renderer_d3d12.cpp 137 KB

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  1. /*
  2. * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. # if !USE_D3D12_DYNAMIC_LIB
  9. # pragma comment(lib, "D3D12.lib")
  10. # endif // !USE_D3D12_DYNAMIC_LIB
  11. namespace bgfx { namespace d3d12
  12. {
  13. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
  14. struct PrimInfo
  15. {
  16. D3D_PRIMITIVE_TOPOLOGY m_toplogy;
  17. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  18. uint32_t m_min;
  19. uint32_t m_div;
  20. uint32_t m_sub;
  21. };
  22. static const PrimInfo s_primInfo[] =
  23. {
  24. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  25. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  26. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  27. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  28. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  29. };
  30. static const char* s_primName[] =
  31. {
  32. "TriList",
  33. "TriStrip",
  34. "Line",
  35. "Point",
  36. };
  37. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  38. struct DrawIndirectCommand
  39. {
  40. // D3D12_GPU_VIRTUAL_ADDRESS srv;
  41. D3D12_GPU_VIRTUAL_ADDRESS cbv;
  42. D3D12_VERTEX_BUFFER_VIEW vbv;
  43. D3D12_DRAW_ARGUMENTS draw;
  44. };
  45. struct DrawIndexedIndirectCommand
  46. {
  47. // D3D12_GPU_VIRTUAL_ADDRESS srv;
  48. D3D12_GPU_VIRTUAL_ADDRESS cbv;
  49. D3D12_VERTEX_BUFFER_VIEW vbv;
  50. D3D12_INDEX_BUFFER_VIEW ibv;
  51. D3D12_DRAW_INDEXED_ARGUMENTS drawIndexed;
  52. };
  53. static const uint32_t s_checkMsaa[] =
  54. {
  55. 0,
  56. 2,
  57. 4,
  58. 8,
  59. 16,
  60. };
  61. static DXGI_SAMPLE_DESC s_msaa[] =
  62. {
  63. { 1, 0 },
  64. { 2, 0 },
  65. { 4, 0 },
  66. { 8, 0 },
  67. { 16, 0 },
  68. };
  69. static const D3D12_BLEND s_blendFactor[][2] =
  70. {
  71. { (D3D12_BLEND)0, (D3D12_BLEND)0 }, // ignored
  72. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  73. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  74. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  75. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  76. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  77. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  78. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  79. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  80. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  81. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  82. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  83. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  84. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  85. };
  86. static const D3D12_BLEND_OP s_blendEquation[] =
  87. {
  88. D3D12_BLEND_OP_ADD,
  89. D3D12_BLEND_OP_SUBTRACT,
  90. D3D12_BLEND_OP_REV_SUBTRACT,
  91. D3D12_BLEND_OP_MIN,
  92. D3D12_BLEND_OP_MAX,
  93. };
  94. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  95. {
  96. D3D12_COMPARISON_FUNC(0), // ignored
  97. D3D12_COMPARISON_FUNC_LESS,
  98. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  99. D3D12_COMPARISON_FUNC_EQUAL,
  100. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  101. D3D12_COMPARISON_FUNC_GREATER,
  102. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  103. D3D12_COMPARISON_FUNC_NEVER,
  104. D3D12_COMPARISON_FUNC_ALWAYS,
  105. };
  106. static const D3D12_STENCIL_OP s_stencilOp[] =
  107. {
  108. D3D12_STENCIL_OP_ZERO,
  109. D3D12_STENCIL_OP_KEEP,
  110. D3D12_STENCIL_OP_REPLACE,
  111. D3D12_STENCIL_OP_INCR,
  112. D3D12_STENCIL_OP_INCR_SAT,
  113. D3D12_STENCIL_OP_DECR,
  114. D3D12_STENCIL_OP_DECR_SAT,
  115. D3D12_STENCIL_OP_INVERT,
  116. };
  117. static const D3D12_CULL_MODE s_cullMode[] =
  118. {
  119. D3D12_CULL_MODE_NONE,
  120. D3D12_CULL_MODE_FRONT,
  121. D3D12_CULL_MODE_BACK,
  122. };
  123. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  124. {
  125. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  126. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  127. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  128. };
  129. /*
  130. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  131. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  132. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  133. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  134. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  135. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  136. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  137. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  138. * D3D11_FILTER_ANISOTROPIC = 0x55,
  139. *
  140. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  141. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  142. *
  143. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  144. * 0x10 // MIN_LINEAR
  145. * 0x04 // MAG_LINEAR
  146. * 0x01 // MIP_LINEAR
  147. */
  148. static const uint8_t s_textureFilter[3][3] =
  149. {
  150. {
  151. 0x10, // min linear
  152. 0x00, // min point
  153. 0x55, // anisotropic
  154. },
  155. {
  156. 0x04, // mag linear
  157. 0x00, // mag point
  158. 0x55, // anisotropic
  159. },
  160. {
  161. 0x01, // mip linear
  162. 0x00, // mip point
  163. 0x55, // anisotropic
  164. },
  165. };
  166. struct TextureFormatInfo
  167. {
  168. DXGI_FORMAT m_fmt;
  169. DXGI_FORMAT m_fmtSrv;
  170. DXGI_FORMAT m_fmtDsv;
  171. DXGI_FORMAT m_fmtSrgb;
  172. };
  173. static const TextureFormatInfo s_textureFormat[] =
  174. {
  175. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  176. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  177. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  178. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  179. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  180. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  181. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  186. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  187. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  189. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  190. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  191. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  192. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  193. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  194. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  195. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  196. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  197. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32
  198. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  199. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  200. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  201. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  202. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32
  203. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  204. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  205. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  206. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  207. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  208. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32
  209. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  210. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  211. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  212. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  213. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  214. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  215. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  216. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  217. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  218. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  219. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  220. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  221. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  222. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  223. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  224. };
  225. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  226. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  227. {
  228. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  229. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  230. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  231. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  232. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  233. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  234. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  235. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  236. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  237. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  238. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  239. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  240. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  241. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  242. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  243. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  244. };
  245. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  246. static const DXGI_FORMAT s_attribType[][4][2] =
  247. {
  248. { // Uint8
  249. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  250. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  251. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  252. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  253. },
  254. { // Uint10
  255. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  256. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  257. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  258. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  259. },
  260. { // Int16
  261. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  262. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  263. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  264. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  265. },
  266. { // Half
  267. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  268. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  269. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  270. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  271. },
  272. { // Float
  273. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  274. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  275. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  276. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  277. },
  278. };
  279. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  280. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  281. {
  282. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  283. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  284. {
  285. if (UINT16_MAX != _decl.m_attributes[attr])
  286. {
  287. memcpy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  288. if (0 == _decl.m_attributes[attr])
  289. {
  290. elem->AlignedByteOffset = 0;
  291. }
  292. else
  293. {
  294. uint8_t num;
  295. AttribType::Enum type;
  296. bool normalized;
  297. bool asInt;
  298. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  299. elem->Format = s_attribType[type][num-1][normalized];
  300. elem->AlignedByteOffset = _decl.m_offset[attr];
  301. }
  302. ++elem;
  303. }
  304. }
  305. return elem;
  306. }
  307. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  308. {
  309. D3D12_RESOURCE_BARRIER barrier;
  310. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  311. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  312. barrier.Transition.pResource = _resource;
  313. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  314. barrier.Transition.StateBefore = _stateBefore;
  315. barrier.Transition.StateAfter = _stateAfter;
  316. _commandList->ResourceBarrier(1, &barrier);
  317. }
  318. struct HeapProperty
  319. {
  320. enum Enum
  321. {
  322. Default,
  323. Upload,
  324. ReadBack,
  325. Count
  326. };
  327. D3D12_HEAP_PROPERTIES m_properties;
  328. D3D12_RESOURCE_STATES m_state;
  329. };
  330. static const HeapProperty s_heapProperties[] =
  331. {
  332. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COMMON },
  333. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  334. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COPY_DEST },
  335. };
  336. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  337. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  338. {
  339. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  340. ID3D12Resource* resource;
  341. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  342. , D3D12_HEAP_FLAG_NONE
  343. , _resourceDesc
  344. , heapProperty.m_state
  345. , _clearValue
  346. , __uuidof(ID3D12Resource)
  347. , (void**)&resource
  348. ) );
  349. return resource;
  350. }
  351. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  352. {
  353. D3D12_RESOURCE_DESC resourceDesc;
  354. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  355. resourceDesc.Alignment = 0;
  356. resourceDesc.Width = _size;
  357. resourceDesc.Height = 1;
  358. resourceDesc.DepthOrArraySize = 1;
  359. resourceDesc.MipLevels = 1;
  360. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  361. resourceDesc.SampleDesc.Count = 1;
  362. resourceDesc.SampleDesc.Quality = 0;
  363. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  364. resourceDesc.Flags = _flags;
  365. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  366. }
  367. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  368. {
  369. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  370. {
  371. char temp[2048];
  372. va_list argList;
  373. va_start(argList, _format);
  374. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  375. va_end(argList);
  376. temp[size] = '\0';
  377. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  378. mbstowcs(wtemp, temp, size+1);
  379. _object->SetName(wtemp);
  380. }
  381. }
  382. #if USE_D3D12_DYNAMIC_LIB
  383. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  384. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  385. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  386. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  387. #endif // USE_D3D12_DYNAMIC_LIB
  388. struct RendererContextD3D12 : public RendererContextI
  389. {
  390. RendererContextD3D12()
  391. : m_wireframe(false)
  392. , m_flags(BGFX_RESET_NONE)
  393. , m_fsChanges(0)
  394. , m_vsChanges(0)
  395. , m_backBufferColorIdx(0)
  396. , m_rtMsaa(false)
  397. {
  398. }
  399. ~RendererContextD3D12()
  400. {
  401. }
  402. bool init()
  403. {
  404. uint32_t errorState = 0;
  405. LUID luid;
  406. m_fbh.idx = invalidHandle;
  407. memset(m_uniforms, 0, sizeof(m_uniforms) );
  408. memset(&m_resolution, 0, sizeof(m_resolution) );
  409. #if USE_D3D12_DYNAMIC_LIB
  410. m_d3d12dll = bx::dlopen("d3d12.dll");
  411. BX_WARN(NULL != m_d3d12dll, "Failed to load d3d12.dll.");
  412. if (NULL == m_d3d12dll)
  413. {
  414. goto error;
  415. }
  416. errorState = 1;
  417. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  418. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  419. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  420. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  421. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  422. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  423. if (NULL == D3D12CreateDevice
  424. || NULL == D3D12GetDebugInterface
  425. || NULL == D3D12SerializeRootSignature)
  426. {
  427. goto error;
  428. }
  429. m_dxgidll = bx::dlopen("dxgi.dll");
  430. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  431. if (NULL == m_dxgidll)
  432. {
  433. goto error;
  434. }
  435. errorState = 2;
  436. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  437. BX_WARN(NULL != CreateDXGIFactory1, "Function CreateDXGIFactory1 not found.");
  438. if (NULL == CreateDXGIFactory1)
  439. {
  440. goto error;
  441. }
  442. #else
  443. errorState = 2;
  444. #endif // USE_D3D12_DYNAMIC_LIB
  445. HRESULT hr;
  446. hr = CreateDXGIFactory1(__uuidof(m_factory), (void**)&m_factory);
  447. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  448. if (FAILED(hr) )
  449. {
  450. goto error;
  451. }
  452. errorState = 3;
  453. m_adapter = NULL;
  454. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  455. IDXGIAdapter* adapter;
  456. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, &adapter); ++ii)
  457. {
  458. DXGI_ADAPTER_DESC desc;
  459. hr = adapter->GetDesc(&desc);
  460. if (SUCCEEDED(hr) )
  461. {
  462. BX_TRACE("Adapter #%d", ii);
  463. char description[BX_COUNTOF(desc.Description)];
  464. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  465. BX_TRACE("\tDescription: %s", description);
  466. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  467. , desc.VendorId
  468. , desc.DeviceId
  469. , desc.SubSysId
  470. , desc.Revision
  471. );
  472. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  473. , desc.DedicatedVideoMemory
  474. , desc.DedicatedSystemMemory
  475. , desc.SharedSystemMemory
  476. );
  477. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  478. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  479. ++g_caps.numGPUs;
  480. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  481. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  482. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  483. {
  484. m_adapter = adapter;
  485. m_adapter->AddRef();
  486. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  487. }
  488. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  489. && 0 != strstr(description, "PerfHUD") )
  490. {
  491. m_adapter = adapter;
  492. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  493. }
  494. }
  495. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  496. }
  497. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  498. {
  499. ID3D12Debug* debug;
  500. hr = D3D12GetDebugInterface(__uuidof(ID3D12Debug), (void**)&debug);
  501. if (SUCCEEDED(hr) )
  502. {
  503. debug->EnableDebugLayer();
  504. }
  505. }
  506. hr = D3D12CreateDevice(m_adapter
  507. , D3D_FEATURE_LEVEL_11_0
  508. , __uuidof(ID3D12Device)
  509. , (void**)&m_device
  510. );
  511. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D12 device.");
  512. if (NULL != m_adapter)
  513. {
  514. DX_RELEASE(m_adapter, 2);
  515. }
  516. if (FAILED(hr) )
  517. {
  518. goto error;
  519. }
  520. errorState = 4;
  521. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  522. luid = m_device->GetAdapterLuid();
  523. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, &adapter); ++ii)
  524. {
  525. adapter->GetDesc(&m_adapterDesc);
  526. DX_RELEASE(adapter, 0);
  527. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  528. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  529. {
  530. break;
  531. }
  532. }
  533. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  534. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  535. uint32_t numNodes = m_device->GetNodeCount();
  536. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  537. for (uint32_t ii = 0; ii < numNodes; ++ii)
  538. {
  539. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  540. architecture.NodeIndex = ii;
  541. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  542. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  543. , ii
  544. , architecture.TileBasedRenderer
  545. , architecture.UMA
  546. , architecture.CacheCoherentUMA
  547. );
  548. if (0 == ii)
  549. {
  550. memcpy(&m_architecture, &architecture, sizeof(architecture) );
  551. }
  552. }
  553. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  554. BX_TRACE("D3D12 options:")
  555. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  556. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  557. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  558. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  559. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  560. m_cmd.init(m_device);
  561. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  562. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  563. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  564. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  565. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  566. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  567. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  568. m_scd.SampleDesc.Count = 1;
  569. m_scd.SampleDesc.Quality = 0;
  570. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  571. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  572. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  573. m_scd.Windowed = true;
  574. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  575. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  576. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  577. , m_scd.BufferCount
  578. , BX_COUNTOF(m_backBufferColor)
  579. );
  580. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  581. , &m_scd
  582. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  583. );
  584. BX_WARN(SUCCEEDED(hr), "Failed to create swap chain.");
  585. if (FAILED(hr) )
  586. {
  587. goto error;
  588. }
  589. m_presentElapsed = 0;
  590. {
  591. m_resolution.m_width = BGFX_DEFAULT_WIDTH;
  592. m_resolution.m_height = BGFX_DEFAULT_HEIGHT;
  593. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  594. , 0
  595. | DXGI_MWA_NO_WINDOW_CHANGES
  596. | DXGI_MWA_NO_ALT_ENTER
  597. ) );
  598. m_numWindows = 1;
  599. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  600. {
  601. hr = m_device->QueryInterface(__uuidof(ID3D12InfoQueue), (void**)&m_infoQueue);
  602. if (SUCCEEDED(hr) )
  603. {
  604. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  605. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  606. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  607. D3D12_INFO_QUEUE_FILTER filter;
  608. memset(&filter, 0, sizeof(filter) );
  609. D3D12_MESSAGE_CATEGORY catlist[] =
  610. {
  611. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  612. D3D12_MESSAGE_CATEGORY_EXECUTION,
  613. };
  614. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  615. filter.DenyList.pCategoryList = catlist;
  616. m_infoQueue->PushStorageFilter(&filter);
  617. DX_RELEASE_WARNONLY(m_infoQueue, 19);
  618. }
  619. }
  620. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  621. rtvDescHeap.NumDescriptors = 0
  622. + BX_COUNTOF(m_backBufferColor)
  623. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  624. ;
  625. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  626. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  627. rtvDescHeap.NodeMask = 1;
  628. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  629. , __uuidof(ID3D12DescriptorHeap)
  630. , (void**)&m_rtvDescriptorHeap
  631. ) );
  632. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  633. dsvDescHeap.NumDescriptors = 0
  634. + 1 // reserved for depth backbuffer.
