TEXTURE2D_DESC dsd;
  4505. dsd.Width = scd.BufferDesc.Width;
  4506. dsd.Height = scd.BufferDesc.Height;
  4507. dsd.MipLevels = 1;
  4508. dsd.ArraySize = 1;
  4509. dsd.Format = fmtDsv;
  4510. dsd.SampleDesc = scd.SampleDesc;
  4511. dsd.Usage = D3D11_USAGE_DEFAULT;
  4512. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  4513. dsd.CPUAccessFlags = 0;
  4514. dsd.MiscFlags = 0;
  4515. ID3D11Texture2D* depthStencil;
  4516. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  4517. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  4518. DX_RELEASE(depthStencil, 0);
  4519. m_srv[0] = NULL;
  4520. m_denseIdx = _denseIdx;
  4521. m_num = 1;
  4522. }
  4523. uint16_t FrameBufferD3D11::destroy()
  4524. {
  4525. preReset(true);
  4526. DX_RELEASE(m_swapChain, 0);
  4527. m_num = 0;
  4528. m_numTh = 0;
  4529. m_needPresent = false;
  4530. uint16_t denseIdx = m_denseIdx;
  4531. m_denseIdx = UINT16_MAX;
  4532. return denseIdx;
  4533. }
  4534. void FrameBufferD3D11::preReset(bool _force)
  4535. {
  4536. if (0 < m_numTh
  4537. || _force)
  4538. {
  4539. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4540. {
  4541. DX_RELEASE(m_srv[ii], 0);
  4542. DX_RELEASE(m_rtv[ii], 0);
  4543. }
  4544. DX_RELEASE(m_dsv, 0);
  4545. }
  4546. }
  4547. void FrameBufferD3D11::postReset()
  4548. {
  4549. m_width = 0;
  4550. m_height = 0;
  4551. if (0 < m_numTh)
  4552. {
  4553. m_num = 0;
  4554. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4555. {
  4556. TextureHandle handle = m_attachment[ii].handle;
  4557. if (isValid(handle) )
  4558. {
  4559. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  4560. if (0 == m_width)
  4561. {
  4562. switch (texture.m_type)
  4563. {
  4564. case TextureD3D11::Texture2D:
  4565. case TextureD3D11::TextureCube:
  4566. {
  4567. D3D11_TEXTURE2D_DESC desc;
  4568. texture.m_texture2d->GetDesc(&desc);
  4569. m_width = desc.Width;
  4570. m_height = desc.Height;
  4571. }
  4572. break;
  4573. case TextureD3D11::Texture3D:
  4574. {
  4575. D3D11_TEXTURE3D_DESC desc;
  4576. texture.m_texture3d->GetDesc(&desc);
  4577. m_width = desc.Width;
  4578. m_height = desc.Height;
  4579. }
  4580. break;
  4581. }
  4582. }
  4583. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4584. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4585. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4586. {
  4587. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  4588. switch (texture.m_type)
  4589. {
  4590. default:
  4591. case TextureD3D11::Texture2D:
  4592. {
  4593. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4594. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4595. dsvDesc.ViewDimension = 1 < msaa.Count
  4596. ? D3D11_DSV_DIMENSION_TEXTURE2DMS
  4597. : D3D11_DSV_DIMENSION_TEXTURE2D
  4598. ;
  4599. dsvDesc.Flags = 0;
  4600. dsvDesc.Texture2D.MipSlice = m_attachment[ii].mip;
  4601. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(
  4602. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4603. , &dsvDesc
  4604. , &m_dsv
  4605. ) );
  4606. }
  4607. break;
  4608. case TextureD3D11::TextureCube:
  4609. {
  4610. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4611. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4612. if (1 < msaa.Count)
  4613. {
  4614. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4615. dsvDesc.Texture2DMSArray.ArraySize = 1;
  4616. dsvDesc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4617. }
  4618. else
  4619. {
  4620. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  4621. dsvDesc.Texture2DArray.ArraySize = 1;
  4622. dsvDesc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4623. dsvDesc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4624. }
  4625. dsvDesc.Flags = 0;
  4626. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  4627. }
  4628. break;
  4629. }
  4630. }
  4631. else
  4632. {
  4633. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4634. desc.Format = texture.getSrvFormat();
  4635. switch (texture.m_type)
  4636. {
  4637. default:
  4638. case TextureD3D11::Texture2D:
  4639. if (1 < msaa.Count)
  4640. {
  4641. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
  4642. }
  4643. else
  4644. {
  4645. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  4646. desc.Texture2D.MipSlice = m_attachment[ii].mip;
  4647. }
  4648. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(
  4649. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4650. , &desc
  4651. , &m_rtv[m_num]
  4652. ) );
  4653. break;
  4654. case TextureD3D11::TextureCube:
  4655. if (1 < msaa.Count)
  4656. {
  4657. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4658. desc.Texture2DMSArray.ArraySize = 1;
  4659. desc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4660. }
  4661. else
  4662. {
  4663. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4664. desc.Texture2DArray.ArraySize = 1;
  4665. desc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4666. desc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4667. }
  4668. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4669. break;
  4670. case TextureD3D11::Texture3D:
  4671. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
  4672. desc.Texture3D.MipSlice = m_attachment[ii].mip;
  4673. desc.Texture3D.WSize = 1;
  4674. desc.Texture3D.FirstWSlice = m_attachment[ii].layer;
  4675. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4676. break;
  4677. }
  4678. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  4679. m_num++;
  4680. }
  4681. }
  4682. }
  4683. }
  4684. }
  4685. void FrameBufferD3D11::resolve()
  4686. {
  4687. if (0 < m_numTh)
  4688. {
  4689. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4690. {
  4691. TextureHandle handle = m_attachment[ii].handle;
  4692. if (isValid(handle) )
  4693. {
  4694. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  4695. texture.resolve();
  4696. }
