renderer_d3d11.cpp 131 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578357935803581358235833584358535863587358835893590359135923593359435953596359735983599360036013602360336043605360636073608360936103611361236133614361536163617361836193620362136223623362436253626362736283629363036313632363336343635363636373638363936403641364236433644364536463647364836493650365136523653365436553656365736583659366036613662366336643665366636673668366936703671367236733674367536763677367836793680368136823683368436853686368736883689369036913692369336943695369636973698369937003701370237033704370537063707370837093710371137123713371437153716371737183719372037213722372337243725372637273728372937303731373237333734373537363737373837393740374137423743374437453746374737483749375037513752375337543755375637573758375937603761376237633764376537663767376837693770377137723773377437753776377737783779378037813782378337843785378637873788378937903791379237933794379537963797379837993800380138023803380438053806380738083809381038113812381338143815381638173818381938203821382238233824382538263827382838293830383138323833383438353836383738383839384038413842384338443845384638473848384938503851385238533854385538563857385838593860386138623863386438653866386738683869387038713872387338743875387638773878387938803881388238833884388538863887388838893890389138923893389438953896389738983899390039013902390339043905390639073908390939103911391239133914391539163917391839193920392139223923392439253926392739283929393039313932393339343935393639373938393939403941394239433944394539463947394839493950395139523953395439553956395739583959396039613962396339643965396639673968396939703971397239733974397539763977397839793980398139823983398439853986398739883989399039913992399339943995399639973998399940004001400240034004400540064007400840094010401140124013401440154016401740184019402040214022402340244025402640274028402940304031403240334034403540364037403840394040404140424043404440454046404740484049405040514052405340544055405640574058405940604061406240634064406540664067406840694070407140724073407440754076407740784079408040814082408340844085408640874088408940904091409240934094409540964097409840994100410141024103410441054106410741084109411041114112411341144115411641174118411941204121412241234124412541264127412841294130413141324133413441354136413741384139414041414142414341444145414641474148414941504151415241534154415541564157415841594160416141624163416441654166416741684169417041714172417341744175417641774178417941804181418241834184418541864187418841894190419141924193419441954196419741984199420042014202420342044205420642074208420942104211421242134214421542164217421842194220422142224223422442254226422742284229423042314232423342344235423642374238423942404241424242434244424542464247424842494250425142524253425442554256425742584259426042614262426342644265426642674268426942704271427242734274427542764277427842794280428142824283428442854286428742884289429042914292429342944295429642974298429943004301430243034304430543064307430843094310431143124313431443154316431743184319432043214322432343244325432643274328432943304331433243334334433543364337433843394340434143424343434443454346434743484349435043514352435343544355435643574358435943604361436243634364436543664367436843694370437143724373437443754376437743784379438043814382438343844385438643874388438943904391439243934394439543964397
  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. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  39. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  40. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  41. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  42. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  43. };
  44. static Zero s_zero;
  45. static const uint32_t s_checkMsaa[] =
  46. {
  47. 0,
  48. 2,
  49. 4,
  50. 8,
  51. 16,
  52. };
  53. static DXGI_SAMPLE_DESC s_msaa[] =
  54. {
  55. { 1, 0 },
  56. { 2, 0 },
  57. { 4, 0 },
  58. { 8, 0 },
  59. { 16, 0 },
  60. };
  61. static const D3D11_BLEND s_blendFactor[][2] =
  62. {
  63. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  64. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  65. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  66. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  67. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  68. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  69. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  70. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  71. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  72. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  73. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  74. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  75. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  76. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  77. };
  78. static const D3D11_BLEND_OP s_blendEquation[] =
  79. {
  80. D3D11_BLEND_OP_ADD,
  81. D3D11_BLEND_OP_SUBTRACT,
  82. D3D11_BLEND_OP_REV_SUBTRACT,
  83. D3D11_BLEND_OP_MIN,
  84. D3D11_BLEND_OP_MAX,
  85. };
  86. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  87. {
  88. D3D11_COMPARISON_FUNC(0), // ignored
  89. D3D11_COMPARISON_LESS,
  90. D3D11_COMPARISON_LESS_EQUAL,
  91. D3D11_COMPARISON_EQUAL,
  92. D3D11_COMPARISON_GREATER_EQUAL,
  93. D3D11_COMPARISON_GREATER,
  94. D3D11_COMPARISON_NOT_EQUAL,
  95. D3D11_COMPARISON_NEVER,
  96. D3D11_COMPARISON_ALWAYS,
  97. };
  98. static const D3D11_STENCIL_OP s_stencilOp[] =
  99. {
  100. D3D11_STENCIL_OP_ZERO,
  101. D3D11_STENCIL_OP_KEEP,
  102. D3D11_STENCIL_OP_REPLACE,
  103. D3D11_STENCIL_OP_INCR,
  104. D3D11_STENCIL_OP_INCR_SAT,
  105. D3D11_STENCIL_OP_DECR,
  106. D3D11_STENCIL_OP_DECR_SAT,
  107. D3D11_STENCIL_OP_INVERT,
  108. };
  109. static const D3D11_CULL_MODE s_cullMode[] =
  110. {
  111. D3D11_CULL_NONE,
  112. D3D11_CULL_FRONT,
  113. D3D11_CULL_BACK,
  114. };
  115. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  116. {
  117. D3D11_TEXTURE_ADDRESS_WRAP,
  118. D3D11_TEXTURE_ADDRESS_MIRROR,
  119. D3D11_TEXTURE_ADDRESS_CLAMP,
  120. };
  121. /*
  122. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  123. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  124. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  125. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  126. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  127. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  128. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  129. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  130. * D3D11_FILTER_ANISOTROPIC = 0x55,
  131. *
  132. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  133. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  134. *
  135. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  136. * 0x10 // MIN_LINEAR
  137. * 0x04 // MAG_LINEAR
  138. * 0x01 // MIP_LINEAR
  139. */
  140. static const uint8_t s_textureFilter[3][3] =
  141. {
  142. {
  143. 0x10, // min linear
  144. 0x00, // min point
  145. 0x55, // anisotropic
  146. },
  147. {
  148. 0x04, // mag linear
  149. 0x00, // mag point
  150. 0x55, // anisotropic
  151. },
  152. {
  153. 0x01, // mip linear
  154. 0x00, // mip point
  155. 0x55, // anisotropic
  156. },
  157. };
  158. struct TextureFormatInfo
  159. {
  160. DXGI_FORMAT m_fmt;
  161. DXGI_FORMAT m_fmtSrv;
  162. DXGI_FORMAT m_fmtDsv;
  163. DXGI_FORMAT m_fmtSrgb;
  164. };
  165. static const TextureFormatInfo s_textureFormat[] =
  166. {
  167. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  168. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  169. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  170. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  171. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  172. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  173. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  185. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  186. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  187. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  188. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  189. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32
  190. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  191. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  192. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  193. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  194. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32
  195. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  196. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  197. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  198. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  199. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  200. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32
  201. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  202. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  203. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  204. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  205. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  206. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  207. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  208. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  209. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  210. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  211. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  212. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  213. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  214. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  215. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  216. };
  217. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  218. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  219. {
  220. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  221. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  222. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  223. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  224. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  225. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  226. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  227. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  228. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  229. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  230. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  231. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  232. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  233. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  234. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  235. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  236. };
  237. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  238. static const DXGI_FORMAT s_attribType[][4][2] =
  239. {
  240. {
  241. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  242. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  243. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  244. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  245. },
  246. {
  247. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  248. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  249. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  250. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  251. },
  252. {
  253. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  254. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  255. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  256. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  257. },
  258. {
  259. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  260. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  261. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  262. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  263. },
  264. };
  265. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  266. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  267. {
