renderer_d3d12.cpp 195 KB

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