  635. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  636. ;
  637. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  638. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  639. dsvDescHeap.NodeMask = 1;
  640. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  641. , __uuidof(ID3D12DescriptorHeap)
  642. , (void**)&m_dsvDescriptorHeap
  643. ) );
  644. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  645. {
  646. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  647. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  648. );
  649. }
  650. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  651. , 1024
  652. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  653. );
  654. D3D12_DESCRIPTOR_RANGE descRange[] =
  655. {
  656. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  657. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  658. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  659. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  660. };
  661. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  662. D3D12_ROOT_PARAMETER rootParameter[] =
  663. {
  664. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::Sampler] }, D3D12_SHADER_VISIBILITY_ALL },
  665. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::SRV] }, D3D12_SHADER_VISIBILITY_ALL },
  666. { D3D12_ROOT_PARAMETER_TYPE_CBV, { 0, 0 }, D3D12_SHADER_VISIBILITY_ALL },
  667. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::UAV] }, D3D12_SHADER_VISIBILITY_ALL },
  668. };
  669. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  670. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  671. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  672. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  673. descRootSignature.pParameters = rootParameter;
  674. descRootSignature.NumStaticSamplers = 0;
  675. descRootSignature.pStaticSamplers = NULL;
  676. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  677. ID3DBlob* outBlob;
  678. ID3DBlob* errorBlob;
  679. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  680. , D3D_ROOT_SIGNATURE_VERSION_1
  681. , &outBlob
  682. , &errorBlob
  683. ) );
  684. DX_CHECK(m_device->CreateRootSignature(0
  685. , outBlob->GetBufferPointer()
  686. , outBlob->GetBufferSize()
  687. , __uuidof(ID3D12RootSignature)
  688. , (void**)&m_rootSignature
  689. ) );
  690. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  691. {
  692. // { D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW, { Rdt::SRV } },
  693. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { Rdt::CBV } },
  694. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, 0 },
  695. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, 0 },
  696. };
  697. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  698. {
  699. sizeof(DrawIndirectCommand),
  700. BX_COUNTOF(drawArgDesc),
  701. drawArgDesc,
  702. 1,
  703. };
  704. DX_CHECK(m_device->CreateCommandSignature(&drawCommandSignature
  705. , m_rootSignature
  706. , __uuidof(ID3D12CommandSignature)
  707. , (void**)&m_commandSignature[0]
  708. ) );
  709. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  710. {
  711. // { D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW, { Rdt::SRV } },
  712. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { Rdt::CBV } },
  713. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, 0 },
  714. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, 0 },
  715. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, 0 },
  716. };
  717. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  718. {
  719. sizeof(DrawIndexedIndirectCommand),
  720. BX_COUNTOF(drawIndexedArgDesc),
  721. drawIndexedArgDesc,
  722. 1,
  723. };
  724. DX_CHECK(m_device->CreateCommandSignature(&drawIndexedCommandSignature
  725. , m_rootSignature
  726. , __uuidof(ID3D12CommandSignature)
  727. , (void**)&m_commandSignature[1]
  728. ) );
  729. UniformHandle handle = BGFX_INVALID_HANDLE;
  730. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  731. {
  732. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  733. }
  734. g_caps.supported |= ( 0
  735. | BGFX_CAPS_TEXTURE_3D
  736. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  737. | BGFX_CAPS_INSTANCING
  738. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  739. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  740. | BGFX_CAPS_FRAGMENT_DEPTH
  741. | BGFX_CAPS_BLEND_INDEPENDENT
  742. | BGFX_CAPS_COMPUTE
  743. | BGFX_CAPS_FRAGMENT_ORDERING
  744. // | BGFX_CAPS_SWAP_CHAIN
  745. );
  746. g_caps.maxTextureSize = 16384;
  747. g_caps.maxFBAttachments = bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  748. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  749. {
  750. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  751. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  752. ? s_textureFormat[ii].m_fmtDsv
  753. : s_textureFormat[ii].m_fmt
  754. ;
  755. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  756. if (DXGI_FORMAT_UNKNOWN != fmt)
  757. {
  758. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  759. data.Format = fmt;
  760. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  761. if (SUCCEEDED(hr) )
  762. {
  763. support |= 0 != (data.Support1 & (0
  764. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  765. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  766. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  767. ) )
  768. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR
  769. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  770. ;
  771. support |= 0 != (data.Support1 & (0
  772. | D3D12_FORMAT_SUPPORT1_BUFFER
  773. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  774. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  775. ) )
  776. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  777. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  778. ;
  779. support |= 0 != (data.Support1 & (0
  780. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  781. ) )
  782. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  783. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  784. ;
  785. support |= 0 != (data.Support1 & (0
  786. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  787. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  788. ) )
  789. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  790. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  791. ;
  792. }
  793. else
  794. {
  795. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  796. }
  797. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  798. {
  799. // clear image flag for additional testing
  800. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  801. data.Format = s_textureFormat[ii].m_fmt;
  802. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  803. if (SUCCEEDED(hr) )
  804. {
  805. support |= 0 != (data.Support2 & (0
  806. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  807. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  808. ) )
  809. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  810. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  811. ;
  812. }
  813. }
  814. }
  815. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  816. {
  817. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  818. {
  819. DXGI_FORMAT InFormat;
  820. UINT OutFormatSupport;
  821. };
  822. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  823. data.Format = fmtSrgb;
  824. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  825. if (SUCCEEDED(hr) )
  826. {
  827. support |= 0 != (data.Support1 & (0
  828. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  829. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  830. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  831. ) )
  832. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR_SRGB
  833. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  834. ;
  835. }
  836. else
  837. {
  838. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  839. }
  840. }
  841. g_caps.formats[ii] = support;
  842. }
  843. postReset();
  844. }
  845. return true;
  846. error:
  847. switch (errorState)
  848. {
  849. default:
  850. case 4:
  851. m_cmd.shutdown();
  852. DX_RELEASE(m_device, 0);
  853. case 3:
  854. DX_RELEASE(m_factory, 0);
  855. #if USE_D3D12_DYNAMIC_LIB
  856. case 2:
  857. bx::dlclose(m_dxgidll);
  858. case 1:
  859. bx::dlclose(m_d3d12dll);
  860. #endif // USE_D3D12_DYNAMIC_LIB
  861. case 0:
  862. break;
  863. }
  864. return false;
  865. }
  866. void shutdown()
  867. {
  868. preReset();
  869. m_samplerAllocator.destroy();
  870. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  871. {
  872. m_scratchBuffer[ii].destroy();
  873. }
  874. m_pipelineStateCache.invalidate();
  875. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  876. {
  877. m_indexBuffers[ii].destroy();
  878. }
  879. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  880. {
  881. m_vertexBuffers[ii].destroy();
  882. }
  883. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  884. {
  885. m_shaders[ii].destroy();
  886. }
  887. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  888. {
  889. m_textures[ii].destroy();
  890. }
  891. DX_RELEASE(m_rtvDescriptorHeap, 0);
  892. DX_RELEASE(m_dsvDescriptorHeap, 0);
  893. DX_RELEASE(m_commandSignature[0], 0);
  894. DX_RELEASE(m_commandSignature[1], 0);
  895. DX_RELEASE(m_rootSignature, 0);
  896. DX_RELEASE(m_swapChain, 0);
  897. m_cmd.shutdown();
  898. DX_RELEASE(m_device, 0);
  899. DX_RELEASE(m_factory, 0);
  900. #if USE_D3D12_DYNAMIC_LIB
  901. bx::dlclose(m_d3d12dll);
  902. bx::dlclose(m_dxgidll);
  903. #endif // USE_D3D12_DYNAMIC_LIB
  904. }
  905. RendererType::Enum getRendererType() const BX_OVERRIDE
  906. {
  907. return RendererType::Direct3D12;
  908. }
  909. const char* getRendererName() const BX_OVERRIDE
  910. {
  911. return BGFX_RENDERER_DIRECT3D12_NAME;
  912. }
  913. static bool isLost(HRESULT _hr)
  914. {
  915. return DXGI_ERROR_DEVICE_REMOVED == _hr
  916. || DXGI_ERROR_DEVICE_HUNG == _hr
  917. || DXGI_ERROR_DEVICE_RESET == _hr
  918. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  919. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  920. ;
  921. }
  922. void flip(HMD& /*_hmd*/) BX_OVERRIDE
  923. {
  924. if (NULL != m_swapChain)
  925. {
  926. int64_t start = bx::getHPCounter();
  927. HRESULT hr = 0;
  928. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  929. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  930. {
  931. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  932. }
  933. if (SUCCEEDED(hr) )
  934. {
  935. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  936. hr = m_swapChain->Present(syncInterval, 0);
  937. }
  938. int64_t now = bx::getHPCounter();
  939. m_presentElapsed = now - start;
  940. if (FAILED(hr)
  941. && isLost(hr) )
  942. {
  943. ++m_lost;
  944. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  945. }
  946. else
  947. {
  948. m_lost = 0;
  949. }
  950. }
  951. }
  952. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  953. {
  954. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  955. }
  956. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  957. {
  958. m_indexBuffers[_handle.idx].destroy();
  959. }
  960. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  961. {
  962. VertexDecl& decl = m_vertexDecls[_handle.idx];
  963. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  964. dump(decl);
  965. }
  966. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  967. {
  968. }
  969. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  970. {
  971. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  972. }
  973. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  974. {
  975. m_vertexBuffers[_handle.idx].destroy();
  976. }
  977. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  978. {
  979. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  980. }
  981. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  982. {
  983. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  984. }
  985. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  986. {
  987. m_indexBuffers[_handle.idx].destroy();
  988. }
  989. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  990. {
  991. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  992. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  993. }
  994. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  995. {
  996. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  997. }
  998. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  999. {
  1000. m_vertexBuffers[_handle.idx].destroy();
  1001. }
  1002. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1003. {
  1004. m_shaders[_handle.idx].create(_mem);
  1005. }
  1006. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1007. {
  1008. m_shaders[_handle.idx].destroy();
  1009. }
  1010. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1011. {
  1012. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1013. }
  1014. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1015. {
  1016. m_program[_handle.idx].destroy();
  1017. }
  1018. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1019. {
  1020. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1021. }
  1022. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1023. {
  1024. }
  1025. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1026. {
  1027. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1028. }
  1029. void updateTextureEnd() BX_OVERRIDE
  1030. {
  1031. }
  1032. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1033. {
  1034. TextureD3D12& texture = m_textures[_handle.idx];
  1035. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1036. const Memory* mem = alloc(size);
  1037. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1038. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1039. bx::write(&writer, magic);
  1040. TextureCreate tc;
  1041. tc.m_flags = texture.m_flags;
  1042. tc.m_width = _width;
  1043. tc.m_height = _height;
  1044. tc.m_sides = 0;
  1045. tc.m_depth = 0;
  1046. tc.m_numMips = 1;
  1047. tc.m_format = texture.m_requestedFormat;
  1048. tc.m_cubeMap = false;
  1049. tc.m_mem = NULL;
  1050. bx::write(&writer, tc);
  1051. texture.destroy();
  1052. texture.create(mem, tc.m_flags, 0);
  1053. release(mem);
  1054. }
  1055. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1056. {
  1057. m_textures[_handle.idx].destroy();
  1058. }
  1059. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1060. {
  1061. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1062. }
  1063. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1064. {
  1065. uint16_t denseIdx = m_numWindows++;
  1066. m_windows[denseIdx] = _handle;
  1067. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1068. }
  1069. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1070. {
  1071. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1072. if (UINT16_MAX != denseIdx)
  1073. {
  1074. --m_numWindows;
  1075. if (m_numWindows > 1)
  1076. {
  1077. FrameBufferHandle handle = m_windows[m_numWindows];
  1078. m_windows[denseIdx] = handle;
  1079. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1080. }
  1081. }
  1082. }
  1083. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1084. {
  1085. if (NULL != m_uniforms[_handle.idx])
  1086. {