  268. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  269. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  270. {
  271. if (0xff != _decl.m_attributes[attr])
  272. {
  273. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  274. if (0 == _decl.m_attributes[attr])
  275. {
  276. elem->AlignedByteOffset = 0;
  277. }
  278. else
  279. {
  280. uint8_t num;
  281. AttribType::Enum type;
  282. bool normalized;
  283. bool asInt;
  284. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  285. elem->Format = s_attribType[type][num-1][normalized];
  286. elem->AlignedByteOffset = _decl.m_offset[attr];
  287. }
  288. ++elem;
  289. }
  290. }
  291. return elem;
  292. }
  293. struct TextureStage
  294. {
  295. TextureStage()
  296. {
  297. clear();
  298. }
  299. void clear()
  300. {
  301. memset(m_srv, 0, sizeof(m_srv) );
  302. memset(m_sampler, 0, sizeof(m_sampler) );
  303. }
  304. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  305. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  306. };
  307. BX_PRAGMA_DIAGNOSTIC_PUSH();
  308. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  309. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  310. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  311. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  312. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  313. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  314. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  315. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  316. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  317. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  318. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  319. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  320. enum D3D11_FORMAT_SUPPORT2
  321. {
  322. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  323. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  324. };
  325. static const GUID s_deviceIIDs[] =
  326. {
  327. IID_IDXGIDevice3,
  328. IID_IDXGIDevice2,
  329. IID_IDXGIDevice1,
  330. IID_IDXGIDevice0,
  331. };
  332. template <typename Ty>
  333. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  334. {
  335. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  336. {
  337. char temp[2048];
  338. va_list argList;
  339. va_start(argList, _format);
  340. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  341. va_end(argList);
  342. temp[size] = '\0';
  343. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  344. }
  345. }
  346. BX_PRAGMA_DIAGNOSTIC_POP();
  347. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  348. {
  349. uint8_t temp[28];
  350. D3D11_BUFFER_DESC desc;
  351. desc.ByteWidth = sizeof(temp);
  352. desc.Usage = D3D11_USAGE_STAGING;
  353. desc.BindFlags = 0;
  354. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  355. desc.MiscFlags = 0;
  356. desc.StructureByteStride = 0;
  357. D3D11_SUBRESOURCE_DATA initData;
  358. initData.pSysMem = &temp;
  359. initData.SysMemPitch = sizeof(temp);
  360. initData.SysMemSlicePitch = 0;
  361. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  362. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  363. bx::write(&writer, UINT32_C(0x00010000) );
  364. bx::write(&writer, UINT32_C(0) );
  365. bx::write(&writer, UINT32_C(0) );
  366. ID3D11Buffer* buffer;
  367. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  368. if (SUCCEEDED(hr) )
  369. {
  370. buffer->Release();
  371. bx::MemoryReader reader(&temp, sizeof(temp) );
  372. bx::skip(&reader, 16);
  373. uint32_t version;
  374. bx::read(&reader, version);
  375. uint32_t driverVersion;
  376. bx::read(&reader, driverVersion);
  377. return version <= driverVersion;
  378. }
  379. return false;
  380. };
  381. #if USE_D3D11_DYNAMIC_LIB
  382. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  383. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  384. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  385. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  386. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  387. #endif // USE_D3D11_DYNAMIC_LIB
  388. struct RendererContextD3D11 : public RendererContextI
  389. {
  390. RendererContextD3D11()
  391. : m_d3d9dll(NULL)
  392. , m_d3d11dll(NULL)
  393. , m_dxgidll(NULL)
  394. , m_renderdocdll(NULL)
  395. , m_driverType(D3D_DRIVER_TYPE_NULL)
  396. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  397. , m_adapter(NULL)
  398. , m_factory(NULL)
  399. , m_swapChain(NULL)
  400. , m_lost(0)
  401. , m_numWindows(0)
  402. , m_device(NULL)
  403. , m_deviceCtx(NULL)
  404. , m_infoQueue(NULL)
  405. , m_backBufferColor(NULL)
  406. , m_backBufferDepthStencil(NULL)
  407. , m_currentColor(NULL)
  408. , m_currentDepthStencil(NULL)
  409. , m_captureTexture(NULL)
  410. , m_captureResolve(NULL)
  411. , m_wireframe(false)
  412. , m_flags(BGFX_RESET_NONE)
  413. , m_maxAnisotropy(1)
  414. , m_currentProgram(NULL)
  415. , m_vsChanges(0)
  416. , m_fsChanges(0)
  417. , m_rtMsaa(false)
  418. , m_ovrRtv(NULL)
  419. , m_ovrDsv(NULL)
  420. {
  421. m_fbh.idx = invalidHandle;
  422. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  423. memset(&m_scd, 0, sizeof(m_scd) );
  424. memset(&m_windows, 0xff, sizeof(m_windows) );
  425. }
  426. ~RendererContextD3D11()
  427. {
  428. }
  429. void init()
  430. {
  431. // Must be before device creation, and before RenderDoc.
  432. m_ovr.init();
  433. if (!m_ovr.isInitialized() )
  434. {
  435. m_renderdocdll = loadRenderDoc();
  436. }
  437. m_fbh.idx = invalidHandle;
  438. memset(m_uniforms, 0, sizeof(m_uniforms) );
  439. memset(&m_resolution, 0, sizeof(m_resolution) );
  440. #if USE_D3D11_DYNAMIC_LIB
  441. m_d3d11dll = bx::dlopen("d3d11.dll");
  442. BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
  443. m_d3d9dll = NULL;
  444. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  445. {
  446. // D3D11_1.h has ID3DUserDefinedAnnotation
  447. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  448. m_d3d9dll = bx::dlopen("d3d9.dll");
  449. BGFX_FATAL(NULL != m_d3d9dll, Fatal::UnableToInitialize, "Failed to load d3d9.dll.");
  450. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  451. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  452. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  453. BX_CHECK(NULL != D3DPERF_SetMarker
  454. && NULL != D3DPERF_BeginEvent
  455. && NULL != D3DPERF_EndEvent
  456. , "Failed to initialize PIX events."
  457. );
  458. }
  459. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  460. BGFX_FATAL(NULL != D3D11CreateDevice, Fatal::UnableToInitialize, "Function D3D11CreateDevice not found.");
  461. m_dxgidll = bx::dlopen("dxgi.dll");
  462. BGFX_FATAL(NULL != m_dxgidll, Fatal::UnableToInitialize, "Failed to load dxgi.dll.");
  463. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  464. BGFX_FATAL(NULL != CreateDXGIFactory, Fatal::UnableToInitialize, "Function CreateDXGIFactory not found.");
  465. #endif // USE_D3D11_DYNAMIC_LIB
  466. HRESULT hr;
  467. IDXGIFactory* factory;
  468. #if BX_PLATFORM_WINRT
  469. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  470. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  471. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  472. #else
  473. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  474. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  475. #endif // BX_PLATFORM_WINRT
  476. m_device = (ID3D11Device*)g_platformData.context;
  477. if (NULL == m_device)
  478. {
  479. m_adapter = NULL;
  480. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  481. ? D3D_DRIVER_TYPE_WARP
  482. : D3D_DRIVER_TYPE_HARDWARE
  483. ;
  484. IDXGIAdapter* adapter;
  485. for (uint32_t ii = 0
  486. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  487. ; ++ii
  488. )
  489. {
  490. DXGI_ADAPTER_DESC desc;
  491. hr = adapter->GetDesc(&desc);
  492. if (SUCCEEDED(hr) )
  493. {
  494. BX_TRACE("Adapter #%d", ii);
  495. char description[BX_COUNTOF(desc.Description)];
  496. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  497. BX_TRACE("\tDescription: %s", description);
  498. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  499. , desc.VendorId
  500. , desc.DeviceId
  501. , desc.SubSysId
  502. , desc.Revision
  503. );
  504. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  505. , desc.DedicatedVideoMemory
  506. , desc.DedicatedSystemMemory
  507. , desc.SharedSystemMemory
  508. );
  509. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  510. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  511. ++g_caps.numGPUs;
  512. if (NULL == m_adapter)
  513. {
  514. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  515. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  516. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  517. {
  518. m_adapter = adapter;
  519. m_adapter->AddRef();
  520. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  521. }
  522. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  523. && 0 != strstr(description, "PerfHUD") )
  524. {
  525. m_adapter = adapter;
  526. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  527. }
  528. }
  529. }
  530. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  531. }
  532. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  533. D3D_FEATURE_LEVEL features[] =
  534. {
  535. D3D_FEATURE_LEVEL_11_1,
  536. D3D_FEATURE_LEVEL_11_0,
  537. D3D_FEATURE_LEVEL_10_1,
  538. D3D_FEATURE_LEVEL_10_0,
  539. D3D_FEATURE_LEVEL_9_3,
  540. D3D_FEATURE_LEVEL_9_2,
  541. D3D_FEATURE_LEVEL_9_1,
  542. };
  543. for (;;)
  544. {
  545. uint32_t flags = 0
  546. | D3D11_CREATE_DEVICE_SINGLETHREADED
  547. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  548. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  549. ;
  550. hr = E_FAIL;
  551. for (uint32_t ii = 0; ii < 3 && FAILED(hr);)
  552. {
  553. hr = D3D11CreateDevice(m_adapter
  554. , m_driverType
  555. , NULL
  556. , flags
  557. , &features[ii]
  558. , BX_COUNTOF(features)-ii
  559. , D3D11_SDK_VERSION
  560. , &m_device
  561. , &m_featureLevel
  562. , &m_deviceCtx
  563. );
  564. if (FAILED(hr)
  565. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  566. {
  567. // Try without debug in case D3D11 SDK Layers
  568. // is not present?
  569. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  570. continue;
  571. }
  572. // Enable debug flags.
  573. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  574. ++ii;
  575. }
  576. if (FAILED(hr)
  577. && D3D_DRIVER_TYPE_WARP != m_driverType)
  578. {
  579. // Try with WARP
  580. m_driverType = D3D_DRIVER_TYPE_WARP;
  581. continue;
  582. }
  583. break;
  584. }
  585. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  586. if (NULL != m_adapter)
  587. {
  588. DX_RELEASE(m_adapter, 2);
  589. }
  590. }
  591. else
  592. {
  593. m_device->GetImmediateContext(&m_deviceCtx);
  594. BGFX_FATAL(NULL != m_deviceCtx, Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  595. }
  596. IDXGIDevice* device = NULL;
  597. IDXGIAdapter* adapter = NULL;
  598. hr = E_FAIL;
  599. for (uint32_t ii = 0; ii < BX_COUNTOF(s_deviceIIDs) && FAILED(hr); ++ii)
  600. {
  601. hr = m_device->QueryInterface(s_deviceIIDs[ii], (void**)&device);
  602. BX_TRACE("D3D device 11.%d, hr %x", BX_COUNTOF(s_deviceIIDs)-1-ii, hr);
  603. if (SUCCEEDED(hr) )
  604. {
  605. #if BX_COMPILER_MSVC
  606. BX_PRAGMA_DIAGNOSTIC_PUSH();
  607. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  608. try
  609. {
  610. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  611. hr = device->GetAdapter(&adapter);
  612. }
  613. catch (...)
  614. {
  615. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_deviceIIDs)-1-ii);
  616. DX_RELEASE(device, 0);
  617. hr = E_FAIL;
  618. }
  619. BX_PRAGMA_DIAGNOSTIC_POP();
  620. #else
  621. hr = device->GetAdapter(&adapter);
  622. #endif // BX_COMPILER_MSVC
  623. }
  624. }
  625. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  626. // GPA increases device ref count.