  4697. }
  4698. }
  4699. }
  4700. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  4701. {
  4702. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4703. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  4704. {
  4705. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4706. {
  4707. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4708. {
  4709. uint8_t index = _clear.m_index[ii];
  4710. if (NULL != m_rtv[ii]
  4711. && UINT8_MAX != index)
  4712. {
  4713. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  4714. }
  4715. }
  4716. }
  4717. else
  4718. {
  4719. float frgba[4] =
  4720. {
  4721. _clear.m_index[0]*1.0f/255.0f,
  4722. _clear.m_index[1]*1.0f/255.0f,
  4723. _clear.m_index[2]*1.0f/255.0f,
  4724. _clear.m_index[3]*1.0f/255.0f,
  4725. };
  4726. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4727. {
  4728. if (NULL != m_rtv[ii])
  4729. {
  4730. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  4731. }
  4732. }
  4733. }
  4734. }
  4735. if (NULL != m_dsv
  4736. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4737. {
  4738. DWORD flags = 0;
  4739. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  4740. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  4741. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  4742. }
  4743. }
  4744. void FrameBufferD3D11::set()
  4745. {
  4746. s_renderD3D11->m_deviceCtx->OMSetRenderTargets(m_num, m_rtv, m_dsv);
  4747. m_needPresent = UINT16_MAX != m_denseIdx;
  4748. s_renderD3D11->m_currentColor = m_rtv[0];
  4749. s_renderD3D11->m_currentDepthStencil = m_dsv;
  4750. }
  4751. HRESULT FrameBufferD3D11::present(uint32_t _syncInterval)
  4752. {
  4753. if (m_needPresent)
  4754. {
  4755. HRESULT hr = m_swapChain->Present(_syncInterval, 0);
  4756. hr = !isLost(hr) ? S_OK : hr;
  4757. m_needPresent = false;
  4758. return hr;
  4759. }
  4760. return S_OK;
  4761. }
  4762. void TimerQueryD3D11::postReset()
  4763. {
  4764. ID3D11Device* device = s_renderD3D11->m_device;
  4765. D3D11_QUERY_DESC qd;
  4766. qd.MiscFlags = 0;
  4767. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4768. {
  4769. Query& query = m_query[ii];
  4770. query.m_ready = false;
  4771. qd.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  4772. DX_CHECK(device->CreateQuery(&qd, &query.m_disjoint) );
  4773. qd.Query = D3D11_QUERY_TIMESTAMP;
  4774. DX_CHECK(device->CreateQuery(&qd, &query.m_begin) );
  4775. DX_CHECK(device->CreateQuery(&qd, &query.m_end) );
  4776. }
  4777. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4778. {
  4779. Result& result = m_result[ii];
  4780. result.reset();
  4781. }
  4782. m_control.reset();
  4783. }
  4784. void TimerQueryD3D11::preReset()
  4785. {
  4786. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4787. {
  4788. Query& query = m_query[ii];
  4789. DX_RELEASE(query.m_disjoint, 0);
  4790. DX_RELEASE(query.m_begin, 0);
  4791. DX_RELEASE(query.m_end, 0);
  4792. }
  4793. }
  4794. uint32_t TimerQueryD3D11::begin(uint32_t _resultIdx)
  4795. {
  4796. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4797. while (0 == m_control.reserve(1) )
  4798. {
  4799. update();
  4800. }
  4801. Result& result = m_result[_resultIdx];
  4802. ++result.m_pending;
  4803. const uint32_t idx = m_control.m_current;
  4804. Query& query = m_query[idx];
  4805. query.m_resultIdx = _resultIdx;
  4806. query.m_ready = false;
  4807. deviceCtx->Begin(query.m_disjoint);
  4808. deviceCtx->End(query.m_begin);
  4809. m_control.commit(1);
  4810. return idx;
  4811. }
  4812. void TimerQueryD3D11::end(uint32_t _idx)
  4813. {
  4814. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4815. Query& query = m_query[_idx];
  4816. query.m_ready = true;
  4817. deviceCtx->End(query.m_end);
  4818. deviceCtx->End(query.m_disjoint);
  4819. while (update() )
  4820. {
  4821. }
  4822. }
  4823. bool TimerQueryD3D11::update()
  4824. {
  4825. if (0 != m_control.available() )
  4826. {
  4827. Query& query = m_query[m_control.m_read];
  4828. if (!query.m_ready)
  4829. {
  4830. return false;
  4831. }
  4832. uint64_t timeEnd;
  4833. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4834. HRESULT hr = deviceCtx->GetData(query.m_end, &timeEnd, sizeof(timeEnd), D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4835. if (S_OK == hr
  4836. || isLost(hr) )
  4837. {
  4838. m_control.consume(1);
  4839. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  4840. {
  4841. UINT64 Frequency;
  4842. BOOL Disjoint;
  4843. };
  4844. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  4845. DX_CHECK(deviceCtx->GetData(query.m_disjoint, &disjoint, sizeof(disjoint), 0) );
  4846. uint64_t timeBegin;
  4847. DX_CHECK(deviceCtx->GetData(query.m_begin, &timeBegin, sizeof(timeBegin), 0) );
  4848. Result& result = m_result[query.m_resultIdx];
  4849. --result.m_pending;
  4850. result.m_frequency = disjoint.Frequency;
  4851. result.m_begin = timeBegin;
  4852. result.m_end = timeEnd;
  4853. return true;
  4854. }
  4855. }
  4856. return false;
  4857. }
  4858. void OcclusionQueryD3D11::postReset()
  4859. {
  4860. ID3D11Device* device = s_renderD3D11->m_device;
  4861. D3D11_QUERY_DESC desc;
  4862. desc.Query = D3D11_QUERY_OCCLUSION;
  4863. desc.MiscFlags = 0;
  4864. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4865. {
  4866. Query& query = m_query[ii];
  4867. DX_CHECK(device->CreateQuery(&desc, &query.m_ptr) );
  4868. }
  4869. }
  4870. void OcclusionQueryD3D11::preReset()
  4871. {
  4872. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4873. {
  4874. Query& query = m_query[ii];
  4875. DX_RELEASE(query.m_ptr, 0);
  4876. }
  4877. }
  4878. void OcclusionQueryD3D11::begin(Frame* _render, OcclusionQueryHandle _handle)
  4879. {
  4880. while (0 == m_control.reserve(1) )
  4881. {
  4882. resolve(_render, true);
  4883. }
  4884. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4885. Query& query = m_query[m_control.m_current];
