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renderer_d3d11.cpp 153 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_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx { namespace d3d11
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  11. struct PrimInfo
  12. {
  13. D3D11_PRIMITIVE_TOPOLOGY m_type;
  14. uint32_t m_min;
  15. uint32_t m_div;
  16. uint32_t m_sub;
  17. };
  18. static const PrimInfo s_primInfo[] =
  19. {
  20. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  21. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  22. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  23. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  24. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  25. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  26. };
  27. static const char* s_primName[] =
  28. {
  29. "TriList",
  30. "TriStrip",
  31. "Line",
  32. "LineStrip",
  33. "Point",
  34. };
  35. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  36. union Zero
  37. {
  38. Zero()
  39. {
  40. memset(this, 0, sizeof(Zero) );
  41. }
  42. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  43. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  44. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  45. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  46. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  47. };
  48. BX_PRAGMA_DIAGNOSTIC_PUSH();
  49. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  50. static const Zero s_zero;
  51. BX_PRAGMA_DIAGNOSTIC_POP();
  52. static const uint32_t s_checkMsaa[] =
  53. {
  54. 0,
  55. 2,
  56. 4,
  57. 8,
  58. 16,
  59. };
  60. static DXGI_SAMPLE_DESC s_msaa[] =
  61. {
  62. { 1, 0 },
  63. { 2, 0 },
  64. { 4, 0 },
  65. { 8, 0 },
  66. { 16, 0 },
  67. };
  68. static const D3D11_BLEND s_blendFactor[][2] =
  69. {
  70. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  71. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  72. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  73. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  74. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  75. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  76. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  77. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  78. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  79. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  80. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  81. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  82. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  83. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  84. };
  85. static const D3D11_BLEND_OP s_blendEquation[] =
  86. {
  87. D3D11_BLEND_OP_ADD,
  88. D3D11_BLEND_OP_SUBTRACT,
  89. D3D11_BLEND_OP_REV_SUBTRACT,
  90. D3D11_BLEND_OP_MIN,
  91. D3D11_BLEND_OP_MAX,
  92. };
  93. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  94. {
  95. D3D11_COMPARISON_FUNC(0), // ignored
  96. D3D11_COMPARISON_LESS,
  97. D3D11_COMPARISON_LESS_EQUAL,
  98. D3D11_COMPARISON_EQUAL,
  99. D3D11_COMPARISON_GREATER_EQUAL,
  100. D3D11_COMPARISON_GREATER,
  101. D3D11_COMPARISON_NOT_EQUAL,
  102. D3D11_COMPARISON_NEVER,
  103. D3D11_COMPARISON_ALWAYS,
  104. };
  105. static const D3D11_STENCIL_OP s_stencilOp[] =
  106. {
  107. D3D11_STENCIL_OP_ZERO,
  108. D3D11_STENCIL_OP_KEEP,
  109. D3D11_STENCIL_OP_REPLACE,
  110. D3D11_STENCIL_OP_INCR,
  111. D3D11_STENCIL_OP_INCR_SAT,
  112. D3D11_STENCIL_OP_DECR,
  113. D3D11_STENCIL_OP_DECR_SAT,
  114. D3D11_STENCIL_OP_INVERT,
  115. };
  116. static const D3D11_CULL_MODE s_cullMode[] =
  117. {
  118. D3D11_CULL_NONE,
  119. D3D11_CULL_FRONT,
  120. D3D11_CULL_BACK,
  121. };
  122. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  123. {
  124. D3D11_TEXTURE_ADDRESS_WRAP,
  125. D3D11_TEXTURE_ADDRESS_MIRROR,
  126. D3D11_TEXTURE_ADDRESS_CLAMP,
  127. };
  128. /*
  129. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  130. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  131. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  132. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  133. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  134. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  135. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  136. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  137. * D3D11_FILTER_ANISOTROPIC = 0x55,
  138. *
  139. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  140. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  141. *
  142. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  143. * 0x10 // MIN_LINEAR
  144. * 0x04 // MAG_LINEAR
  145. * 0x01 // MIP_LINEAR
  146. */
  147. static const uint8_t s_textureFilter[3][3] =
  148. {
  149. {
  150. 0x10, // min linear
  151. 0x00, // min point
  152. 0x55, // anisotropic
  153. },
  154. {
  155. 0x04, // mag linear
  156. 0x00, // mag point
  157. 0x55, // anisotropic
  158. },
  159. {
  160. 0x01, // mip linear
  161. 0x00, // mip point
  162. 0x55, // anisotropic
  163. },
  164. };
  165. struct TextureFormatInfo
  166. {
  167. DXGI_FORMAT m_fmt;
  168. DXGI_FORMAT m_fmtSrv;
  169. DXGI_FORMAT m_fmtDsv;
  170. DXGI_FORMAT m_fmtSrgb;
  171. };
  172. static const TextureFormatInfo s_textureFormat[] =
  173. {
  174. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  175. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  176. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  177. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  178. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  179. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  180. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  186. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  187. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  189. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  190. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  191. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  192. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  193. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  194. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  195. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  196. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32
  197. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  198. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  199. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  200. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  201. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32
  202. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  203. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  204. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  205. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  206. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  207. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32
  208. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  209. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  210. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  211. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  212. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  213. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  214. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  215. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  216. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  217. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  218. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  219. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  220. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  221. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  222. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  223. };
  224. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  225. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  226. {
  227. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  228. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  229. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  230. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  231. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  232. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  233. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  234. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  235. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  236. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  237. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  238. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  239. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  240. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  241. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  242. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  243. };
  244. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  245. static const DXGI_FORMAT s_attribType[][4][2] =
  246. {
  247. { // Uint8
  248. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  249. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  250. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  251. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  252. },
  253. { // Uint10
  254. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  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. },
  259. { // Int16
  260. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  261. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  262. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  263. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  264. },
  265. { // Half
  266. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  267. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  268. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  269. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  270. },
  271. { // Float
  272. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  273. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  274. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  275. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  276. },
  277. };
  278. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  279. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  280. {
  281. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  282. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  283. {
  284. if (UINT16_MAX != _decl.m_attributes[attr])
  285. {
  286. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  287. if (0 == _decl.m_attributes[attr])
  288. {
  289. elem->AlignedByteOffset = 0;
  290. }
  291. else
  292. {
  293. uint8_t num;
  294. AttribType::Enum type;
  295. bool normalized;
  296. bool asInt;
  297. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  298. elem->Format = s_attribType[type][num-1][normalized];
  299. elem->AlignedByteOffset = _decl.m_offset[attr];
  300. }
  301. ++elem;
  302. }
  303. }
  304. return elem;
  305. }
  306. struct TextureStage
  307. {
  308. TextureStage()
  309. {
  310. clear();
  311. }
  312. void clear()
  313. {
  314. memset(m_srv, 0, sizeof(m_srv) );
  315. memset(m_sampler, 0, sizeof(m_sampler) );
  316. }
  317. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  318. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  319. };
  320. BX_PRAGMA_DIAGNOSTIC_PUSH();
  321. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  322. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  323. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  324. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  325. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  326. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  327. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  328. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  329. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  330. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  331. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  332. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  333. enum D3D11_FORMAT_SUPPORT2
  334. {
  335. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  336. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  337. };
  338. static const GUID s_deviceIIDs[] =
  339. {
  340. IID_IDXGIDevice3,
  341. IID_IDXGIDevice2,
  342. IID_IDXGIDevice1,
  343. IID_IDXGIDevice0,
  344. };
  345. template <typename Ty>
  346. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  347. {
  348. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  349. {
  350. char temp[2048];
  351. va_list argList;
  352. va_start(argList, _format);
  353. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  354. va_end(argList);
  355. temp[size] = '\0';
  356. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  357. }
  358. }
  359. BX_PRAGMA_DIAGNOSTIC_POP();
  360. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  361. {
  362. uint8_t temp[28];
  363. D3D11_BUFFER_DESC desc;
  364. desc.ByteWidth = sizeof(temp);
  365. desc.Usage = D3D11_USAGE_STAGING;
  366. desc.BindFlags = 0;
  367. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  368. desc.MiscFlags = 0;
  369. desc.StructureByteStride = 0;
  370. D3D11_SUBRESOURCE_DATA initData;
  371. initData.pSysMem = &temp;
  372. initData.SysMemPitch = sizeof(temp);
  373. initData.SysMemSlicePitch = 0;
  374. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  375. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  376. bx::write(&writer, UINT32_C(0x00010000) );
  377. bx::write(&writer, UINT32_C(0) );
  378. bx::write(&writer, UINT32_C(0) );
  379. ID3D11Buffer* buffer;
  380. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  381. if (SUCCEEDED(hr) )
  382. {
  383. buffer->Release();
  384. bx::MemoryReader reader(&temp, sizeof(temp) );
  385. bx::skip(&reader, 16);
  386. uint32_t version;
  387. bx::read(&reader, version);
  388. uint32_t driverVersion;
  389. bx::read(&reader, driverVersion);
  390. return version <= driverVersion;
  391. }
  392. return false;
  393. };
  394. enum AGS_RETURN_CODE
  395. {
  396. AGS_SUCCESS,
  397. AGS_INVALID_ARGS,
  398. AGS_OUT_OF_MEMORY,
  399. AGS_ERROR_MISSING_DLL,
  400. AGS_ERROR_LEGACY_DRIVER,
  401. AGS_EXTENSION_NOT_SUPPORTED,
  402. AGS_ADL_FAILURE,
  403. };
  404. enum AGS_DRIVER_EXTENSION
  405. {
  406. AGS_EXTENSION_QUADLIST = 1 << 0,
  407. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  408. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  409. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  410. };
  411. struct AGSDriverVersionInfo
  412. {
  413. char strDriverVersion[256];
  414. char strCatalystVersion[256];
  415. char strCatalystWebLink[256];
  416. };
  417. struct AGSContext;
  418. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  419. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  420. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  421. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  422. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  423. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  424. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  425. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  426. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  427. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  428. static PFN_AGS_INIT agsInit;
  429. static PFN_AGS_DEINIT agsDeInit;
  430. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  431. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  432. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  433. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  434. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  435. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  436. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  437. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  438. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  439. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  440. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  441. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  442. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  443. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  444. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  445. #if USE_D3D11_DYNAMIC_LIB
  446. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  447. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  448. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  449. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  450. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  451. static PFN_GET_DEBUG_INTERFACE DXGIGetDebugInterface;
  452. static PFN_GET_DEBUG_INTERFACE1 DXGIGetDebugInterface1;
  453. #endif // USE_D3D11_DYNAMIC_LIB
  454. struct RendererContextD3D11 : public RendererContextI
  455. {
  456. RendererContextD3D11()
  457. : m_d3d9dll(NULL)
  458. , m_d3d11dll(NULL)
  459. , m_dxgidll(NULL)
  460. , m_dxgidebugdll(NULL)
  461. , m_renderdocdll(NULL)
  462. , m_agsdll(NULL)
  463. , m_ags(NULL)
  464. , m_driverType(D3D_DRIVER_TYPE_NULL)
  465. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  466. , m_adapter(NULL)
  467. , m_factory(NULL)
  468. , m_swapChain(NULL)
  469. , m_lost(0)
  470. , m_numWindows(0)
  471. , m_device(NULL)
  472. , m_deviceCtx(NULL)
  473. , m_infoQueue(NULL)
  474. , m_backBufferColor(NULL)
  475. , m_backBufferDepthStencil(NULL)
  476. , m_currentColor(NULL)
  477. , m_currentDepthStencil(NULL)
  478. , m_captureTexture(NULL)
  479. , m_captureResolve(NULL)
  480. , m_wireframe(false)
  481. , m_flags(BGFX_RESET_NONE)
  482. , m_maxAnisotropy(1)
  483. , m_currentProgram(NULL)
  484. , m_vsChanges(0)
  485. , m_fsChanges(0)
  486. , m_rtMsaa(false)
  487. , m_ovrRtv(NULL)
  488. , m_ovrDsv(NULL)
  489. {
  490. m_fbh.idx = invalidHandle;
  491. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  492. memset(&m_scd, 0, sizeof(m_scd) );
  493. memset(&m_windows, 0xff, sizeof(m_windows) );
  494. }
  495. ~RendererContextD3D11()
  496. {
  497. }
  498. bool init()
  499. {
  500. struct ErrorState
  501. {
  502. enum Enum
  503. {
  504. Default,
  505. LoadedD3D11,
  506. LoadedDXGI,
  507. CreatedDXGIFactory,
  508. };
  509. };
  510. ErrorState::Enum errorState = ErrorState::Default;
  511. // Must be before device creation, and before RenderDoc.
  512. m_ovr.init();
  513. if (!m_ovr.isInitialized() )
  514. {
  515. m_renderdocdll = loadRenderDoc();
  516. }
  517. m_fbh.idx = invalidHandle;
  518. memset(m_uniforms, 0, sizeof(m_uniforms) );
  519. memset(&m_resolution, 0, sizeof(m_resolution) );
  520. m_ags = NULL;
  521. m_agsdll = bx::dlopen(
  522. #if BX_ARCH_32BIT
  523. "amd_ags_x86.dll"
  524. #else
  525. "amd_ags_x64.dll"
  526. #endif // BX_ARCH_32BIT
  527. );
  528. if (NULL != m_agsdll)
  529. {
  530. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsdll, "agsInit");
  531. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsdll, "agsDeInit");
  532. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetCrossfireGPUCount");
  533. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetTotalGPUCount");
  534. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsdll, "agsGetGPUMemorySize");
  535. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsdll, "agsGetDriverVersionInfo");
  536. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsdll, "agsDriverExtensions_Init");
  537. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsdll, "agsDriverExtensions_DeInit");
  538. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  539. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  540. bool agsSupported = true
  541. && NULL != agsInit
  542. && NULL != agsDeInit
  543. && NULL != agsGetCrossfireGPUCount
  544. && NULL != agsGetTotalGPUCount
  545. && NULL != agsGetGPUMemorySize
  546. && NULL != agsGetDriverVersionInfo
  547. && NULL != agsDriverExtensions_Init
  548. && NULL != agsDriverExtensions_DeInit
  549. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  550. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  551. ;
  552. if (agsSupported)
  553. {
  554. AGS_RETURN_CODE result = agsInit(&m_ags);
  555. agsSupported = AGS_SUCCESS == result;
  556. if (agsSupported)
  557. {
  558. AGS_RETURN_CODE result;
  559. AGSDriverVersionInfo vi;
  560. result = agsGetDriverVersionInfo(m_ags, &vi);
  561. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  562. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  563. int32_t numCrossfireGPUs = 0;
  564. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  565. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  566. int32_t numGPUs = 0;
  567. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  568. BX_TRACE(" Num GPUs: %d", numGPUs);
  569. for (int32_t ii = 0; ii < numGPUs; ++ii)
  570. {
  571. long long memSize;
  572. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  573. char memSizeStr[16];
  574. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  575. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  576. }
  577. }
  578. }
  579. if (!agsSupported)
  580. {
  581. if (NULL != m_ags)
  582. {
  583. agsDeInit(m_ags);
  584. m_ags = NULL;
  585. }
  586. bx::dlclose(m_agsdll);
  587. m_agsdll = NULL;
  588. }
  589. else
  590. {
  591. BX_TRACE("AMD/AGS supported.");
  592. }
  593. }
  594. #if USE_D3D11_DYNAMIC_LIB
  595. m_d3d11dll = bx::dlopen("d3d11.dll");
  596. BX_WARN(NULL != m_d3d11dll, "Failed to load d3d11.dll.");
  597. if (NULL == m_d3d11dll)
  598. {
  599. goto error;
  600. }
  601. errorState = ErrorState::LoadedD3D11;
  602. m_d3d9dll = NULL;
  603. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  604. {
  605. // D3D11_1.h has ID3DUserDefinedAnnotation
  606. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  607. m_d3d9dll = bx::dlopen("d3d9.dll");
  608. if (NULL != m_d3d9dll)
  609. {
  610. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  611. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  612. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  613. BX_CHECK(NULL != D3DPERF_SetMarker
  614. && NULL != D3DPERF_BeginEvent
  615. && NULL != D3DPERF_EndEvent
  616. , "Failed to initialize PIX events."