  1087. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1088. }
  1089. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1090. void* data = BX_ALLOC(g_allocator, size);
  1091. memset(data, 0, size);
  1092. m_uniforms[_handle.idx] = data;
  1093. m_uniformReg.add(_handle, _name, data);
  1094. }
  1095. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1096. {
  1097. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1098. m_uniforms[_handle.idx] = NULL;
  1099. }
  1100. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1101. {
  1102. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1103. m_cmd.finish(m_backBufferColorFence[idx]);
  1104. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1105. D3D12_RESOURCE_DESC desc = backBuffer->GetDesc();
  1106. const uint32_t width = (uint32_t)desc.Width;
  1107. const uint32_t height = (uint32_t)desc.Height;
  1108. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1109. uint32_t numRows;
  1110. uint64_t total;
  1111. uint64_t pitch;
  1112. m_device->GetCopyableFootprints(&desc
  1113. , 0
  1114. , 1
  1115. , 0
  1116. , &layout
  1117. , &numRows
  1118. , &pitch
  1119. , &total
  1120. );
  1121. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1122. D3D12_BOX box;
  1123. box.left = 0;
  1124. box.top = 0;
  1125. box.right = width;
  1126. box.bottom = height;
  1127. box.front = 0;
  1128. box.back = 1;
  1129. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1130. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, layout };
  1131. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { 0 } };
  1132. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1133. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1134. finish();
  1135. m_commandList = m_cmd.alloc();
  1136. void* data;
  1137. readback->Map(0, NULL, (void**)&data);
  1138. imageSwizzleBgra8(width
  1139. , height
  1140. , (uint32_t)pitch
  1141. , data
  1142. , data
  1143. );
  1144. g_callback->screenShot(_filePath
  1145. , width
  1146. , height
  1147. , (uint32_t)pitch
  1148. , data
  1149. , (uint32_t)total
  1150. , false
  1151. );
  1152. readback->Unmap(0, NULL);
  1153. DX_RELEASE(readback, 0);
  1154. }
  1155. void updateViewName(uint8_t /*_id*/, const char* /*_name*/) BX_OVERRIDE
  1156. {
  1157. }
  1158. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1159. {
  1160. memcpy(m_uniforms[_loc], _data, _size);
  1161. }
  1162. void setMarker(const char* /*_marker*/, uint32_t /*_size*/) BX_OVERRIDE
  1163. {
  1164. }
  1165. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1166. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1167. {
  1168. const uint32_t width = m_scd.BufferDesc.Width;
  1169. const uint32_t height = m_scd.BufferDesc.Height;
  1170. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1171. setFrameBuffer(fbh, false);
  1172. D3D12_VIEWPORT vp;
  1173. vp.TopLeftX = 0;
  1174. vp.TopLeftY = 0;
  1175. vp.Width = (float)width;
  1176. vp.Height = (float)height;
  1177. vp.MinDepth = 0.0f;
  1178. vp.MaxDepth = 1.0f;
  1179. m_commandList->RSSetViewports(1, &vp);
  1180. const uint64_t state = 0
  1181. | BGFX_STATE_RGB_WRITE
  1182. | BGFX_STATE_ALPHA_WRITE
  1183. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1184. ;
  1185. m_currentProgram = &m_program[0];
  1186. ID3D12PipelineState* pso = getPipelineState(state
  1187. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1188. , _blitter.m_vb->decl.idx
  1189. , _blitter.m_program.idx
  1190. , 0
  1191. );
  1192. m_commandList->SetPipelineState(pso);
  1193. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1194. float proj[16];
  1195. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1196. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1197. uint8_t flags = predefined.m_type;
  1198. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1199. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1200. commitShaderConstants(gpuAddress);
  1201. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1202. ID3D12DescriptorHeap* heaps[] =
  1203. {
  1204. m_samplerAllocator.getHeap(),
  1205. scratchBuffer.getHeap(),
  1206. };
  1207. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1208. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1209. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1210. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1211. uint16_t samplerStateIdx = getSamplerState(samplerFlags);
  1212. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1213. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1214. scratchBuffer.alloc(srvHandle, texture);
  1215. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1216. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1217. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1218. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1219. viewDesc.BufferLocation = vb.m_gpuVA;
  1220. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1221. viewDesc.SizeInBytes = vb.m_size;
  1222. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1223. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1224. D3D12_INDEX_BUFFER_VIEW ibv;
  1225. ibv.Format = DXGI_FORMAT_R16_UINT;
  1226. ibv.BufferLocation = ib.m_gpuVA;
  1227. ibv.SizeInBytes = ib.m_size;
  1228. m_commandList->IASetIndexBuffer(&ibv);
  1229. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1230. }
  1231. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1232. {
  1233. const uint32_t numVertices = _numIndices*4/6;
  1234. if (0 < numVertices)
  1235. {
  1236. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1237. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1238. m_commandList->DrawIndexedInstanced(_numIndices
  1239. , 1
  1240. , 0
  1241. , 0
  1242. , 0
  1243. );
  1244. }
  1245. }
  1246. void preReset()
  1247. {
  1248. finishAll();
  1249. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1250. {
  1251. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1252. }
  1253. DX_RELEASE(m_backBufferDepthStencil, 0);
  1254. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1255. {
  1256. m_frameBuffers[ii].preReset();
  1257. }
  1258. invalidateCache();
  1259. // capturePreReset();
  1260. }
  1261. void postReset()
  1262. {
  1263. memset(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1264. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1265. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1266. {
  1267. D3D12_CPU_DESCRIPTOR_HANDLE handle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1268. handle.ptr += ii * rtvDescriptorSize;
  1269. DX_CHECK(m_swapChain->GetBuffer(ii
  1270. , __uuidof(ID3D12Resource)
  1271. , (void**)&m_backBufferColor[ii]
  1272. ) );
  1273. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1274. }
  1275. D3D12_RESOURCE_DESC resourceDesc;
  1276. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1277. resourceDesc.Alignment = 0;
  1278. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1279. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1280. resourceDesc.DepthOrArraySize = 1;
  1281. resourceDesc.MipLevels = 0;
  1282. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1283. resourceDesc.SampleDesc.Count = 1;
  1284. resourceDesc.SampleDesc.Quality = 0;
  1285. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1286. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1287. D3D12_CLEAR_VALUE clearValue;
  1288. clearValue.Format = resourceDesc.Format;
  1289. clearValue.DepthStencil.Depth = 1.0f;
  1290. clearValue.DepthStencil.Stencil = 0;
  1291. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1292. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1293. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  1294. dsvDesc.Format = resourceDesc.Format;
  1295. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1296. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1297. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1298. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1299. ;
  1300. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1301. , &dsvDesc
  1302. , m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart()
  1303. );
  1304. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1305. {
  1306. m_frameBuffers[ii].postReset();
  1307. }
  1308. m_commandList = m_cmd.alloc();
  1309. // capturePostReset();
  1310. }
  1311. void invalidateCache()
  1312. {
  1313. m_pipelineStateCache.invalidate();
  1314. m_samplerStateCache.invalidate();
  1315. m_samplerAllocator.reset();
  1316. }
  1317. void updateMsaa()
  1318. {
  1319. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1320. {
  1321. uint32_t msaa = s_checkMsaa[ii];
  1322. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1323. memset(&data, 0, sizeof(msaa) );
  1324. data.Format = m_scd.BufferDesc.Format;
  1325. data.SampleCount = msaa;
  1326. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1327. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1328. data.NumQualityLevels = 0;
  1329. if (SUCCEEDED(hr)
  1330. && 0 < data.NumQualityLevels)
  1331. {
  1332. s_msaa[ii].Count = data.SampleCount;
  1333. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1334. last = ii;
  1335. }
  1336. else
  1337. {
  1338. s_msaa[ii] = s_msaa[last];
  1339. }
  1340. }
  1341. }
  1342. void updateResolution(const Resolution& _resolution)
  1343. {
  1344. if ( (uint32_t)m_scd.BufferDesc.Width != _resolution.m_width
  1345. || (uint32_t)m_scd.BufferDesc.Height != _resolution.m_height
  1346. || m_flags != _resolution.m_flags)
  1347. {
  1348. bool resize = (m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1349. m_flags = _resolution.m_flags;
  1350. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1351. m_textVideoMem.clear();
  1352. m_resolution = _resolution;
  1353. m_scd.BufferDesc.Width = _resolution.m_width;
  1354. m_scd.BufferDesc.Height = _resolution.m_height;
  1355. preReset();
  1356. if (resize)
  1357. {
  1358. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1359. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1360. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1361. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1362. DX_CHECK(m_swapChain->ResizeBuffers1(m_scd.BufferCount
  1363. , m_scd.BufferDesc.Width
  1364. , m_scd.BufferDesc.Height
  1365. , m_scd.BufferDesc.Format
  1366. , m_scd.Flags
  1367. , nodeMask
  1368. , presentQueue
  1369. ) );
  1370. }
  1371. else
  1372. {
  1373. updateMsaa();
  1374. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1375. DX_RELEASE(m_swapChain, 0);
  1376. HRESULT hr;
  1377. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1378. , &m_scd
  1379. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1380. );
  1381. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1382. }
  1383. postReset();
  1384. }
  1385. }
  1386. void setShaderUniform(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1387. {
  1388. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1389. {
  1390. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1391. m_fsChanges += _numRegs;
  1392. }
  1393. else
  1394. {
  1395. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1396. m_vsChanges += _numRegs;
  1397. }
  1398. }
  1399. void setShaderUniform4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1400. {
  1401. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1402. }
  1403. void setShaderUniform4x4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1404. {
  1405. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1406. }
  1407. void commitShaderConstants(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1408. {
  1409. uint32_t total = bx::strideAlign(0
  1410. + m_currentProgram->m_vsh->m_size
  1411. + (NULL != m_currentProgram->m_fsh ? m_currentProgram->m_fsh->m_size : 0)
  1412. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1413. );
  1414. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].alloc(_gpuAddress, total);
  1415. {
  1416. uint32_t size = m_currentProgram->m_vsh->m_size;
  1417. memcpy(data, m_vsScratch, size);
  1418. data += size;
  1419. m_vsChanges = 0;
  1420. }
  1421. if (NULL != m_currentProgram->m_fsh)
  1422. {
  1423. memcpy(data, m_fsScratch, m_currentProgram->m_fsh->m_size);
  1424. m_fsChanges = 0;
  1425. }
  1426. }
  1427. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1428. {
  1429. if (isValid(m_fbh)
  1430. && m_fbh.idx != _fbh.idx)
  1431. {
  1432. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1433. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1434. {
  1435. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1436. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1437. }
  1438. if (isValid(frameBuffer.m_depth) )
  1439. {
  1440. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1441. const bool bufferOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  1442. if (!bufferOnly)
  1443. {
  1444. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1445. }
  1446. }
  1447. }
  1448. if (!isValid(_fbh) )
  1449. {
  1450. m_rtvHandle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1451. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1452. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1453. m_dsvHandle = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1454. m_currentColor = &m_rtvHandle;
  1455. m_currentDepthStencil = &m_dsvHandle;
  1456. m_commandList->OMSetRenderTargets(1, m_currentColor, false, m_currentDepthStencil);
  1457. }
  1458. else
  1459. {
  1460. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1461. if (0 < frameBuffer.m_num)
  1462. {
  1463. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1464. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1465. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  1466. m_currentColor = &m_rtvHandle;
  1467. }
  1468. else
  1469. {
  1470. m_currentColor = NULL;
  1471. }
  1472. if (isValid(frameBuffer.m_depth) )
  1473. {
  1474. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1475. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1476. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  1477. m_currentDepthStencil = &m_dsvHandle;
  1478. }
  1479. else
  1480. {
  1481. m_currentDepthStencil = NULL;
  1482. }
  1483. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1484. {
  1485. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1486. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1487. }
  1488. if (isValid(frameBuffer.m_depth) )
  1489. {
  1490. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1491. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1492. }
  1493. m_commandList->OMSetRenderTargets(frameBuffer.m_num
  1494. , m_currentColor
  1495. , true //NULL == m_currentDepthStencil
  1496. , m_currentDepthStencil
  1497. );
  1498. }
  1499. m_fbh = _fbh;
  1500. m_rtMsaa = _msaa;
  1501. }
  1502. void setBlendState(D3D12_BLEND_DESC& desc, uint64_t _state, uint32_t _rgba = 0)
  1503. {
  1504. memset(&desc, 0, sizeof(desc) );
  1505. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1506. D3D12_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1507. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1508. {
  1509. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1510. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1511. const uint32_t srcRGB = (blend ) & 0xf;
  1512. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1513. const uint32_t srcA = (blend >> 8) & 0xf;