  4886. deviceCtx->Begin(query.m_ptr);
  4887. query.m_handle = _handle;
  4888. }
  4889. void OcclusionQueryD3D11::end()
  4890. {
  4891. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4892. Query& query = m_query[m_control.m_current];
  4893. deviceCtx->End(query.m_ptr);
  4894. m_control.commit(1);
  4895. }
  4896. void OcclusionQueryD3D11::resolve(Frame* _render, bool _wait)
  4897. {
  4898. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4899. while (0 != m_control.available() )
  4900. {
  4901. Query& query = m_query[m_control.m_read];
  4902. if (isValid(query.m_handle) )
  4903. {
  4904. uint64_t result = 0;
  4905. HRESULT hr = deviceCtx->GetData(query.m_ptr, &result, sizeof(result), _wait ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4906. if (S_FALSE == hr)
  4907. {
  4908. break;
  4909. }
  4910. _render->m_occlusion[query.m_handle.idx] = int32_t(result);
  4911. }
  4912. m_control.consume(1);
  4913. }
  4914. }
  4915. void OcclusionQueryD3D11::invalidate(OcclusionQueryHandle _handle)
  4916. {
  4917. const uint32_t size = m_control.m_size;
  4918. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4919. {
  4920. Query& query = m_query[(m_control.m_read + ii) % size];
  4921. if (query.m_handle.idx == _handle.idx)
  4922. {
  4923. query.m_handle.idx = bgfx::kInvalidHandle;
  4924. }
  4925. }
  4926. }
  4927. void RendererContextD3D11::submitBlit(BlitState& _bs, uint16_t _view)
  4928. {
  4929. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4930. while (_bs.hasItem(_view) )
  4931. {
  4932. const BlitItem& blit = _bs.advance();
  4933. const TextureD3D11& src = m_textures[blit.m_src.idx];
  4934. const TextureD3D11& dst = m_textures[blit.m_dst.idx];
  4935. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4936. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4937. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4938. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4939. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4940. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4941. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4942. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4943. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4944. if (TextureD3D11::Texture3D == src.m_type)
  4945. {
  4946. D3D11_BOX box;
  4947. box.left = blit.m_srcX;
  4948. box.top = blit.m_srcY;
  4949. box.front = blit.m_srcZ;
  4950. box.right = blit.m_srcX + width;
  4951. box.bottom = blit.m_srcY + height;;
  4952. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4953. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4954. , blit.m_dstMip
  4955. , blit.m_dstX
  4956. , blit.m_dstY
  4957. , blit.m_dstZ
  4958. , src.m_ptr
  4959. , blit.m_srcMip
  4960. , &box
  4961. );
  4962. }
  4963. else
  4964. {
  4965. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4966. BX_CHECK(!depthStencil
  4967. || (width == src.m_width && height == src.m_height)
  4968. , "When blitting depthstencil surface, source resolution must match destination."
  4969. );
  4970. D3D11_BOX box;
  4971. box.left = blit.m_srcX;
  4972. box.top = blit.m_srcY;
  4973. box.front = 0;
  4974. box.right = blit.m_srcX + width;
  4975. box.bottom = blit.m_srcY + height;
  4976. box.back = 1;
  4977. const uint32_t srcZ = TextureD3D11::TextureCube == src.m_type
  4978. ? blit.m_srcZ
  4979. : 0
  4980. ;
  4981. const uint32_t dstZ = TextureD3D11::TextureCube == dst.m_type
  4982. ? blit.m_dstZ
  4983. : 0
  4984. ;
  4985. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4986. , dstZ*dst.m_numMips+blit.m_dstMip
  4987. , blit.m_dstX
  4988. , blit.m_dstY
  4989. , 0
  4990. , src.m_ptr
  4991. , srcZ*src.m_numMips+blit.m_srcMip
  4992. , depthStencil ? NULL : &box
  4993. );
  4994. }
  4995. }
  4996. }
  4997. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  4998. {
  4999. if (m_lost
  5000. || updateResolution(_render->m_resolution) )
  5001. {
  5002. return;
  5003. }
  5004. if (_render->m_capture)
  5005. {
  5006. renderDocTriggerCapture();
  5007. }
  5008. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"rendererSubmit");
  5009. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  5010. int64_t timeBegin = bx::getHPCounter();
  5011. int64_t captureElapsed = 0;
  5012. uint32_t frameQueryIdx = UINT32_MAX;
  5013. if (m_timerQuerySupport)
  5014. {
  5015. frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  5016. }
  5017. if (0 < _render->m_iboffset)
  5018. {
  5019. TransientIndexBuffer* ib = _render->m_transientIb;
  5020. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  5021. }
  5022. if (0 < _render->m_vboffset)
  5023. {
  5024. TransientVertexBuffer* vb = _render->m_transientVb;
  5025. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  5026. }
  5027. _render->sort();
  5028. RenderDraw currentState;
  5029. currentState.clear();
  5030. currentState.m_stateFlags = BGFX_STATE_NONE;
  5031. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  5032. RenderBind currentBind;
  5033. currentBind.clear();
  5034. _render->m_hmdInitialized = m_ovr.isInitialized();
  5035. const bool hmdEnabled = m_ovr.isEnabled();
  5036. static ViewState viewState;
  5037. viewState.reset(_render, hmdEnabled);
  5038. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  5039. bool scissorEnabled = false;
  5040. setDebugWireframe(wireframe);
  5041. uint16_t programIdx = kInvalidHandle;
  5042. SortKey key;
  5043. uint16_t view = UINT16_MAX;
  5044. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  5045. BlitState bs(_render);
  5046. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  5047. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  5048. PrimInfo prim = s_primInfo[primIndex];
  5049. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5050. bool wasCompute = false;
  5051. bool viewHasScissor = false;
  5052. Rect viewScissorRect;