  617. );
  618. }
  619. }
  620. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  621. BX_WARN(NULL != D3D11CreateDevice, "Function D3D11CreateDevice not found.");
  622. if (NULL == D3D11CreateDevice)
  623. {
  624. goto error;
  625. }
  626. m_dxgidll = bx::dlopen("dxgi.dll");
  627. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  628. if (NULL == m_dxgidll)
  629. {
  630. goto error;
  631. }
  632. errorState = ErrorState::LoadedDXGI;
  633. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  634. BX_WARN(NULL != CreateDXGIFactory, "Function CreateDXGIFactory not found.");
  635. if (NULL == CreateDXGIFactory)
  636. {
  637. goto error;
  638. }
  639. m_dxgidebugdll = bx::dlopen("dxgidebug.dll");
  640. if (NULL != m_dxgidebugdll)
  641. {
  642. DXGIGetDebugInterface = (PFN_GET_DEBUG_INTERFACE )bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface");
  643. DXGIGetDebugInterface1 = (PFN_GET_DEBUG_INTERFACE1)bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface1");
  644. if (NULL == DXGIGetDebugInterface
  645. && NULL == DXGIGetDebugInterface1)
  646. {
  647. bx::dlclose(m_dxgidebugdll);
  648. m_dxgidebugdll = NULL;
  649. }
  650. else
  651. {
  652. // Figure out how to access IDXGIInfoQueue on pre Win8...
  653. }
  654. }
  655. #endif // USE_D3D11_DYNAMIC_LIB
  656. HRESULT hr;
  657. IDXGIFactory* factory;
  658. #if BX_PLATFORM_WINRT
  659. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  660. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  661. #else
  662. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  663. #endif // BX_PLATFORM_WINRT
  664. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  665. if (FAILED(hr) )
  666. {
  667. goto error;
  668. }
  669. errorState = ErrorState::CreatedDXGIFactory;
  670. m_device = (ID3D11Device*)g_platformData.context;
  671. if (NULL == m_device)
  672. {
  673. m_adapter = NULL;
  674. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  675. ? D3D_DRIVER_TYPE_WARP
  676. : D3D_DRIVER_TYPE_HARDWARE
  677. ;
  678. IDXGIAdapter* adapter;
  679. for (uint32_t ii = 0
  680. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  681. ; ++ii
  682. )
  683. {
  684. DXGI_ADAPTER_DESC desc;
  685. hr = adapter->GetDesc(&desc);
  686. if (SUCCEEDED(hr) )
  687. {
  688. BX_TRACE("Adapter #%d", ii);
  689. char description[BX_COUNTOF(desc.Description)];
  690. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  691. BX_TRACE("\tDescription: %s", description);
  692. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  693. , desc.VendorId
  694. , desc.DeviceId
  695. , desc.SubSysId
  696. , desc.Revision
  697. );
  698. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  699. , desc.DedicatedVideoMemory
  700. , desc.DedicatedSystemMemory
  701. , desc.SharedSystemMemory
  702. );
  703. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  704. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  705. ++g_caps.numGPUs;
  706. if (NULL == m_adapter)
  707. {
  708. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  709. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  710. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  711. {
  712. m_adapter = adapter;
  713. m_adapter->AddRef();
  714. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  715. }
  716. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  717. && 0 != strstr(description, "PerfHUD") )
  718. {
  719. m_adapter = adapter;
  720. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  721. }
  722. }
  723. }
  724. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  725. }
  726. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  727. D3D_FEATURE_LEVEL featureLevel[] =
  728. {
  729. D3D_FEATURE_LEVEL_11_1,
  730. D3D_FEATURE_LEVEL_11_0,
  731. D3D_FEATURE_LEVEL_10_1,
  732. D3D_FEATURE_LEVEL_10_0,
  733. D3D_FEATURE_LEVEL_9_3,
  734. D3D_FEATURE_LEVEL_9_2,
  735. D3D_FEATURE_LEVEL_9_1,
  736. };
  737. for (;;)
  738. {
  739. uint32_t flags = 0
  740. | D3D11_CREATE_DEVICE_SINGLETHREADED
  741. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  742. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  743. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  744. ;
  745. hr = E_FAIL;
  746. for (uint32_t ii = 0; ii < 3 && FAILED(hr);)
  747. {
  748. hr = D3D11CreateDevice(m_adapter
  749. , m_driverType
  750. , NULL
  751. , flags
  752. , &featureLevel[ii]
  753. , BX_COUNTOF(featureLevel)-ii
  754. , D3D11_SDK_VERSION
  755. , &m_device
  756. , &m_featureLevel
  757. , &m_deviceCtx
  758. );
  759. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  760. , (m_featureLevel >> 12) & 0xf
  761. , (m_featureLevel >> 8) & 0xf
  762. );
  763. if (FAILED(hr)
  764. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  765. {
  766. // Try without debug in case D3D11 SDK Layers
  767. // is not present?
  768. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  769. continue;
  770. }
  771. // Enable debug flags.
  772. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  773. ++ii;
  774. }
  775. if (FAILED(hr)
  776. && D3D_DRIVER_TYPE_WARP != m_driverType)
  777. {
  778. // Try with WARP
  779. m_driverType = D3D_DRIVER_TYPE_WARP;
  780. continue;
  781. }
  782. break;
  783. }
  784. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  785. if (FAILED(hr) )
  786. {
  787. goto error;
  788. }
  789. if (NULL != m_adapter)
  790. {
  791. DX_RELEASE(m_adapter, 2);
  792. }
  793. }
  794. else
  795. {
  796. m_device->GetImmediateContext(&m_deviceCtx);
  797. BX_WARN(NULL != m_deviceCtx, "Unable to create Direct3D11 device.");
  798. if (NULL == m_deviceCtx)
  799. {
  800. goto error;
  801. }
  802. }
  803. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  804. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  805. if (NULL != m_ags)
  806. {
  807. uint32_t flags;
  808. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  809. bool hasExtensions = AGS_SUCCESS == result;
  810. if (hasExtensions
  811. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  812. {
  813. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  814. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  815. }
  816. else
  817. {
  818. if (hasExtensions)
  819. {
  820. agsDriverExtensions_DeInit(m_ags);
  821. }
  822. agsDeInit(m_ags);
  823. m_ags = NULL;
  824. }
  825. }
  826. {
  827. IDXGIDevice* device = NULL;
  828. IDXGIAdapter* adapter = NULL;
  829. hr = E_FAIL;
  830. for (uint32_t ii = 0; ii < BX_COUNTOF(s_deviceIIDs) && FAILED(hr); ++ii)
  831. {
  832. hr = m_device->QueryInterface(s_deviceIIDs[ii], (void**)&device);
  833. BX_TRACE("D3D device 11.%d, hr %x", BX_COUNTOF(s_deviceIIDs)-1-ii, hr);
  834. if (SUCCEEDED(hr) )
  835. {
  836. #if BX_COMPILER_MSVC
  837. BX_PRAGMA_DIAGNOSTIC_PUSH();
  838. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  839. try
  840. {
  841. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  842. hr = device->GetAdapter(&adapter);
  843. }
  844. catch (...)
  845. {
  846. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_deviceIIDs)-1-ii);
  847. DX_RELEASE(device, 0);
  848. hr = E_FAIL;
  849. }
  850. BX_PRAGMA_DIAGNOSTIC_POP();
  851. #else
  852. hr = device->GetAdapter(&adapter);
  853. #endif // BX_COMPILER_MSVC
  854. }
  855. }
  856. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  857. if (FAILED(hr) )
  858. {
  859. goto error;
  860. }
  861. // GPA increases device ref count.
  862. // RenderDoc makes device ref count 0 here.
  863. //
  864. // This causes assert in debug. When debugger is present refcount
  865. // checks are off.
  866. IDXGIDevice* renderdoc;
  867. hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  868. if (SUCCEEDED(hr) )
  869. {
  870. setGraphicsDebuggerPresent(true);
  871. DX_RELEASE(renderdoc, 2);
  872. }
  873. else
  874. {
  875. setGraphicsDebuggerPresent(3 != getRefCount(device) );
  876. DX_RELEASE(device, 2);
  877. }
  878. hr = adapter->GetDesc(&m_adapterDesc);
  879. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  880. if (FAILED(hr) )
  881. {
  882. DX_RELEASE(adapter, 2);
  883. goto error;
  884. }
  885. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  886. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  887. : (uint16_t)m_adapterDesc.VendorId
  888. ;
  889. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  890. if (NULL == g_platformData.backBuffer)
  891. {
  892. #if BX_PLATFORM_WINRT
  893. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  894. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  895. DX_RELEASE(adapter, 2);
  896. if (FAILED(hr) )
  897. {
  898. goto error;
  899. }
  900. memset(&m_scd, 0, sizeof(m_scd) );
  901. m_scd.Width = BGFX_DEFAULT_WIDTH;
  902. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  903. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  904. m_scd.Stereo = false;
  905. m_scd.SampleDesc.Count = 1;
  906. m_scd.SampleDesc.Quality = 0;
  907. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  908. m_scd.BufferCount = 2;
  909. m_scd.Scaling = DXGI_SCALING_NONE;
  910. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  911. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  912. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  913. , (::IUnknown*)g_platformData.nwh
  914. , &m_scd
  915. , NULL
  916. , &m_swapChain
  917. );
  918. #else
  919. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  920. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  921. DX_RELEASE(adapter, 2);
  922. if (FAILED(hr) )
  923. {
  924. goto error;
  925. }
  926. memset(&m_scd, 0, sizeof(m_scd) );
  927. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  928. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  929. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  930. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  931. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  932. m_scd.SampleDesc.Count = 1;
  933. m_scd.SampleDesc.Quality = 0;
  934. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  935. m_scd.BufferCount = 1;
  936. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  937. m_scd.Windowed = true;
  938. hr = m_factory->CreateSwapChain(m_device
  939. , &m_scd
  940. , &m_swapChain
  941. );
  942. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  943. | DXGI_MWA_NO_WINDOW_CHANGES
  944. | DXGI_MWA_NO_ALT_ENTER
  945. ) );
  946. #endif // BX_PLATFORM_WINRT
  947. BX_WARN(SUCCEEDED(hr), "Failed to create swap chain.");
  948. if (FAILED(hr) )
  949. {
  950. goto error;
  951. }
  952. }
  953. else
  954. {
  955. memset(&m_scd, 0, sizeof(m_scd) );
  956. m_scd.SampleDesc.Count = 1;
  957. m_scd.SampleDesc.Quality = 0;
  958. setBufferSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  959. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  960. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  961. }
  962. }
  963. m_numWindows = 1;
  964. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  965. {
  966. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  967. if (SUCCEEDED(hr) )
  968. {
  969. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  970. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  971. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  972. D3D11_INFO_QUEUE_FILTER filter;
  973. memset(&filter, 0, sizeof(filter) );
  974. D3D11_MESSAGE_CATEGORY catlist[] =
  975. {
  976. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  977. };
  978. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  979. filter.DenyList.pCategoryList = catlist;
  980. m_infoQueue->PushStorageFilter(&filter);
  981. DX_RELEASE(m_infoQueue, 3);
  982. }
  983. }
  984. {
  985. UniformHandle handle = BGFX_INVALID_HANDLE;
  986. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  987. {
  988. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  989. }
  990. g_caps.supported |= (0
  991. | BGFX_CAPS_TEXTURE_3D
  992. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  993. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  994. | BGFX_CAPS_FRAGMENT_DEPTH
  995. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  996. | BGFX_CAPS_SWAP_CHAIN
  997. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  998. | BGFX_CAPS_DRAW_INDIRECT
  999. );
  1000. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1001. {
  1002. g_caps.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1003. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1004. }
  1005. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1006. {
  1007. g_caps.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1008. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1009. }
  1010. else
  1011. {
  1012. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1013. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1014. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1015. }
  1016. // 32-bit indices only supported on 9_2+.
  1017. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1018. {
  1019. g_caps.supported |= BGFX_CAPS_INDEX32;
  1020. }
  1021. // Independent blend only supported on 10_1+.
  1022. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1023. {
  1024. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1025. }
  1026. // Compute support is optional on 10_0 and 10_1 targets.
  1027. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1028. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1029. {
  1030. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  1031. {
  1032. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  1033. };
  1034. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1035. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1036. if (SUCCEEDED(hr)
  1037. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1038. {
  1039. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1040. }
  1041. }
  1042. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1043. {
  1044. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1045. }
  1046. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1047. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1048. {
  1049. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1050. }
  1051. else
  1052. {
  1053. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  1054. {
  1055. BOOL SimpleInstancingSupported;
  1056. };
  1057. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1058. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  1059. if (SUCCEEDED(hr)
  1060. && data.SimpleInstancingSupported)
  1061. {
  1062. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1063. }
  1064. }
  1065. // shadow compare is optional on 9_1 through 9_3 targets
  1066. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1067. {
  1068. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  1069. {
  1070. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  1071. };
  1072. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1073. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  1074. if (SUCCEEDED(hr)
  1075. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1076. {
  1077. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1078. }
  1079. }
  1080. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1081. {
  1082. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1083. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  1084. ? s_textureFormat[ii].m_fmtDsv
  1085. : s_textureFormat[ii].m_fmt
  1086. ;
  1087. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1088. if (DXGI_FORMAT_UNKNOWN != fmt)
  1089. {
  1090. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1091. {
  1092. DXGI_FORMAT InFormat;
  1093. UINT OutFormatSupport;
  1094. };
  1095. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1096. data.InFormat = fmt;
  1097. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1098. if (SUCCEEDED(hr) )
  1099. {
  1100. support |= 0 != (data.OutFormatSupport & (0
  1101. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1102. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1103. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1104. ) )
  1105. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR
  1106. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1107. ;
  1108. support |= 0 != (data.OutFormatSupport & (0
  1109. | D3D11_FORMAT_SUPPORT_BUFFER
  1110. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1111. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1112. ) )
  1113. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1114. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1115. ;
  1116. support |= 0 != (data.OutFormatSupport & (0
  1117. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1118. ) )
  1119. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1120. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1121. ;
  1122. support |= 0 != (data.OutFormatSupport & (0
  1123. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1124. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1125. ) )
  1126. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1127. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1128. ;
  1129. }
  1130. else
  1131. {
  1132. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1133. }
  1134. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1135. {
  1136. // clear image flag for additional testing
  1137. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1138. data.InFormat = s_textureFormat[ii].m_fmt;
  1139. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  1140. if (SUCCEEDED(hr) )
  1141. {
  1142. support |= 0 != (data.OutFormatSupport & (0
  1143. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1144. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1145. ) )
  1146. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1147. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1148. ;
  1149. }
  1150. }
  1151. }
  1152. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1153. {
  1154. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1155. {
  1156. DXGI_FORMAT InFormat;
  1157. UINT OutFormatSupport;
  1158. };
  1159. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1160. data.InFormat = fmtSrgb;
  1161. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1162. if (SUCCEEDED(hr) )
  1163. {
  1164. support |= 0 != (data.OutFormatSupport & (0
  1165. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1166. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1167. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1168. ) )
  1169. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR_SRGB
  1170. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1171. ;
  1172. }
  1173. else
  1174. {
  1175. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1176. }
  1177. }
  1178. g_caps.formats[ii] = support;
  1179. }
  1180. // Init reserved part of view name.