  1514. const uint32_t dstA = (blend >> 12) & 0xf;
  1515. const uint32_t equRGB = (equation ) & 0x7;
  1516. const uint32_t equA = (equation >> 3) & 0x7;
  1517. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1518. drt->DestBlend = s_blendFactor[dstRGB][0];
  1519. drt->BlendOp = s_blendEquation[equRGB];
  1520. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1521. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1522. drt->BlendOpAlpha = s_blendEquation[equA];
  1523. }
  1524. uint32_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  1525. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  1526. : 0
  1527. ;
  1528. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  1529. ? D3D12_COLOR_WRITE_ENABLE_RED
  1530. | D3D12_COLOR_WRITE_ENABLE_GREEN
  1531. | D3D12_COLOR_WRITE_ENABLE_BLUE
  1532. : 0
  1533. ;
  1534. drt->RenderTargetWriteMask = writeMask;
  1535. if (desc.IndependentBlendEnable)
  1536. {
  1537. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1538. {
  1539. drt = &desc.RenderTarget[ii];
  1540. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1541. const uint32_t src = (rgba ) & 0xf;
  1542. const uint32_t dst = (rgba >> 4) & 0xf;
  1543. const uint32_t equation = (rgba >> 8) & 0x7;
  1544. drt->SrcBlend = s_blendFactor[src][0];
  1545. drt->DestBlend = s_blendFactor[dst][0];
  1546. drt->BlendOp = s_blendEquation[equation];
  1547. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1548. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1549. drt->BlendOpAlpha = s_blendEquation[equation];
  1550. drt->RenderTargetWriteMask = writeMask;
  1551. }
  1552. }
  1553. else
  1554. {
  1555. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1556. {
  1557. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  1558. }
  1559. }
  1560. }
  1561. void setRasterizerState(D3D12_RASTERIZER_DESC& desc, uint64_t _state, bool _wireframe = false)
  1562. {
  1563. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  1564. desc.FillMode = _wireframe
  1565. ? D3D12_FILL_MODE_WIREFRAME
  1566. : D3D12_FILL_MODE_SOLID
  1567. ;
  1568. desc.CullMode = s_cullMode[cull];
  1569. desc.FrontCounterClockwise = false;
  1570. desc.DepthBias = 0;
  1571. desc.DepthBiasClamp = 0.0f;
  1572. desc.SlopeScaledDepthBias = 0.0f;
  1573. desc.DepthClipEnable = false;
  1574. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1575. desc.AntialiasedLineEnable = false;
  1576. desc.ForcedSampleCount = 0;
  1577. desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  1578. }
  1579. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& desc, uint64_t _state, uint64_t _stencil = 0)
  1580. {
  1581. const uint32_t fstencil = unpackStencil(0, _stencil);
  1582. memset(&desc, 0, sizeof(desc) );
  1583. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1584. desc.DepthEnable = 0 != func;
  1585. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  1586. ? D3D12_DEPTH_WRITE_MASK_ALL
  1587. : D3D12_DEPTH_WRITE_MASK_ZERO
  1588. ;
  1589. desc.DepthFunc = s_cmpFunc[func];
  1590. uint32_t bstencil = unpackStencil(1, _stencil);
  1591. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1592. bstencil = frontAndBack ? bstencil : fstencil;
  1593. desc.StencilEnable = 0 != _stencil;
  1594. desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1595. desc.StencilWriteMask = 0xff;
  1596. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1597. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1598. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1599. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1600. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1601. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1602. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1603. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1604. }
  1605. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint8_t _numInstanceData)
  1606. {
  1607. VertexDecl decl;
  1608. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1609. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  1610. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1611. {
  1612. uint16_t mask = attrMask[ii];
  1613. uint16_t attr = (decl.m_attributes[ii] & mask);
  1614. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1615. }
  1616. D3D12_INPUT_ELEMENT_DESC* elem = fillVertexDecl(_vertexElements, decl);
  1617. uint32_t num = uint32_t(elem-_vertexElements);
  1618. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  1619. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1620. {
  1621. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1622. uint32_t jj;
  1623. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  1624. for (jj = 0; jj < num; ++jj)
  1625. {
  1626. curr = &_vertexElements[jj];
  1627. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1628. && curr->SemanticIndex == index)
  1629. {
  1630. break;
  1631. }
  1632. }
  1633. if (jj == num)
  1634. {
  1635. curr = elem;
  1636. ++elem;
  1637. }
  1638. memcpy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  1639. curr->InputSlot = 1;
  1640. curr->SemanticIndex = index;
  1641. curr->AlignedByteOffset = ii*16;
  1642. }
  1643. return uint32_t(elem-_vertexElements);
  1644. }
  1645. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  1646. {
  1647. union { void* ptr; uint32_t offset; } cast = { _userData };
  1648. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  1649. {
  1650. DxbcOperand& operand = _instruction.operand[ii];
  1651. if (DxbcOperandType::ConstantBuffer == operand.type)
  1652. {
  1653. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  1654. && 0 == operand.regIndex[0]
  1655. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  1656. {
  1657. operand.regIndex[1] += cast.offset;
  1658. }
  1659. }
  1660. }
  1661. }
  1662. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  1663. {
  1664. ProgramD3D12& program = m_program[_programIdx];
  1665. bx::HashMurmur2A murmur;
  1666. murmur.begin();
  1667. murmur.add(program.m_vsh->m_hash);
  1668. const uint32_t hash = murmur.end();
  1669. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1670. if(NULL != pso)
  1671. {
  1672. return pso;
  1673. }
  1674. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  1675. memset(&desc, 0, sizeof(desc) );
  1676. desc.pRootSignature = m_rootSignature;
  1677. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  1678. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  1679. DX_CHECK(m_device->CreateComputePipelineState(&desc
  1680. ,__uuidof(ID3D12PipelineState)
  1681. ,(void**)&pso
  1682. ));
  1683. m_pipelineStateCache.add(hash, pso);
  1684. return pso;
  1685. }
  1686. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint16_t _declIdx, uint16_t _programIdx, uint8_t _numInstanceData)
  1687. {
  1688. ProgramD3D12& program = m_program[_programIdx];
  1689. _state &= 0
  1690. | BGFX_STATE_RGB_WRITE
  1691. | BGFX_STATE_ALPHA_WRITE
  1692. | BGFX_STATE_DEPTH_WRITE
  1693. | BGFX_STATE_DEPTH_TEST_MASK
  1694. | BGFX_STATE_BLEND_MASK
  1695. | BGFX_STATE_BLEND_EQUATION_MASK
  1696. | BGFX_STATE_BLEND_INDEPENDENT
  1697. | BGFX_STATE_CULL_MASK
  1698. | BGFX_STATE_MSAA
  1699. | BGFX_STATE_PT_MASK
  1700. ;
  1701. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1702. VertexDecl decl;
  1703. memcpy(&decl, &m_vertexDecls[_declIdx], sizeof(VertexDecl) );
  1704. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  1705. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1706. {
  1707. uint16_t mask = attrMask[ii];
  1708. uint16_t attr = (decl.m_attributes[ii] & mask);
  1709. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1710. }
  1711. bx::HashMurmur2A murmur;
  1712. murmur.begin();
  1713. murmur.add(_state);
  1714. murmur.add(_stencil);
  1715. murmur.add(program.m_vsh->m_hash);
  1716. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  1717. murmur.add(program.m_fsh->m_hash);
  1718. murmur.add(m_vertexDecls[_declIdx].m_hash);
  1719. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  1720. murmur.add(m_fbh.idx);
  1721. murmur.add(_numInstanceData);
  1722. const uint32_t hash = murmur.end();
  1723. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1724. if (NULL != pso)
  1725. {
  1726. return pso;
  1727. }
  1728. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  1729. memset(&desc, 0, sizeof(desc) );
  1730. desc.pRootSignature = m_rootSignature;
  1731. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  1732. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  1733. const Memory* temp = alloc(program.m_fsh->m_code->size);
  1734. memset(temp->data, 0, temp->size);
  1735. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1736. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  1737. DxbcContext dxbc;
  1738. read(&rd, dxbc);
  1739. bool patchShader = true;
  1740. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1741. {
  1742. union { uint32_t offset; void* ptr; } cast = { 0 };
  1743. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1744. write(&wr, dxbc);
  1745. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1746. patchShader = 0 == memcmp(program.m_fsh->m_code->data, temp->data, 16);
  1747. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  1748. if (!patchShader)
  1749. {
  1750. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  1751. {
  1752. if (0 != memcmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  1753. {
  1754. // dbgPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  1755. // dbgPrintfData(&temp->data[ii], temp->size-ii, "");
  1756. break;
  1757. }
  1758. }
  1759. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  1760. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  1761. }
  1762. }
  1763. if (patchShader)
  1764. {
  1765. memcpy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1766. bx::seek(&wr, 0, bx::Whence::Begin);
  1767. union { uint32_t offset; void* ptr; } cast =
  1768. {
  1769. m_currentProgram->m_vsh->m_size/16
  1770. };
  1771. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1772. write(&wr, dxbc);
  1773. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1774. desc.PS.pShaderBytecode = temp->data;
  1775. desc.PS.BytecodeLength = temp->size;
  1776. }
  1777. desc.DS.pShaderBytecode = NULL;
  1778. desc.DS.BytecodeLength = 0;
  1779. desc.HS.pShaderBytecode = NULL;
  1780. desc.HS.BytecodeLength = 0;
  1781. desc.GS.pShaderBytecode = NULL;
  1782. desc.GS.BytecodeLength = 0;
  1783. desc.StreamOutput.pSODeclaration = NULL;
  1784. desc.StreamOutput.NumEntries = 0;
  1785. desc.StreamOutput.pBufferStrides = NULL;
  1786. desc.StreamOutput.NumStrides = 0;
  1787. desc.StreamOutput.RasterizedStream = 0;
  1788. setBlendState(desc.BlendState, _state);
  1789. desc.SampleMask = 1;
  1790. setRasterizerState(desc.RasterizerState, _state);
  1791. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  1792. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1793. desc.InputLayout.NumElements = setInputLayout(vertexElements, m_vertexDecls[_declIdx], program, _numInstanceData);
  1794. desc.InputLayout.pInputElementDescs = vertexElements;
  1795. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  1796. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  1797. if (isValid(m_fbh) )
  1798. {
  1799. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1800. desc.NumRenderTargets = frameBuffer.m_num;
  1801. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1802. {
  1803. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  1804. }
  1805. if (isValid(frameBuffer.m_depth) )
  1806. {
  1807. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  1808. }
  1809. else
  1810. {
  1811. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  1812. }
  1813. }
  1814. else
  1815. {
  1816. desc.NumRenderTargets = 1;
  1817. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  1818. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1819. }
  1820. desc.SampleDesc.Count = 1;
  1821. desc.SampleDesc.Quality = 0;
  1822. uint32_t length = g_callback->cacheReadSize(hash);
  1823. bool cached = length > 0;
  1824. void* cachedData = NULL;
  1825. if (cached)
  1826. {
  1827. cachedData = BX_ALLOC(g_allocator, length);
  1828. if (g_callback->cacheRead(hash, cachedData, length) )
  1829. {
  1830. BX_TRACE("Loading chached PSO (size %d).", length);
  1831. bx::MemoryReader reader(cachedData, length);
  1832. // uint32_t format;
  1833. // bx::read(&reader, format);
  1834. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  1835. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  1836. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  1837. , __uuidof(ID3D12PipelineState)
  1838. , (void**)&pso
  1839. );
  1840. if (FAILED(hr) )
  1841. {
  1842. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  1843. memset(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  1844. }
  1845. }
  1846. }
  1847. if (NULL == pso)
  1848. {
  1849. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  1850. , __uuidof(ID3D12PipelineState)
  1851. , (void**)&pso
  1852. ) );
  1853. }
  1854. m_pipelineStateCache.add(hash, pso);
  1855. release(temp);
  1856. ID3DBlob* blob;
  1857. HRESULT hr = pso->GetCachedBlob(&blob);
  1858. if (SUCCEEDED(hr) )
  1859. {
  1860. void* data = blob->GetBufferPointer();
  1861. length = (uint32_t)blob->GetBufferSize();
  1862. g_callback->cacheWrite(hash, data, length);
  1863. DX_RELEASE(blob, 0);
  1864. }
  1865. if (NULL != cachedData)
  1866. {
  1867. BX_FREE(g_allocator, cachedData);
  1868. }
  1869. return pso;
  1870. }
  1871. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num = BGFX_CONFIG_MAX_TEXTURE_SAMPLERS)
  1872. {
  1873. bx::HashMurmur2A murmur;
  1874. murmur.begin();
  1875. murmur.add(_flags, _num * sizeof(uint32_t) );
  1876. uint32_t hash = murmur.end();
  1877. uint16_t sampler = m_samplerStateCache.find(hash);
  1878. if (UINT16_MAX == sampler)
  1879. {
  1880. sampler = m_samplerAllocator.alloc(_flags, _num);
  1881. m_samplerStateCache.add(hash, sampler);
  1882. }
  1883. return sampler;
  1884. }
  1885. void commit(ConstantBuffer& _constantBuffer)
  1886. {
  1887. _constantBuffer.reset();
  1888. for (;;)
  1889. {
  1890. uint32_t opcode = _constantBuffer.read();
  1891. if (UniformType::End == opcode)
  1892. {
  1893. break;
  1894. }
  1895. UniformType::Enum type;
  1896. uint16_t loc;
  1897. uint16_t num;
  1898. uint16_t copy;
  1899. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1900. const char* data;
  1901. if (copy)
  1902. {
  1903. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  1904. }
  1905. else
  1906. {
  1907. UniformHandle handle;
  1908. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1909. data = (const char*)m_uniforms[handle.idx];
  1910. }
  1911. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1912. case UniformType::_uniform: \
  1913. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1914. { \
  1915. setShaderUniform(type, loc, data, num); \
  1916. } \
  1917. break;
  1918. switch ( (int32_t)type)
  1919. {
  1920. case UniformType::Mat3:
  1921. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  1922. {
  1923. float* value = (float*)data;
  1924. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  1925. {
  1926. Matrix4 mtx;
  1927. mtx.un.val[ 0] = value[0];
  1928. mtx.un.val[ 1] = value[1];
  1929. mtx.un.val[ 2] = value[2];
  1930. mtx.un.val[ 3] = 0.0f;
  1931. mtx.un.val[ 4] = value[3];