  5053. viewScissorRect.clear();
  5054. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  5055. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  5056. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  5057. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  5058. uint32_t statsNumIndices = 0;
  5059. uint32_t statsKeyType[2] = {};
  5060. Profiler<TimerQueryD3D11> profiler(
  5061. _render
  5062. , m_gpuTimer
  5063. , s_viewName
  5064. , m_timerQuerySupport
  5065. );
  5066. m_occlusionQuery.resolve(_render);
  5067. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  5068. {
  5069. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  5070. // if we don't do this we'll only see one frame of output and then nothing
  5071. FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
  5072. setFrameBuffer(invalid, true, false);
  5073. bool viewRestart = false;
  5074. uint8_t eye = 0;
  5075. uint8_t restartState = 0;
  5076. viewState.m_rect = _render->m_view[0].m_rect;
  5077. int32_t numItems = _render->m_numRenderItems;
  5078. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  5079. {
  5080. const uint64_t encodedKey = _render->m_sortKeys[item];
  5081. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  5082. statsKeyType[isCompute]++;
  5083. const bool viewChanged = 0
  5084. || key.m_view != view
  5085. || item == numItems
  5086. ;
  5087. const uint32_t itemIdx = _render->m_sortValues[item];
  5088. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  5089. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  5090. ++item;
  5091. if (viewChanged)
  5092. {
  5093. if (1 == restartState)
  5094. {
  5095. restartState = 2;
  5096. item = restartItem;
  5097. restartItem = numItems;
  5098. view = UINT16_MAX;
  5099. continue;
  5100. }
  5101. view = key.m_view;
  5102. programIdx = kInvalidHandle;
  5103. if (_render->m_view[view].m_fbh.idx != fbh.idx)
  5104. {
  5105. fbh = _render->m_view[view].m_fbh;
  5106. setFrameBuffer(fbh);
  5107. }
  5108. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_view[view].m_flags & BGFX_VIEW_STEREO) ) );
  5109. viewRestart &= hmdEnabled;
  5110. if (viewRestart)
  5111. {
  5112. if (0 == restartState)
  5113. {
  5114. restartState = 1;
  5115. restartItem = item - 1;
  5116. }
  5117. eye = (restartState - 1) & 1;
  5118. restartState &= 1;
  5119. }
  5120. else
  5121. {
  5122. eye = 0;
  5123. }
  5124. PIX_ENDEVENT();
  5125. if (item > 1)
  5126. {
  5127. profiler.end();
  5128. }
  5129. profiler.begin(view);
  5130. viewState.m_rect = _render->m_view[view].m_rect;
  5131. if (viewRestart)
  5132. {
  5133. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5134. {
  5135. wchar_t* viewNameW = s_viewNameW[view];
  5136. viewNameW[3] = L' ';
  5137. viewNameW[4] = eye ? L'R' : L'L';
  5138. PIX_BEGINEVENT(0 == ( (view*2+eye)&1)
  5139. ? D3DCOLOR_VIEW_L
  5140. : D3DCOLOR_VIEW_R
  5141. , viewNameW
  5142. );
  5143. }
  5144. if (m_ovr.isEnabled() )
  5145. {
  5146. m_ovr.getViewport(eye, &viewState.m_rect);
  5147. }
  5148. else
  5149. {
  5150. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  5151. viewState.m_rect.m_width /= 2;
  5152. }
  5153. }
  5154. else
  5155. {
  5156. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5157. {
  5158. wchar_t* viewNameW = s_viewNameW[view];
  5159. viewNameW[3] = L' ';
  5160. viewNameW[4] = L' ';
  5161. PIX_BEGINEVENT(D3DCOLOR_VIEW, viewNameW);
  5162. }
  5163. }
  5164. const Rect& scissorRect = _render->m_view[view].m_scissor;
  5165. viewHasScissor = !scissorRect.isZero();
  5166. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  5167. D3D11_VIEWPORT vp;
  5168. vp.TopLeftX = viewState.m_rect.m_x;
  5169. vp.TopLeftY = viewState.m_rect.m_y;
  5170. vp.Width = viewState.m_rect.m_width;
  5171. vp.Height = viewState.m_rect.m_height;
  5172. vp.MinDepth = 0.0f;
  5173. vp.MaxDepth = 1.0f;
  5174. deviceCtx->RSSetViewports(1, &vp);
  5175. Clear& clr = _render->m_view[view].m_clear;
  5176. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  5177. {
  5178. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  5179. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  5180. }
  5181. submitBlit(bs, view);
  5182. }
  5183. if (isCompute)
  5184. {
  5185. if (!wasCompute)
  5186. {
  5187. wasCompute = true;
  5188. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5189. {
  5190. wchar_t* viewNameW = s_viewNameW[view];
  5191. viewNameW[3] = L'C';
  5192. PIX_ENDEVENT();
  5193. PIX_BEGINEVENT(D3DCOLOR_COMPUTE, viewNameW);
  5194. }
  5195. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5196. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  5197. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  5198. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  5199. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  5200. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  5201. }
  5202. const RenderCompute& compute = renderItem.compute;
  5203. if (0 != eye
  5204. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  5205. {
  5206. continue;
  5207. }
  5208. bool programChanged = false;
  5209. bool constantsChanged = compute.m_uniformBegin < compute.m_uniformEnd;
  5210. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  5211. if (key.m_program != programIdx)
  5212. {
  5213. programIdx = key.m_program;
  5214. ProgramD3D11& program = m_program[key.m_program];
  5215. m_currentProgram = &program;
  5216. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  5217. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  5218. programChanged =
  5219. constantsChanged = true;
  5220. }
  5221. if (kInvalidHandle != programIdx)
  5222. {
  5223. ProgramD3D11& program = m_program[programIdx];
  5224. if (constantsChanged)
  5225. {
  5226. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5227. if (NULL != vcb)
  5228. {
  5229. commit(*vcb);
  5230. }
  5231. }