  1181. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1182. {
  1183. char name[BGFX_CONFIG_MAX_VIEW_NAME_RESERVED+1];
  1184. bx::snprintf(name, sizeof(name), "%3d ", ii);
  1185. mbstowcs(s_viewNameW[ii], name, BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1186. }
  1187. #if !defined(__MINGW32__)
  1188. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  1189. && NULL != m_infoQueue)
  1190. {
  1191. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1192. }
  1193. #endif // !defined(__MINGW32__)
  1194. updateMsaa();
  1195. postReset();
  1196. }
  1197. return true;
  1198. error:
  1199. switch (errorState)
  1200. {
  1201. case ErrorState::CreatedDXGIFactory:
  1202. DX_RELEASE(m_swapChain, 0);
  1203. DX_RELEASE(m_deviceCtx, 0);
  1204. DX_RELEASE(m_device, 0);
  1205. DX_RELEASE(m_factory, 0);
  1206. case ErrorState::LoadedDXGI:
  1207. #if USE_D3D11_DYNAMIC_LIB
  1208. if (NULL != m_dxgidebugdll)
  1209. {
  1210. bx::dlclose(m_dxgidebugdll);
  1211. m_dxgidebugdll = NULL;
  1212. }
  1213. if (NULL != m_d3d9dll)
  1214. {
  1215. bx::dlclose(m_d3d9dll);
  1216. m_d3d9dll = NULL;
  1217. }
  1218. bx::dlclose(m_dxgidll);
  1219. m_dxgidll = NULL;
  1220. #endif // USE_D3D11_DYNAMIC_LIB
  1221. case ErrorState::LoadedD3D11:
  1222. #if USE_D3D11_DYNAMIC_LIB
  1223. bx::dlclose(m_d3d11dll);
  1224. m_d3d11dll = NULL;
  1225. #endif // USE_D3D11_DYNAMIC_LIB
  1226. case ErrorState::Default:
  1227. if (NULL != m_ags)
  1228. {
  1229. agsDeInit(m_ags);
  1230. }
  1231. bx::dlclose(m_agsdll);
  1232. m_agsdll = NULL;
  1233. unloadRenderDoc(m_renderdocdll);
  1234. m_ovr.shutdown();
  1235. break;
  1236. }
  1237. return false;
  1238. }
  1239. void shutdown()
  1240. {
  1241. preReset();
  1242. m_ovr.shutdown();
  1243. if (NULL != m_ags)
  1244. {
  1245. agsDeInit(m_ags);
  1246. m_ags = NULL;
  1247. }
  1248. bx::dlclose(m_agsdll);
  1249. m_agsdll = NULL;
  1250. m_deviceCtx->ClearState();
  1251. invalidateCache();
  1252. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1253. {
  1254. m_indexBuffers[ii].destroy();
  1255. }
  1256. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1257. {
  1258. m_vertexBuffers[ii].destroy();
  1259. }
  1260. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1261. {
  1262. m_shaders[ii].destroy();
  1263. }
  1264. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1265. {
  1266. m_textures[ii].destroy();
  1267. }
  1268. DX_RELEASE(m_swapChain, 0);
  1269. DX_RELEASE(m_deviceCtx, 0);
  1270. DX_RELEASE(m_device, 0);
  1271. DX_RELEASE(m_factory, 0);
  1272. unloadRenderDoc(m_renderdocdll);
  1273. #if USE_D3D11_DYNAMIC_LIB
  1274. if (NULL != m_dxgidebugdll)
  1275. {
  1276. bx::dlclose(m_dxgidebugdll);
  1277. m_dxgidebugdll = NULL;
  1278. }
  1279. if (NULL != m_d3d9dll)
  1280. {
  1281. bx::dlclose(m_d3d9dll);
  1282. m_d3d9dll = NULL;
  1283. }
  1284. bx::dlclose(m_dxgidll);
  1285. m_dxgidll = NULL;
  1286. bx::dlclose(m_d3d11dll);
  1287. m_d3d11dll = NULL;
  1288. #endif // USE_D3D11_DYNAMIC_LIB
  1289. }
  1290. RendererType::Enum getRendererType() const BX_OVERRIDE
  1291. {
  1292. return RendererType::Direct3D11;
  1293. }
  1294. const char* getRendererName() const BX_OVERRIDE
  1295. {
  1296. return BGFX_RENDERER_DIRECT3D11_NAME;
  1297. }
  1298. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1299. {
  1300. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1301. }
  1302. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1303. {
  1304. m_indexBuffers[_handle.idx].destroy();
  1305. }
  1306. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1307. {
  1308. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1309. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1310. dump(decl);
  1311. }
  1312. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1313. {
  1314. }
  1315. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1316. {
  1317. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1318. }
  1319. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1320. {
  1321. m_vertexBuffers[_handle.idx].destroy();
  1322. }
  1323. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1324. {
  1325. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1326. }
  1327. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1328. {
  1329. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1330. }
  1331. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1332. {
  1333. m_indexBuffers[_handle.idx].destroy();
  1334. }
  1335. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1336. {
  1337. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1338. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1339. }
  1340. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1341. {
  1342. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1343. }
  1344. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1345. {
  1346. m_vertexBuffers[_handle.idx].destroy();
  1347. }
  1348. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1349. {
  1350. m_shaders[_handle.idx].create(_mem);
  1351. }
  1352. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1353. {
  1354. m_shaders[_handle.idx].destroy();
  1355. }
  1356. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1357. {
  1358. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1359. }
  1360. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1361. {
  1362. m_program[_handle.idx].destroy();
  1363. }
  1364. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1365. {
  1366. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1367. }
  1368. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1369. {
  1370. }
  1371. 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
  1372. {
  1373. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1374. }
  1375. void updateTextureEnd() BX_OVERRIDE
  1376. {
  1377. }
  1378. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1379. {
  1380. TextureD3D11& texture = m_textures[_handle.idx];
  1381. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1382. const Memory* mem = alloc(size);
  1383. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1384. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1385. bx::write(&writer, magic);
  1386. TextureCreate tc;
  1387. tc.m_flags = texture.m_flags;
  1388. tc.m_width = _width;
  1389. tc.m_height = _height;
  1390. tc.m_sides = 0;
  1391. tc.m_depth = 0;
  1392. tc.m_numMips = 1;
  1393. tc.m_format = texture.m_requestedFormat;
  1394. tc.m_cubeMap = false;
  1395. tc.m_mem = NULL;
  1396. bx::write(&writer, tc);
  1397. texture.destroy();
  1398. texture.create(mem, tc.m_flags, 0);
  1399. release(mem);
  1400. }
  1401. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1402. {
  1403. m_textures[_handle.idx].destroy();
  1404. }
  1405. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1406. {
  1407. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1408. }
  1409. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1410. {
  1411. uint16_t denseIdx = m_numWindows++;
  1412. m_windows[denseIdx] = _handle;
  1413. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1414. }
  1415. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1416. {
  1417. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1418. if (UINT16_MAX != denseIdx)
  1419. {
  1420. --m_numWindows;
  1421. if (m_numWindows > 1)
  1422. {
  1423. FrameBufferHandle handle = m_windows[m_numWindows];
  1424. m_windows[denseIdx] = handle;
  1425. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1426. }
  1427. }
  1428. }
  1429. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1430. {
  1431. if (NULL != m_uniforms[_handle.idx])
  1432. {
  1433. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1434. }
  1435. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1436. void* data = BX_ALLOC(g_allocator, size);
  1437. memset(data, 0, size);
  1438. m_uniforms[_handle.idx] = data;
  1439. m_uniformReg.add(_handle, _name, data);
  1440. }
  1441. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1442. {
  1443. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1444. m_uniforms[_handle.idx] = NULL;
  1445. }
  1446. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1447. {
  1448. BX_WARN(NULL != m_swapChain, "Unable to capture screenshot %s.", _filePath);
  1449. if (NULL == m_swapChain)
  1450. {
  1451. return;
  1452. }
  1453. ID3D11Texture2D* backBuffer;
  1454. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1455. D3D11_TEXTURE2D_DESC backBufferDesc;
  1456. backBuffer->GetDesc(&backBufferDesc);
  1457. D3D11_TEXTURE2D_DESC desc;
  1458. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1459. desc.SampleDesc.Count = 1;
  1460. desc.SampleDesc.Quality = 0;
  1461. desc.Usage = D3D11_USAGE_STAGING;
  1462. desc.BindFlags = 0;
  1463. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1464. ID3D11Texture2D* texture;
  1465. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1466. if (SUCCEEDED(hr) )
  1467. {
  1468. if (backBufferDesc.SampleDesc.Count == 1)
  1469. {
  1470. m_deviceCtx->CopyResource(texture, backBuffer);
  1471. }
  1472. else
  1473. {
  1474. desc.Usage = D3D11_USAGE_DEFAULT;
  1475. desc.CPUAccessFlags = 0;
  1476. ID3D11Texture2D* resolve;
  1477. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1478. if (SUCCEEDED(hr) )
  1479. {
  1480. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1481. m_deviceCtx->CopyResource(texture, resolve);
  1482. DX_RELEASE(resolve, 0);
  1483. }
  1484. }
  1485. D3D11_MAPPED_SUBRESOURCE mapped;
  1486. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1487. imageSwizzleBgra8(backBufferDesc.Width
  1488. , backBufferDesc.Height
  1489. , mapped.RowPitch
  1490. , mapped.pData
  1491. , mapped.pData
  1492. );
  1493. g_callback->screenShot(_filePath
  1494. , backBufferDesc.Width
  1495. , backBufferDesc.Height
  1496. , mapped.RowPitch
  1497. , mapped.pData
  1498. , backBufferDesc.Height*mapped.RowPitch
  1499. , false
  1500. );
  1501. m_deviceCtx->Unmap(texture, 0);
  1502. DX_RELEASE(texture, 0);
  1503. }
  1504. DX_RELEASE(backBuffer, 0);
  1505. }
  1506. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1507. {
  1508. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1509. {
  1510. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1511. , _name
  1512. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1513. );
  1514. }
  1515. }
  1516. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1517. {
  1518. memcpy(m_uniforms[_loc], _data, _size);
  1519. }
  1520. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1521. {
  1522. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1523. {
  1524. uint32_t size = _size*sizeof(wchar_t);
  1525. wchar_t* name = (wchar_t*)alloca(size);
  1526. mbstowcs(name, _marker, size-2);
  1527. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  1528. }
  1529. }
  1530. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1531. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1532. {
  1533. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1534. uint32_t width = getBufferWidth();
  1535. uint32_t height = getBufferHeight();
  1536. if (m_ovr.isEnabled() )
  1537. {
  1538. m_ovr.getSize(width, height);
  1539. }
  1540. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1541. setFrameBuffer(fbh, false);
  1542. D3D11_VIEWPORT vp;
  1543. vp.TopLeftX = 0;
  1544. vp.TopLeftY = 0;
  1545. vp.Width = (float)width;
  1546. vp.Height = (float)height;
  1547. vp.MinDepth = 0.0f;
  1548. vp.MaxDepth = 1.0f;
  1549. deviceCtx->RSSetViewports(1, &vp);
  1550. uint64_t state = BGFX_STATE_RGB_WRITE
  1551. | BGFX_STATE_ALPHA_WRITE
  1552. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1553. ;
  1554. setBlendState(state);
  1555. setDepthStencilState(state);
  1556. setRasterizerState(state);
  1557. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1558. m_currentProgram = &program;
  1559. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1560. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1561. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1562. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1563. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1564. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1565. uint32_t stride = vertexDecl.m_stride;
  1566. uint32_t offset = 0;
  1567. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1568. setInputLayout(vertexDecl, program, 0);
  1569. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1570. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1571. float proj[16];
  1572. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1573. PredefinedUniform& predefined = program.m_predefined[0];
  1574. uint8_t flags = predefined.m_type;
  1575. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1576. commitShaderConstants();
  1577. m_textures[_blitter.m_texture.idx].commit(0);
  1578. commitTextureStage();
  1579. }
  1580. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1581. {
  1582. const uint32_t numVertices = _numIndices*4/6;
  1583. if (0 < numVertices)
  1584. {
  1585. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1586. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data);
  1587. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1588. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1589. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1590. }
  1591. }
  1592. void preReset()
  1593. {
  1594. ovrPreReset();
  1595. m_gpuTimer.preReset();
  1596. if (NULL == g_platformData.backBufferDS)
  1597. {
  1598. DX_RELEASE(m_backBufferDepthStencil, 0);
  1599. }
  1600. if (NULL != m_swapChain)
  1601. {
  1602. DX_RELEASE(m_backBufferColor, 0);
  1603. }
  1604. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1605. {
  1606. m_frameBuffers[ii].preReset();
  1607. }
  1608. // invalidateCache();
  1609. capturePreReset();
  1610. }
  1611. void postReset()
  1612. {
  1613. if (NULL != m_swapChain)
  1614. {
  1615. ID3D11Texture2D* color;
  1616. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color) );
  1617. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1618. desc.ViewDimension = (m_flags & BGFX_RESET_MSAA_MASK)
  1619. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1620. : D3D11_RTV_DIMENSION_TEXTURE2D
  1621. ;
  1622. desc.Texture2D.MipSlice = 0;
  1623. desc.Format = (m_flags & BGFX_RESET_SRGB_BACKBUFFER)
  1624. ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
  1625. : DXGI_FORMAT_R8G8B8A8_UNORM
  1626. ;
  1627. DX_CHECK(m_device->CreateRenderTargetView(color, &desc, &m_backBufferColor) );
  1628. DX_RELEASE(color, 0);
  1629. }
  1630. m_gpuTimer.postReset();
  1631. ovrPostReset();
  1632. // If OVR doesn't create separate depth stencil view, create default one.
  1633. if (NULL == m_backBufferDepthStencil)
  1634. {
  1635. D3D11_TEXTURE2D_DESC dsd;
  1636. dsd.Width = getBufferWidth();
  1637. dsd.Height = getBufferHeight();
  1638. dsd.MipLevels = 1;
  1639. dsd.ArraySize = 1;
  1640. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1641. dsd.SampleDesc = m_scd.SampleDesc;
  1642. dsd.Usage = D3D11_USAGE_DEFAULT;
  1643. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1644. dsd.CPUAccessFlags = 0;
  1645. dsd.MiscFlags = 0;
  1646. ID3D11Texture2D* depthStencil;
  1647. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1648. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1649. DX_RELEASE(depthStencil, 0);
  1650. }
  1651. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1652. m_currentColor = m_backBufferColor;
  1653. m_currentDepthStencil = m_backBufferDepthStencil;
  1654. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1655. {
  1656. m_frameBuffers[ii].postReset();
  1657. }
  1658. capturePostReset();
  1659. }
  1660. static bool isLost(HRESULT _hr)
  1661. {
  1662. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1663. || DXGI_ERROR_DEVICE_HUNG == _hr
  1664. || DXGI_ERROR_DEVICE_RESET == _hr
  1665. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1666. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1667. ;
  1668. }
  1669. void flip(HMD& _hmd) BX_OVERRIDE
  1670. {
  1671. if (NULL != m_swapChain)
  1672. {
  1673. HRESULT hr = S_OK;
  1674. uint32_t syncInterval = BX_ENABLED(BX_PLATFORM_WINRT)
  1675. ? 1 // sync interval of 0 is not supported on WinRT
  1676. : !!(m_flags & BGFX_RESET_VSYNC)
  1677. ;
  1678. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1679. {
  1680. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  1681. }
  1682. if (SUCCEEDED(hr) )
  1683. {
  1684. if (!m_ovr.swap(_hmd) )
  1685. {
  1686. hr = m_swapChain->Present(syncInterval, 0);
  1687. }
  1688. }
  1689. if (FAILED(hr)
  1690. && isLost(hr) )
  1691. {
  1692. ++m_lost;
  1693. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1694. }
  1695. else
  1696. {
  1697. m_lost = 0;
  1698. }
  1699. }
  1700. }
  1701. void invalidateCache()
  1702. {
  1703. m_inputLayoutCache.invalidate();
  1704. m_blendStateCache.invalidate();
  1705. m_depthStencilStateCache.invalidate();
  1706. m_rasterizerStateCache.invalidate();
  1707. m_samplerStateCache.invalidate();
  1708. m_srvUavLru.invalidate();
  1709. }
  1710. void invalidateCompute()
  1711. {
  1712. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1713. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1714. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  1715. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1716. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  1717. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1718. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  1719. }
  1720. void updateMsaa()
  1721. {
  1722. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1723. {
  1724. uint32_t msaa = s_checkMsaa[ii];
  1725. uint32_t quality = 0;
  1726. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  1727. if (SUCCEEDED(hr)
  1728. && 0 < quality)
  1729. {
  1730. s_msaa[ii].Count = msaa;
  1731. s_msaa[ii].Quality = quality - 1;
  1732. last = ii;
  1733. }
  1734. else
  1735. {
  1736. s_msaa[ii] = s_msaa[last];
  1737. }
  1738. }
  1739. }
  1740. void updateResolution(const Resolution& _resolution)
  1741. {
  1742. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  1743. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1744. {
  1745. m_maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  1746. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  1747. : D3D11_REQ_MAXANISOTROPY
  1748. ;
  1749. }
  1750. else
  1751. {
  1752. m_maxAnisotropy = 1;
  1753. }
  1754. uint32_t flags = _resolution.m_flags & ~(BGFX_RESET_HMD_RECENTER | BGFX_RESET_MAXANISOTROPY);
  1755. if ( getBufferWidth() != _resolution.m_width
  1756. || getBufferHeight() != _resolution.m_height
  1757. || m_flags != flags)
  1758. {
  1759. bool resize = true
  1760. && !BX_ENABLED(BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  1761. && (m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  1762. ;
  1763. m_flags = flags;
  1764. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1765. m_textVideoMem.clear();
  1766. m_resolution = _resolution;
  1767. m_resolution.m_flags = flags;
  1768. setBufferSize(_resolution.m_width, _resolution.m_height);
  1769. preReset();
  1770. if (NULL == m_swapChain)
  1771. {
  1772. // Updated backbuffer if it changed in PlatformData.