  1932. mtx.un.val[ 5] = value[4];
  1933. mtx.un.val[ 6] = value[5];
  1934. mtx.un.val[ 7] = 0.0f;
  1935. mtx.un.val[ 8] = value[6];
  1936. mtx.un.val[ 9] = value[7];
  1937. mtx.un.val[10] = value[8];
  1938. mtx.un.val[11] = 0.0f;
  1939. setShaderUniform(type, loc, &mtx.un.val[0], 3);
  1940. }
  1941. }
  1942. break;
  1943. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  1944. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  1945. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  1946. case UniformType::End:
  1947. break;
  1948. default:
  1949. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  1950. break;
  1951. }
  1952. #undef CASE_IMPLEMENT_UNIFORM
  1953. }
  1954. }
  1955. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  1956. {
  1957. if (isValid(m_fbh) )
  1958. {
  1959. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1960. frameBuffer.clear(m_commandList, _clear, _palette);
  1961. }
  1962. else
  1963. {
  1964. if (NULL != m_currentColor
  1965. && BGFX_CLEAR_COLOR & _clear.m_flags)
  1966. {
  1967. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1968. {
  1969. uint8_t index = _clear.m_index[0];
  1970. if (UINT8_MAX != index)
  1971. {
  1972. m_commandList->ClearRenderTargetView(*m_currentColor
  1973. , _palette[index]
  1974. , _num
  1975. , _rect
  1976. );
  1977. }
  1978. }
  1979. else
  1980. {
  1981. float frgba[4] =
  1982. {
  1983. _clear.m_index[0] * 1.0f / 255.0f,
  1984. _clear.m_index[1] * 1.0f / 255.0f,
  1985. _clear.m_index[2] * 1.0f / 255.0f,
  1986. _clear.m_index[3] * 1.0f / 255.0f,
  1987. };
  1988. m_commandList->ClearRenderTargetView(*m_currentColor
  1989. , frgba
  1990. , _num
  1991. , _rect
  1992. );
  1993. }
  1994. }
  1995. if (NULL != m_currentDepthStencil
  1996. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  1997. {
  1998. uint32_t flags = 0;
  1999. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2000. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2001. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2002. , D3D12_CLEAR_FLAGS(flags)
  2003. , _clear.m_depth
  2004. , _clear.m_stencil
  2005. , _num
  2006. , _rect
  2007. );
  2008. }
  2009. }
  2010. }
  2011. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2012. {
  2013. BX_UNUSED(_clearQuad);
  2014. uint32_t width = m_scd.BufferDesc.Width;
  2015. uint32_t height = m_scd.BufferDesc.Height;
  2016. if (0 == _rect.m_x
  2017. && 0 == _rect.m_y
  2018. && width == _rect.m_width
  2019. && height == _rect.m_height)
  2020. {
  2021. clear(_clear, _palette);
  2022. }
  2023. else
  2024. {
  2025. D3D12_RECT rect;
  2026. rect.left = _rect.m_x;
  2027. rect.top = _rect.m_y;
  2028. rect.right = _rect.m_x + _rect.m_width;
  2029. rect.bottom = _rect.m_y + _rect.m_height;
  2030. clear(_clear, _palette, &rect);
  2031. }
  2032. }
  2033. uint64_t kick()
  2034. {
  2035. uint64_t fence = m_cmd.kick();
  2036. m_commandList = m_cmd.alloc();
  2037. return fence;
  2038. }
  2039. void finish()
  2040. {
  2041. m_cmd.kick();
  2042. m_cmd.finish();
  2043. m_commandList = NULL;
  2044. }
  2045. void finishAll()
  2046. {
  2047. uint64_t fence = m_cmd.kick();
  2048. m_cmd.finish(fence, true);
  2049. m_commandList = NULL;
  2050. }
  2051. void* m_d3d12dll;
  2052. void* m_dxgidll;
  2053. D3D_DRIVER_TYPE m_driverType;
  2054. IDXGIAdapter* m_adapter;
  2055. DXGI_ADAPTER_DESC m_adapterDesc;
  2056. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2057. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2058. IDXGIFactory4* m_factory;
  2059. IDXGISwapChain3* m_swapChain;
  2060. int64_t m_presentElapsed;
  2061. uint16_t m_lost;
  2062. uint16_t m_numWindows;
  2063. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2064. ID3D12Device* m_device;
  2065. ID3D12InfoQueue* m_infoQueue;
  2066. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2067. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2068. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2069. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2070. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2071. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2072. ID3D12Resource* m_backBufferColor[4];
  2073. uint64_t m_backBufferColorFence[4];
  2074. ID3D12Resource* m_backBufferDepthStencil;
  2075. ScratchBufferD3D12 m_scratchBuffer[4];
  2076. DescriptorAllocator m_samplerAllocator;
  2077. ID3D12RootSignature* m_rootSignature;
  2078. ID3D12CommandSignature* m_commandSignature[2];
  2079. CommandQueue m_cmd;
  2080. ID3D12GraphicsCommandList* m_commandList;
  2081. Resolution m_resolution;
  2082. bool m_wireframe;
  2083. DXGI_SWAP_CHAIN_DESC m_scd;
  2084. uint32_t m_flags;
  2085. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2086. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2087. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2088. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2089. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2090. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2091. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2092. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2093. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2094. UniformRegistry m_uniformReg;
  2095. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2096. StateCache m_samplerStateCache;
  2097. TextVideoMem m_textVideoMem;
  2098. ProgramD3D12* m_currentProgram;
  2099. uint8_t m_fsScratch[64<<10];
  2100. uint8_t m_vsScratch[64<<10];
  2101. uint32_t m_fsChanges;
  2102. uint32_t m_vsChanges;
  2103. FrameBufferHandle m_fbh;
  2104. uint32_t m_backBufferColorIdx;
  2105. bool m_rtMsaa;
  2106. };
  2107. static RendererContextD3D12* s_renderD3D12;
  2108. RendererContextI* rendererCreate()
  2109. {
  2110. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2111. if (!s_renderD3D12->init() )
  2112. {
  2113. BX_DELETE(g_allocator, s_renderD3D12);
  2114. s_renderD3D12 = NULL;
  2115. }
  2116. return s_renderD3D12;
  2117. }
  2118. void rendererDestroy()
  2119. {
  2120. s_renderD3D12->shutdown();
  2121. BX_DELETE(g_allocator, s_renderD3D12);
  2122. s_renderD3D12 = NULL;
  2123. }
  2124. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2125. {
  2126. m_size = _size;
  2127. ID3D12Device* device = s_renderD3D12->m_device;
  2128. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2129. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2130. desc.NumDescriptors = _maxDescriptors;
  2131. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2132. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2133. desc.NodeMask = 1;
  2134. DX_CHECK(device->CreateDescriptorHeap(&desc
  2135. , __uuidof(ID3D12DescriptorHeap)
  2136. , (void**)&m_heap
  2137. ) );
  2138. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2139. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2140. m_upload->Map(0, NULL, (void**)&m_data);
  2141. reset(m_gpuHandle);
  2142. }
  2143. void ScratchBufferD3D12::destroy()
  2144. {
  2145. m_upload->Unmap(0, NULL);
  2146. DX_RELEASE(m_upload, 0);
  2147. DX_RELEASE(m_heap, 0);
  2148. }
  2149. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle)
  2150. {
  2151. m_pos = 0;
  2152. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2153. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2154. gpuHandle = m_gpuHandle;
  2155. }
  2156. void* ScratchBufferD3D12::alloc(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2157. {
  2158. _gpuAddress = m_gpuVA + m_pos;
  2159. D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2160. desc.BufferLocation = _gpuAddress;
  2161. desc.SizeInBytes = _size;
  2162. void* data = &m_data[m_pos];
  2163. m_pos += BX_ALIGN_256(_size);
  2164. ID3D12Device* device = s_renderD3D12->m_device;
  2165. device->CreateConstantBufferView(&desc
  2166. , m_cpuHandle
  2167. );
  2168. m_cpuHandle.ptr += m_incrementSize;
  2169. m_gpuHandle.ptr += m_incrementSize;
  2170. return data;
  2171. }
  2172. void ScratchBufferD3D12::alloc(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, TextureD3D12& _texture)
  2173. {
  2174. ID3D12Device* device = s_renderD3D12->m_device;
  2175. device->CreateShaderResourceView(_texture.m_ptr
  2176. , &_texture.m_srvd
  2177. , m_cpuHandle
  2178. );
  2179. m_cpuHandle.ptr += m_incrementSize;
  2180. gpuHandle = m_gpuHandle;
  2181. m_gpuHandle.ptr += m_incrementSize;
  2182. }
  2183. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2184. {
  2185. ID3D12Device* device = s_renderD3D12->m_device;
  2186. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2187. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2188. if (0 != _mip)
  2189. {
  2190. memcpy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2191. switch (_texture.m_uavd.ViewDimension)
  2192. {
  2193. default:
  2194. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2195. uavd->Texture2D.MipSlice = _mip;
  2196. break;
  2197. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2198. uavd->Texture3D.MipSlice = _mip;
  2199. break;
  2200. }
  2201. uavd = &tmpUavd;
  2202. }
  2203. device->CreateUnorderedAccessView(_texture.m_ptr
  2204. , NULL
  2205. , uavd
  2206. , m_cpuHandle
  2207. );
  2208. m_cpuHandle.ptr += m_incrementSize;
  2209. gpuHandle = m_gpuHandle;
  2210. m_gpuHandle.ptr += m_incrementSize;
  2211. }
  2212. void ScratchBufferD3D12::alloc(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, BufferD3D12& _buffer)
  2213. {
  2214. ID3D12Device* device = s_renderD3D12->m_device;
  2215. device->CreateShaderResourceView(_buffer.m_ptr
  2216. , &_buffer.m_srvd
  2217. , m_cpuHandle
  2218. );
  2219. m_cpuHandle.ptr += m_incrementSize;
  2220. gpuHandle = m_gpuHandle;
  2221. m_gpuHandle.ptr += m_incrementSize;
  2222. }
  2223. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, BufferD3D12& _buffer)
  2224. {
  2225. ID3D12Device* device = s_renderD3D12->m_device;
  2226. device->CreateUnorderedAccessView(_buffer.m_ptr
  2227. , NULL
  2228. , &_buffer.m_uavd
  2229. , m_cpuHandle
  2230. );
  2231. m_cpuHandle.ptr += m_incrementSize;
  2232. gpuHandle = m_gpuHandle;
  2233. m_gpuHandle.ptr += m_incrementSize;
  2234. }
  2235. void DescriptorAllocator::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint32_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2236. {
  2237. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2238. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2239. ID3D12Device* device = s_renderD3D12->m_device;
  2240. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2241. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2242. desc.NumDescriptors = _maxDescriptors;
  2243. desc.Type = _type;
  2244. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2245. desc.NodeMask = 1;
  2246. DX_CHECK(device->CreateDescriptorHeap(&desc
  2247. , __uuidof(ID3D12DescriptorHeap)
  2248. , (void**)&m_heap
  2249. ) );
  2250. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2251. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2252. }
  2253. void DescriptorAllocator::destroy()
  2254. {
  2255. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2256. DX_RELEASE(m_heap, 0);
  2257. }
  2258. uint16_t DescriptorAllocator::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2259. {
  2260. uint16_t idx = m_handleAlloc->alloc();
  2261. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2262. ID3D12Device* device = s_renderD3D12->m_device;
  2263. device->CreateShaderResourceView(_ptr
  2264. , _desc
  2265. , cpuHandle
  2266. );
  2267. return idx;
  2268. }
  2269. uint16_t DescriptorAllocator::alloc(const uint32_t* _flags, uint32_t _num)
  2270. {
  2271. uint16_t idx = m_handleAlloc->alloc();
  2272. ID3D12Device* device = s_renderD3D12->m_device;
  2273. for (uint32_t ii = 0; ii < _num; ++ii)
  2274. {
  2275. uint32_t flags = _flags[ii];
  2276. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2277. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2278. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2279. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2280. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2281. D3D12_SAMPLER_DESC sd;
  2282. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2283. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2284. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2285. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2286. sd.MinLOD = 0;
  2287. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2288. sd.MipLODBias = 0.0f;
  2289. sd.MaxAnisotropy = 1; //m_maxAnisotropy;
  2290. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2291. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2292. {
  2293. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2294. };
  2295. device->CreateSampler(&sd, cpuHandle);
  2296. }
  2297. return idx;
  2298. }
  2299. void DescriptorAllocator::free(uint16_t _idx)
  2300. {
  2301. m_handleAlloc->free(_idx);
  2302. }
  2303. void DescriptorAllocator::reset()
  2304. {
  2305. uint16_t max = m_handleAlloc->getMaxHandles();
  2306. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2307. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2308. }
  2309. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocator::get(uint16_t _idx)
  2310. {
  2311. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2312. return gpuHandle;
  2313. }
  2314. struct UavFormat
  2315. {
  2316. DXGI_FORMAT format[3];
  2317. uint32_t stride;
  2318. };
  2319. static const UavFormat s_uavFormat[] =
  2320. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  2321. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  2322. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  2323. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  2324. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  2325. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  2326. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  2327. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  2328. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  2329. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  2330. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  2331. };
  2332. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  2333. {
  2334. m_size = _size;
  2335. m_flags = _flags;
  2336. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT));
  2337. // const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  2338. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  2339. m_dynamic = NULL == _data || needUav;
  2340. DXGI_FORMAT format;
  2341. uint32_t stride;
  2342. D3D12_RESOURCE_FLAGS flags = needUav
  2343. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  2344. : D3D12_RESOURCE_FLAG_NONE
  2345. ;
  2346. if(drawIndirect)
  2347. {
  2348. format = DXGI_FORMAT_R32G32B32A32_UINT;
  2349. stride = 16;
  2350. }
  2351. else
  2352. {
  2353. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  2354. if (0 == uavFormat)
  2355. {
  2356. if (_vertex)
  2357. {
  2358. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  2359. stride = 16;
  2360. }
  2361. else
  2362. {
  2363. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  2364. {
  2365. format = DXGI_FORMAT_R16_UINT;
  2366. stride = 2;
  2367. }
  2368. else
  2369. {
  2370. format = DXGI_FORMAT_R32_UINT;
  2371. stride = 4;
  2372. }
  2373. }
  2374. }
  2375. else
  2376. {
  2377. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  2378. format = s_uavFormat[uavFormat].format[uavType];