  627. // RenderDoc makes device ref count 0 here.
  628. //
  629. // This causes assert in debug. When debugger is present refcount
  630. // checks are off.
  631. IDXGIDevice* renderdoc;
  632. hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  633. if (SUCCEEDED(hr) )
  634. {
  635. setGraphicsDebuggerPresent(true);
  636. // DX_RELEASE(renderdoc, 0);
  637. }
  638. else
  639. {
  640. setGraphicsDebuggerPresent(2 != getRefCount(device) );
  641. DX_RELEASE(device, 2);
  642. }
  643. hr = adapter->GetDesc(&m_adapterDesc);
  644. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  645. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  646. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  647. : (uint16_t)m_adapterDesc.VendorId
  648. ;
  649. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  650. if (NULL == g_platformData.backBuffer)
  651. {
  652. #if BX_PLATFORM_WINRT
  653. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  654. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  655. DX_RELEASE(adapter, 2);
  656. memset(&m_scd, 0, sizeof(m_scd) );
  657. m_scd.Width = BGFX_DEFAULT_WIDTH;
  658. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  659. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  660. m_scd.Stereo = false;
  661. m_scd.SampleDesc.Count = 1;
  662. m_scd.SampleDesc.Quality = 0;
  663. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  664. m_scd.BufferCount = 2;
  665. m_scd.Scaling = DXGI_SCALING_NONE;
  666. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  667. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  668. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  669. , (::IUnknown*)g_platformData.nwh
  670. , &m_scd
  671. , NULL
  672. , &m_swapChain
  673. );
  674. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  675. #else
  676. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  677. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  678. DX_RELEASE(adapter, 2);
  679. memset(&m_scd, 0, sizeof(m_scd) );
  680. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  681. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  682. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  683. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  684. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  685. m_scd.SampleDesc.Count = 1;
  686. m_scd.SampleDesc.Quality = 0;
  687. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  688. m_scd.BufferCount = 1;
  689. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  690. m_scd.Windowed = true;
  691. hr = m_factory->CreateSwapChain(m_device
  692. , &m_scd
  693. , &m_swapChain
  694. );
  695. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  696. DX_CHECK(m_factory->MakeWindowAssociation((HWND)g_platformData.nwh, 0
  697. | DXGI_MWA_NO_WINDOW_CHANGES
  698. | DXGI_MWA_NO_ALT_ENTER
  699. ));
  700. #endif // BX_PLATFORM_WINRT
  701. }
  702. else
  703. {
  704. memset(&m_scd, 0, sizeof(m_scd) );
  705. m_scd.SampleDesc.Count = 1;
  706. m_scd.SampleDesc.Quality = 0;
  707. setBufferSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  708. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  709. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  710. }
  711. m_numWindows = 1;
  712. #if !defined(__MINGW32__)
  713. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  714. {
  715. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  716. if (SUCCEEDED(hr) )
  717. {
  718. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  719. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  720. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  721. D3D11_INFO_QUEUE_FILTER filter;
  722. memset(&filter, 0, sizeof(filter) );
  723. D3D11_MESSAGE_CATEGORY catlist[] =
  724. {
  725. D3D11_MESSAGE_CATEGORY_STATE_SETTING,
  726. D3D11_MESSAGE_CATEGORY_EXECUTION,
  727. };
  728. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  729. filter.DenyList.pCategoryList = catlist;
  730. m_infoQueue->PushStorageFilter(&filter);
  731. DX_RELEASE(m_infoQueue, 3);
  732. }
  733. else
  734. {
  735. // InfoQueue QueryInterface will fail when AMD GPU Perfstudio 2 is present.
  736. setGraphicsDebuggerPresent(true);
  737. }
  738. }
  739. #endif // __MINGW__
  740. UniformHandle handle = BGFX_INVALID_HANDLE;
  741. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  742. {
  743. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  744. }
  745. g_caps.supported |= (0
  746. | BGFX_CAPS_TEXTURE_3D
  747. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  748. | BGFX_CAPS_FRAGMENT_DEPTH
  749. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  750. | BGFX_CAPS_SWAP_CHAIN
  751. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  752. | BGFX_CAPS_DRAW_INDIRECT
  753. );
  754. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  755. {
  756. g_caps.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  757. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS));
  758. }
  759. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  760. {
  761. g_caps.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  762. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  763. }
  764. else
  765. {
  766. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  767. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  768. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  769. }
  770. // 32-bit indices only supported on 9_2+.
  771. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  772. {
  773. g_caps.supported |= BGFX_CAPS_INDEX32;
  774. }
  775. // Independent blend only supported on 10_1+.
  776. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  777. {
  778. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  779. }
  780. // Compute support is optional on 10_0 and 10_1 targets.
  781. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  782. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  783. {
  784. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  785. {
  786. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  787. };
  788. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  789. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  790. if (SUCCEEDED(hr)
  791. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  792. {
  793. g_caps.supported |= BGFX_CAPS_COMPUTE;
  794. }
  795. }
  796. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  797. {
  798. g_caps.supported |= BGFX_CAPS_COMPUTE;
  799. }
  800. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  801. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  802. {
  803. g_caps.supported |= BGFX_CAPS_INSTANCING;
  804. }
  805. else
  806. {
  807. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  808. {
  809. BOOL SimpleInstancingSupported;
  810. };
  811. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  812. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  813. if (SUCCEEDED(hr)
  814. && data.SimpleInstancingSupported)
  815. {
  816. g_caps.supported |= BGFX_CAPS_INSTANCING;
  817. }
  818. }
  819. // shadow compare is optional on 9_1 through 9_3 targets
  820. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  821. {
  822. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  823. {
  824. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  825. };
  826. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  827. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  828. if (SUCCEEDED(hr)
  829. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  830. {
  831. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  832. }
  833. }
  834. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  835. {
  836. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  837. const DXGI_FORMAT fmt = s_textureFormat[ii].m_fmt;
  838. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  839. if (DXGI_FORMAT_UNKNOWN != fmt)
  840. {
  841. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  842. {
  843. DXGI_FORMAT InFormat;
  844. UINT OutFormatSupport;
  845. };
  846. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  847. data.InFormat = fmt;
  848. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  849. if (SUCCEEDED(hr) )
  850. {
  851. support |= 0 != (data.OutFormatSupport & (0
  852. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  853. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  854. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  855. ) )
  856. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR
  857. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  858. ;
  859. support |= 0 != (data.OutFormatSupport & (0
  860. | D3D11_FORMAT_SUPPORT_BUFFER
  861. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  862. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  863. ) )
  864. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  865. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  866. ;
  867. support |= 0 != (data.OutFormatSupport & (0
  868. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  869. ) )
  870. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  871. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  872. ;
  873. }
  874. else
  875. {
  876. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  877. }
  878. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  879. {
  880. // clear image flag for additional testing
  881. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  882. data.InFormat = s_textureFormat[ii].m_fmt;
  883. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  884. if (SUCCEEDED(hr) )
  885. {
  886. support |= 0 != (data.OutFormatSupport & (0
  887. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  888. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  889. ) )
  890. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  891. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  892. ;
  893. }
  894. }
  895. }
  896. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  897. {
  898. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  899. {
  900. DXGI_FORMAT InFormat;
  901. UINT OutFormatSupport;
  902. };
  903. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  904. data.InFormat = fmtSrgb;
  905. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  906. if (SUCCEEDED(hr) )
  907. {
  908. support |= 0 != (data.OutFormatSupport & (0
  909. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  910. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  911. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  912. ) )
  913. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR_SRGB
  914. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  915. ;
  916. }
  917. else
  918. {
  919. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  920. }
  921. }
  922. g_caps.formats[ii] = support;
  923. }
  924. // Init reserved part of view name.