  1773. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1774. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1775. }
  1776. else
  1777. {
  1778. if (resize)
  1779. {
  1780. DX_CHECK(m_swapChain->ResizeBuffers(2
  1781. , getBufferWidth()
  1782. , getBufferHeight()
  1783. , getBufferFormat()
  1784. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  1785. ) );
  1786. }
  1787. else
  1788. {
  1789. updateMsaa();
  1790. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1791. DX_RELEASE(m_swapChain, 0);
  1792. SwapChainDesc* scd = &m_scd;
  1793. SwapChainDesc swapChainScd;
  1794. if (0 != (m_flags & BGFX_RESET_HMD)
  1795. && m_ovr.isInitialized() )
  1796. {
  1797. swapChainScd = m_scd;
  1798. swapChainScd.SampleDesc = s_msaa[0];
  1799. scd = &swapChainScd;
  1800. }
  1801. #if BX_PLATFORM_WINRT
  1802. HRESULT hr;
  1803. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1804. , (::IUnknown*)g_platformData.nwh
  1805. , scd
  1806. , NULL
  1807. , &m_swapChain
  1808. );
  1809. #else
  1810. HRESULT hr;
  1811. hr = m_factory->CreateSwapChain(m_device
  1812. , scd
  1813. , &m_swapChain
  1814. );
  1815. #endif // BX_PLATFORM_WINRT
  1816. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1817. }
  1818. }
  1819. postReset();
  1820. }
  1821. if (recenter)
  1822. {
  1823. m_ovr.recenter();
  1824. }
  1825. }
  1826. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1827. {
  1828. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1829. {
  1830. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1831. m_fsChanges += _numRegs;
  1832. }
  1833. else
  1834. {
  1835. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1836. m_vsChanges += _numRegs;
  1837. }
  1838. }
  1839. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1840. {
  1841. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1842. }
  1843. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1844. {
  1845. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1846. }
  1847. void commitShaderConstants()
  1848. {
  1849. if (0 < m_vsChanges)
  1850. {
  1851. if (NULL != m_currentProgram->m_vsh->m_buffer)
  1852. {
  1853. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  1854. }
  1855. m_vsChanges = 0;
  1856. }
  1857. if (0 < m_fsChanges)
  1858. {
  1859. if (NULL != m_currentProgram->m_fsh->m_buffer)
  1860. {
  1861. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  1862. }
  1863. m_fsChanges = 0;
  1864. }
  1865. }
  1866. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1867. {
  1868. if (isValid(m_fbh)
  1869. && m_fbh.idx != _fbh.idx
  1870. && m_rtMsaa)
  1871. {
  1872. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1873. frameBuffer.resolve();
  1874. }
  1875. if (!isValid(_fbh) )
  1876. {
  1877. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1878. m_currentColor = m_backBufferColor;
  1879. m_currentDepthStencil = m_backBufferDepthStencil;
  1880. }
  1881. else
  1882. {
  1883. invalidateTextureStage();
  1884. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  1885. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  1886. m_currentColor = frameBuffer.m_rtv[0];
  1887. m_currentDepthStencil = frameBuffer.m_dsv;
  1888. }
  1889. m_fbh = _fbh;
  1890. m_rtMsaa = _msaa;
  1891. }
  1892. void clear(const Clear& _clear, const float _palette[][4])
  1893. {
  1894. if (isValid(m_fbh) )
  1895. {
  1896. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1897. frameBuffer.clear(_clear, _palette);
  1898. }
  1899. else
  1900. {
  1901. if (NULL != m_currentColor
  1902. && BGFX_CLEAR_COLOR & _clear.m_flags)
  1903. {
  1904. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1905. {
  1906. uint8_t index = _clear.m_index[0];
  1907. if (UINT8_MAX != index)
  1908. {
  1909. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  1910. }
  1911. }
  1912. else
  1913. {
  1914. float frgba[4] =
  1915. {
  1916. _clear.m_index[0]*1.0f/255.0f,
  1917. _clear.m_index[1]*1.0f/255.0f,
  1918. _clear.m_index[2]*1.0f/255.0f,
  1919. _clear.m_index[3]*1.0f/255.0f,
  1920. };
  1921. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  1922. }
  1923. }
  1924. if (NULL != m_currentDepthStencil
  1925. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  1926. {
  1927. DWORD flags = 0;
  1928. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  1929. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  1930. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  1931. }
  1932. }
  1933. }
  1934. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  1935. {
  1936. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  1937. layoutHash ^= _numInstanceData;
  1938. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  1939. if (NULL == layout)
  1940. {
  1941. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1942. VertexDecl decl;
  1943. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1944. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  1945. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1946. {
  1947. uint16_t mask = attrMask[ii];
  1948. uint16_t attr = (decl.m_attributes[ii] & mask);
  1949. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1950. }
  1951. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  1952. uint32_t num = uint32_t(elem-vertexElements);
  1953. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  1954. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1955. {
  1956. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1957. uint32_t jj;
  1958. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  1959. for (jj = 0; jj < num; ++jj)
  1960. {
  1961. curr = &vertexElements[jj];
  1962. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1963. && curr->SemanticIndex == index)
  1964. {
  1965. break;
  1966. }
  1967. }
  1968. if (jj == num)
  1969. {
  1970. curr = elem;
  1971. ++elem;
  1972. }
  1973. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  1974. curr->InputSlot = 1;
  1975. curr->SemanticIndex = index;
  1976. curr->AlignedByteOffset = ii*16;
  1977. }
  1978. num = uint32_t(elem-vertexElements);
  1979. DX_CHECK(m_device->CreateInputLayout(vertexElements
  1980. , num
  1981. , _program.m_vsh->m_code->data
  1982. , _program.m_vsh->m_code->size
  1983. , &layout
  1984. ) );
  1985. m_inputLayoutCache.add(layoutHash, layout);
  1986. }
  1987. m_deviceCtx->IASetInputLayout(layout);
  1988. }
  1989. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  1990. {
  1991. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  1992. bx::HashMurmur2A murmur;
  1993. murmur.begin();
  1994. murmur.add(_state);
  1995. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  1996. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  1997. bool hasFactor = f0 == (_state & f0)
  1998. || f1 == (_state & f1)
  1999. ;
  2000. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2001. if (hasFactor)
  2002. {
  2003. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2004. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2005. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2006. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2007. }
  2008. else
  2009. {
  2010. murmur.add(_rgba);
  2011. }
  2012. uint32_t hash = murmur.end();
  2013. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2014. if (NULL == bs)
  2015. {
  2016. D3D11_BLEND_DESC desc;
  2017. memset(&desc, 0, sizeof(desc) );
  2018. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2019. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2020. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2021. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  2022. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2023. const uint32_t srcRGB = (blend ) & 0xf;
  2024. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2025. const uint32_t srcA = (blend >> 8) & 0xf;
  2026. const uint32_t dstA = (blend >> 12) & 0xf;
  2027. const uint32_t equRGB = (equation ) & 0x7;
  2028. const uint32_t equA = (equation >> 3) & 0x7;
  2029. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2030. drt->DestBlend = s_blendFactor[dstRGB][0];
  2031. drt->BlendOp = s_blendEquation[equRGB];
  2032. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2033. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2034. drt->BlendOpAlpha = s_blendEquation[equA];
  2035. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE)
  2036. ? D3D11_COLOR_WRITE_ENABLE_ALPHA
  2037. : 0
  2038. ;
  2039. writeMask |= (_state&BGFX_STATE_RGB_WRITE)
  2040. ? D3D11_COLOR_WRITE_ENABLE_RED
  2041. | D3D11_COLOR_WRITE_ENABLE_GREEN
  2042. | D3D11_COLOR_WRITE_ENABLE_BLUE
  2043. : 0
  2044. ;
  2045. drt->RenderTargetWriteMask = writeMask;
  2046. if (desc.IndependentBlendEnable)
  2047. {
  2048. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2049. {
  2050. drt = &desc.RenderTarget[ii];
  2051. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2052. const uint32_t src = (rgba ) & 0xf;
  2053. const uint32_t dst = (rgba >> 4) & 0xf;
  2054. const uint32_t equ = (rgba >> 8) & 0x7;
  2055. drt->SrcBlend = s_blendFactor[src][0];
  2056. drt->DestBlend = s_blendFactor[dst][0];
  2057. drt->BlendOp = s_blendEquation[equ];
  2058. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2059. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2060. drt->BlendOpAlpha = s_blendEquation[equ];
  2061. drt->RenderTargetWriteMask = writeMask;
  2062. }
  2063. }
  2064. else
  2065. {
  2066. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2067. {
  2068. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2069. }
  2070. }
  2071. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2072. m_blendStateCache.add(hash, bs);
  2073. }
  2074. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2075. }
  2076. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2077. {
  2078. _state &= BGFX_D3D11_DEPTH_STENCIL_MASK;
  2079. uint32_t fstencil = unpackStencil(0, _stencil);
  2080. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2081. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2082. bx::HashMurmur2A murmur;
  2083. murmur.begin();
  2084. murmur.add(_state);
  2085. murmur.add(_stencil);
  2086. uint32_t hash = murmur.end();
  2087. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2088. if (NULL == dss)
  2089. {
  2090. D3D11_DEPTH_STENCIL_DESC desc;
  2091. memset(&desc, 0, sizeof(desc) );
  2092. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2093. desc.DepthEnable = 0 != func;
  2094. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2095. desc.DepthFunc = s_cmpFunc[func];
  2096. uint32_t bstencil = unpackStencil(1, _stencil);
  2097. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2098. bstencil = frontAndBack ? bstencil : fstencil;
  2099. desc.StencilEnable = 0 != _stencil;
  2100. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2101. desc.StencilWriteMask = 0xff;
  2102. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2103. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2104. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2105. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2106. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2107. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2108. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2109. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2110. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2111. m_depthStencilStateCache.add(hash, dss);
  2112. }
  2113. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2114. }
  2115. void setDebugWireframe(bool _wireframe)
  2116. {
  2117. if (m_wireframe != _wireframe)
  2118. {
  2119. m_wireframe = _wireframe;
  2120. m_rasterizerStateCache.invalidate();
  2121. }
  2122. }
  2123. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2124. {
  2125. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  2126. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2127. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2128. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2129. if (NULL == rs)
  2130. {
  2131. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2132. D3D11_RASTERIZER_DESC desc;
  2133. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2134. desc.CullMode = s_cullMode[cull];
  2135. desc.FrontCounterClockwise = false;
  2136. desc.DepthBias = 0;
  2137. desc.DepthBiasClamp = 0.0f;
  2138. desc.SlopeScaledDepthBias = 0.0f;
  2139. desc.DepthClipEnable = m_featureLevel <= D3D_FEATURE_LEVEL_9_3; // disabling depth clip is only supported on 10_0+
  2140. desc.ScissorEnable = _scissor;
  2141. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2142. desc.AntialiasedLineEnable = false;
  2143. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2144. m_rasterizerStateCache.add(_state, rs);
  2145. }
  2146. m_deviceCtx->RSSetState(rs);
  2147. }
  2148. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  2149. {
  2150. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  2151. ID3D11SamplerState* sampler = m_samplerStateCache.find(_flags);
  2152. if (NULL == sampler)
  2153. {
  2154. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2155. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2156. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2157. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2158. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2159. D3D11_SAMPLER_DESC sd;
  2160. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2161. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2162. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2163. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2164. sd.MipLODBias = 0.0f;
  2165. sd.MaxAnisotropy = m_maxAnisotropy;
  2166. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2167. sd.BorderColor[0] = 0.0f;
  2168. sd.BorderColor[1] = 0.0f;
  2169. sd.BorderColor[2] = 0.0f;
  2170. sd.BorderColor[3] = 0.0f;
  2171. sd.MinLOD = 0;
  2172. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2173. m_device->CreateSamplerState(&sd, &sampler);
  2174. DX_CHECK_REFCOUNT(sampler, 1);
  2175. m_samplerStateCache.add(_flags, sampler);
  2176. }
  2177. return sampler;
  2178. }
  2179. DXGI_FORMAT getBufferFormat()
  2180. {
  2181. #if BX_PLATFORM_WINRT
  2182. return m_scd.Format;
  2183. #else
  2184. return m_scd.BufferDesc.Format;
  2185. #endif
  2186. }
  2187. uint32_t getBufferWidth()
  2188. {
  2189. #if BX_PLATFORM_WINRT
  2190. return m_scd.Width;
  2191. #else
  2192. return m_scd.BufferDesc.Width;
  2193. #endif
  2194. }
  2195. uint32_t getBufferHeight()
  2196. {
  2197. #if BX_PLATFORM_WINRT
  2198. return m_scd.Height;
  2199. #else
  2200. return m_scd.BufferDesc.Height;
  2201. #endif
  2202. }
  2203. void setBufferSize(uint32_t _width, uint32_t _height)
  2204. {
  2205. #if BX_PLATFORM_WINRT
  2206. m_scd.Width = _width;
  2207. m_scd.Height = _height;
  2208. #else
  2209. m_scd.BufferDesc.Width = _width;
  2210. m_scd.BufferDesc.Height = _height;
  2211. #endif
  2212. }
  2213. void commitTextureStage()
  2214. {
  2215. // vertex texture fetch not supported on 9_1 through 9_3
  2216. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2217. {
  2218. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2219. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2220. }
  2221. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2222. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2223. }
  2224. void invalidateTextureStage()
  2225. {
  2226. m_textureStage.clear();
  2227. commitTextureStage();
  2228. }
  2229. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2230. {
  2231. bx::HashMurmur2A murmur;
  2232. murmur.begin();
  2233. murmur.add(_handle);
  2234. murmur.add(_mip);
  2235. murmur.add(0);
  2236. uint32_t hash = murmur.end();
  2237. IUnknown** ptr = m_srvUavLru.find(hash);
  2238. ID3D11UnorderedAccessView* uav;
  2239. if (NULL == ptr)
  2240. {
  2241. TextureD3D11& texture = m_textures[_handle.idx];
  2242. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2243. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2244. switch (texture.m_type)
  2245. {
  2246. case TextureD3D11::Texture2D:
  2247. case TextureD3D11::TextureCube:
  2248. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2249. desc.Texture2D.MipSlice = _mip;
  2250. break;
  2251. case TextureD3D11::Texture3D:
  2252. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2253. desc.Texture3D.MipSlice = _mip;
  2254. desc.Texture3D.FirstWSlice = 0;
  2255. desc.Texture3D.WSize = UINT32_MAX;
  2256. break;
  2257. }
  2258. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2259. m_srvUavLru.add(hash, uav, _handle.idx);
  2260. }
  2261. else
  2262. {
  2263. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2264. }
  2265. return uav;
  2266. }
  2267. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip)
  2268. {
  2269. bx::HashMurmur2A murmur;
  2270. murmur.begin();
  2271. murmur.add(_handle);
  2272. murmur.add(_mip);
  2273. murmur.add(0);
  2274. uint32_t hash = murmur.end();
  2275. IUnknown** ptr = m_srvUavLru.find(hash);
  2276. ID3D11ShaderResourceView* srv;
  2277. if (NULL == ptr)
  2278. {
  2279. TextureD3D11& texture = m_textures[_handle.idx];
  2280. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2281. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2282. switch (texture.m_type)
  2283. {
  2284. case TextureD3D11::Texture2D:
  2285. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  2286. desc.Texture2D.MostDetailedMip = _mip;