  5232. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  5233. if (constantsChanged
  5234. || program.m_numPredefined > 0)
  5235. {
  5236. commitShaderConstants();
  5237. }
  5238. }
  5239. BX_UNUSED(programChanged);
  5240. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5241. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5242. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5243. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  5244. {
  5245. const Binding& bind = renderBind.m_bind[ii];
  5246. if (kInvalidHandle != bind.m_idx)
  5247. {
  5248. switch (bind.m_type)
  5249. {
  5250. case Binding::Image:
  5251. case Binding::Texture:
  5252. {
  5253. TextureD3D11& texture = m_textures[bind.m_idx];
  5254. if (Access::Read != bind.m_un.m_compute.m_access)
  5255. {
  5256. uav[ii] = 0 == bind.m_un.m_compute.m_mip
  5257. ? texture.m_uav
  5258. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_un.m_compute.m_mip)
  5259. ;
  5260. }
  5261. else
  5262. {
  5263. srv[ii] = s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_un.m_compute.m_mip, true);
  5264. sampler[ii] = s_renderD3D11->getSamplerState(texture.m_flags, NULL);
  5265. }
  5266. }
  5267. break;
  5268. case Binding::IndexBuffer:
  5269. case Binding::VertexBuffer:
  5270. {
  5271. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  5272. ? m_indexBuffers[bind.m_idx]
  5273. : m_vertexBuffers[bind.m_idx]
  5274. ;
  5275. if (Access::Read != bind.m_un.m_compute.m_access)
  5276. {
  5277. uav[ii] = buffer.m_uav;
  5278. }
  5279. else
  5280. {
  5281. srv[ii] = buffer.m_srv;
  5282. }
  5283. }
  5284. break;
  5285. }
  5286. }
  5287. }
  5288. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  5289. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  5290. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  5291. if (isValid(compute.m_indirectBuffer) )
  5292. {
  5293. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  5294. ID3D11Buffer* ptr = vb.m_ptr;
  5295. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  5296. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5297. : compute.m_numIndirect
  5298. ;
  5299. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  5300. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  5301. {
  5302. deviceCtx->DispatchIndirect(ptr, args);
  5303. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  5304. }
  5305. }
  5306. else
  5307. {
  5308. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  5309. }
  5310. continue;
  5311. }
  5312. bool resetState = viewChanged || wasCompute;
  5313. if (wasCompute)
  5314. {
  5315. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5316. {
  5317. wchar_t* viewNameW = s_viewNameW[view];
  5318. viewNameW[3] = L' ';
  5319. PIX_ENDEVENT();
  5320. PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  5321. }
  5322. programIdx = kInvalidHandle;
  5323. m_currentProgram = NULL;
  5324. invalidateCompute();
  5325. }
  5326. const RenderDraw& draw = renderItem.draw;
  5327. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5328. if (isValid(draw.m_occlusionQuery)
  5329. && !hasOcclusionQuery
  5330. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  5331. {
  5332. continue;
  5333. }
  5334. const uint64_t newFlags = draw.m_stateFlags;
  5335. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5336. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  5337. currentState.m_stateFlags = newFlags;
  5338. const uint64_t newStencil = draw.m_stencil;
  5339. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  5340. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  5341. currentState.m_stencil = newStencil;
  5342. if (resetState)
  5343. {
  5344. wasCompute = false;
  5345. currentState.clear();
  5346. currentState.m_scissor = !draw.m_scissor;
  5347. changedFlags = BGFX_STATE_MASK;
  5348. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5349. currentState.m_stateFlags = newFlags;
  5350. currentState.m_stencil = newStencil;
  5351. currentBind.clear();
  5352. setBlendState(newFlags);
  5353. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  5354. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5355. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5356. }
  5357. if (prim.m_type != s_primInfo[primIndex].m_type)
  5358. {
  5359. prim = s_primInfo[primIndex];
  5360. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5361. }
  5362. uint16_t scissor = draw.m_scissor;
  5363. if (currentState.m_scissor != scissor)
  5364. {
  5365. currentState.m_scissor = scissor;
  5366. if (UINT16_MAX == scissor)
  5367. {
  5368. scissorEnabled = viewHasScissor;
  5369. if (viewHasScissor)
  5370. {
  5371. D3D11_RECT rc;
  5372. rc.left = viewScissorRect.m_x;
  5373. rc.top = viewScissorRect.m_y;
  5374. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5375. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5376. deviceCtx->RSSetScissorRects(1, &rc);
  5377. }
  5378. }
  5379. else
  5380. {
  5381. Rect scissorRect;
  5382. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5383. if (scissorRect.isZeroArea() )
  5384. {
  5385. continue;
  5386. }
  5387. scissorEnabled = true;
  5388. D3D11_RECT rc;
  5389. rc.left = scissorRect.m_x;
  5390. rc.top = scissorRect.m_y;
  5391. rc.right = scissorRect.m_x + scissorRect.m_width;
  5392. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5393. deviceCtx->RSSetScissorRects(1, &rc);
  5394. }
  5395. setRasterizerState(newFlags, wireframe, scissorEnabled);
  5396. }
  5397. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  5398. {
  5399. setDepthStencilState(newFlags, newStencil);
  5400. }
  5401. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  5402. {
  5403. setBlendState(newFlags, draw.m_rgba);
  5404. currentState.m_rgba = draw.m_rgba;
  5405. }
  5406. if ( (0
  5407. | BGFX_STATE_CULL_MASK
  5408. | BGFX_STATE_ALPHA_REF_MASK
  5409. | BGFX_STATE_PT_MASK