  925. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  926. {
  927. char name[BGFX_CONFIG_MAX_VIEW_NAME_RESERVED+1];
  928. bx::snprintf(name, sizeof(name), "%3d ", ii);
  929. mbstowcs(s_viewNameW[ii], name, BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  930. }
  931. #if !defined(__MINGW32__)
  932. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  933. && NULL != m_infoQueue)
  934. {
  935. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  936. }
  937. #endif // !defined(__MINGW32__)
  938. updateMsaa();
  939. postReset();
  940. }
  941. void shutdown()
  942. {
  943. preReset();
  944. m_ovr.shutdown();
  945. m_deviceCtx->ClearState();
  946. invalidateCache();
  947. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  948. {
  949. m_indexBuffers[ii].destroy();
  950. }
  951. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  952. {
  953. m_vertexBuffers[ii].destroy();
  954. }
  955. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  956. {
  957. m_shaders[ii].destroy();
  958. }
  959. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  960. {
  961. m_textures[ii].destroy();
  962. }
  963. DX_RELEASE(m_swapChain, 0);
  964. DX_RELEASE(m_deviceCtx, 0);
  965. DX_RELEASE(m_factory, 0);
  966. DX_RELEASE(m_device, 0);
  967. unloadRenderDoc(m_renderdocdll);
  968. #if USE_D3D11_DYNAMIC_LIB
  969. bx::dlclose(m_dxgidll);
  970. bx::dlclose(m_d3d9dll);
  971. bx::dlclose(m_d3d11dll);
  972. #endif // USE_D3D11_DYNAMIC_LIB
  973. }
  974. RendererType::Enum getRendererType() const BX_OVERRIDE
  975. {
  976. return RendererType::Direct3D11;
  977. }
  978. const char* getRendererName() const BX_OVERRIDE
  979. {
  980. return BGFX_RENDERER_DIRECT3D11_NAME;
  981. }
  982. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint8_t _flags) BX_OVERRIDE
  983. {
  984. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  985. }
  986. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  987. {
  988. m_indexBuffers[_handle.idx].destroy();
  989. }
  990. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  991. {
  992. VertexDecl& decl = m_vertexDecls[_handle.idx];
  993. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  994. dump(decl);
  995. }
  996. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  997. {
  998. }
  999. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint8_t _flags) BX_OVERRIDE
  1000. {
  1001. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1002. }
  1003. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1004. {
  1005. m_vertexBuffers[_handle.idx].destroy();
  1006. }
  1007. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint8_t _flags) BX_OVERRIDE
  1008. {
  1009. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1010. }
  1011. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1012. {
  1013. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1014. }
  1015. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1016. {
  1017. m_indexBuffers[_handle.idx].destroy();
  1018. }
  1019. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint8_t _flags) BX_OVERRIDE
  1020. {
  1021. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1022. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1023. }
  1024. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1025. {
  1026. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1027. }
  1028. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1029. {
  1030. m_vertexBuffers[_handle.idx].destroy();
  1031. }
  1032. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1033. {
  1034. m_shaders[_handle.idx].create(_mem);
  1035. }
  1036. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1037. {
  1038. m_shaders[_handle.idx].destroy();
  1039. }
  1040. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1041. {
  1042. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1043. }
  1044. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1045. {
  1046. m_program[_handle.idx].destroy();
  1047. }
  1048. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1049. {
  1050. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1051. }
  1052. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1053. {
  1054. }
  1055. 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
  1056. {
  1057. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1058. }
  1059. void updateTextureEnd() BX_OVERRIDE
  1060. {
  1061. }
  1062. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1063. {
  1064. TextureD3D11& texture = m_textures[_handle.idx];
  1065. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1066. const Memory* mem = alloc(size);
  1067. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1068. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1069. bx::write(&writer, magic);
  1070. TextureCreate tc;
  1071. tc.m_flags = texture.m_flags;
  1072. tc.m_width = _width;
  1073. tc.m_height = _height;
  1074. tc.m_sides = 0;
  1075. tc.m_depth = 0;
  1076. tc.m_numMips = 1;
  1077. tc.m_format = texture.m_requestedFormat;
  1078. tc.m_cubeMap = false;
  1079. tc.m_mem = NULL;
  1080. bx::write(&writer, tc);
  1081. texture.destroy();
  1082. texture.create(mem, tc.m_flags, 0);
  1083. release(mem);
  1084. }
  1085. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1086. {
  1087. m_textures[_handle.idx].destroy();
  1088. }
  1089. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1090. {
  1091. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1092. }
  1093. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1094. {
  1095. uint16_t denseIdx = m_numWindows++;
  1096. m_windows[denseIdx] = _handle;
  1097. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1098. }
  1099. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1100. {
  1101. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1102. if (UINT16_MAX != denseIdx)
  1103. {
  1104. --m_numWindows;
  1105. if (m_numWindows > 1)
  1106. {
  1107. FrameBufferHandle handle = m_windows[m_numWindows];
  1108. m_windows[denseIdx] = handle;
  1109. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1110. }
  1111. }
  1112. }
  1113. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1114. {
  1115. if (NULL != m_uniforms[_handle.idx])
  1116. {
  1117. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1118. }
  1119. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1120. void* data = BX_ALLOC(g_allocator, size);
  1121. memset(data, 0, size);
  1122. m_uniforms[_handle.idx] = data;
  1123. m_uniformReg.add(_handle, _name, data);
  1124. }
  1125. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1126. {
  1127. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1128. m_uniforms[_handle.idx] = NULL;
  1129. }
  1130. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1131. {
  1132. BX_WARN(NULL != m_swapChain, "Unable to capture screenshot %s.", _filePath);
  1133. if (NULL == m_swapChain)
  1134. {
  1135. return;
  1136. }
  1137. ID3D11Texture2D* backBuffer;
  1138. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  1139. D3D11_TEXTURE2D_DESC backBufferDesc;
  1140. backBuffer->GetDesc(&backBufferDesc);
  1141. D3D11_TEXTURE2D_DESC desc;
  1142. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1143. desc.SampleDesc.Count = 1;
  1144. desc.SampleDesc.Quality = 0;
  1145. desc.Usage = D3D11_USAGE_STAGING;
  1146. desc.BindFlags = 0;
  1147. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1148. ID3D11Texture2D* texture;
  1149. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1150. if (SUCCEEDED(hr) )
  1151. {
  1152. if (backBufferDesc.SampleDesc.Count == 1)
  1153. {
  1154. m_deviceCtx->CopyResource(texture, backBuffer);
  1155. }
  1156. else
  1157. {
  1158. desc.Usage = D3D11_USAGE_DEFAULT;
  1159. desc.CPUAccessFlags = 0;
  1160. ID3D11Texture2D* resolve;
  1161. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1162. if (SUCCEEDED(hr) )
  1163. {
  1164. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1165. m_deviceCtx->CopyResource(texture, resolve);
  1166. DX_RELEASE(resolve, 0);
  1167. }
  1168. }
  1169. D3D11_MAPPED_SUBRESOURCE mapped;
  1170. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1171. imageSwizzleBgra8(backBufferDesc.Width
  1172. , backBufferDesc.Height
  1173. , mapped.RowPitch
  1174. , mapped.pData
  1175. , mapped.pData
  1176. );
  1177. g_callback->screenShot(_filePath
  1178. , backBufferDesc.Width
  1179. , backBufferDesc.Height
  1180. , mapped.RowPitch
  1181. , mapped.pData
  1182. , backBufferDesc.Height*mapped.RowPitch
  1183. , false
  1184. );
  1185. m_deviceCtx->Unmap(texture, 0);
  1186. DX_RELEASE(texture, 0);
  1187. }
  1188. DX_RELEASE(backBuffer, 0);
  1189. }
  1190. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1191. {
  1192. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1193. {
  1194. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1195. , _name
  1196. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1197. );
  1198. }
  1199. }
  1200. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1201. {
  1202. memcpy(m_uniforms[_loc], _data, _size);
  1203. }
  1204. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1205. {
  1206. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1207. {
  1208. uint32_t size = _size*sizeof(wchar_t);
  1209. wchar_t* name = (wchar_t*)alloca(size);
  1210. mbstowcs(name, _marker, size-2);
  1211. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  1212. }
  1213. }
  1214. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1215. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1216. {
  1217. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1218. uint32_t width = getBufferWidth();
  1219. uint32_t height = getBufferHeight();
  1220. if (m_ovr.isEnabled() )
  1221. {
  1222. m_ovr.getSize(width, height);
  1223. }
  1224. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1225. setFrameBuffer(fbh, false);
  1226. D3D11_VIEWPORT vp;
  1227. vp.TopLeftX = 0;
  1228. vp.TopLeftY = 0;
  1229. vp.Width = (float)width;
  1230. vp.Height = (float)height;
  1231. vp.MinDepth = 0.0f;
  1232. vp.MaxDepth = 1.0f;
  1233. deviceCtx->RSSetViewports(1, &vp);
  1234. uint64_t state = BGFX_STATE_RGB_WRITE
  1235. | BGFX_STATE_ALPHA_WRITE
  1236. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1237. ;
  1238. setBlendState(state);
  1239. setDepthStencilState(state);
  1240. setRasterizerState(state);
  1241. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1242. m_currentProgram = &program;
  1243. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1244. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1245. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1246. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1247. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1248. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1249. uint32_t stride = vertexDecl.m_stride;
  1250. uint32_t offset = 0;
  1251. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1252. setInputLayout(vertexDecl, program, 0);
  1253. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1254. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1255. float proj[16];
  1256. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1257. PredefinedUniform& predefined = program.m_predefined[0];
  1258. uint8_t flags = predefined.m_type;
  1259. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1260. commitShaderConstants();
  1261. m_textures[_blitter.m_texture.idx].commit(0);
  1262. commitTextureStage();
  1263. }
  1264. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1265. {
  1266. const uint32_t numVertices = _numIndices*4/6;
  1267. if (0 < numVertices)
  1268. {
  1269. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1270. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data);
  1271. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1272. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1273. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1274. }
  1275. }
  1276. void preReset()
  1277. {
  1278. ovrPreReset();
  1279. if (NULL == g_platformData.backBufferDS)
  1280. {
  1281. DX_RELEASE(m_backBufferDepthStencil, 0);
  1282. }
  1283. if (NULL != m_swapChain)
  1284. {
  1285. DX_RELEASE(m_backBufferColor, 0);
  1286. }
  1287. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1288. {
  1289. m_frameBuffers[ii].preReset();
  1290. }
  1291. // invalidateCache();
  1292. capturePreReset();
  1293. }
  1294. void postReset()
  1295. {
  1296. if (NULL != m_swapChain)
  1297. {
  1298. ID3D11Texture2D* color;
  1299. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color));
  1300. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1301. desc.ViewDimension = (m_flags & BGFX_RESET_MSAA_MASK)
  1302. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1303. : D3D11_RTV_DIMENSION_TEXTURE2D
  1304. ;
  1305. desc.Texture2D.MipSlice = 0;
  1306. desc.Format = (m_flags & BGFX_RESET_SRGB_BACKBUFFER)
  1307. ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
  1308. : DXGI_FORMAT_R8G8B8A8_UNORM
  1309. ;
  1310. DX_CHECK(m_device->CreateRenderTargetView(color, &desc, &m_backBufferColor) );
  1311. DX_RELEASE(color, 0);
  1312. }
  1313. ovrPostReset();
  1314. // If OVR doesn't create separate depth stencil view, create default one.