  2287. desc.Texture2D.MipLevels = 1;
  2288. break;
  2289. case TextureD3D11::TextureCube:
  2290. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2291. desc.TextureCube.MostDetailedMip = _mip;
  2292. desc.TextureCube.MipLevels = 1;
  2293. break;
  2294. case TextureD3D11::Texture3D:
  2295. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2296. desc.Texture3D.MostDetailedMip = _mip;
  2297. desc.Texture3D.MipLevels = 1;
  2298. break;
  2299. }
  2300. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2301. m_srvUavLru.add(hash, srv, _handle.idx);
  2302. }
  2303. else
  2304. {
  2305. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2306. }
  2307. return srv;
  2308. }
  2309. void ovrPostReset()
  2310. {
  2311. #if BGFX_CONFIG_USE_OVR
  2312. if (m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  2313. {
  2314. ovrD3D11Config config;
  2315. config.D3D11.Header.API = ovrRenderAPI_D3D11;
  2316. # if OVR_VERSION > OVR_VERSION_043
  2317. config.D3D11.Header.BackBufferSize.w = m_scd.BufferDesc.Width;
  2318. config.D3D11.Header.BackBufferSize.h = m_scd.BufferDesc.Height;
  2319. config.D3D11.pBackBufferUAV = NULL;
  2320. # else
  2321. config.D3D11.Header.RTSize.w = m_scd.BufferDesc.Width;
  2322. config.D3D11.Header.RTSize.h = m_scd.BufferDesc.Height;
  2323. # endif // OVR_VERSION > OVR_VERSION_042
  2324. config.D3D11.Header.Multisample = 0;
  2325. config.D3D11.pDevice = m_device;
  2326. config.D3D11.pDeviceContext = m_deviceCtx;
  2327. config.D3D11.pBackBufferRT = m_backBufferColor;
  2328. config.D3D11.pSwapChain = m_swapChain;
  2329. if (m_ovr.postReset(g_platformData.nwh, &config.Config, !!(m_flags & BGFX_RESET_HMD_DEBUG) ) )
  2330. {
  2331. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  2332. const Memory* mem = alloc(size);
  2333. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  2334. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  2335. bx::write(&writer, magic);
  2336. TextureCreate tc;
  2337. tc.m_flags = BGFX_TEXTURE_RT|( ((m_flags & BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT) << BGFX_TEXTURE_RT_MSAA_SHIFT);
  2338. tc.m_width = m_ovr.m_rtSize.w;
  2339. tc.m_height = m_ovr.m_rtSize.h;
  2340. tc.m_sides = 0;
  2341. tc.m_depth = 0;
  2342. tc.m_numMips = 1;
  2343. tc.m_format = uint8_t(bgfx::TextureFormat::BGRA8);
  2344. tc.m_cubeMap = false;
  2345. tc.m_mem = NULL;
  2346. bx::write(&writer, tc);
  2347. m_ovrRT.create(mem, tc.m_flags, 0);
  2348. release(mem);
  2349. DX_CHECK(m_device->CreateRenderTargetView(m_ovrRT.m_ptr, NULL, &m_ovrRtv) );
  2350. D3D11_TEXTURE2D_DESC dsd;
  2351. dsd.Width = m_ovr.m_rtSize.w;
  2352. dsd.Height = m_ovr.m_rtSize.h;
  2353. dsd.MipLevels = 1;
  2354. dsd.ArraySize = 1;
  2355. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2356. dsd.SampleDesc = m_scd.SampleDesc;
  2357. dsd.Usage = D3D11_USAGE_DEFAULT;
  2358. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  2359. dsd.CPUAccessFlags = 0;
  2360. dsd.MiscFlags = 0;
  2361. ID3D11Texture2D* depthStencil;
  2362. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  2363. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_ovrDsv) );
  2364. DX_RELEASE(depthStencil, 0);
  2365. ovrD3D11Texture texture;
  2366. texture.D3D11.Header.API = ovrRenderAPI_D3D11;
  2367. texture.D3D11.Header.TextureSize = m_ovr.m_rtSize;
  2368. texture.D3D11.pTexture = m_ovrRT.m_texture2d;
  2369. texture.D3D11.pSRView = m_ovrRT.m_srv;
  2370. m_ovr.postReset(texture.Texture);
  2371. bx::xchg(m_ovrRtv, m_backBufferColor);
  2372. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  2373. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  2374. }
  2375. }
  2376. #endif // BGFX_CONFIG_USE_OVR
  2377. }
  2378. void ovrPreReset()
  2379. {
  2380. #if BGFX_CONFIG_USE_OVR
  2381. m_ovr.preReset();
  2382. if (NULL != m_ovrRtv)
  2383. {
  2384. bx::xchg(m_ovrRtv, m_backBufferColor);
  2385. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  2386. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  2387. DX_RELEASE(m_ovrRtv, 0);
  2388. DX_RELEASE(m_ovrDsv, 0);
  2389. m_ovrRT.destroy();
  2390. }
  2391. #endif // BGFX_CONFIG_USE_OVR
  2392. }
  2393. void capturePostReset()
  2394. {
  2395. if (m_flags&BGFX_RESET_CAPTURE)
  2396. {
  2397. ID3D11Texture2D* backBuffer;
  2398. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2399. D3D11_TEXTURE2D_DESC backBufferDesc;
  2400. backBuffer->GetDesc(&backBufferDesc);
  2401. D3D11_TEXTURE2D_DESC desc;
  2402. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  2403. desc.SampleDesc.Count = 1;
  2404. desc.SampleDesc.Quality = 0;
  2405. desc.Usage = D3D11_USAGE_STAGING;
  2406. desc.BindFlags = 0;
  2407. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2408. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2409. if (SUCCEEDED(hr) )
  2410. {
  2411. if (backBufferDesc.SampleDesc.Count != 1)
  2412. {
  2413. desc.Usage = D3D11_USAGE_DEFAULT;
  2414. desc.CPUAccessFlags = 0;
  2415. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2416. }
  2417. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2418. }
  2419. DX_RELEASE(backBuffer, 0);
  2420. }
  2421. }
  2422. void capturePreReset()
  2423. {
  2424. if (NULL != m_captureTexture)
  2425. {
  2426. g_callback->captureEnd();
  2427. }
  2428. DX_RELEASE(m_captureResolve, 0);
  2429. DX_RELEASE(m_captureTexture, 0);
  2430. }
  2431. void capture()
  2432. {
  2433. if (NULL != m_captureTexture)
  2434. {
  2435. ID3D11Texture2D* backBuffer;
  2436. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2437. if (NULL == m_captureResolve)
  2438. {
  2439. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2440. }
  2441. else
  2442. {
  2443. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat() );
  2444. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2445. }
  2446. D3D11_MAPPED_SUBRESOURCE mapped;
  2447. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2448. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  2449. m_deviceCtx->Unmap(m_captureTexture, 0);
  2450. DX_RELEASE(backBuffer, 0);
  2451. }
  2452. }
  2453. void commit(ConstantBuffer& _constantBuffer)
  2454. {
  2455. _constantBuffer.reset();
  2456. for (;;)
  2457. {
  2458. uint32_t opcode = _constantBuffer.read();
  2459. if (UniformType::End == opcode)
  2460. {
  2461. break;
  2462. }
  2463. UniformType::Enum type;
  2464. uint16_t loc;
  2465. uint16_t num;
  2466. uint16_t copy;
  2467. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2468. const char* data;
  2469. if (copy)
  2470. {
  2471. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  2472. }
  2473. else
  2474. {
  2475. UniformHandle handle;
  2476. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2477. data = (const char*)m_uniforms[handle.idx];
  2478. }
  2479. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2480. case UniformType::_uniform: \
  2481. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2482. { \
  2483. setShaderUniform(uint8_t(type), loc, data, num); \
  2484. } \
  2485. break;
  2486. switch ( (uint32_t)type)
  2487. {
  2488. case UniformType::Mat3:
  2489. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  2490. {
  2491. float* value = (float*)data;
  2492. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2493. {
  2494. Matrix4 mtx;
  2495. mtx.un.val[ 0] = value[0];
  2496. mtx.un.val[ 1] = value[1];
  2497. mtx.un.val[ 2] = value[2];
  2498. mtx.un.val[ 3] = 0.0f;
  2499. mtx.un.val[ 4] = value[3];
  2500. mtx.un.val[ 5] = value[4];
  2501. mtx.un.val[ 6] = value[5];
  2502. mtx.un.val[ 7] = 0.0f;
  2503. mtx.un.val[ 8] = value[6];
  2504. mtx.un.val[ 9] = value[7];
  2505. mtx.un.val[10] = value[8];
  2506. mtx.un.val[11] = 0.0f;
  2507. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2508. }
  2509. }
  2510. break;
  2511. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2512. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2513. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2514. case UniformType::End:
  2515. break;
  2516. default:
  2517. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  2518. break;
  2519. }
  2520. #undef CASE_IMPLEMENT_UNIFORM
  2521. }
  2522. }
  2523. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2524. {
  2525. uint32_t width = getBufferWidth();
  2526. uint32_t height = getBufferHeight();
  2527. if (0 == _rect.m_x
  2528. && 0 == _rect.m_y
  2529. && width == _rect.m_width
  2530. && height == _rect.m_height)
  2531. {
  2532. clear(_clear, _palette);
  2533. }
  2534. else
  2535. {
  2536. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2537. uint64_t state = 0;
  2538. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  2539. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  2540. uint64_t stencil = 0;
  2541. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2542. | BGFX_STENCIL_TEST_ALWAYS
  2543. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2544. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2545. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2546. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2547. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2548. : 0
  2549. ;
  2550. setBlendState(state);
  2551. setDepthStencilState(state, stencil);
  2552. setRasterizerState(state);
  2553. uint32_t numMrt = 1;
  2554. FrameBufferHandle fbh = m_fbh;
  2555. if (isValid(fbh) )
  2556. {
  2557. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  2558. numMrt = bx::uint32_max(1, fb.m_num);
  2559. }
  2560. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2561. m_currentProgram = &program;
  2562. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  2563. deviceCtx->VSSetConstantBuffers(0, 1, s_zero.m_buffer);
  2564. if (NULL != m_currentColor)
  2565. {
  2566. const ShaderD3D11* fsh = program.m_fsh;
  2567. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2568. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2569. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2570. {
  2571. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2572. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2573. {
  2574. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_CLEAR_COLOR_PALETTE-1, _clear.m_index[ii]);
  2575. memcpy(mrtClear[ii], _palette[index], 16);
  2576. }
  2577. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  2578. }
  2579. else
  2580. {
  2581. float rgba[4] =
  2582. {
  2583. _clear.m_index[0]*1.0f/255.0f,
  2584. _clear.m_index[1]*1.0f/255.0f,
  2585. _clear.m_index[2]*1.0f/255.0f,
  2586. _clear.m_index[3]*1.0f/255.0f,
  2587. };
  2588. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  2589. }
  2590. }
  2591. else
  2592. {
  2593. deviceCtx->PSSetShader(NULL, NULL, 0);
  2594. }
  2595. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  2596. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  2597. const uint32_t stride = vertexDecl.m_stride;
  2598. const uint32_t offset = 0;
  2599. {
  2600. struct Vertex
  2601. {
  2602. float m_x;
  2603. float m_y;
  2604. float m_z;
  2605. };
  2606. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  2607. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  2608. const float depth = _clear.m_depth;
  2609. vertex->m_x = -1.0f;
  2610. vertex->m_y = -1.0f;
  2611. vertex->m_z = depth;
  2612. vertex++;
  2613. vertex->m_x = 1.0f;
  2614. vertex->m_y = -1.0f;
  2615. vertex->m_z = depth;
  2616. vertex++;
  2617. vertex->m_x = -1.0f;
  2618. vertex->m_y = 1.0f;
  2619. vertex->m_z = depth;
  2620. vertex++;
  2621. vertex->m_x = 1.0f;
  2622. vertex->m_y = 1.0f;
  2623. vertex->m_z = depth;
  2624. }
  2625. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  2626. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2627. setInputLayout(vertexDecl, program, 0);
  2628. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  2629. deviceCtx->Draw(4, 0);
  2630. }
  2631. }
  2632. void* m_d3d9dll;
  2633. void* m_d3d11dll;
  2634. void* m_dxgidll;
  2635. void* m_dxgidebugdll;
  2636. void* m_renderdocdll;
  2637. void* m_agsdll;
  2638. AGSContext* m_ags;
  2639. D3D_DRIVER_TYPE m_driverType;
  2640. D3D_FEATURE_LEVEL m_featureLevel;
  2641. IDXGIAdapter* m_adapter;
  2642. DXGI_ADAPTER_DESC m_adapterDesc;
  2643. #if BX_PLATFORM_WINRT
  2644. IDXGIFactory2* m_factory;
  2645. IDXGISwapChain1* m_swapChain;
  2646. #else
  2647. IDXGIFactory* m_factory;
  2648. IDXGISwapChain* m_swapChain;
  2649. #endif // BX_PLATFORM_WINRT
  2650. uint16_t m_lost;
  2651. uint16_t m_numWindows;
  2652. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2653. ID3D11Device* m_device;
  2654. ID3D11DeviceContext* m_deviceCtx;
  2655. ID3D11InfoQueue* m_infoQueue;
  2656. TimerQueryD3D11 m_gpuTimer;
  2657. ID3D11RenderTargetView* m_backBufferColor;
  2658. ID3D11DepthStencilView* m_backBufferDepthStencil;
  2659. ID3D11RenderTargetView* m_currentColor;
  2660. ID3D11DepthStencilView* m_currentDepthStencil;
  2661. ID3D11Texture2D* m_captureTexture;
  2662. ID3D11Texture2D* m_captureResolve;
  2663. Resolution m_resolution;
  2664. bool m_wireframe;
  2665. #if BX_PLATFORM_WINRT
  2666. typedef DXGI_SWAP_CHAIN_DESC1 SwapChainDesc;
  2667. #else
  2668. typedef DXGI_SWAP_CHAIN_DESC SwapChainDesc;
  2669. #endif // BX_PLATFORM_WINRT
  2670. SwapChainDesc m_scd;
  2671. uint32_t m_flags;
  2672. uint32_t m_maxAnisotropy;
  2673. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2674. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2675. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2676. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2677. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2678. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2679. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2680. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2681. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2682. UniformRegistry m_uniformReg;
  2683. ViewState m_viewState;
  2684. StateCacheT<ID3D11BlendState> m_blendStateCache;
  2685. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  2686. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  2687. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  2688. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  2689. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  2690. TextVideoMem m_textVideoMem;
  2691. TextureStage m_textureStage;
  2692. ProgramD3D11* m_currentProgram;
  2693. uint8_t m_vsScratch[64<<10];
  2694. uint8_t m_fsScratch[64<<10];
  2695. uint32_t m_vsChanges;
  2696. uint32_t m_fsChanges;
  2697. FrameBufferHandle m_fbh;
  2698. bool m_rtMsaa;
  2699. OVR m_ovr;
  2700. TextureD3D11 m_ovrRT;
  2701. ID3D11RenderTargetView* m_ovrRtv;
  2702. ID3D11DepthStencilView* m_ovrDsv;
  2703. };
  2704. static RendererContextD3D11* s_renderD3D11;
  2705. RendererContextI* rendererCreate()
  2706. {
  2707. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  2708. if (!s_renderD3D11->init() )
  2709. {
  2710. BX_DELETE(g_allocator, s_renderD3D11);
  2711. s_renderD3D11 = NULL;
  2712. }
  2713. return s_renderD3D11;
  2714. }
  2715. void rendererDestroy()
  2716. {
  2717. s_renderD3D11->shutdown();
  2718. BX_DELETE(g_allocator, s_renderD3D11);
  2719. s_renderD3D11 = NULL;
  2720. }
  2721. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2722. {
  2723. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2724. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  2725. {
  2726. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  2727. _offset += _stride;
  2728. }
  2729. }
  2730. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2731. {
  2732. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2733. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  2734. {
  2735. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  2736. _offset += _stride;
  2737. }
  2738. }
  2739. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2740. {
  2741. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  2742. }
  2743. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2744. {
  2745. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  2746. }
  2747. struct UavFormat
  2748. {
  2749. DXGI_FORMAT format[3];
  2750. uint32_t stride;
  2751. };
  2752. static const UavFormat s_uavFormat[] =
  2753. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  2754. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  2755. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  2756. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  2757. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  2758. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  2759. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  2760. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  2761. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  2762. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  2763. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  2764. };
  2765. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  2766. {
  2767. m_uav = NULL;
  2768. m_size = _size;
  2769. m_flags = _flags;
  2770. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  2771. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  2772. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  2773. m_dynamic = NULL == _data && !needUav;
  2774. D3D11_BUFFER_DESC desc;
  2775. desc.ByteWidth = _size;
  2776. desc.BindFlags = 0