  2379. stride = s_uavFormat[uavFormat].stride;
  2380. }
  2381. }
  2382. stride = 0 == _stride ? stride : _stride;
  2383. m_srvd.Format = format;
  2384. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  2385. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  2386. m_srvd.Buffer.FirstElement = 0;
  2387. m_srvd.Buffer.NumElements = m_size / stride;
  2388. m_srvd.Buffer.StructureByteStride = 0;
  2389. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  2390. m_uavd.Format = format;
  2391. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  2392. m_uavd.Buffer.FirstElement = 0;
  2393. m_uavd.Buffer.NumElements = m_size / stride;
  2394. m_uavd.Buffer.StructureByteStride = 0;
  2395. m_uavd.Buffer.CounterOffsetInBytes = 0;
  2396. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  2397. ID3D12Device* device = s_renderD3D12->m_device;
  2398. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  2399. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, flags);
  2400. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  2401. setState(commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2402. if (!m_dynamic)
  2403. {
  2404. update(commandList, 0, _size, _data);
  2405. }
  2406. }
  2407. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  2408. {
  2409. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  2410. uint8_t* data;
  2411. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  2412. memcpy(data, _data, _size);
  2413. staging->Unmap(0, NULL);
  2414. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  2415. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  2416. setState(_commandList, state);
  2417. s_renderD3D12->m_cmd.release(staging);
  2418. }
  2419. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  2420. {
  2421. if (m_state != _state)
  2422. {
  2423. setResourceBarrier(_commandList
  2424. , m_ptr
  2425. , m_state
  2426. , _state
  2427. );
  2428. bx::xchg(m_state, _state);
  2429. }
  2430. return _state;
  2431. }
  2432. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  2433. {
  2434. BufferD3D12::create(_size, _data, _flags, true);
  2435. m_decl = _declHandle;
  2436. }
  2437. void ShaderD3D12::create(const Memory* _mem)
  2438. {
  2439. bx::MemoryReader reader(_mem->data, _mem->size);
  2440. uint32_t magic;
  2441. bx::read(&reader, magic);
  2442. switch (magic)
  2443. {
  2444. case BGFX_CHUNK_MAGIC_CSH:
  2445. case BGFX_CHUNK_MAGIC_FSH:
  2446. case BGFX_CHUNK_MAGIC_VSH:
  2447. break;
  2448. default:
  2449. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2450. break;
  2451. }
  2452. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2453. uint32_t iohash;
  2454. bx::read(&reader, iohash);
  2455. uint16_t count;
  2456. bx::read(&reader, count);
  2457. m_numPredefined = 0;
  2458. m_numUniforms = count;
  2459. BX_TRACE("%s Shader consts %d"
  2460. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  2461. , count
  2462. );
  2463. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  2464. if (0 < count)
  2465. {
  2466. for (uint32_t ii = 0; ii < count; ++ii)
  2467. {
  2468. uint8_t nameSize;
  2469. bx::read(&reader, nameSize);
  2470. char name[256];
  2471. bx::read(&reader, &name, nameSize);
  2472. name[nameSize] = '\0';
  2473. uint8_t type;
  2474. bx::read(&reader, type);
  2475. uint8_t num;
  2476. bx::read(&reader, num);
  2477. uint16_t regIndex;
  2478. bx::read(&reader, regIndex);
  2479. uint16_t regCount;
  2480. bx::read(&reader, regCount);
  2481. const char* kind = "invalid";
  2482. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2483. if (PredefinedUniform::Count != predefined)
  2484. {
  2485. kind = "predefined";
  2486. m_predefined[m_numPredefined].m_loc = regIndex;
  2487. m_predefined[m_numPredefined].m_count = regCount;
  2488. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  2489. m_numPredefined++;
  2490. }
  2491. else
  2492. {
  2493. const UniformInfo* info = s_renderD3D12->m_uniformReg.find(name);
  2494. if (NULL != info)
  2495. {
  2496. if (NULL == m_constantBuffer)
  2497. {
  2498. m_constantBuffer = ConstantBuffer::create(1024);
  2499. }
  2500. kind = "user";
  2501. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2502. }
  2503. }
  2504. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2505. , kind
  2506. , name
  2507. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
  2508. , num
  2509. , regIndex
  2510. , regCount
  2511. );
  2512. BX_UNUSED(kind);
  2513. }
  2514. if (NULL != m_constantBuffer)
  2515. {
  2516. m_constantBuffer->finish();
  2517. }
  2518. }
  2519. uint16_t shaderSize;
  2520. bx::read(&reader, shaderSize);
  2521. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2522. bx::skip(&reader, shaderSize+1);
  2523. m_code = copy(code, shaderSize);
  2524. uint8_t numAttrs;
  2525. bx::read(&reader, numAttrs);
  2526. memset(m_attrMask, 0, sizeof(m_attrMask) );
  2527. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  2528. {
  2529. uint16_t id;
  2530. bx::read(&reader, id);
  2531. Attrib::Enum attr = idToAttrib(id);
  2532. if (Attrib::Count != attr)
  2533. {
  2534. m_attrMask[attr] = UINT16_MAX;
  2535. }
  2536. }
  2537. bx::HashMurmur2A murmur;
  2538. murmur.begin();
  2539. murmur.add(iohash);
  2540. murmur.add(code, shaderSize);
  2541. murmur.add(numAttrs);
  2542. murmur.add(m_attrMask, numAttrs);
  2543. m_hash = murmur.end();
  2544. bx::read(&reader, m_size);
  2545. }
  2546. void TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2547. {
  2548. ImageContainer imageContainer;
  2549. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2550. {
  2551. uint8_t numMips = imageContainer.m_numMips;
  2552. const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
  2553. numMips -= startLod;
  2554. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2555. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2556. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2557. m_flags = _flags;
  2558. m_requestedFormat = (uint8_t)imageContainer.m_format;
  2559. m_textureFormat = (uint8_t)imageContainer.m_format;
  2560. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  2561. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  2562. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2563. if (convert)
  2564. {
  2565. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2566. bpp = 32;
  2567. }
  2568. if (imageContainer.m_cubeMap)
  2569. {
  2570. m_type = TextureCube;
  2571. }
  2572. else if (imageContainer.m_depth > 1)
  2573. {
  2574. m_type = Texture3D;
  2575. }
  2576. else
  2577. {
  2578. m_type = Texture2D;
  2579. }
  2580. m_numMips = numMips;
  2581. const uint32_t numSides = imageContainer.m_cubeMap ? 6 : 1;
  2582. uint32_t numSrd = numMips*numSides;
  2583. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  2584. uint32_t kk = 0;
  2585. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2586. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2587. uint32_t blockWidth = 1;
  2588. uint32_t blockHeight = 1;
  2589. if (convert && compressed)
  2590. {
  2591. blockWidth = blockInfo.blockWidth;
  2592. blockHeight = blockInfo.blockHeight;
  2593. }
  2594. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  2595. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2596. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2597. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  2598. , this - s_renderD3D12->m_textures
  2599. , getName( (TextureFormat::Enum)m_textureFormat)
  2600. , getName( (TextureFormat::Enum)m_requestedFormat)
  2601. , textureWidth
  2602. , textureHeight
  2603. , imageContainer.m_cubeMap ? "x6" : ""
  2604. , renderTarget ? 'x' : ' '
  2605. , bufferOnly ? 'x' : ' '
  2606. , computeWrite ? 'x' : ' '
  2607. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  2608. );
  2609. uint32_t totalSize = 0;
  2610. for (uint8_t side = 0; side < numSides; ++side)
  2611. {
  2612. uint32_t width = textureWidth;
  2613. uint32_t height = textureHeight;
  2614. uint32_t depth = imageContainer.m_depth;
  2615. for (uint32_t lod = 0; lod < numMips; ++lod)
  2616. {
  2617. width = bx::uint32_max(blockWidth, width);
  2618. height = bx::uint32_max(blockHeight, height);
  2619. depth = bx::uint32_max(1, depth);
  2620. ImageMip mip;
  2621. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2622. {
  2623. if (convert)
  2624. {
  2625. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  2626. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  2627. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  2628. imageDecodeToBgra8(temp
  2629. , mip.m_data
  2630. , mip.m_width
  2631. , mip.m_height
  2632. , pitch, mip.m_format
  2633. );
  2634. srd[kk].pData = temp;
  2635. srd[kk].RowPitch = pitch;
  2636. srd[kk].SlicePitch = slice;
  2637. totalSize += slice;
  2638. }
  2639. else if (compressed)
  2640. {
  2641. uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  2642. uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  2643. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  2644. imageCopy(mip.m_height/blockInfo.blockHeight
  2645. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  2646. , mip.m_data
  2647. , pitch
  2648. , temp
  2649. );
  2650. srd[kk].pData = temp;
  2651. srd[kk].RowPitch = pitch;
  2652. srd[kk].SlicePitch = slice;
  2653. totalSize += slice;
  2654. }
  2655. else
  2656. {
  2657. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  2658. const uint32_t slice = bx::strideAlign(pitch * mip.m_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  2659. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  2660. imageCopy(mip.m_height
  2661. , mip.m_width*mip.m_bpp / 8
  2662. , mip.m_data
  2663. , pitch
  2664. , temp
  2665. );
  2666. srd[kk].pData = temp;
  2667. srd[kk].RowPitch = pitch;
  2668. srd[kk].SlicePitch = slice;
  2669. totalSize += slice;
  2670. }
  2671. if (swizzle)
  2672. {
  2673. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  2674. }
  2675. srd[kk].SlicePitch = mip.m_height*srd[kk].RowPitch;
  2676. ++kk;
  2677. }
  2678. else
  2679. {
  2680. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  2681. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  2682. totalSize += slice;
  2683. }
  2684. width >>= 1;
  2685. height >>= 1;
  2686. depth >>= 1;
  2687. }
  2688. }
  2689. BX_TRACE("texture total size: %d", totalSize);
  2690. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2691. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2692. memset(&m_srvd, 0, sizeof(m_srvd) );
  2693. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  2694. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  2695. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  2696. if (swizzle)
  2697. {
  2698. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2699. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2700. }
  2701. m_uavd.Format = m_srvd.Format;
  2702. ID3D12Device* device = s_renderD3D12->m_device;
  2703. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  2704. D3D12_RESOURCE_DESC resourceDesc;
  2705. resourceDesc.Alignment = 0;
  2706. resourceDesc.Width = textureWidth;
  2707. resourceDesc.Height = textureHeight;
  2708. resourceDesc.MipLevels = numMips;
  2709. resourceDesc.Format = format;
  2710. resourceDesc.SampleDesc = msaa;
  2711. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  2712. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  2713. resourceDesc.DepthOrArraySize = numSides;
  2714. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  2715. D3D12_CLEAR_VALUE* clearValue = NULL;
  2716. if (isDepth(TextureFormat::Enum(m_textureFormat) ) )
  2717. {
  2718. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  2719. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  2720. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  2721. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  2722. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  2723. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  2724. clearValue->DepthStencil.Depth = 1.0f;
  2725. clearValue->DepthStencil.Stencil = 0;
  2726. }
  2727. else if (renderTarget)
  2728. {
  2729. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  2730. clearValue->Format = resourceDesc.Format;
  2731. clearValue->Color[0] = 0.0f;
  2732. clearValue->Color[1] = 0.0f;
  2733. clearValue->Color[2] = 0.0f;
  2734. clearValue->Color[3] = 0.0f;
  2735. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  2736. }
  2737. if (bufferOnly)
  2738. {
  2739. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  2740. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  2741. }
  2742. if (computeWrite)
  2743. {
  2744. resourceDesc.Flags &= ~D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  2745. }
  2746. switch (m_type)
  2747. {
  2748. case Texture2D:
  2749. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  2750. m_srvd.ViewDimension = 1 < msaa.Count ? D3D12_SRV_DIMENSION_TEXTURE2DMS : D3D12_SRV_DIMENSION_TEXTURE2D;
  2751. m_srvd.Texture2D.MostDetailedMip = 0;
  2752. m_srvd.Texture2D.MipLevels = numMips;
  2753. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  2754. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  2755. m_uavd.Texture2D.MipSlice = 0;
  2756. m_uavd.Texture2D.PlaneSlice = 0;
  2757. break;
  2758. case Texture3D:
  2759. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  2760. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  2761. m_srvd.Texture3D.MostDetailedMip = 0;
  2762. m_srvd.Texture3D.MipLevels = numMips;
  2763. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  2764. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  2765. m_uavd.Texture3D.MipSlice = 0;
  2766. m_uavd.Texture3D.FirstWSlice = 0;
  2767. m_uavd.Texture3D.WSize = 0;
  2768. break;
  2769. case TextureCube:
  2770. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  2771. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  2772. m_srvd.TextureCube.MostDetailedMip = 0;
  2773. m_srvd.TextureCube.MipLevels = numMips;
  2774. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  2775. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  2776. m_uavd.Texture2D.MipSlice = 0;
  2777. m_uavd.Texture2D.PlaneSlice = 0;
  2778. break;
  2779. }
  2780. m_ptr = createCommittedResource(device, HeapProperty::Default, &resourceDesc, clearValue);
  2781. {
  2782. uint64_t uploadBufferSize;
  2783. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  2784. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  2785. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  2786. device->GetCopyableFootprints(&resourceDesc
  2787. , 0
  2788. , numSrd
  2789. , 0
  2790. , layouts
  2791. , numRows
  2792. , rowSizeInBytes
  2793. , &uploadBufferSize
  2794. );
  2795. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  2796. , uploadBufferSize
  2797. , totalSize
  2798. , numRows[0]
  2799. , rowSizeInBytes[0]
  2800. );
  2801. }
  2802. if (kk != 0)
  2803. {
  2804. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
  2805. setState(commandList,D3D12_RESOURCE_STATE_COPY_DEST);
  2806. uint64_t result = UpdateSubresources(commandList
  2807. , m_ptr
  2808. , staging
  2809. , 0
  2810. , 0
  2811. , numSrd
  2812. , srd
  2813. );
  2814. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  2815. BX_TRACE("Update subresource %" PRId64, result);