  1315. if (NULL == m_backBufferDepthStencil)
  1316. {
  1317. D3D11_TEXTURE2D_DESC dsd;
  1318. dsd.Width = getBufferWidth();
  1319. dsd.Height = getBufferHeight();
  1320. dsd.MipLevels = 1;
  1321. dsd.ArraySize = 1;
  1322. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1323. dsd.SampleDesc = m_scd.SampleDesc;
  1324. dsd.Usage = D3D11_USAGE_DEFAULT;
  1325. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1326. dsd.CPUAccessFlags = 0;
  1327. dsd.MiscFlags = 0;
  1328. ID3D11Texture2D* depthStencil;
  1329. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1330. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1331. DX_RELEASE(depthStencil, 0);
  1332. }
  1333. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1334. m_currentColor = m_backBufferColor;
  1335. m_currentDepthStencil = m_backBufferDepthStencil;
  1336. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1337. {
  1338. m_frameBuffers[ii].postReset();
  1339. }
  1340. capturePostReset();
  1341. }
  1342. static bool isLost(HRESULT _hr)
  1343. {
  1344. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1345. || DXGI_ERROR_DEVICE_HUNG == _hr
  1346. || DXGI_ERROR_DEVICE_RESET == _hr
  1347. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1348. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1349. ;
  1350. }
  1351. void flip(HMD& _hmd) BX_OVERRIDE
  1352. {
  1353. if (NULL != m_swapChain)
  1354. {
  1355. HRESULT hr = S_OK;
  1356. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  1357. #if BX_PLATFORM_WINRT
  1358. syncInterval = 1; // sync interval of 0 is not supported on WinRT
  1359. #endif
  1360. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1361. {
  1362. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  1363. }
  1364. if (SUCCEEDED(hr) )
  1365. {
  1366. if (!m_ovr.swap(_hmd) )
  1367. {
  1368. hr = m_swapChain->Present(syncInterval, 0);
  1369. }
  1370. }
  1371. if (FAILED(hr)
  1372. && isLost(hr) )
  1373. {
  1374. ++m_lost;
  1375. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1376. }
  1377. else
  1378. {
  1379. m_lost = 0;
  1380. }
  1381. }
  1382. }
  1383. void invalidateCache()
  1384. {
  1385. m_inputLayoutCache.invalidate();
  1386. m_blendStateCache.invalidate();
  1387. m_depthStencilStateCache.invalidate();
  1388. m_rasterizerStateCache.invalidate();
  1389. m_samplerStateCache.invalidate();
  1390. }
  1391. void invalidateCompute()
  1392. {
  1393. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1394. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1395. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  1396. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1397. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  1398. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1399. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  1400. }
  1401. void updateMsaa()
  1402. {
  1403. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1404. {
  1405. uint32_t msaa = s_checkMsaa[ii];
  1406. uint32_t quality = 0;
  1407. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  1408. if (SUCCEEDED(hr)
  1409. && 0 < quality)
  1410. {
  1411. s_msaa[ii].Count = msaa;
  1412. s_msaa[ii].Quality = quality - 1;
  1413. last = ii;
  1414. }
  1415. else
  1416. {
  1417. s_msaa[ii] = s_msaa[last];
  1418. }
  1419. }
  1420. }
  1421. void updateResolution(const Resolution& _resolution)
  1422. {
  1423. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  1424. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1425. {
  1426. m_maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  1427. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  1428. : D3D11_REQ_MAXANISOTROPY
  1429. ;
  1430. }
  1431. else
  1432. {
  1433. m_maxAnisotropy = 1;
  1434. }
  1435. uint32_t flags = _resolution.m_flags & ~(BGFX_RESET_HMD_RECENTER | BGFX_RESET_MAXANISOTROPY);
  1436. if ( getBufferWidth() != _resolution.m_width
  1437. || getBufferHeight() != _resolution.m_height
  1438. || m_flags != flags)
  1439. {
  1440. bool resize = true
  1441. && !BX_ENABLED(BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  1442. && (m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  1443. ;
  1444. m_flags = flags;
  1445. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1446. m_textVideoMem.clear();
  1447. m_resolution = _resolution;
  1448. m_resolution.m_flags = flags;
  1449. setBufferSize(_resolution.m_width, _resolution.m_height);
  1450. preReset();
  1451. if (NULL == m_swapChain)
  1452. {
  1453. // Updated backbuffer if it changed in PlatformData.
  1454. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1455. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1456. }
  1457. else
  1458. {
  1459. if (resize)
  1460. {
  1461. DX_CHECK(m_swapChain->ResizeBuffers(2
  1462. , getBufferWidth()
  1463. , getBufferHeight()
  1464. , getBufferFormat()
  1465. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  1466. ));
  1467. }
  1468. else
  1469. {
  1470. updateMsaa();
  1471. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1472. DX_RELEASE(m_swapChain, 0);
  1473. #if BX_PLATFORM_WINRT
  1474. HRESULT hr;
  1475. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1476. , (::IUnknown*)g_platformData.nwh
  1477. , &m_scd
  1478. , NULL
  1479. , &m_swapChain
  1480. );
  1481. #else
  1482. HRESULT hr;
  1483. hr = m_factory->CreateSwapChain(m_device
  1484. , &m_scd
  1485. , &m_swapChain
  1486. );
  1487. #endif // BX_PLATFORM_WINRT
  1488. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1489. }
  1490. }
  1491. postReset();
  1492. }
  1493. if (recenter)
  1494. {
  1495. m_ovr.recenter();
  1496. }
  1497. }
  1498. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1499. {
  1500. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1501. {
  1502. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1503. m_fsChanges += _numRegs;
  1504. }
  1505. else
  1506. {
  1507. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1508. m_vsChanges += _numRegs;
  1509. }
  1510. }
  1511. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1512. {
  1513. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1514. }
  1515. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1516. {
  1517. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1518. }
  1519. void commitShaderConstants()
  1520. {
  1521. if (0 < m_vsChanges)
  1522. {
  1523. if (NULL != m_currentProgram->m_vsh->m_buffer)
  1524. {
  1525. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  1526. }
  1527. m_vsChanges = 0;
  1528. }
  1529. if (0 < m_fsChanges)
  1530. {
  1531. if (NULL != m_currentProgram->m_fsh->m_buffer)
  1532. {
  1533. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  1534. }
  1535. m_fsChanges = 0;
  1536. }
  1537. }
  1538. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1539. {
  1540. if (isValid(m_fbh)
  1541. && m_fbh.idx != _fbh.idx
  1542. && m_rtMsaa)
  1543. {
  1544. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1545. frameBuffer.resolve();
  1546. }
  1547. if (!isValid(_fbh) )
  1548. {
  1549. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1550. m_currentColor = m_backBufferColor;
  1551. m_currentDepthStencil = m_backBufferDepthStencil;
  1552. }
  1553. else
  1554. {
  1555. invalidateTextureStage();
  1556. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  1557. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  1558. m_currentColor = frameBuffer.m_rtv[0];
  1559. m_currentDepthStencil = frameBuffer.m_dsv;
  1560. }
  1561. m_fbh = _fbh;
  1562. m_rtMsaa = _msaa;
  1563. }
  1564. void clear(const Clear& _clear, const float _palette[][4])
  1565. {
  1566. if (isValid(m_fbh) )
  1567. {
  1568. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1569. frameBuffer.clear(_clear, _palette);
  1570. }
  1571. else
  1572. {
  1573. if (NULL != m_currentColor
  1574. && BGFX_CLEAR_COLOR & _clear.m_flags)
  1575. {
  1576. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1577. {
  1578. uint8_t index = _clear.m_index[0];
  1579. if (UINT8_MAX != index)
  1580. {
  1581. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  1582. }
  1583. }
  1584. else
  1585. {
  1586. float frgba[4] =
  1587. {
  1588. _clear.m_index[0]*1.0f/255.0f,
  1589. _clear.m_index[1]*1.0f/255.0f,
  1590. _clear.m_index[2]*1.0f/255.0f,
  1591. _clear.m_index[3]*1.0f/255.0f,
  1592. };
  1593. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  1594. }
  1595. }
  1596. if (NULL != m_currentDepthStencil
  1597. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  1598. {
  1599. DWORD flags = 0;
  1600. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  1601. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  1602. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  1603. }
  1604. }
  1605. }
  1606. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  1607. {
  1608. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  1609. layoutHash ^= _numInstanceData;
  1610. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  1611. if (NULL == layout)
  1612. {
  1613. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1614. VertexDecl decl;
  1615. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1616. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  1617. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1618. {
  1619. uint8_t mask = attrMask[ii];
  1620. uint8_t attr = (decl.m_attributes[ii] & mask);
  1621. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  1622. }
  1623. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  1624. uint32_t num = uint32_t(elem-vertexElements);