  2777. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  2778. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  2779. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  2780. ;
  2781. desc.MiscFlags = 0
  2782. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  2783. ;
  2784. desc.StructureByteStride = 0;
  2785. DXGI_FORMAT format;
  2786. uint32_t stride;
  2787. if (drawIndirect)
  2788. {
  2789. format = DXGI_FORMAT_R32G32B32A32_UINT;
  2790. stride = 16;
  2791. }
  2792. else
  2793. {
  2794. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  2795. if (0 == uavFormat)
  2796. {
  2797. if (_vertex)
  2798. {
  2799. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  2800. stride = 16;
  2801. }
  2802. else
  2803. {
  2804. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  2805. {
  2806. format = DXGI_FORMAT_R16_UINT;
  2807. stride = 2;
  2808. }
  2809. else
  2810. {
  2811. format = DXGI_FORMAT_R32_UINT;
  2812. stride = 4;
  2813. }
  2814. }
  2815. }
  2816. else
  2817. {
  2818. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  2819. format = s_uavFormat[uavFormat].format[uavType];
  2820. stride = s_uavFormat[uavFormat].stride;
  2821. }
  2822. }
  2823. ID3D11Device* device = s_renderD3D11->m_device;
  2824. if (needUav)
  2825. {
  2826. desc.Usage = D3D11_USAGE_DEFAULT;
  2827. desc.CPUAccessFlags = 0;
  2828. desc.StructureByteStride = _stride;
  2829. DX_CHECK(device->CreateBuffer(&desc
  2830. , NULL
  2831. , &m_ptr
  2832. ) );
  2833. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  2834. uavd.Format = format;
  2835. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  2836. uavd.Buffer.FirstElement = 0;
  2837. uavd.Buffer.NumElements = m_size / stride;
  2838. uavd.Buffer.Flags = 0;
  2839. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  2840. , &uavd
  2841. , &m_uav
  2842. ) );
  2843. }
  2844. else if (m_dynamic)
  2845. {
  2846. desc.Usage = D3D11_USAGE_DYNAMIC;
  2847. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2848. DX_CHECK(device->CreateBuffer(&desc
  2849. , NULL
  2850. , &m_ptr
  2851. ) );
  2852. }
  2853. else
  2854. {
  2855. desc.Usage = D3D11_USAGE_IMMUTABLE;
  2856. desc.CPUAccessFlags = 0;
  2857. D3D11_SUBRESOURCE_DATA srd;
  2858. srd.pSysMem = _data;
  2859. srd.SysMemPitch = 0;
  2860. srd.SysMemSlicePitch = 0;
  2861. DX_CHECK(device->CreateBuffer(&desc
  2862. , &srd
  2863. , &m_ptr
  2864. ) );
  2865. }
  2866. if (needSrv)
  2867. {
  2868. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2869. srvd.Format = format;
  2870. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  2871. srvd.Buffer.FirstElement = 0;
  2872. srvd.Buffer.NumElements = m_size / stride;
  2873. DX_CHECK(device->CreateShaderResourceView(m_ptr
  2874. , &srvd
  2875. , &m_srv
  2876. ) );
  2877. }
  2878. }
  2879. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  2880. {
  2881. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2882. BX_CHECK(m_dynamic, "Must be dynamic!");
  2883. #if 0
  2884. BX_UNUSED(_discard);
  2885. ID3D11Device* device = s_renderD3D11->m_device;
  2886. D3D11_BUFFER_DESC desc;
  2887. desc.ByteWidth = _size;
  2888. desc.Usage = D3D11_USAGE_STAGING;
  2889. desc.BindFlags = 0;
  2890. desc.MiscFlags = 0;
  2891. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2892. desc.StructureByteStride = 0;
  2893. D3D11_SUBRESOURCE_DATA srd;
  2894. srd.pSysMem = _data;
  2895. srd.SysMemPitch = 0;
  2896. srd.SysMemSlicePitch = 0;
  2897. ID3D11Buffer* ptr;
  2898. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  2899. D3D11_BOX box;
  2900. box.left = 0;
  2901. box.top = 0;
  2902. box.front = 0;
  2903. box.right = _size;
  2904. box.bottom = 1;
  2905. box.back = 1;
  2906. deviceCtx->CopySubresourceRegion(m_ptr
  2907. , 0
  2908. , _offset
  2909. , 0
  2910. , 0
  2911. , ptr
  2912. , 0
  2913. , &box
  2914. );
  2915. DX_RELEASE(ptr, 0);
  2916. #else
  2917. D3D11_MAPPED_SUBRESOURCE mapped;
  2918. BX_UNUSED(_discard);
  2919. D3D11_MAP type = D3D11_MAP_WRITE_DISCARD;
  2920. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  2921. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  2922. deviceCtx->Unmap(m_ptr, 0);
  2923. #endif // 0
  2924. }
  2925. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  2926. {
  2927. m_decl = _declHandle;
  2928. uint16_t stride = isValid(_declHandle)
  2929. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  2930. : 0
  2931. ;
  2932. BufferD3D11::create(_size, _data, _flags, stride, true);
  2933. }
  2934. void ShaderD3D11::create(const Memory* _mem)
  2935. {
  2936. bx::MemoryReader reader(_mem->data, _mem->size);
  2937. uint32_t magic;
  2938. bx::read(&reader, magic);
  2939. switch (magic)
  2940. {
  2941. case BGFX_CHUNK_MAGIC_CSH:
  2942. case BGFX_CHUNK_MAGIC_FSH:
  2943. case BGFX_CHUNK_MAGIC_VSH:
  2944. break;
  2945. default:
  2946. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2947. break;
  2948. }
  2949. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2950. uint32_t iohash;
  2951. bx::read(&reader, iohash);
  2952. uint16_t count;
  2953. bx::read(&reader, count);
  2954. m_numPredefined = 0;
  2955. m_numUniforms = count;
  2956. BX_TRACE("%s Shader consts %d"
  2957. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  2958. , count
  2959. );
  2960. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  2961. if (0 < count)
  2962. {
  2963. for (uint32_t ii = 0; ii < count; ++ii)
  2964. {
  2965. uint8_t nameSize;
  2966. bx::read(&reader, nameSize);
  2967. char name[256];
  2968. bx::read(&reader, &name, nameSize);
  2969. name[nameSize] = '\0';
  2970. uint8_t type;
  2971. bx::read(&reader, type);
  2972. uint8_t num;
  2973. bx::read(&reader, num);
  2974. uint16_t regIndex;
  2975. bx::read(&reader, regIndex);
  2976. uint16_t regCount;
  2977. bx::read(&reader, regCount);
  2978. const char* kind = "invalid";
  2979. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2980. if (PredefinedUniform::Count != predefined)
  2981. {
  2982. kind = "predefined";
  2983. m_predefined[m_numPredefined].m_loc = regIndex;
  2984. m_predefined[m_numPredefined].m_count = regCount;
  2985. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  2986. m_numPredefined++;
  2987. }
  2988. else
  2989. {
  2990. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  2991. if (NULL != info)
  2992. {
  2993. if (NULL == m_constantBuffer)
  2994. {
  2995. m_constantBuffer = ConstantBuffer::create(1024);
  2996. }
  2997. kind = "user";
  2998. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2999. }
  3000. }
  3001. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3002. , kind
  3003. , name
  3004. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
  3005. , num
  3006. , regIndex
  3007. , regCount
  3008. );
  3009. BX_UNUSED(kind);
  3010. }
  3011. if (NULL != m_constantBuffer)
  3012. {
  3013. m_constantBuffer->finish();
  3014. }
  3015. }
  3016. uint16_t shaderSize;
  3017. bx::read(&reader, shaderSize);
  3018. const DWORD* code = (const DWORD*)reader.getDataPtr();
  3019. bx::skip(&reader, shaderSize+1);
  3020. if (BGFX_CHUNK_MAGIC_FSH == magic)
  3021. {
  3022. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3023. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3024. }
  3025. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  3026. {
  3027. m_hash = bx::hashMurmur2A(code, shaderSize);
  3028. m_code = copy(code, shaderSize);
  3029. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3030. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3031. }
  3032. else
  3033. {
  3034. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3035. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3036. }
  3037. uint8_t numAttrs;
  3038. bx::read(&reader, numAttrs);
  3039. memset(m_attrMask, 0, sizeof(m_attrMask) );
  3040. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3041. {
  3042. uint16_t id;
  3043. bx::read(&reader, id);
  3044. Attrib::Enum attr = idToAttrib(id);
  3045. if (Attrib::Count != attr)
  3046. {
  3047. m_attrMask[attr] = UINT16_MAX;
  3048. }
  3049. }
  3050. uint16_t size;
  3051. bx::read(&reader, size);
  3052. if (0 < size)
  3053. {
  3054. D3D11_BUFFER_DESC desc;
  3055. desc.ByteWidth = (size + 0xf) & ~0xf;
  3056. desc.Usage = D3D11_USAGE_DEFAULT;
  3057. desc.CPUAccessFlags = 0;
  3058. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3059. desc.MiscFlags = 0;
  3060. desc.StructureByteStride = 0;
  3061. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3062. }
  3063. }
  3064. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3065. {
  3066. m_sampler = s_renderD3D11->getSamplerState(_flags);
  3067. ImageContainer imageContainer;
  3068. if (imageParse(imageContainer, _mem->data, _mem->size) )
  3069. {
  3070. uint8_t numMips = imageContainer.m_numMips;
  3071. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3072. numMips -= startLod;
  3073. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  3074. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3075. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3076. m_flags = _flags;
  3077. m_requestedFormat = (uint8_t)imageContainer.m_format;
  3078. m_textureFormat = (uint8_t)imageContainer.m_format;
  3079. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  3080. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  3081. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3082. if (convert)
  3083. {
  3084. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  3085. bpp = 32;
  3086. }
  3087. if (imageContainer.m_cubeMap)
  3088. {
  3089. m_type = TextureCube;
  3090. }
  3091. else if (imageContainer.m_depth > 1)
  3092. {
  3093. m_type = Texture3D;
  3094. }
  3095. else
  3096. {
  3097. m_type = Texture2D;
  3098. }
  3099. m_numMips = numMips;
  3100. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  3101. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3102. uint32_t kk = 0;
  3103. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  3104. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3105. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  3106. , getHandle()
  3107. , getName( (TextureFormat::Enum)m_textureFormat)
  3108. , getName( (TextureFormat::Enum)m_requestedFormat)
  3109. , textureWidth
  3110. , textureHeight
  3111. , imageContainer.m_cubeMap ? "x6" : ""
  3112. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3113. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3114. );
  3115. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  3116. {
  3117. uint32_t width = textureWidth;
  3118. uint32_t height = textureHeight;
  3119. uint32_t depth = imageContainer.m_depth;
  3120. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  3121. {
  3122. width = bx::uint32_max(1, width);
  3123. height = bx::uint32_max(1, height);
  3124. depth = bx::uint32_max(1, depth);
  3125. ImageMip mip;
  3126. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3127. {
  3128. srd[kk].pSysMem = mip.m_data;
  3129. if (convert)
  3130. {
  3131. uint32_t srcpitch = mip.m_width*bpp/8;
  3132. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  3133. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3134. srd[kk].pSysMem = temp;
  3135. srd[kk].SysMemPitch = srcpitch;
  3136. }
  3137. else if (compressed)
  3138. {
  3139. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3140. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3141. }
  3142. else
  3143. {
  3144. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3145. }
  3146. if (swizzle)
  3147. {
  3148. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  3149. }
  3150. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3151. ++kk;
  3152. }
  3153. width >>= 1;
  3154. height >>= 1;
  3155. depth >>= 1;
  3156. }
  3157. }
  3158. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  3159. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3160. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3161. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB) || imageContainer.m_srgb;
  3162. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3163. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3164. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3165. memset(&srvd, 0, sizeof(srvd) );
  3166. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3167. if (swizzle)
  3168. {
  3169. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  3170. srvd.Format = format;
  3171. }
  3172. else if (srgb)
  3173. {
  3174. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  3175. srvd.Format = format;
  3176. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  3177. }
  3178. if (format == DXGI_FORMAT_UNKNOWN)
  3179. {
  3180. // not swizzled and not sRGB, or sRGB unsupported
  3181. format = s_textureFormat[m_textureFormat].m_fmt;
  3182. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3183. }
  3184. switch (m_type)
  3185. {
  3186. case Texture2D:
  3187. case TextureCube:
  3188. {
  3189. D3D11_TEXTURE2D_DESC desc;
  3190. desc.Width = textureWidth;
  3191. desc.Height = textureHeight;
  3192. desc.MipLevels = numMips;
  3193. desc.Format = format;
  3194. desc.SampleDesc = msaa;
  3195. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3196. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  3197. desc.CPUAccessFlags = 0;
  3198. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  3199. {
  3200. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  3201. desc.Usage = D3D11_USAGE_DEFAULT;
  3202. }
  3203. else if (renderTarget)
  3204. {
  3205. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3206. desc.Usage = D3D11_USAGE_DEFAULT;
  3207. }
  3208. if (computeWrite)
  3209. {
  3210. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3211. desc.Usage = D3D11_USAGE_DEFAULT;
  3212. }
  3213. if (imageContainer.m_cubeMap)
  3214. {
  3215. desc.ArraySize = 6;
  3216. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  3217. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  3218. srvd.TextureCube.MipLevels = numMips;
  3219. }
  3220. else
  3221. {
  3222. desc.ArraySize = 1;
  3223. desc.MiscFlags = 0;
  3224. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  3225. srvd.Texture2D.MipLevels = numMips;
  3226. }
  3227. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  3228. }
  3229. break;
  3230. case Texture3D:
  3231. {
  3232. D3D11_TEXTURE3D_DESC desc;
  3233. desc.Width = textureWidth;
  3234. desc.Height = textureHeight;
  3235. desc.Depth = imageContainer.m_depth;
  3236. desc.MipLevels = imageContainer.m_numMips;
  3237. desc.Format = format;
  3238. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3239. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  3240. desc.CPUAccessFlags = 0;
  3241. desc.MiscFlags = 0;
  3242. if (computeWrite)
  3243. {
  3244. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3245. desc.Usage = D3D11_USAGE_DEFAULT;
  3246. }
  3247. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  3248. srvd.Texture3D.MipLevels = numMips;
  3249. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  3250. }
  3251. break;
  3252. }
  3253. if (!bufferOnly)
  3254. {
  3255. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  3256. }
  3257. if (computeWrite)
  3258. {
  3259. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  3260. }
  3261. if (convert
  3262. && 0 != kk)
  3263. {
  3264. kk = 0;
  3265. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  3266. {
  3267. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3268. {
  3269. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  3270. ++kk;
  3271. }
  3272. }
  3273. }
  3274. }
  3275. }
  3276. void TextureD3D11::destroy()
  3277. {
  3278. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  3279. DX_RELEASE(m_srv, 0);
  3280. DX_RELEASE(m_uav, 0);
  3281. DX_RELEASE(m_ptr, 0);
  3282. }
  3283. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3284. {
  3285. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3286. D3D11_BOX box;
  3287. box.left = _rect.m_x;
  3288. box.top = _rect.m_y;
  3289. box.right = box.left + _rect.m_width;
  3290. box.bottom = box.top + _rect.m_height;
  3291. box.front = _z;
  3292. box.back = box.front + _depth;
  3293. const uint32_t subres = _mip + (_side * m_numMips);
  3294. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3295. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3296. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3297. const bool convert = m_textureFormat != m_requestedFormat;
  3298. uint8_t* data = _mem->data;
  3299. uint8_t* temp = NULL;
  3300. if (convert)
  3301. {
  3302. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  3303. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  3304. data = temp;
  3305. }
  3306. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  3307. if (NULL != temp)
  3308. {
  3309. BX_FREE(g_allocator, temp);
  3310. }
  3311. }
  3312. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags)
  3313. {
  3314. TextureStage& ts = s_renderD3D11->m_textureStage;
  3315. ts.m_srv[_stage] = m_srv;
  3316. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  3317. ? s_renderD3D11->getSamplerState(_flags)
  3318. : m_sampler
  3319. ;
  3320. }
  3321. void TextureD3D11::resolve()
  3322. {
  3323. }
  3324. TextureHandle TextureD3D11::getHandle() const
  3325. {
  3326. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  3327. return handle;