  2816. setState(commandList, state);
  2817. s_renderD3D12->m_cmd.release(staging);
  2818. }
  2819. else
  2820. {
  2821. setState(commandList, state);
  2822. }
  2823. if (0 != kk)
  2824. {
  2825. kk = 0;
  2826. for (uint8_t side = 0; side < numSides; ++side)
  2827. {
  2828. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2829. {
  2830. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  2831. ++kk;
  2832. }
  2833. }
  2834. }
  2835. }
  2836. }
  2837. void TextureD3D12::destroy()
  2838. {
  2839. if (NULL != m_ptr)
  2840. {
  2841. DX_RELEASE(m_ptr, 0);
  2842. m_ptr = NULL;
  2843. }
  2844. }
  2845. 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)
  2846. {
  2847. setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  2848. const uint32_t subres = _mip + (_side * m_numMips);
  2849. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2850. const uint32_t rectpitch = _rect.m_width*bpp/8;
  2851. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2852. D3D12_RESOURCE_DESC desc = m_ptr->GetDesc();
  2853. desc.Height = _rect.m_height;
  2854. uint32_t numRows;
  2855. uint64_t rowPitch;
  2856. uint64_t totalBytes;
  2857. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  2858. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  2859. , subres
  2860. , 1
  2861. , 0
  2862. , &layout
  2863. , &numRows
  2864. , &rowPitch
  2865. , &totalBytes
  2866. );
  2867. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  2868. uint8_t* data;
  2869. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  2870. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  2871. {
  2872. memcpy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  2873. }
  2874. staging->Unmap(0, NULL);
  2875. D3D12_BOX box;
  2876. box.left = 0;
  2877. box.top = 0;
  2878. box.right = box.left + _rect.m_width;
  2879. box.bottom = box.top + _rect.m_height;
  2880. box.front = _z;
  2881. box.back = _z+_depth;
  2882. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { subres } };
  2883. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, layout };
  2884. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  2885. setState(_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  2886. s_renderD3D12->m_cmd.release(staging);
  2887. }
  2888. void TextureD3D12::commit(uint8_t _stage, uint32_t _flags)
  2889. {
  2890. BX_UNUSED(_stage, _flags);
  2891. }
  2892. void TextureD3D12::resolve()
  2893. {
  2894. }
  2895. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  2896. {
  2897. if (m_state != _state)
  2898. {
  2899. setResourceBarrier(_commandList
  2900. , m_ptr
  2901. , m_state
  2902. , _state
  2903. );
  2904. bx::xchg(m_state, _state);
  2905. }
  2906. return _state;
  2907. }
  2908. void FrameBufferD3D12::create(uint8_t _num, const TextureHandle* _handles)
  2909. {
  2910. m_numTh = _num;
  2911. memcpy(m_th, _handles, _num*sizeof(TextureHandle) );
  2912. postReset();
  2913. }
  2914. void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/)
  2915. {
  2916. }
  2917. void FrameBufferD3D12::preReset()
  2918. {
  2919. }
  2920. void FrameBufferD3D12::postReset()
  2921. {
  2922. if (m_numTh != 0)
  2923. {
  2924. ID3D12Device* device = s_renderD3D12->m_device;
  2925. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  2926. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2927. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  2928. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  2929. m_depth.idx = bgfx::invalidHandle;
  2930. m_num = 0;
  2931. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  2932. {
  2933. TextureHandle handle = m_th[ii];
  2934. if (isValid(handle) )
  2935. {
  2936. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  2937. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  2938. {
  2939. BX_CHECK(!isValid(m_depth), "");
  2940. m_depth = handle;
  2941. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  2942. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  2943. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  2944. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(texture.m_textureFormat) );
  2945. BX_UNUSED(blockInfo);
  2946. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  2947. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  2948. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  2949. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  2950. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  2951. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  2952. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  2953. ;
  2954. device->CreateDepthStencilView(texture.m_ptr
  2955. , &dsvDesc
  2956. , dsvDescriptor
  2957. );
  2958. }
  2959. else
  2960. {
  2961. m_texture[m_num] = handle;
  2962. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  2963. device->CreateRenderTargetView(texture.m_ptr
  2964. , NULL
  2965. , rtv
  2966. );
  2967. m_num++;
  2968. }
  2969. }
  2970. }
  2971. }
  2972. }
  2973. uint16_t FrameBufferD3D12::destroy()
  2974. {
  2975. m_numTh = 0;
  2976. m_depth.idx = bgfx::invalidHandle;
  2977. uint16_t denseIdx = m_denseIdx;
  2978. m_denseIdx = UINT16_MAX;
  2979. return denseIdx;
  2980. }
  2981. void FrameBufferD3D12::resolve()
  2982. {
  2983. }
  2984. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  2985. {
  2986. ID3D12Device* device = s_renderD3D12->m_device;
  2987. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  2988. if (BGFX_CLEAR_COLOR & _clear.m_flags
  2989. && 0 != m_num)
  2990. {
  2991. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  2992. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2993. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  2994. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2995. {
  2996. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2997. {
  2998. uint8_t index = _clear.m_index[ii];
  2999. if (UINT8_MAX != index)
  3000. {
  3001. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3002. _commandList->ClearRenderTargetView(rtv
  3003. , _palette[index]
  3004. , _num
  3005. , _rect
  3006. );
  3007. }
  3008. }
  3009. }
  3010. else
  3011. {
  3012. float frgba[4] =
  3013. {
  3014. _clear.m_index[0]*1.0f/255.0f,
  3015. _clear.m_index[1]*1.0f/255.0f,
  3016. _clear.m_index[2]*1.0f/255.0f,
  3017. _clear.m_index[3]*1.0f/255.0f,
  3018. };
  3019. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3020. {
  3021. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3022. _commandList->ClearRenderTargetView(rtv
  3023. , frgba
  3024. , _num
  3025. , _rect
  3026. );
  3027. }
  3028. }
  3029. }
  3030. if (isValid(m_depth)
  3031. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3032. {
  3033. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3034. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3035. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3036. DWORD flags = 0;
  3037. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  3038. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  3039. _commandList->ClearDepthStencilView(dsvDescriptor
  3040. , D3D12_CLEAR_FLAGS(flags)
  3041. , _clear.m_depth
  3042. , _clear.m_stencil
  3043. , _num
  3044. , _rect
  3045. );
  3046. }
  3047. }
  3048. void RendererContextD3D12::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  3049. {
  3050. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  3051. updateResolution(_render->m_resolution);
  3052. int64_t elapsed = -bx::getHPCounter();
  3053. int64_t captureElapsed = 0;
  3054. if (0 < _render->m_iboffset)
  3055. {
  3056. TransientIndexBuffer* ib = _render->m_transientIb;
  3057. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  3058. }
  3059. if (0 < _render->m_vboffset)
  3060. {
  3061. TransientVertexBuffer* vb = _render->m_transientVb;
  3062. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  3063. }
  3064. _render->sort();
  3065. RenderDraw currentState;
  3066. currentState.clear();
  3067. currentState.m_flags = BGFX_STATE_NONE;
  3068. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3069. _render->m_hmdInitialized = false;
  3070. const bool hmdEnabled = false;
  3071. ViewState viewState(_render, hmdEnabled);
  3072. viewState.reset(_render, hmdEnabled);
  3073. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  3074. // bool scissorEnabled = false;
  3075. // setDebugWireframe(wireframe);
  3076. uint16_t programIdx = invalidHandle;
  3077. uint16_t currentSamplerStateIdx = invalidHandle;
  3078. uint32_t currentBindHash = 0;
  3079. ID3D12PipelineState* currentPso = NULL;
  3080. SortKey key;
  3081. uint8_t view = 0xff;
  3082. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  3083. float alphaRef = 0.0f;
  3084. uint32_t blendFactor = 0;
  3085. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3086. uint8_t primIndex = uint8_t(pt >> BGFX_STATE_PT_SHIFT);
  3087. PrimInfo prim = s_primInfo[primIndex];
  3088. bool wasCompute = false;
  3089. bool viewHasScissor = false;
  3090. Rect viewScissorRect;
  3091. viewScissorRect.clear();
  3092. BX_UNUSED(alphaRef);
  3093. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3094. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3095. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3096. uint32_t statsNumIndices = 0;
  3097. uint32_t statsKeyType[2] = {};
  3098. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  3099. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  3100. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  3101. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  3102. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  3103. scratchBuffer.reset(gpuHandle);
  3104. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = {};
  3105. StateCacheLru<D3D12_GPU_DESCRIPTOR_HANDLE, 64> bindLru;
  3106. setResourceBarrier(m_commandList
  3107. , m_backBufferColor[m_backBufferColorIdx]
  3108. , D3D12_RESOURCE_STATE_PRESENT
  3109. , D3D12_RESOURCE_STATE_RENDER_TARGET
  3110. );
  3111. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3112. {
  3113. // uint8_t eye = 0;
  3114. // uint8_t restartState = 0;
  3115. viewState.m_rect = _render->m_rect[0];
  3116. int32_t numItems = _render->m_num;
  3117. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  3118. {
  3119. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  3120. statsKeyType[isCompute]++;
  3121. const bool viewChanged = 0
  3122. || key.m_view != view
  3123. || item == numItems
  3124. ;
  3125. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  3126. ++item;
  3127. if (viewChanged)
  3128. {
  3129. kick();
  3130. if (isCompute)
  3131. {
  3132. m_commandList->SetComputeRootSignature(m_rootSignature);
  3133. }
  3134. else
  3135. {
  3136. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  3137. }
  3138. ID3D12DescriptorHeap* heaps[] = {
  3139. m_samplerAllocator.getHeap(),
  3140. scratchBuffer.getHeap(),
  3141. };
  3142. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  3143. view = key.m_view;
  3144. programIdx = invalidHandle;
  3145. currentPso = NULL;
  3146. fbh = _render->m_fb[view];
  3147. setFrameBuffer(fbh);
  3148. viewState.m_rect = _render->m_rect[view];
  3149. const Rect& rect = _render->m_rect[view];
  3150. const Rect& scissorRect = _render->m_scissor[view];
  3151. viewHasScissor = !scissorRect.isZero();
  3152. viewScissorRect = viewHasScissor ? scissorRect : rect;
  3153. D3D12_VIEWPORT vp;
  3154. vp.TopLeftX = rect.m_x;
  3155. vp.TopLeftY = rect.m_y;
  3156. vp.Width = rect.m_width;
  3157. vp.Height = rect.m_height;
  3158. vp.MinDepth = 0.0f;
  3159. vp.MaxDepth = 1.0f;
  3160. m_commandList->RSSetViewports(1, &vp);
  3161. D3D12_RECT rc;
  3162. rc.left = viewScissorRect.m_x;
  3163. rc.top = viewScissorRect.m_y;
  3164. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3165. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3166. m_commandList->RSSetScissorRects(1, &rc);
  3167. Clear& clear = _render->m_clear[view];
  3168. if (BGFX_CLEAR_NONE != clear.m_flags)
  3169. {
  3170. Rect clearRect = rect;
  3171. clearRect.intersect(rect, viewScissorRect);
  3172. clearQuad(_clearQuad, clearRect, clear, _render->m_clearColor);
  3173. }
  3174. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  3175. }
  3176. if (isCompute)
  3177. {
  3178. if (!wasCompute)
  3179. {
  3180. wasCompute = true;
  3181. }
  3182. const RenderCompute& compute = renderItem.compute;
  3183. bool programChanged = false;
  3184. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  3185. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  3186. if (key.m_program != programIdx)
  3187. {
  3188. programIdx = key.m_program;
  3189. ProgramD3D12& program = m_program[key.m_program];
  3190. m_currentProgram = &program;
  3191. programChanged =
  3192. constantsChanged = true;
  3193. }
  3194. if (invalidHandle != programIdx)
  3195. {
  3196. ProgramD3D12& program = m_program[programIdx];
  3197. if (constantsChanged)
  3198. {
  3199. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3200. if (NULL != vcb)
  3201. {
  3202. commit(*vcb);
  3203. }
  3204. }
  3205. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  3206. if (constantsChanged
  3207. || program.m_numPredefined > 0)
  3208. {
  3209. commitShaderConstants(gpuAddress);
  3210. }
  3211. }
  3212. if (programChanged)
  3213. {
  3214. ID3D12PipelineState* pso = getPipelineState(programIdx);
  3215. m_commandList->SetPipelineState(pso);
  3216. }
  3217. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3218. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3219. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  3220. {
  3221. const Binding& bind = compute.m_bind[ii];
  3222. if (invalidHandle != bind.m_idx)
  3223. {
  3224. switch (bind.m_type)
  3225. {
  3226. case Binding::Image:
  3227. {
  3228. TextureD3D12& texture = m_textures[bind.m_idx];
  3229. if (Access::Read != bind.m_un.m_compute.m_access)
  3230. {
  3231. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  3232. }
  3233. else
  3234. {
  3235. scratchBuffer.alloc(srvHandle[ii], texture);
  3236. }
  3237. }
  3238. break;
  3239. case Binding::IndexBuffer:
  3240. case Binding::VertexBuffer:
  3241. {
  3242. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  3243. ? m_indexBuffers[bind.m_idx]
  3244. : m_vertexBuffers[bind.m_idx]
  3245. ;
  3246. if (Access::Read != bind.m_un.m_compute.m_access)
  3247. {
  3248. scratchBuffer.allocUav(srvHandle[ii], buffer);
  3249. }
  3250. else
  3251. {
  3252. scratchBuffer.alloc(srvHandle[ii], buffer);
  3253. }
  3254. }
  3255. break;
  3256. }
  3257. }
  3258. }
  3259. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS);
  3260. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx));
  3261. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  3262. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  3263. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  3264. if (isValid(compute.m_indirectBuffer) )
  3265. {
  3266. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  3267. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  3268. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3269. : compute.m_numIndirect
  3270. ;
  3271. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3272. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3273. {
  3274. // deviceCtx->DispatchIndirect(ptr, args);