  1625. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  1626. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1627. {
  1628. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1629. uint32_t jj;
  1630. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  1631. for (jj = 0; jj < num; ++jj)
  1632. {
  1633. curr = &vertexElements[jj];
  1634. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1635. && curr->SemanticIndex == index)
  1636. {
  1637. break;
  1638. }
  1639. }
  1640. if (jj == num)
  1641. {
  1642. curr = elem;
  1643. ++elem;
  1644. }
  1645. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  1646. curr->InputSlot = 1;
  1647. curr->SemanticIndex = index;
  1648. curr->AlignedByteOffset = ii*16;
  1649. }
  1650. num = uint32_t(elem-vertexElements);
  1651. DX_CHECK(m_device->CreateInputLayout(vertexElements
  1652. , num
  1653. , _program.m_vsh->m_code->data
  1654. , _program.m_vsh->m_code->size
  1655. , &layout
  1656. ) );
  1657. m_inputLayoutCache.add(layoutHash, layout);
  1658. }
  1659. m_deviceCtx->IASetInputLayout(layout);
  1660. }
  1661. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  1662. {
  1663. _state &= 0
  1664. | BGFX_STATE_BLEND_MASK
  1665. | BGFX_STATE_BLEND_EQUATION_MASK
  1666. | BGFX_STATE_BLEND_INDEPENDENT
  1667. | BGFX_STATE_ALPHA_WRITE
  1668. | BGFX_STATE_RGB_WRITE
  1669. ;
  1670. bx::HashMurmur2A murmur;
  1671. murmur.begin();
  1672. murmur.add(_state);
  1673. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  1674. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  1675. bool hasFactor = f0 == (_state & f0)
  1676. || f1 == (_state & f1)
  1677. ;
  1678. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  1679. if (hasFactor)
  1680. {
  1681. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  1682. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  1683. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  1684. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  1685. }
  1686. else
  1687. {
  1688. murmur.add(_rgba);
  1689. }
  1690. uint32_t hash = murmur.end();
  1691. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  1692. if (NULL == bs)
  1693. {
  1694. D3D11_BLEND_DESC desc;
  1695. memset(&desc, 0, sizeof(desc) );
  1696. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1697. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1698. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1699. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  1700. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  1701. const uint32_t srcRGB = (blend )&0xf;
  1702. const uint32_t dstRGB = (blend>> 4)&0xf;
  1703. const uint32_t srcA = (blend>> 8)&0xf;
  1704. const uint32_t dstA = (blend>>12)&0xf;
  1705. const uint32_t equRGB = (equation )&0x7;
  1706. const uint32_t equA = (equation>>3)&0x7;
  1707. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1708. drt->DestBlend = s_blendFactor[dstRGB][0];
  1709. drt->BlendOp = s_blendEquation[equRGB];
  1710. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1711. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1712. drt->BlendOpAlpha = s_blendEquation[equA];
  1713. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  1714. writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  1715. drt->RenderTargetWriteMask = writeMask;
  1716. if (desc.IndependentBlendEnable)
  1717. {
  1718. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1719. {
  1720. drt = &desc.RenderTarget[ii];
  1721. drt->BlendEnable = 0 != (rgba&0x7ff);
  1722. const uint32_t src = (rgba )&0xf;
  1723. const uint32_t dst = (rgba>>4)&0xf;
  1724. const uint32_t equationIndex = (rgba>>8)&0x7;
  1725. drt->SrcBlend = s_blendFactor[src][0];
  1726. drt->DestBlend = s_blendFactor[dst][0];
  1727. drt->BlendOp = s_blendEquation[equationIndex];
  1728. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1729. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1730. drt->BlendOpAlpha = s_blendEquation[equationIndex];
  1731. drt->RenderTargetWriteMask = writeMask;
  1732. }
  1733. }
  1734. else
  1735. {
  1736. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1737. {
  1738. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  1739. }
  1740. }
  1741. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  1742. m_blendStateCache.add(hash, bs);
  1743. }
  1744. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  1745. }
  1746. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  1747. {
  1748. _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
  1749. uint32_t fstencil = unpackStencil(0, _stencil);
  1750. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  1751. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1752. bx::HashMurmur2A murmur;
  1753. murmur.begin();
  1754. murmur.add(_state);
  1755. murmur.add(_stencil);
  1756. uint32_t hash = murmur.end();
  1757. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  1758. if (NULL == dss)
  1759. {
  1760. D3D11_DEPTH_STENCIL_DESC desc;
  1761. memset(&desc, 0, sizeof(desc) );
  1762. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1763. desc.DepthEnable = 0 != func;
  1764. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  1765. desc.DepthFunc = s_cmpFunc[func];
  1766. uint32_t bstencil = unpackStencil(1, _stencil);
  1767. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1768. bstencil = frontAndBack ? bstencil : fstencil;
  1769. desc.StencilEnable = 0 != _stencil;
  1770. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1771. desc.StencilWriteMask = 0xff;
  1772. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1773. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1774. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1775. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1776. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1777. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1778. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1779. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1780. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  1781. m_depthStencilStateCache.add(hash, dss);
  1782. }
  1783. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  1784. }
  1785. void setDebugWireframe(bool _wireframe)
  1786. {
  1787. if (m_wireframe != _wireframe)
  1788. {
  1789. m_wireframe = _wireframe;
  1790. m_rasterizerStateCache.invalidate();
  1791. }
  1792. }
  1793. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  1794. {
  1795. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  1796. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  1797. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  1798. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  1799. if (NULL == rs)
  1800. {
  1801. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  1802. D3D11_RASTERIZER_DESC desc;
  1803. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  1804. desc.CullMode = s_cullMode[cull];
  1805. desc.FrontCounterClockwise = false;
  1806. desc.DepthBias = 0;
  1807. desc.DepthBiasClamp = 0.0f;
  1808. desc.SlopeScaledDepthBias = 0.0f;
  1809. desc.DepthClipEnable = m_featureLevel <= D3D_FEATURE_LEVEL_9_3; // disabling depth clip is only supported on 10_0+
  1810. desc.ScissorEnable = _scissor;
  1811. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1812. desc.AntialiasedLineEnable = false;
  1813. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  1814. m_rasterizerStateCache.add(_state, rs);
  1815. }
  1816. m_deviceCtx->RSSetState(rs);
  1817. }
  1818. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  1819. {
  1820. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  1821. ID3D11SamplerState* sampler = m_samplerStateCache.find(_flags);
  1822. if (NULL == sampler)
  1823. {
  1824. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  1825. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  1826. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1827. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  1828. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  1829. D3D11_SAMPLER_DESC sd;
  1830. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  1831. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  1832. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  1833. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  1834. sd.MipLODBias = 0.0f;
  1835. sd.MaxAnisotropy = m_maxAnisotropy;
  1836. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  1837. sd.BorderColor[0] = 0.0f;
  1838. sd.BorderColor[1] = 0.0f;
  1839. sd.BorderColor[2] = 0.0f;
  1840. sd.BorderColor[3] = 0.0f;
  1841. sd.MinLOD = 0;
  1842. sd.MaxLOD = D3D11_FLOAT32_MAX;
  1843. m_device->CreateSamplerState(&sd, &sampler);
  1844. DX_CHECK_REFCOUNT(sampler, 1);
  1845. m_samplerStateCache.add(_flags, sampler);
  1846. }
  1847. return sampler;
  1848. }
  1849. DXGI_FORMAT getBufferFormat()
  1850. {
  1851. #if BX_PLATFORM_WINRT
  1852. return m_scd.Format;
  1853. #else
  1854. return m_scd.BufferDesc.Format;
  1855. #endif
  1856. }
  1857. uint32_t getBufferWidth()
  1858. {
  1859. #if BX_PLATFORM_WINRT
  1860. return m_scd.Width;
  1861. #else
  1862. return m_scd.BufferDesc.Width;
  1863. #endif
  1864. }
  1865. uint32_t getBufferHeight()
  1866. {
  1867. #if BX_PLATFORM_WINRT
  1868. return m_scd.Height;
  1869. #else
  1870. return m_scd.BufferDesc.Height;
  1871. #endif
  1872. }
  1873. void setBufferSize(uint32_t _width, uint32_t _height)
  1874. {
  1875. #if BX_PLATFORM_WINRT
  1876. m_scd.Width = _width;
  1877. m_scd.Height = _height;
  1878. #else
  1879. m_scd.BufferDesc.Width = _width;
  1880. m_scd.BufferDesc.Height = _height;
  1881. #endif
  1882. }
  1883. void commitTextureStage()
  1884. {