  3328. }
  3329. void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
  3330. {
  3331. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  3332. {
  3333. m_rtv[ii] = NULL;
  3334. }
  3335. m_dsv = NULL;
  3336. m_swapChain = NULL;
  3337. m_numTh = _num;
  3338. memcpy(m_th, _handles, _num*sizeof(TextureHandle) );
  3339. postReset();
  3340. }
  3341. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  3342. {
  3343. DXGI_SWAP_CHAIN_DESC scd;
  3344. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  3345. scd.BufferDesc.Width = _width;
  3346. scd.BufferDesc.Height = _height;
  3347. scd.OutputWindow = (HWND)_nwh;
  3348. ID3D11Device* device = s_renderD3D11->m_device;
  3349. HRESULT hr;
  3350. hr = s_renderD3D11->m_factory->CreateSwapChain(device
  3351. , &scd
  3352. , &m_swapChain
  3353. );
  3354. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  3355. ID3D11Resource* ptr;
  3356. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  3357. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  3358. DX_RELEASE(ptr, 0);
  3359. DXGI_FORMAT fmtDsv = isDepth(_depthFormat)
  3360. ? s_textureFormat[_depthFormat].m_fmtDsv
  3361. : DXGI_FORMAT_D24_UNORM_S8_UINT
  3362. ;
  3363. D3D11_TEXTURE2D_DESC dsd;
  3364. dsd.Width = scd.BufferDesc.Width;
  3365. dsd.Height = scd.BufferDesc.Height;
  3366. dsd.MipLevels = 1;
  3367. dsd.ArraySize = 1;
  3368. dsd.Format = fmtDsv;
  3369. dsd.SampleDesc = scd.SampleDesc;
  3370. dsd.Usage = D3D11_USAGE_DEFAULT;
  3371. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  3372. dsd.CPUAccessFlags = 0;
  3373. dsd.MiscFlags = 0;
  3374. ID3D11Texture2D* depthStencil;
  3375. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  3376. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  3377. DX_RELEASE(depthStencil, 0);
  3378. m_srv[0] = NULL;
  3379. m_denseIdx = _denseIdx;
  3380. m_num = 1;
  3381. }
  3382. uint16_t FrameBufferD3D11::destroy()
  3383. {
  3384. preReset();
  3385. DX_RELEASE(m_swapChain, 0);
  3386. m_num = 0;
  3387. m_numTh = 0;
  3388. uint16_t denseIdx = m_denseIdx;
  3389. m_denseIdx = UINT16_MAX;
  3390. return denseIdx;
  3391. }
  3392. void FrameBufferD3D11::preReset()
  3393. {
  3394. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3395. {
  3396. DX_RELEASE(m_srv[ii], 0);
  3397. DX_RELEASE(m_rtv[ii], 0);
  3398. }
  3399. DX_RELEASE(m_dsv, 0);
  3400. }
  3401. void FrameBufferD3D11::postReset()
  3402. {
  3403. if (0 < m_numTh)
  3404. {
  3405. m_num = 0;
  3406. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3407. {
  3408. TextureHandle handle = m_th[ii];
  3409. if (isValid(handle) )
  3410. {
  3411. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  3412. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3413. {
  3414. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  3415. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3416. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3417. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3418. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3419. dsvDesc.ViewDimension = 1 < msaa.Count ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
  3420. dsvDesc.Flags = 0;
  3421. dsvDesc.Texture2D.MipSlice = 0;
  3422. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  3423. }
  3424. else
  3425. {
  3426. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  3427. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  3428. m_num++;
  3429. }
  3430. }
  3431. }
  3432. }
  3433. }
  3434. void FrameBufferD3D11::resolve()
  3435. {
  3436. }
  3437. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  3438. {
  3439. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3440. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  3441. {
  3442. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3443. {
  3444. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3445. {
  3446. uint8_t index = _clear.m_index[ii];
  3447. if (NULL != m_rtv[ii]
  3448. && UINT8_MAX != index)
  3449. {
  3450. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  3451. }
  3452. }
  3453. }
  3454. else
  3455. {
  3456. float frgba[4] =
  3457. {
  3458. _clear.m_index[0]*1.0f/255.0f,
  3459. _clear.m_index[1]*1.0f/255.0f,
  3460. _clear.m_index[2]*1.0f/255.0f,
  3461. _clear.m_index[3]*1.0f/255.0f,
  3462. };
  3463. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3464. {
  3465. if (NULL != m_rtv[ii])
  3466. {
  3467. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  3468. }
  3469. }
  3470. }
  3471. }
  3472. if (NULL != m_dsv
  3473. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3474. {
  3475. DWORD flags = 0;
  3476. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  3477. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  3478. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  3479. }
  3480. }
  3481. void TimerQueryD3D11::postReset()
  3482. {
  3483. ID3D11Device* device = s_renderD3D11->m_device;
  3484. D3D11_QUERY_DESC query;
  3485. query.MiscFlags = 0;
  3486. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  3487. {
  3488. Frame& frame = m_frame[ii];
  3489. query.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  3490. DX_CHECK(device->CreateQuery(&query, &frame.m_disjoint) );
  3491. query.Query = D3D11_QUERY_TIMESTAMP;
  3492. DX_CHECK(device->CreateQuery(&query, &frame.m_start) );
  3493. DX_CHECK(device->CreateQuery(&query, &frame.m_end) );
  3494. }
  3495. m_elapsed = 0;
  3496. m_frequency = 1;
  3497. m_control.reset();
  3498. }
  3499. void TimerQueryD3D11::preReset()
  3500. {
  3501. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  3502. {
  3503. Frame& frame = m_frame[ii];
  3504. DX_RELEASE(frame.m_disjoint, 0);
  3505. DX_RELEASE(frame.m_start, 0);
  3506. DX_RELEASE(frame.m_end, 0);
  3507. }
  3508. }
  3509. void TimerQueryD3D11::begin()
  3510. {
  3511. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3512. while (0 == m_control.reserve(1) )
  3513. {
  3514. get();
  3515. }
  3516. Frame& frame = m_frame[m_control.m_current];
  3517. deviceCtx->Begin(frame.m_disjoint);
  3518. deviceCtx->End(frame.m_start);
  3519. }
  3520. void TimerQueryD3D11::end()
  3521. {
  3522. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3523. Frame& frame = m_frame[m_control.m_current];
  3524. deviceCtx->End(frame.m_end);
  3525. deviceCtx->End(frame.m_disjoint);
  3526. m_control.commit(1);
  3527. }
  3528. bool TimerQueryD3D11::get()
  3529. {
  3530. if (0 != m_control.available() )
  3531. {
  3532. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3533. Frame& frame = m_frame[m_control.m_read];
  3534. uint64_t finish;
  3535. HRESULT hr = deviceCtx->GetData(frame.m_end, &finish, sizeof(finish), 0);
  3536. if (S_OK == hr)
  3537. {
  3538. m_control.consume(1);
  3539. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  3540. {
  3541. UINT64 Frequency;
  3542. BOOL Disjoint;
  3543. };
  3544. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  3545. deviceCtx->GetData(frame.m_disjoint, &disjoint, sizeof(disjoint), 0);
  3546. uint64_t start;
  3547. deviceCtx->GetData(frame.m_start, &start, sizeof(start), 0);
  3548. m_frequency = disjoint.Frequency;
  3549. m_elapsed = finish - start;
  3550. return true;
  3551. }
  3552. }
  3553. return false;
  3554. }
  3555. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  3556. {
  3557. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  3558. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  3559. updateResolution(_render->m_resolution);
  3560. int64_t elapsed = -bx::getHPCounter();
  3561. int64_t captureElapsed = 0;
  3562. m_gpuTimer.begin();
  3563. if (0 < _render->m_iboffset)
  3564. {
  3565. TransientIndexBuffer* ib = _render->m_transientIb;
  3566. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  3567. }
  3568. if (0 < _render->m_vboffset)
  3569. {
  3570. TransientVertexBuffer* vb = _render->m_transientVb;
  3571. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  3572. }
  3573. _render->sort();
  3574. RenderDraw currentState;
  3575. currentState.clear();
  3576. currentState.m_flags = BGFX_STATE_NONE;
  3577. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3578. _render->m_hmdInitialized = m_ovr.isInitialized();
  3579. const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
  3580. ViewState& viewState = m_viewState;
  3581. viewState.reset(_render, hmdEnabled);
  3582. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  3583. bool scissorEnabled = false;
  3584. setDebugWireframe(wireframe);
  3585. uint16_t programIdx = invalidHandle;
  3586. SortKey key;
  3587. uint8_t view = 0xff;
  3588. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  3589. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3590. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  3591. PrimInfo prim = s_primInfo[primIndex];
  3592. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3593. bool wasCompute = false;
  3594. bool viewHasScissor = false;
  3595. Rect viewScissorRect;
  3596. viewScissorRect.clear();
  3597. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3598. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3599. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3600. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  3601. uint32_t statsNumIndices = 0;
  3602. uint32_t statsKeyType[2] = {};
  3603. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3604. {
  3605. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  3606. // if we don't do this we'll only see one frame of output and then nothing
  3607. setFrameBuffer(fbh);
  3608. bool viewRestart = false;
  3609. uint8_t eye = 0;
  3610. uint8_t restartState = 0;
  3611. viewState.m_rect = _render->m_rect[0];
  3612. int32_t numItems = _render->m_num;
  3613. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  3614. {
  3615. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  3616. statsKeyType[isCompute]++;
  3617. const bool viewChanged = 0
  3618. || key.m_view != view
  3619. || item == numItems
  3620. ;
  3621. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  3622. ++item;
  3623. if (viewChanged)
  3624. {
  3625. if (1 == restartState)
  3626. {
  3627. restartState = 2;
  3628. item = restartItem;
  3629. restartItem = numItems;
  3630. view = 0xff;
  3631. continue;
  3632. }
  3633. view = key.m_view;
  3634. programIdx = invalidHandle;
  3635. if (_render->m_fb[view].idx != fbh.idx)
  3636. {
  3637. fbh = _render->m_fb[view];
  3638. setFrameBuffer(fbh);
  3639. }
  3640. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  3641. viewRestart &= hmdEnabled;
  3642. if (viewRestart)
  3643. {
  3644. if (0 == restartState)
  3645. {
  3646. restartState = 1;
  3647. restartItem = item - 1;
  3648. }
  3649. eye = (restartState - 1) & 1;
  3650. restartState &= 1;
  3651. }
  3652. else
  3653. {
  3654. eye = 0;
  3655. }
  3656. PIX_ENDEVENT();
  3657. viewState.m_rect = _render->m_rect[view];
  3658. if (viewRestart)
  3659. {
  3660. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3661. {
  3662. wchar_t* viewNameW = s_viewNameW[view];
  3663. viewNameW[3] = L' ';
  3664. viewNameW[4] = eye ? L'R' : L'L';
  3665. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3666. }
  3667. if (m_ovr.isEnabled() )
  3668. {
  3669. m_ovr.getViewport(eye, &viewState.m_rect);
  3670. }
  3671. else
  3672. {
  3673. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  3674. viewState.m_rect.m_width /= 2;
  3675. }
  3676. }
  3677. else
  3678. {
  3679. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3680. {
  3681. wchar_t* viewNameW = s_viewNameW[view];
  3682. viewNameW[3] = L' ';
  3683. viewNameW[4] = L' ';
  3684. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3685. }
  3686. }
  3687. const Rect& scissorRect = _render->m_scissor[view];
  3688. viewHasScissor = !scissorRect.isZero();
  3689. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  3690. D3D11_VIEWPORT vp;
  3691. vp.TopLeftX = viewState.m_rect.m_x;
  3692. vp.TopLeftY = viewState.m_rect.m_y;
  3693. vp.Width = viewState.m_rect.m_width;
  3694. vp.Height = viewState.m_rect.m_height;
  3695. vp.MinDepth = 0.0f;
  3696. vp.MaxDepth = 1.0f;
  3697. deviceCtx->RSSetViewports(1, &vp);
  3698. Clear& clr = _render->m_clear[view];
  3699. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  3700. {
  3701. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_clearColor);
  3702. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  3703. }
  3704. }
  3705. if (isCompute)
  3706. {
  3707. if (!wasCompute)
  3708. {
  3709. wasCompute = true;
  3710. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3711. {
  3712. wchar_t* viewNameW = s_viewNameW[view];
  3713. viewNameW[3] = L'C';
  3714. PIX_ENDEVENT();
  3715. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3716. }
  3717. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  3718. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  3719. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  3720. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  3721. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  3722. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  3723. }
  3724. const RenderCompute& compute = renderItem.compute;
  3725. if (0 != eye
  3726. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  3727. {
  3728. continue;
  3729. }
  3730. bool programChanged = false;
  3731. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  3732. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  3733. if (key.m_program != programIdx)
  3734. {
  3735. programIdx = key.m_program;
  3736. ProgramD3D11& program = m_program[key.m_program];
  3737. m_currentProgram = &program;
  3738. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  3739. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  3740. programChanged =
  3741. constantsChanged = true;
  3742. }
  3743. if (invalidHandle != programIdx)
  3744. {
  3745. ProgramD3D11& program = m_program[programIdx];
  3746. if (constantsChanged)
  3747. {
  3748. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3749. if (NULL != vcb)
  3750. {
  3751. commit(*vcb);
  3752. }
  3753. }
  3754. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  3755. if (constantsChanged
  3756. || program.m_numPredefined > 0)
  3757. {
  3758. commitShaderConstants();
  3759. }
  3760. }
  3761. BX_UNUSED(programChanged);
  3762. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3763. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3764. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3765. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  3766. {
  3767. const Binding& bind = compute.m_bind[ii];
  3768. if (invalidHandle != bind.m_idx)
  3769. {
  3770. switch (bind.m_type)
  3771. {
  3772. case Binding::Image:
  3773. {
  3774. TextureD3D11& texture = m_textures[bind.m_idx];
  3775. if (Access::Read != bind.m_un.m_compute.m_access)
  3776. {
  3777. uav[ii] = 0 == bind.m_un.m_compute.m_mip
  3778. ? texture.m_uav
  3779. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_un.m_compute.m_mip)
  3780. ;
  3781. }
  3782. else
  3783. {
  3784. srv[ii] = 0 == bind.m_un.m_compute.m_mip
  3785. ? texture.m_srv
  3786. : s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_un.m_compute.m_mip)
  3787. ;
  3788. sampler[ii] = texture.m_sampler;
  3789. }
  3790. }
  3791. break;
  3792. case Binding::IndexBuffer:
  3793. case Binding::VertexBuffer:
  3794. {
  3795. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  3796. ? m_indexBuffers[bind.m_idx]
  3797. : m_vertexBuffers[bind.m_idx]
  3798. ;
  3799. if (Access::Read != bind.m_un.m_compute.m_access)
  3800. {
  3801. uav[ii] = buffer.m_uav;
  3802. }
  3803. else
  3804. {
  3805. srv[ii] = buffer.m_srv;
  3806. }
  3807. }
  3808. break;
  3809. }
  3810. }
  3811. }
  3812. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  3813. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  3814. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  3815. if (isValid(compute.m_indirectBuffer) )
  3816. {
  3817. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  3818. ID3D11Buffer* ptr = vb.m_ptr;
  3819. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  3820. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3821. : compute.m_numIndirect
  3822. ;
  3823. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3824. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3825. {
  3826. deviceCtx->DispatchIndirect(ptr, args);
  3827. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3828. }
  3829. }
  3830. else
  3831. {
  3832. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  3833. }
  3834. continue;
  3835. }
  3836. bool resetState = viewChanged || wasCompute;
  3837. if (wasCompute)
  3838. {
  3839. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3840. {
  3841. wchar_t* viewNameW = s_viewNameW[view];
  3842. viewNameW[3] = L' ';
  3843. PIX_ENDEVENT();
  3844. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3845. }
  3846. wasCompute = false;
  3847. programIdx = invalidHandle;
  3848. m_currentProgram = NULL;
  3849. invalidateCompute();
  3850. }
  3851. const RenderDraw& draw = renderItem.draw;
  3852. const uint64_t newFlags = draw.m_flags;
  3853. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  3854. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  3855. currentState.m_flags = newFlags;
  3856. const uint64_t newStencil = draw.m_stencil;