  5410. | BGFX_STATE_POINT_SIZE_MASK
  5411. | BGFX_STATE_MSAA
  5412. | BGFX_STATE_LINEAA
  5413. | BGFX_STATE_CONSERVATIVE_RASTER
  5414. ) & changedFlags)
  5415. {
  5416. if ( (0
  5417. | BGFX_STATE_CULL_MASK
  5418. | BGFX_STATE_MSAA
  5419. | BGFX_STATE_LINEAA
  5420. | BGFX_STATE_CONSERVATIVE_RASTER
  5421. ) & changedFlags)
  5422. {
  5423. setRasterizerState(newFlags, wireframe, scissorEnabled);
  5424. }
  5425. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5426. {
  5427. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5428. viewState.m_alphaRef = ref/255.0f;
  5429. }
  5430. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5431. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5432. if (prim.m_type != s_primInfo[primIndex].m_type)
  5433. {
  5434. prim = s_primInfo[primIndex];
  5435. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5436. }
  5437. }
  5438. bool programChanged = false;
  5439. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5440. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  5441. if (key.m_program != programIdx)
  5442. {
  5443. programIdx = key.m_program;
  5444. if (kInvalidHandle == programIdx)
  5445. {
  5446. m_currentProgram = NULL;
  5447. deviceCtx->VSSetShader(NULL, NULL, 0);
  5448. deviceCtx->PSSetShader(NULL, NULL, 0);
  5449. }
  5450. else
  5451. {
  5452. ProgramD3D11& program = m_program[programIdx];
  5453. m_currentProgram = &program;
  5454. const ShaderD3D11* vsh = program.m_vsh;
  5455. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  5456. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  5457. const ShaderD3D11* fsh = program.m_fsh;
  5458. if (NULL != m_currentColor
  5459. || fsh->m_hasDepthOp)
  5460. {
  5461. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  5462. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  5463. }
  5464. else
  5465. {
  5466. deviceCtx->PSSetShader(NULL, NULL, 0);
  5467. }
  5468. }
  5469. programChanged =
  5470. constantsChanged = true;
  5471. }
  5472. if (kInvalidHandle != programIdx)
  5473. {
  5474. ProgramD3D11& program = m_program[programIdx];
  5475. if (constantsChanged)
  5476. {
  5477. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5478. if (NULL != vcb)
  5479. {
  5480. commit(*vcb);
  5481. }
  5482. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5483. if (NULL != fcb)
  5484. {
  5485. commit(*fcb);
  5486. }
  5487. }
  5488. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  5489. if (constantsChanged
  5490. || program.m_numPredefined > 0)
  5491. {
  5492. commitShaderConstants();
  5493. }
  5494. }
  5495. {
  5496. uint32_t changes = 0;
  5497. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5498. {
  5499. const Binding& bind = renderBind.m_bind[stage];
  5500. Binding& current = currentBind.m_bind[stage];
  5501. if (current.m_idx != bind.m_idx
  5502. || current.m_type != bind.m_type
  5503. || current.m_un.m_draw.m_textureFlags != bind.m_un.m_draw.m_textureFlags
  5504. || programChanged)
  5505. {
  5506. if (kInvalidHandle != bind.m_idx)
  5507. {
  5508. switch (bind.m_type)
  5509. {
  5510. case Binding::Texture:
  5511. {
  5512. TextureD3D11& texture = m_textures[bind.m_idx];
  5513. texture.commit(stage, bind.m_un.m_draw.m_textureFlags, _render->m_colorPalette);
  5514. }
  5515. break;
  5516. case Binding::IndexBuffer:
  5517. case Binding::VertexBuffer:
  5518. {
  5519. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  5520. ? m_indexBuffers[bind.m_idx]
  5521. : m_vertexBuffers[bind.m_idx]
  5522. ;
  5523. m_textureStage.m_srv[stage] = buffer.m_srv;
  5524. m_textureStage.m_sampler[stage] = NULL;
  5525. }
  5526. break;
  5527. }
  5528. }
  5529. else
  5530. {
  5531. m_textureStage.m_srv[stage] = NULL;
  5532. m_textureStage.m_sampler[stage] = NULL;
  5533. }
  5534. ++changes;
  5535. }
  5536. current = bind;
  5537. }
  5538. if (0 < changes)
  5539. {
  5540. commitTextureStage();
  5541. }
  5542. }
  5543. bool vertexStreamChanged = hasVertexStreamChanged(currentState, draw);
  5544. if (programChanged
  5545. || vertexStreamChanged)
  5546. {
  5547. currentState.m_streamMask = draw.m_streamMask;
  5548. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5549. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5550. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5551. ID3D11Buffer* buffers[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5552. uint32_t strides[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5553. uint32_t offsets[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5554. const VertexDecl* decls[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5555. uint32_t numVertices = draw.m_numVertices;
  5556. uint8_t numStreams = 0;
  5557. for (uint32_t idx = 0, streamMask = draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  5558. ; 0 != streamMask
  5559. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  5560. )
  5561. {
  5562. streamMask >>= ntz;
  5563. idx += ntz;
  5564. currentState.m_stream[idx].m_decl = draw.m_stream[idx].m_decl;
  5565. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5566. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5567. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5568. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  5569. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[idx].m_decl.idx : vb.m_decl.idx;
  5570. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5571. uint32_t stride = vertexDecl.m_stride;
  5572. buffers[numStreams] = vb.m_ptr;
  5573. strides[numStreams] = stride;
  5574. offsets[numStreams] = draw.m_stream[idx].m_startVertex * stride;
  5575. decls[numStreams] = &vertexDecl;
  5576. numVertices = bx::uint32_min(UINT32_MAX == draw.m_numVertices
  5577. ? vb.m_size/stride
  5578. : draw.m_numVertices
  5579. , numVertices
  5580. );
  5581. }
  5582. currentState.m_numVertices = numVertices;
  5583. if (0 < numStreams)