  1885. // vertex texture fetch not supported on 9_1 through 9_3
  1886. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  1887. {
  1888. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  1889. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  1890. }
  1891. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  1892. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  1893. }
  1894. void invalidateTextureStage()
  1895. {
  1896. m_textureStage.clear();
  1897. commitTextureStage();
  1898. }
  1899. void ovrPostReset()
  1900. {
  1901. #if BGFX_CONFIG_USE_OVR
  1902. if (m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  1903. {
  1904. ovrD3D11Config config;
  1905. config.D3D11.Header.API = ovrRenderAPI_D3D11;
  1906. # if OVR_VERSION > OVR_VERSION_043
  1907. config.D3D11.Header.BackBufferSize.w = m_scd.BufferDesc.Width;
  1908. config.D3D11.Header.BackBufferSize.h = m_scd.BufferDesc.Height;
  1909. config.D3D11.pBackBufferUAV = NULL;
  1910. # else
  1911. config.D3D11.Header.RTSize.w = m_scd.BufferDesc.Width;
  1912. config.D3D11.Header.RTSize.h = m_scd.BufferDesc.Height;
  1913. # endif // OVR_VERSION > OVR_VERSION_042
  1914. config.D3D11.Header.Multisample = 0;
  1915. config.D3D11.pDevice = m_device;
  1916. config.D3D11.pDeviceContext = m_deviceCtx;
  1917. config.D3D11.pBackBufferRT = m_backBufferColor;
  1918. config.D3D11.pSwapChain = m_swapChain;
  1919. if (m_ovr.postReset(g_platformData.nwh, &config.Config, !!(m_flags & BGFX_RESET_HMD_DEBUG) ) )
  1920. {
  1921. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1922. const Memory* mem = alloc(size);
  1923. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1924. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1925. bx::write(&writer, magic);
  1926. TextureCreate tc;
  1927. tc.m_flags = BGFX_TEXTURE_RT;
  1928. tc.m_width = m_ovr.m_rtSize.w;
  1929. tc.m_height = m_ovr.m_rtSize.h;
  1930. tc.m_sides = 0;
  1931. tc.m_depth = 0;
  1932. tc.m_numMips = 1;
  1933. tc.m_format = uint8_t(bgfx::TextureFormat::BGRA8);
  1934. tc.m_cubeMap = false;
  1935. tc.m_mem = NULL;
  1936. bx::write(&writer, tc);
  1937. m_ovrRT.create(mem, tc.m_flags, 0);
  1938. release(mem);
  1939. DX_CHECK(m_device->CreateRenderTargetView(m_ovrRT.m_ptr, NULL, &m_ovrRtv) );
  1940. D3D11_TEXTURE2D_DESC dsd;
  1941. dsd.Width = m_ovr.m_rtSize.w;
  1942. dsd.Height = m_ovr.m_rtSize.h;
  1943. dsd.MipLevels = 1;
  1944. dsd.ArraySize = 1;
  1945. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1946. dsd.SampleDesc = m_scd.SampleDesc;
  1947. dsd.Usage = D3D11_USAGE_DEFAULT;
  1948. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1949. dsd.CPUAccessFlags = 0;
  1950. dsd.MiscFlags = 0;
  1951. ID3D11Texture2D* depthStencil;
  1952. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1953. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_ovrDsv) );
  1954. DX_RELEASE(depthStencil, 0);
  1955. ovrD3D11Texture texture;
  1956. texture.D3D11.Header.API = ovrRenderAPI_D3D11;
  1957. texture.D3D11.Header.TextureSize = m_ovr.m_rtSize;
  1958. texture.D3D11.pTexture = m_ovrRT.m_texture2d;
  1959. texture.D3D11.pSRView = m_ovrRT.m_srv;
  1960. m_ovr.postReset(texture.Texture);
  1961. bx::xchg(m_ovrRtv, m_backBufferColor);
  1962. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  1963. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  1964. }
  1965. }
  1966. #endif // BGFX_CONFIG_USE_OVR
  1967. }
  1968. void ovrPreReset()
  1969. {
  1970. #if BGFX_CONFIG_USE_OVR
  1971. m_ovr.preReset();
  1972. if (NULL != m_ovrRtv)
  1973. {
  1974. bx::xchg(m_ovrRtv, m_backBufferColor);
  1975. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  1976. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  1977. DX_RELEASE(m_ovrRtv, 0);
  1978. DX_RELEASE(m_ovrDsv, 0);
  1979. m_ovrRT.destroy();
  1980. }
  1981. #endif // BGFX_CONFIG_USE_OVR
  1982. }
  1983. void capturePostReset()
  1984. {
  1985. if (m_flags&BGFX_RESET_CAPTURE)
  1986. {
  1987. ID3D11Texture2D* backBuffer;
  1988. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  1989. D3D11_TEXTURE2D_DESC backBufferDesc;
  1990. backBuffer->GetDesc(&backBufferDesc);
  1991. D3D11_TEXTURE2D_DESC desc;
  1992. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1993. desc.SampleDesc.Count = 1;
  1994. desc.SampleDesc.Quality = 0;
  1995. desc.Usage = D3D11_USAGE_STAGING;
  1996. desc.BindFlags = 0;
  1997. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1998. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  1999. if (SUCCEEDED(hr) )
  2000. {
  2001. if (backBufferDesc.SampleDesc.Count != 1)
  2002. {
  2003. desc.Usage = D3D11_USAGE_DEFAULT;
  2004. desc.CPUAccessFlags = 0;
  2005. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2006. }
  2007. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2008. }
  2009. DX_RELEASE(backBuffer, 0);
  2010. }
  2011. }
  2012. void capturePreReset()
  2013. {
  2014. if (NULL != m_captureTexture)
  2015. {
  2016. g_callback->captureEnd();
  2017. }
  2018. DX_RELEASE(m_captureResolve, 0);
  2019. DX_RELEASE(m_captureTexture, 0);
  2020. }
  2021. void capture()
  2022. {
  2023. if (NULL != m_captureTexture)
  2024. {
  2025. ID3D11Texture2D* backBuffer;
  2026. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  2027. if (NULL == m_captureResolve)
  2028. {
  2029. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2030. }
  2031. else
  2032. {
  2033. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat());
  2034. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2035. }
  2036. D3D11_MAPPED_SUBRESOURCE mapped;
  2037. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2038. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  2039. m_deviceCtx->Unmap(m_captureTexture, 0);
  2040. DX_RELEASE(backBuffer, 0);
  2041. }
  2042. }
  2043. void commit(ConstantBuffer& _constantBuffer)
  2044. {
  2045. _constantBuffer.reset();
  2046. for (;;)
  2047. {
  2048. uint32_t opcode = _constantBuffer.read();
  2049. if (UniformType::End == opcode)
  2050. {
  2051. break;
  2052. }
  2053. UniformType::Enum type;
  2054. uint16_t loc;
  2055. uint16_t num;
  2056. uint16_t copy;
  2057. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2058. const char* data;
  2059. if (copy)
  2060. {
  2061. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  2062. }
  2063. else
  2064. {
  2065. UniformHandle handle;
  2066. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2067. data = (const char*)m_uniforms[handle.idx];
  2068. }
  2069. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2070. case UniformType::_uniform: \
  2071. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2072. { \
  2073. setShaderUniform(uint8_t(type), loc, data, num); \
  2074. } \
  2075. break;
  2076. switch ( (uint32_t)type)
  2077. {
  2078. case UniformType::Uniform3x3fv:
  2079. case UniformType::Uniform3x3fv|BGFX_UNIFORM_FRAGMENTBIT: \
  2080. {
  2081. float* value = (float*)data;
  2082. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2083. {
  2084. Matrix4 mtx;
  2085. mtx.un.val[ 0] = value[0];
  2086. mtx.un.val[ 1] = value[1];
  2087. mtx.un.val[ 2] = value[2];
  2088. mtx.un.val[ 3] = 0.0f;
  2089. mtx.un.val[ 4] = value[3];
  2090. mtx.un.val[ 5] = value[4];
  2091. mtx.un.val[ 6] = value[5];
  2092. mtx.un.val[ 7] = 0.0f;
  2093. mtx.un.val[ 8] = value[6];
  2094. mtx.un.val[ 9] = value[7];
  2095. mtx.un.val[10] = value[8];
  2096. mtx.un.val[11] = 0.0f;
  2097. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2098. }
  2099. }
  2100. break;
  2101. CASE_IMPLEMENT_UNIFORM(Uniform1i, I, int);
  2102. CASE_IMPLEMENT_UNIFORM(Uniform1f, F, float);
  2103. CASE_IMPLEMENT_UNIFORM(Uniform1iv, I, int);
  2104. CASE_IMPLEMENT_UNIFORM(Uniform1fv, F, float);
  2105. CASE_IMPLEMENT_UNIFORM(Uniform2fv, F, float);
  2106. CASE_IMPLEMENT_UNIFORM(Uniform3fv, F, float);
  2107. CASE_IMPLEMENT_UNIFORM(Uniform4fv, F, float);
  2108. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, F, float);
  2109. case UniformType::End:
  2110. break;
  2111. default:
  2112. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  2113. break;
  2114. }
  2115. #undef CASE_IMPLEMENT_UNIFORM
  2116. }
  2117. }
  2118. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2119. {
  2120. uint32_t width = getBufferWidth();
  2121. uint32_t height = getBufferHeight();
  2122. if (0 == _rect.m_x
  2123. && 0 == _rect.m_y
  2124. && width == _rect.m_width
  2125. && height == _rect.m_height)
  2126. {
  2127. clear(_clear, _palette);
  2128. }
  2129. else
  2130. {
  2131. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2132. uint64_t state = 0;
  2133. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  2134. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  2135. uint64_t stencil = 0;
  2136. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2137. | BGFX_STENCIL_TEST_ALWAYS
  2138. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2139. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2140. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2141. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2142. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2143. : 0
  2144. ;
  2145. setBlendState(state);
  2146. setDepthStencilState(state, stencil);
  2147. setRasterizerState(state);
  2148. uint32_t numMrt = 1;
  2149. FrameBufferHandle fbh = m_fbh;
  2150. if (isValid(fbh) )
  2151. {
  2152. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  2153. numMrt = bx::uint32_max(1, fb.m_num);
  2154. }
  2155. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2156. m_currentProgram = &program;
  2157. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  2158. deviceCtx->VSSetConstantBuffers(0, 0, NULL);