  3275. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3276. }
  3277. }
  3278. else
  3279. {
  3280. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  3281. }
  3282. continue;
  3283. }
  3284. bool resetState = viewChanged || wasCompute;
  3285. if (wasCompute)
  3286. {
  3287. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3288. {
  3289. // wchar_t* viewNameW = s_viewNameW[view];
  3290. // viewNameW[3] = L' ';
  3291. // PIX_ENDEVENT();
  3292. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3293. }
  3294. wasCompute = false;
  3295. programIdx = invalidHandle;
  3296. m_currentProgram = NULL;
  3297. currentSamplerStateIdx = invalidHandle;
  3298. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  3299. ID3D12DescriptorHeap* heaps[] = {
  3300. m_samplerAllocator.getHeap(),
  3301. scratchBuffer.getHeap(),
  3302. };
  3303. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  3304. // invalidateCompute();
  3305. }
  3306. const RenderDraw& draw = renderItem.draw;
  3307. const uint64_t newFlags = draw.m_flags;
  3308. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  3309. currentState.m_flags = newFlags;
  3310. const uint64_t newStencil = draw.m_stencil;
  3311. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  3312. currentState.m_stencil = newStencil;
  3313. if (resetState)
  3314. {
  3315. currentState.clear();
  3316. currentState.m_scissor = !draw.m_scissor;
  3317. changedFlags = BGFX_STATE_MASK;
  3318. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  3319. currentState.m_flags = newFlags;
  3320. currentState.m_stencil = newStencil;
  3321. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3322. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3323. }
  3324. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  3325. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  3326. if (0 != changedStencil)
  3327. {
  3328. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  3329. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  3330. m_commandList->OMSetStencilRef(ref);
  3331. }
  3332. const uint64_t state = draw.m_flags;
  3333. bool hasFactor = 0
  3334. || f0 == (state & f0)
  3335. || f1 == (state & f1)
  3336. ;
  3337. if (hasFactor
  3338. && blendFactor != draw.m_rgba)
  3339. {
  3340. blendFactor = draw.m_rgba;
  3341. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  3342. blendFactor[0] = ( (draw.m_rgba>>24) )/255.0f;
  3343. blendFactor[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  3344. blendFactor[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  3345. blendFactor[3] = ( (draw.m_rgba )&0xff)/255.0f;
  3346. m_commandList->OMSetBlendFactor(blendFactor);
  3347. }
  3348. if (BGFX_STATE_PT_MASK & changedFlags)
  3349. {
  3350. const uint64_t pt = draw.m_flags&BGFX_STATE_PT_MASK;
  3351. primIndex = uint8_t(pt >> BGFX_STATE_PT_SHIFT);
  3352. if (prim.m_toplogy != s_primInfo[primIndex].m_toplogy)
  3353. {
  3354. prim = s_primInfo[primIndex];
  3355. m_commandList->IASetPrimitiveTopology(prim.m_toplogy);
  3356. }
  3357. }
  3358. if (isValid(draw.m_vertexBuffer) )
  3359. {
  3360. bool programChanged = false;
  3361. if (key.m_program != programIdx)
  3362. {
  3363. programIdx = key.m_program;
  3364. if (invalidHandle == programIdx)
  3365. {
  3366. m_currentProgram = NULL;
  3367. }
  3368. else
  3369. {
  3370. ProgramD3D12& program = m_program[programIdx];
  3371. m_currentProgram = &program;
  3372. }
  3373. programChanged =
  3374. constantsChanged = true;
  3375. }
  3376. if (invalidHandle != programIdx)
  3377. {
  3378. ProgramD3D12& program = m_program[programIdx];
  3379. if (constantsChanged)
  3380. {
  3381. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3382. if (NULL != vcb)
  3383. {
  3384. commit(*vcb);
  3385. }
  3386. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  3387. if (NULL != fcb)
  3388. {
  3389. commit(*fcb);
  3390. }
  3391. }
  3392. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  3393. constantsChanged |= program.m_numPredefined > 0;
  3394. if (constantsChanged)
  3395. {
  3396. commitShaderConstants(gpuAddress);
  3397. }
  3398. }
  3399. const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
  3400. uint16_t declIdx = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3401. const VertexDecl& vertexDecl = m_vertexDecls[declIdx];
  3402. ID3D12PipelineState* pso =
  3403. getPipelineState(state
  3404. , draw.m_stencil
  3405. , declIdx
  3406. , programIdx
  3407. , draw.m_instanceDataStride/16
  3408. );
  3409. if (pso != currentPso)
  3410. {
  3411. currentPso = pso;
  3412. m_commandList->SetPipelineState(pso);
  3413. currentBindHash = 0;
  3414. }
  3415. for (uint32_t bindHash = bx::hashMurmur2A(draw.m_bind, sizeof(draw.m_bind) )
  3416. ; currentBindHash != bindHash
  3417. ; currentBindHash = bindHash
  3418. )
  3419. {
  3420. D3D12_GPU_DESCRIPTOR_HANDLE* srv = bindLru.find(bindHash);
  3421. if (NULL == srv)
  3422. {
  3423. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  3424. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  3425. {
  3426. srvHandle[0].ptr = 0;
  3427. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3428. {
  3429. const Binding& sampler = draw.m_bind[stage];
  3430. if (invalidHandle != sampler.m_idx)
  3431. {
  3432. TextureD3D12& texture = m_textures[sampler.m_idx];
  3433. scratchBuffer.alloc(srvHandle[stage], texture);
  3434. samplerFlags[stage] = (0 == (BGFX_SAMPLER_DEFAULT_FLAGS & sampler.m_un.m_draw.m_flags)
  3435. ? sampler.m_un.m_draw.m_flags
  3436. : texture.m_flags
  3437. ) & BGFX_TEXTURE_SAMPLER_BITS_MASK
  3438. ;
  3439. }
  3440. else
  3441. {
  3442. memcpy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  3443. samplerFlags[stage] = 0;
  3444. }
  3445. }
  3446. }
  3447. if (srvHandle[0].ptr != 0)
  3448. {
  3449. uint16_t samplerStateIdx = getSamplerState(samplerFlags);
  3450. if (samplerStateIdx != currentSamplerStateIdx)
  3451. {
  3452. currentSamplerStateIdx = samplerStateIdx;
  3453. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  3454. }
  3455. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  3456. bindLru.add(bindHash, srvHandle[0]);
  3457. }
  3458. }
  3459. else
  3460. {
  3461. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, *srv);
  3462. }
  3463. }
  3464. if (constantsChanged)
  3465. {
  3466. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  3467. }
  3468. uint32_t numVertices = draw.m_numVertices;
  3469. if (UINT32_MAX == numVertices)
  3470. {
  3471. numVertices = vb.m_size / vertexDecl.m_stride;
  3472. }
  3473. if (currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx
  3474. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  3475. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  3476. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  3477. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  3478. {
  3479. currentState.m_vertexDecl = draw.m_vertexDecl;
  3480. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  3481. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  3482. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  3483. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  3484. D3D12_VERTEX_BUFFER_VIEW vbView[2];
  3485. uint32_t numVertexBuffers = 1;
  3486. vbView[0].BufferLocation = vb.m_gpuVA;
  3487. vbView[0].StrideInBytes = vertexDecl.m_stride;
  3488. vbView[0].SizeInBytes = vb.m_size;
  3489. if (isValid(draw.m_instanceDataBuffer) )
  3490. {
  3491. const VertexBufferD3D12& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  3492. vbView[1].BufferLocation = inst.m_gpuVA + draw.m_instanceDataOffset;
  3493. vbView[1].StrideInBytes = draw.m_instanceDataStride;
  3494. vbView[1].SizeInBytes = draw.m_numInstances * draw.m_instanceDataStride;
  3495. ++numVertexBuffers;
  3496. }
  3497. m_commandList->IASetVertexBuffers(0, numVertexBuffers, vbView);
  3498. }
  3499. uint32_t numIndices = 0;
  3500. uint32_t numPrimsSubmitted = 0;
  3501. uint32_t numInstances = 0;
  3502. uint32_t numPrimsRendered = 0;
  3503. if (isValid(draw.m_indexBuffer) )
  3504. {
  3505. const BufferD3D12& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  3506. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3507. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  3508. {
  3509. currentState.m_indexBuffer = draw.m_indexBuffer;
  3510. D3D12_INDEX_BUFFER_VIEW ibv;
  3511. ibv.Format = hasIndex16
  3512. ? DXGI_FORMAT_R16_UINT
  3513. : DXGI_FORMAT_R32_UINT
  3514. ;
  3515. ibv.BufferLocation = ib.m_gpuVA;
  3516. ibv.SizeInBytes = ib.m_size;
  3517. m_commandList->IASetIndexBuffer(&ibv);
  3518. }
  3519. if (UINT32_MAX == draw.m_numIndices)
  3520. {
  3521. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3522. numIndices = ib.m_size / indexSize;
  3523. numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  3524. numInstances = draw.m_numInstances;
  3525. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3526. m_commandList->DrawIndexedInstanced(numIndices
  3527. , draw.m_numInstances
  3528. , draw.m_startIndex
  3529. , draw.m_startVertex
  3530. , 0
  3531. );
  3532. }
  3533. else if (prim.m_min <= draw.m_numIndices)
  3534. {
  3535. numIndices = draw.m_numIndices;
  3536. numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  3537. numInstances = draw.m_numInstances;
  3538. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3539. m_commandList->DrawIndexedInstanced(numIndices
  3540. , draw.m_numInstances
  3541. , draw.m_startIndex
  3542. , draw.m_startVertex
  3543. , 0
  3544. );
  3545. }
  3546. }
  3547. else
  3548. {
  3549. numPrimsSubmitted = numVertices / prim.m_div - prim.m_sub;
  3550. numInstances = draw.m_numInstances;
  3551. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3552. m_commandList->DrawInstanced(numVertices
  3553. , draw.m_numInstances
  3554. , draw.m_startVertex
  3555. , 0
  3556. );
  3557. }
  3558. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3559. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3560. statsNumInstances[primIndex] += numInstances;
  3561. statsNumIndices += numIndices;
  3562. }
  3563. }
  3564. }
  3565. int64_t now = bx::getHPCounter();
  3566. elapsed += now;
  3567. static int64_t last = now;
  3568. int64_t frameTime = now - last;
  3569. last = now;
  3570. static int64_t min = frameTime;
  3571. static int64_t max = frameTime;
  3572. min = bx::int64_min(min, frameTime);
  3573. max = bx::int64_max(max, frameTime);
  3574. static int64_t presentMin = m_presentElapsed;
  3575. static int64_t presentMax = m_presentElapsed;
  3576. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  3577. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  3578. if (_render->m_debug & (BGFX_DEBUG_IFH | BGFX_DEBUG_STATS) )
  3579. {
  3580. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  3581. TextVideoMem& tvm = m_textVideoMem;
  3582. static int64_t next = now;
  3583. if (now >= next)
  3584. {
  3585. next = now + bx::getHPFrequency();
  3586. double freq = double(bx::getHPFrequency() );
  3587. double toMs = 1000.0 / freq;
  3588. tvm.clear();
  3589. uint16_t pos = 0;
  3590. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  3591. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  3592. , getRendererName()
  3593. );
  3594. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  3595. char description[BX_COUNTOF(desc.Description)];
  3596. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  3597. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  3598. char dedicatedVideo[16];
  3599. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  3600. char dedicatedSystem[16];
  3601. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  3602. char sharedSystem[16];
  3603. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  3604. tvm.printf(0, pos++, 0x0f, " Memory: %s (video), %s (system), %s (shared)"
  3605. , dedicatedVideo
  3606. , dedicatedSystem
  3607. , sharedSystem
  3608. );
  3609. pos = 10;
  3610. tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS"
  3611. , double(frameTime)*toMs
  3612. , double(min)*toMs
  3613. , double(max)*toMs
  3614. , freq/frameTime
  3615. );
  3616. tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms]"
  3617. , double(m_presentElapsed)*toMs
  3618. , double(presentMin)*toMs
  3619. , double(presentMax)*toMs
  3620. );
  3621. char hmd[16];
  3622. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  3623. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3624. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  3625. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3626. , 0 != msaa ? '\xfe' : ' '
  3627. , 1<<msaa
  3628. , ", no-HMD "
  3629. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  3630. );
  3631. double elapsedCpuMs = double(elapsed)*toMs;
  3632. tvm.printf(10, pos++, 0x8e, " Submitted: %4d (draw %4d, compute %4d) / CPU %3.4f [ms]"
  3633. , _render->m_num
  3634. , statsKeyType[0]
  3635. , statsKeyType[1]
  3636. , elapsedCpuMs
  3637. );
  3638. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  3639. {
  3640. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d"
  3641. , s_primName[ii]
  3642. , statsNumPrimsRendered[ii]
  3643. , statsNumInstances[ii]
  3644. , statsNumPrimsSubmitted[ii]
  3645. );
  3646. }
  3647. // if (NULL != m_renderdocdll)
  3648. // {
  3649. // tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  3650. // }
  3651. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  3652. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  3653. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  3654. pos++;
  3655. tvm.printf(10, pos++, 0x8e, " State cache: ");
  3656. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Bind | Queued ");
  3657. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d"
  3658. , m_pipelineStateCache.getCount()
  3659. , m_samplerStateCache.getCount()
  3660. , bindLru.getCount()
  3661. , m_cmd.m_control.available()
  3662. );
  3663. pos++;
  3664. double captureMs = double(captureElapsed)*toMs;
  3665. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  3666. uint8_t attr[2] = { 0x89, 0x8a };
  3667. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  3668. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %3.4f [ms]", _render->m_waitSubmit*toMs);
  3669. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %3.4f [ms]", _render->m_waitRender*toMs);
  3670. min = frameTime;
  3671. max = frameTime;
  3672. presentMin = m_presentElapsed;
  3673. presentMax = m_presentElapsed;
  3674. }
  3675. blit(this, _textVideoMemBlitter, tvm);
  3676. // PIX_ENDEVENT();
  3677. }
  3678. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  3679. {
  3680. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  3681. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  3682. // PIX_ENDEVENT();
  3683. }
  3684. setResourceBarrier(m_commandList
  3685. , m_backBufferColor[m_backBufferColorIdx]
  3686. , D3D12_RESOURCE_STATE_RENDER_TARGET
  3687. , D3D12_RESOURCE_STATE_PRESENT
  3688. );
  3689. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  3690. }
  3691. } /* namespace d3d12 */ } // namespace bgfx
  3692. #else
  3693. namespace bgfx { namespace d3d12
  3694. {
  3695. RendererContextI* rendererCreate()
  3696. {
  3697. return NULL;
  3698. }
  3699. void rendererDestroy()
  3700. {
  3701. }
  3702. } /* namespace d3d12 */ } // namespace bgfx
  3703. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12