  3857. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  3858. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  3859. currentState.m_stencil = newStencil;
  3860. if (resetState)
  3861. {
  3862. currentState.clear();
  3863. currentState.m_scissor = !draw.m_scissor;
  3864. changedFlags = BGFX_STATE_MASK;
  3865. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  3866. currentState.m_flags = newFlags;
  3867. currentState.m_stencil = newStencil;
  3868. setBlendState(newFlags);
  3869. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  3870. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3871. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3872. }
  3873. if (prim.m_type != s_primInfo[primIndex].m_type)
  3874. {
  3875. prim = s_primInfo[primIndex];
  3876. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3877. }
  3878. uint16_t scissor = draw.m_scissor;
  3879. if (currentState.m_scissor != scissor)
  3880. {
  3881. currentState.m_scissor = scissor;
  3882. if (UINT16_MAX == scissor)
  3883. {
  3884. scissorEnabled = viewHasScissor;
  3885. if (viewHasScissor)
  3886. {
  3887. D3D11_RECT rc;
  3888. rc.left = viewScissorRect.m_x;
  3889. rc.top = viewScissorRect.m_y;
  3890. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3891. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3892. deviceCtx->RSSetScissorRects(1, &rc);
  3893. }
  3894. }
  3895. else
  3896. {
  3897. Rect scissorRect;
  3898. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  3899. scissorEnabled = true;
  3900. D3D11_RECT rc;
  3901. rc.left = scissorRect.m_x;
  3902. rc.top = scissorRect.m_y;
  3903. rc.right = scissorRect.m_x + scissorRect.m_width;
  3904. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  3905. deviceCtx->RSSetScissorRects(1, &rc);
  3906. }
  3907. setRasterizerState(newFlags, wireframe, scissorEnabled);
  3908. }
  3909. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  3910. {
  3911. setDepthStencilState(newFlags, newStencil);
  3912. }
  3913. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  3914. {
  3915. setBlendState(newFlags, draw.m_rgba);
  3916. currentState.m_rgba = draw.m_rgba;
  3917. }
  3918. if ( (0
  3919. | BGFX_STATE_CULL_MASK
  3920. | BGFX_STATE_ALPHA_REF_MASK
  3921. | BGFX_STATE_PT_MASK
  3922. | BGFX_STATE_POINT_SIZE_MASK
  3923. | BGFX_STATE_MSAA
  3924. ) & changedFlags)
  3925. {
  3926. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  3927. {
  3928. setRasterizerState(newFlags, wireframe, scissorEnabled);
  3929. }
  3930. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  3931. {
  3932. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  3933. viewState.m_alphaRef = ref/255.0f;
  3934. }
  3935. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3936. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3937. if (prim.m_type != s_primInfo[primIndex].m_type)
  3938. {
  3939. prim = s_primInfo[primIndex];
  3940. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3941. }
  3942. }
  3943. bool programChanged = false;
  3944. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  3945. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  3946. if (key.m_program != programIdx)
  3947. {
  3948. programIdx = key.m_program;
  3949. if (invalidHandle == programIdx)
  3950. {
  3951. m_currentProgram = NULL;
  3952. deviceCtx->VSSetShader(NULL, NULL, 0);
  3953. deviceCtx->PSSetShader(NULL, NULL, 0);
  3954. }
  3955. else
  3956. {
  3957. ProgramD3D11& program = m_program[programIdx];
  3958. m_currentProgram = &program;
  3959. const ShaderD3D11* vsh = program.m_vsh;
  3960. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  3961. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  3962. if (NULL != m_currentColor)
  3963. {
  3964. const ShaderD3D11* fsh = program.m_fsh;
  3965. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  3966. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  3967. }
  3968. else
  3969. {
  3970. deviceCtx->PSSetShader(NULL, NULL, 0);
  3971. }
  3972. }
  3973. programChanged =
  3974. constantsChanged = true;
  3975. }
  3976. if (invalidHandle != programIdx)
  3977. {
  3978. ProgramD3D11& program = m_program[programIdx];
  3979. if (constantsChanged)
  3980. {
  3981. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3982. if (NULL != vcb)
  3983. {
  3984. commit(*vcb);
  3985. }
  3986. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  3987. if (NULL != fcb)
  3988. {
  3989. commit(*fcb);
  3990. }
  3991. }
  3992. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  3993. if (constantsChanged
  3994. || program.m_numPredefined > 0)
  3995. {
  3996. commitShaderConstants();
  3997. }
  3998. }
  3999. {
  4000. uint32_t changes = 0;
  4001. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4002. {
  4003. const Binding& sampler = draw.m_bind[stage];
  4004. Binding& current = currentState.m_bind[stage];
  4005. if (current.m_idx != sampler.m_idx
  4006. || current.m_un.m_draw.m_flags != sampler.m_un.m_draw.m_flags
  4007. || programChanged)
  4008. {
  4009. if (invalidHandle != sampler.m_idx)
  4010. {
  4011. TextureD3D11& texture = m_textures[sampler.m_idx];
  4012. texture.commit(stage, sampler.m_un.m_draw.m_flags);
  4013. }
  4014. else
  4015. {
  4016. m_textureStage.m_srv[stage] = NULL;
  4017. m_textureStage.m_sampler[stage] = NULL;
  4018. }
  4019. ++changes;
  4020. }
  4021. current = sampler;
  4022. }
  4023. if (0 < changes)
  4024. {
  4025. commitTextureStage();
  4026. }
  4027. }
  4028. if (programChanged
  4029. || currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx
  4030. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  4031. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  4032. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  4033. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  4034. {
  4035. currentState.m_vertexDecl = draw.m_vertexDecl;
  4036. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  4037. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  4038. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  4039. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  4040. uint16_t handle = draw.m_vertexBuffer.idx;
  4041. if (invalidHandle != handle)
  4042. {
  4043. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  4044. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4045. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  4046. uint32_t stride = vertexDecl.m_stride;
  4047. uint32_t offset = 0;
  4048. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  4049. if (isValid(draw.m_instanceDataBuffer) )
  4050. {
  4051. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  4052. uint32_t instStride = draw.m_instanceDataStride;
  4053. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  4054. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  4055. }
  4056. else
  4057. {
  4058. deviceCtx->IASetVertexBuffers(1, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4059. setInputLayout(vertexDecl, m_program[programIdx], 0);
  4060. }
  4061. }
  4062. else
  4063. {
  4064. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4065. }
  4066. }
  4067. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  4068. {
  4069. currentState.m_indexBuffer = draw.m_indexBuffer;
  4070. uint16_t handle = draw.m_indexBuffer.idx;
  4071. if (invalidHandle != handle)
  4072. {
  4073. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  4074. deviceCtx->IASetIndexBuffer(ib.m_ptr
  4075. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  4076. , 0
  4077. );
  4078. }
  4079. else
  4080. {
  4081. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4082. }
  4083. }
  4084. if (isValid(currentState.m_vertexBuffer) )
  4085. {
  4086. uint32_t numVertices = draw.m_numVertices;
  4087. if (UINT32_MAX == numVertices)
  4088. {
  4089. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  4090. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4091. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  4092. numVertices = vb.m_size/vertexDecl.m_stride;
  4093. }
  4094. uint32_t numIndices = 0;
  4095. uint32_t numPrimsSubmitted = 0;
  4096. uint32_t numInstances = 0;
  4097. uint32_t numPrimsRendered = 0;
  4098. uint32_t numDrawIndirect = 0;
  4099. if (isValid(draw.m_indirectBuffer) )
  4100. {
  4101. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  4102. ID3D11Buffer* ptr = vb.m_ptr;
  4103. if (isValid(draw.m_indexBuffer) )
  4104. {
  4105. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  4106. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4107. : draw.m_numIndirect
  4108. ;
  4109. multiDrawIndexedInstancedIndirect(numDrawIndirect
  4110. , ptr
  4111. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4112. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4113. );
  4114. }
  4115. else
  4116. {
  4117. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  4118. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4119. : draw.m_numIndirect
  4120. ;
  4121. multiDrawInstancedIndirect(numDrawIndirect
  4122. , ptr
  4123. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4124. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4125. );
  4126. }
  4127. }
  4128. else
  4129. {
  4130. if (isValid(draw.m_indexBuffer) )
  4131. {
  4132. if (UINT32_MAX == draw.m_numIndices)
  4133. {
  4134. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  4135. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  4136. numIndices = ib.m_size/indexSize;
  4137. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  4138. numInstances = draw.m_numInstances;
  4139. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4140. if (numInstances > 1)
  4141. {
  4142. deviceCtx->DrawIndexedInstanced(numIndices
  4143. , draw.m_numInstances
  4144. , 0
  4145. , draw.m_startVertex
  4146. , 0
  4147. );
  4148. }
  4149. else
  4150. {
  4151. deviceCtx->DrawIndexed(numIndices
  4152. , 0
  4153. , draw.m_startVertex
  4154. );
  4155. }
  4156. }
  4157. else if (prim.m_min <= draw.m_numIndices)
  4158. {
  4159. numIndices = draw.m_numIndices;
  4160. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  4161. numInstances = draw.m_numInstances;
  4162. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4163. if (numInstances > 1)
  4164. {
  4165. deviceCtx->DrawIndexedInstanced(numIndices
  4166. , draw.m_numInstances
  4167. , draw.m_startIndex
  4168. , draw.m_startVertex
  4169. , 0
  4170. );
  4171. }
  4172. else
  4173. {
  4174. deviceCtx->DrawIndexed(numIndices
  4175. , draw.m_startIndex
  4176. , draw.m_startVertex
  4177. );
  4178. }
  4179. }
  4180. }
  4181. else
  4182. {
  4183. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  4184. numInstances = draw.m_numInstances;
  4185. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4186. if (numInstances > 1)
  4187. {
  4188. deviceCtx->DrawInstanced(numVertices
  4189. , draw.m_numInstances
  4190. , draw.m_startVertex
  4191. , 0
  4192. );
  4193. }
  4194. else
  4195. {
  4196. deviceCtx->Draw(numVertices
  4197. , draw.m_startVertex
  4198. );
  4199. }
  4200. }
  4201. }
  4202. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4203. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4204. statsNumInstances[primIndex] += numInstances;
  4205. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  4206. statsNumIndices += numIndices;
  4207. }
  4208. }
  4209. if (wasCompute)
  4210. {
  4211. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4212. {
  4213. wchar_t* viewNameW = s_viewNameW[view];
  4214. viewNameW[3] = L'C';
  4215. PIX_ENDEVENT();
  4216. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4217. }
  4218. invalidateCompute();
  4219. }
  4220. if (0 < _render->m_num)
  4221. {
  4222. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  4223. {
  4224. deviceCtx->Flush();
  4225. }
  4226. captureElapsed = -bx::getHPCounter();
  4227. capture();
  4228. captureElapsed += bx::getHPCounter();
  4229. }
  4230. }
  4231. PIX_ENDEVENT();
  4232. int64_t now = bx::getHPCounter();
  4233. elapsed += now;
  4234. static int64_t last = now;
  4235. int64_t frameTime = now - last;
  4236. last = now;
  4237. static int64_t min = frameTime;
  4238. static int64_t max = frameTime;
  4239. min = min > frameTime ? frameTime : min;
  4240. max = max < frameTime ? frameTime : max;
  4241. static uint32_t maxGpuLatency = 0;
  4242. static double maxGpuElapsed = 0.0f;
  4243. double elapsedGpuMs = 0.0;
  4244. m_gpuTimer.end();
  4245. while (m_gpuTimer.get() )
  4246. {
  4247. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  4248. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  4249. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  4250. }
  4251. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  4252. const int64_t timerFreq = bx::getHPFrequency();
  4253. Stats& perfStats = _render->m_perfStats;
  4254. perfStats.cpuTime = frameTime;
  4255. perfStats.cpuTimerFreq = timerFreq;
  4256. perfStats.gpuTime = m_gpuTimer.m_elapsed;
  4257. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  4258. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  4259. {
  4260. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  4261. TextVideoMem& tvm = m_textVideoMem;
  4262. static int64_t next = now;
  4263. if (now >= next)
  4264. {
  4265. next = now + timerFreq;
  4266. double freq = double(bx::getHPFrequency() );
  4267. double toMs = 1000.0/freq;
  4268. tvm.clear();
  4269. uint16_t pos = 0;
  4270. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  4271. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4272. , getRendererName()
  4273. );
  4274. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  4275. char description[BX_COUNTOF(desc.Description)];
  4276. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  4277. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  4278. char dedicatedVideo[16];
  4279. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  4280. char dedicatedSystem[16];
  4281. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  4282. char sharedSystem[16];
  4283. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  4284. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared)"
  4285. , dedicatedVideo
  4286. , dedicatedSystem
  4287. , sharedSystem
  4288. );
  4289. pos = 10;
  4290. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4291. , double(frameTime)*toMs
  4292. , double(min)*toMs
  4293. , double(max)*toMs
  4294. , freq/frameTime
  4295. );
  4296. char hmd[16];
  4297. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4298. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4299. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  4300. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4301. , 0 != msaa ? '\xfe' : ' '
  4302. , 1<<msaa
  4303. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  4304. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  4305. );
  4306. double elapsedCpuMs = double(elapsed)*toMs;
  4307. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  4308. , _render->m_num
  4309. , statsKeyType[0]
  4310. , statsKeyType[1]
  4311. , elapsedCpuMs
  4312. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  4313. , maxGpuElapsed
  4314. , maxGpuLatency
  4315. );
  4316. maxGpuLatency = 0;
  4317. maxGpuElapsed = 0.0;
  4318. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4319. {
  4320. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  4321. , s_primName[ii]
  4322. , statsNumPrimsRendered[ii]
  4323. , statsNumInstances[ii]
  4324. , statsNumPrimsSubmitted[ii]
  4325. , statsNumDrawIndirect[ii]
  4326. );
  4327. }
  4328. if (NULL != m_renderdocdll)
  4329. {
  4330. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4331. }
  4332. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  4333. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  4334. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  4335. pos++;
  4336. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4337. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  4338. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  4339. , m_blendStateCache.getCount()
  4340. , m_depthStencilStateCache.getCount()
  4341. , m_inputLayoutCache.getCount()
  4342. , m_rasterizerStateCache.getCount()
  4343. , m_samplerStateCache.getCount()
  4344. );
  4345. pos++;
  4346. double captureMs = double(captureElapsed)*toMs;
  4347. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  4348. uint8_t attr[2] = { 0x89, 0x8a };
  4349. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4350. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  4351. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  4352. min = frameTime;
  4353. max = frameTime;
  4354. }
  4355. blit(this, _textVideoMemBlitter, tvm);
  4356. PIX_ENDEVENT();
  4357. }
  4358. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4359. {
  4360. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  4361. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4362. PIX_ENDEVENT();
  4363. }
  4364. }
  4365. } /* namespace d3d11 */ } // namespace bgfx
  4366. #else
  4367. namespace bgfx { namespace d3d11
  4368. {
  4369. RendererContextI* rendererCreate()
  4370. {
  4371. return NULL;
  4372. }
  4373. void rendererDestroy()
  4374. {
  4375. }
  4376. } /* namespace d3d11 */ } // namespace bgfx
  4377. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11