  5584. {
  5585. deviceCtx->IASetVertexBuffers(0, numStreams, buffers, strides, offsets);
  5586. if (isValid(draw.m_instanceDataBuffer) )
  5587. {
  5588. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5589. uint32_t instStride = draw.m_instanceDataStride;
  5590. deviceCtx->IASetVertexBuffers(numStreams, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5591. setInputLayout(numStreams, decls, m_program[programIdx], draw.m_instanceDataStride/16);
  5592. }
  5593. else
  5594. {
  5595. deviceCtx->IASetVertexBuffers(numStreams, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5596. setInputLayout(numStreams, decls, m_program[programIdx], 0);
  5597. }
  5598. }
  5599. else
  5600. {
  5601. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5602. }
  5603. }
  5604. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  5605. {
  5606. currentState.m_indexBuffer = draw.m_indexBuffer;
  5607. uint16_t handle = draw.m_indexBuffer.idx;
  5608. if (kInvalidHandle != handle)
  5609. {
  5610. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  5611. deviceCtx->IASetIndexBuffer(ib.m_ptr
  5612. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  5613. , 0
  5614. );
  5615. }
  5616. else
  5617. {
  5618. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  5619. }
  5620. }
  5621. if (0 != currentState.m_streamMask)
  5622. {
  5623. uint32_t numVertices = currentState.m_numVertices;
  5624. uint32_t numIndices = 0;
  5625. uint32_t numPrimsSubmitted = 0;
  5626. uint32_t numInstances = 0;
  5627. uint32_t numPrimsRendered = 0;
  5628. uint32_t numDrawIndirect = 0;
  5629. if (hasOcclusionQuery)
  5630. {
  5631. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  5632. }
  5633. if (isValid(draw.m_indirectBuffer) )
  5634. {
  5635. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  5636. ID3D11Buffer* ptr = vb.m_ptr;
  5637. if (isValid(draw.m_indexBuffer) )
  5638. {
  5639. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5640. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5641. : draw.m_numIndirect
  5642. ;
  5643. multiDrawIndexedInstancedIndirect(numDrawIndirect
  5644. , ptr
  5645. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5646. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5647. );
  5648. }
  5649. else
  5650. {
  5651. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5652. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5653. : draw.m_numIndirect
  5654. ;
  5655. multiDrawInstancedIndirect(numDrawIndirect
  5656. , ptr
  5657. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5658. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5659. );
  5660. }
  5661. }
  5662. else
  5663. {
  5664. if (isValid(draw.m_indexBuffer) )
  5665. {
  5666. if (UINT32_MAX == draw.m_numIndices)
  5667. {
  5668. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  5669. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  5670. numIndices = ib.m_size/indexSize;
  5671. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5672. numInstances = draw.m_numInstances;
  5673. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5674. if (numInstances > 1)
  5675. {
  5676. deviceCtx->DrawIndexedInstanced(numIndices
  5677. , draw.m_numInstances
  5678. , 0
  5679. , 0
  5680. , 0
  5681. );
  5682. }
  5683. else
  5684. {
  5685. deviceCtx->DrawIndexed(numIndices
  5686. , 0
  5687. , 0
  5688. );
  5689. }
  5690. }
  5691. else if (prim.m_min <= draw.m_numIndices)
  5692. {
  5693. numIndices = draw.m_numIndices;
  5694. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5695. numInstances = draw.m_numInstances;
  5696. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5697. if (numInstances > 1)
  5698. {
  5699. deviceCtx->DrawIndexedInstanced(numIndices
  5700. , draw.m_numInstances
  5701. , draw.m_startIndex
  5702. , 0
  5703. , 0
  5704. );
  5705. }
  5706. else
  5707. {
  5708. deviceCtx->DrawIndexed(numIndices
  5709. , draw.m_startIndex
  5710. , 0
  5711. );
  5712. }
  5713. }
  5714. }
  5715. else
  5716. {
  5717. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  5718. numInstances = draw.m_numInstances;
  5719. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5720. if (numInstances > 1)
  5721. {
  5722. deviceCtx->DrawInstanced(numVertices
  5723. , draw.m_numInstances
  5724. , 0
  5725. , 0
  5726. );
  5727. }
  5728. else
  5729. {
  5730. deviceCtx->Draw(numVertices
  5731. , 0
  5732. );
  5733. }
  5734. }
  5735. if (hasOcclusionQuery)
  5736. {
  5737. m_occlusionQuery.end();
  5738. }
  5739. }
  5740. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5741. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5742. statsNumInstances[primIndex] += numInstances;
  5743. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  5744. statsNumIndices += numIndices;
  5745. }
  5746. }
  5747. if (wasCompute)
  5748. {
  5749. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5750. {
  5751. wchar_t* viewNameW = s_viewNameW[view];
  5752. viewNameW[3] = L'C';
  5753. PIX_ENDEVENT();
  5754. PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  5755. }
  5756. invalidateCompute();
  5757. }
  5758. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5759. if (0 < _render->m_numRenderItems)
  5760. {
  5761. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5762. {
  5763. deviceCtx->Flush();
  5764. }
  5765. captureElapsed = -bx::getHPCounter();
  5766. capture();
  5767. captureElapsed += bx::getHPCounter();
  5768. profiler.end();
  5769. }
  5770. }
  5771. PIX_ENDEVENT();
  5772. int64_t timeEnd = bx::getHPCounter();
  5773. int64_t frameTime = timeEnd - timeBegin;
  5774. static int64_t min = frameTime;
  5775. static int64_t max = frameTime;
  5776. min = min > frameTime ? frameTime : min;
  5777. max = max < frameTime ? frameTime : max;
  5778. static uint32_t maxGpuLatency = 0;
  5779. static double maxGpuElapsed = 0.0f;
  5780. double elapsedGpuMs = 0.0;
  5781. if (UINT32_MAX != frameQueryIdx)
  5782. {
  5783. m_gpuTimer.end(frameQueryIdx);
  5784. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5785. double toGpuMs = 1000.0 / double(result.m_frequency);
  5786. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5787. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5788. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5789. }
  5790. const int64_t timerFreq = bx::getHPFrequency();
  5791. Stats& perfStats = _render->m_perfStats;
  5792. perfStats.cpuTimeBegin = timeBegin;
  5793. perfStats.cpuTimeEnd = timeEnd;
  5794. perfStats.cpuTimerFreq = timerFreq;
  5795. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5796. perfStats.gpuTimeBegin = result.m_begin;
  5797. perfStats.gpuTimeEnd = result.m_end;
  5798. perfStats.gpuTimerFreq = result.m_frequency;
  5799. perfStats.numDraw = statsKeyType[0];
  5800. perfStats.numCompute = statsKeyType[1];
  5801. perfStats.maxGpuLatency = maxGpuLatency;
  5802. m_nvapi.getMemoryInfo(perfStats.gpuMemoryUsed, perfStats.gpuMemoryMax);
  5803. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5804. {
  5805. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugstats");
  5806. m_needPresent = true;
  5807. TextVideoMem& tvm = m_textVideoMem;
  5808. static int64_t next = timeEnd;
  5809. if (timeEnd >= next)
  5810. {
  5811. next = timeEnd + timerFreq;
  5812. double freq = double(timerFreq);
  5813. double toMs = 1000.0/freq;
  5814. tvm.clear();
  5815. uint16_t pos = 0;
  5816. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  5817. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5818. , getRendererName()
  5819. , m_deviceInterfaceVersion
  5820. , (m_featureLevel >> 12) & 0xf
  5821. , (m_featureLevel >> 8) & 0xf
  5822. );
  5823. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  5824. char description[BX_COUNTOF(desc.Description)];
  5825. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5826. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5827. char dedicatedVideo[16];
  5828. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5829. char dedicatedSystem[16];
  5830. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5831. char sharedSystem[16];
  5832. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5833. char processMemoryUsed[16];
  5834. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5835. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5836. , dedicatedVideo
  5837. , dedicatedSystem
  5838. , sharedSystem
  5839. , processMemoryUsed
  5840. );
  5841. pos = 10;
  5842. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5843. , double(frameTime)*toMs
  5844. , double(min)*toMs
  5845. , double(max)*toMs
  5846. , freq/frameTime
  5847. );
  5848. char hmd[16];
  5849. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  5850. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5851. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  5852. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5853. , 0 != msaa ? '\xfe' : ' '
  5854. , 1<<msaa
  5855. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  5856. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5857. );
  5858. double elapsedCpuMs = double(frameTime)*toMs;
  5859. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  5860. , _render->m_numRenderItems
  5861. , statsKeyType[0]
  5862. , statsKeyType[1]
  5863. , elapsedCpuMs
  5864. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  5865. , maxGpuElapsed
  5866. , maxGpuLatency
  5867. );
  5868. maxGpuLatency = 0;
  5869. maxGpuElapsed = 0.0;
  5870. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  5871. {
  5872. tvm.printf(10, pos++, 0x8e, " %10s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  5873. , s_primName[ii]
  5874. , statsNumPrimsRendered[ii]
  5875. , statsNumInstances[ii]
  5876. , statsNumPrimsSubmitted[ii]
  5877. , statsNumDrawIndirect[ii]
  5878. );
  5879. }
  5880. if (NULL != m_renderdocdll)
  5881. {
  5882. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  5883. }
  5884. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  5885. // tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5886. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  5887. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  5888. pos++;
  5889. tvm.printf(10, pos++, 0x8e, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  5890. pos++;
  5891. tvm.printf(10, pos++, 0x8e, " State cache: ");
  5892. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  5893. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  5894. , m_blendStateCache.getCount()
  5895. , m_depthStencilStateCache.getCount()
  5896. , m_inputLayoutCache.getCount()
  5897. , m_rasterizerStateCache.getCount()
  5898. , m_samplerStateCache.getCount()
  5899. );
  5900. pos++;
  5901. double captureMs = double(captureElapsed)*toMs;
  5902. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  5903. uint8_t attr[2] = { 0x89, 0x8a };
  5904. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5905. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5906. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5907. min = frameTime;
  5908. max = frameTime;
  5909. }
  5910. blit(this, _textVideoMemBlitter, tvm);
  5911. PIX_ENDEVENT();
  5912. }
  5913. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5914. {
  5915. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugtext");
  5916. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5917. PIX_ENDEVENT();
  5918. }
  5919. }
  5920. } /* namespace d3d11 */ } // namespace bgfx
  5921. #else
  5922. namespace bgfx { namespace d3d11
  5923. {
  5924. RendererContextI* rendererCreate(const Init& _init)
  5925. {
  5926. BX_UNUSED(_init);
  5927. return NULL;
  5928. }
  5929. void rendererDestroy()
  5930. {
  5931. }
  5932. } /* namespace d3d11 */ } // namespace bgfx
  5933. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11