  2159. if (NULL != m_currentColor)
  2160. {
  2161. const ShaderD3D11* fsh = program.m_fsh;
  2162. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2163. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2164. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2165. {
  2166. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2167. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2168. {
  2169. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_CLEAR_COLOR_PALETTE-1, _clear.m_index[ii]);
  2170. memcpy(mrtClear[ii], _palette[index], 16);
  2171. }
  2172. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  2173. }
  2174. else
  2175. {
  2176. float rgba[4] =
  2177. {
  2178. _clear.m_index[0]*1.0f/255.0f,
  2179. _clear.m_index[1]*1.0f/255.0f,
  2180. _clear.m_index[2]*1.0f/255.0f,
  2181. _clear.m_index[3]*1.0f/255.0f,
  2182. };
  2183. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  2184. }
  2185. }
  2186. else
  2187. {
  2188. deviceCtx->PSSetShader(NULL, NULL, 0);
  2189. }
  2190. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  2191. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  2192. const uint32_t stride = vertexDecl.m_stride;
  2193. const uint32_t offset = 0;
  2194. {
  2195. struct Vertex
  2196. {
  2197. float m_x;
  2198. float m_y;
  2199. float m_z;
  2200. };
  2201. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  2202. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  2203. const float depth = _clear.m_depth;
  2204. vertex->m_x = -1.0f;
  2205. vertex->m_y = -1.0f;
  2206. vertex->m_z = depth;
  2207. vertex++;
  2208. vertex->m_x = 1.0f;
  2209. vertex->m_y = -1.0f;
  2210. vertex->m_z = depth;
  2211. vertex++;
  2212. vertex->m_x = -1.0f;
  2213. vertex->m_y = 1.0f;
  2214. vertex->m_z = depth;
  2215. vertex++;
  2216. vertex->m_x = 1.0f;
  2217. vertex->m_y = 1.0f;
  2218. vertex->m_z = depth;
  2219. }
  2220. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  2221. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2222. setInputLayout(vertexDecl, program, 0);
  2223. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  2224. deviceCtx->Draw(4, 0);
  2225. }
  2226. }
  2227. void* m_d3d9dll;
  2228. void* m_d3d11dll;
  2229. void* m_dxgidll;
  2230. void* m_renderdocdll;
  2231. D3D_DRIVER_TYPE m_driverType;
  2232. D3D_FEATURE_LEVEL m_featureLevel;
  2233. IDXGIAdapter* m_adapter;
  2234. DXGI_ADAPTER_DESC m_adapterDesc;
  2235. #if BX_PLATFORM_WINRT
  2236. IDXGIFactory2* m_factory;
  2237. IDXGISwapChain1* m_swapChain;
  2238. #else
  2239. IDXGIFactory* m_factory;
  2240. IDXGISwapChain* m_swapChain;
  2241. #endif // BX_PLATFORM_WINRT
  2242. uint16_t m_lost;
  2243. uint16_t m_numWindows;
  2244. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2245. ID3D11Device* m_device;
  2246. ID3D11DeviceContext* m_deviceCtx;
  2247. ID3D11InfoQueue* m_infoQueue;
  2248. ID3D11RenderTargetView* m_backBufferColor;
  2249. ID3D11DepthStencilView* m_backBufferDepthStencil;
  2250. ID3D11RenderTargetView* m_currentColor;
  2251. ID3D11DepthStencilView* m_currentDepthStencil;
  2252. ID3D11Texture2D* m_captureTexture;
  2253. ID3D11Texture2D* m_captureResolve;
  2254. Resolution m_resolution;
  2255. bool m_wireframe;
  2256. #if BX_PLATFORM_WINRT
  2257. DXGI_SWAP_CHAIN_DESC1 m_scd;
  2258. #else
  2259. DXGI_SWAP_CHAIN_DESC m_scd;
  2260. #endif
  2261. uint32_t m_flags;
  2262. uint32_t m_maxAnisotropy;
  2263. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2264. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2265. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2266. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2267. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2268. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2269. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2270. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2271. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2272. UniformRegistry m_uniformReg;
  2273. ViewState m_viewState;
  2274. StateCacheT<ID3D11BlendState> m_blendStateCache;
  2275. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  2276. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  2277. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  2278. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  2279. TextVideoMem m_textVideoMem;
  2280. TextureStage m_textureStage;
  2281. ProgramD3D11* m_currentProgram;
  2282. uint8_t m_vsScratch[64<<10];
  2283. uint8_t m_fsScratch[64<<10];
  2284. uint32_t m_vsChanges;
  2285. uint32_t m_fsChanges;
  2286. FrameBufferHandle m_fbh;
  2287. bool m_rtMsaa;
  2288. OVR m_ovr;
  2289. TextureD3D11 m_ovrRT;
  2290. ID3D11RenderTargetView* m_ovrRtv;
  2291. ID3D11DepthStencilView* m_ovrDsv;
  2292. };
  2293. static RendererContextD3D11* s_renderD3D11;
  2294. RendererContextI* rendererCreate()
  2295. {
  2296. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  2297. s_renderD3D11->init();
  2298. return s_renderD3D11;
  2299. }
  2300. void rendererDestroy()
  2301. {
  2302. s_renderD3D11->shutdown();
  2303. BX_DELETE(g_allocator, s_renderD3D11);
  2304. s_renderD3D11 = NULL;
  2305. }
  2306. void BufferD3D11::create(uint32_t _size, void* _data, uint8_t _flags, uint16_t _stride, bool _vertex)
  2307. {
  2308. m_uav = NULL;
  2309. m_size = _size;
  2310. m_flags = _flags;
  2311. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  2312. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  2313. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  2314. m_dynamic = NULL == _data && !needUav;
  2315. D3D11_BUFFER_DESC desc;
  2316. desc.ByteWidth = _size;
  2317. desc.BindFlags = 0
  2318. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  2319. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  2320. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  2321. ;
  2322. desc.MiscFlags = 0
  2323. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  2324. ;
  2325. desc.StructureByteStride = 0;
  2326. const DXGI_FORMAT indexFormat = 0 == (_flags & BGFX_BUFFER_INDEX32)
  2327. ? DXGI_FORMAT_R16_UINT
  2328. : DXGI_FORMAT_R32_UINT
  2329. ;
  2330. const DXGI_FORMAT format = _vertex
  2331. ? DXGI_FORMAT_R32G32B32A32_FLOAT
  2332. : indexFormat
  2333. ;
  2334. ID3D11Device* device = s_renderD3D11->m_device;
  2335. if (needUav)
  2336. {
  2337. desc.Usage = D3D11_USAGE_DEFAULT;
  2338. desc.CPUAccessFlags = 0;
  2339. desc.StructureByteStride = _stride;
  2340. DX_CHECK(device->CreateBuffer(&desc
  2341. , NULL
  2342. , &m_ptr
  2343. ) );
  2344. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  2345. uavd.Format = format;
  2346. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  2347. uavd.Buffer.FirstElement = 0;
  2348. uavd.Buffer.NumElements = m_size / 16;
  2349. uavd.Buffer.Flags = 0;
  2350. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  2351. , &uavd
  2352. , &m_uav
  2353. ) );
  2354. }
  2355. else if (m_dynamic)
  2356. {
  2357. desc.Usage = D3D11_USAGE_DYNAMIC;
  2358. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2359. DX_CHECK(device->CreateBuffer(&desc
  2360. , NULL
  2361. , &m_ptr
  2362. ) );
  2363. }
  2364. else
  2365. {
  2366. desc.Usage = D3D11_USAGE_IMMUTABLE;
  2367. desc.CPUAccessFlags = 0;
  2368. D3D11_SUBRESOURCE_DATA srd;
  2369. srd.pSysMem = _data;
  2370. srd.SysMemPitch = 0;
  2371. srd.SysMemSlicePitch = 0;
  2372. DX_CHECK(device->CreateBuffer(&desc
  2373. , &srd
  2374. , &m_ptr
  2375. ) );
  2376. }
  2377. if (needSrv)
  2378. {
  2379. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2380. srvd.Format = format;
  2381. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  2382. srvd.Buffer.FirstElement = 0;
  2383. srvd.Buffer.NumElements = m_size / 16;
  2384. DX_CHECK(device->CreateShaderResourceView(m_ptr
  2385. , &srvd
  2386. , &m_srv
  2387. ) );
  2388. }
  2389. }
  2390. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  2391. {
  2392. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2393. BX_CHECK(m_dynamic, "Must be dynamic!");
  2394. #if 0
  2395. BX_UNUSED(_discard);
  2396. ID3D11Device* device = s_renderD3D11->m_device;
  2397. D3D11_BUFFER_DESC desc;
  2398. desc.ByteWidth = _size;
  2399. desc.Usage = D3D11_USAGE_STAGING;
  2400. desc.BindFlags = 0;
  2401. desc.MiscFlags = 0;
  2402. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2403. desc.StructureByteStride = 0;
  2404. D3D11_SUBRESOURCE_DATA srd;
  2405. srd.pSysMem = _data;
  2406. srd.SysMemPitch = 0;
  2407. srd.SysMemSlicePitch = 0;
  2408. ID3D11Buffer* ptr;
  2409. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  2410. D3D11_BOX box;
  2411. box.left = 0;
  2412. box.top = 0;
  2413. box.front = 0;
  2414. box.right = _size;
  2415. box.bottom = 1;
  2416. box.back = 1;
  2417. deviceCtx->CopySubresourceRegion(m_ptr
  2418. , 0
  2419. , _offset
  2420. , 0
  2421. , 0
  2422. , ptr
  2423. , 0
  2424. , &box
  2425. );
  2426. DX_RELEASE(ptr, 0);
  2427. #else
  2428. D3D11_MAPPED_SUBRESOURCE mapped;
  2429. BX_UNUSED(_discard);
  2430. D3D11_MAP type = D3D11_MAP_WRITE_DISCARD;
  2431. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped));
  2432. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  2433. deviceCtx->Unmap(m_ptr, 0);
  2434. #endif // 0
  2435. }
  2436. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint8_t _flags)
  2437. {
  2438. m_decl = _declHandle;
  2439. uint16_t stride = isValid(_declHandle)
  2440. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  2441. : 0
  2442. ;
  2443. BufferD3D11::create(_size, _data, _flags, stride, true);
  2444. }
  2445. void ShaderD3D11::create(const Memory* _mem)
  2446. {
  2447. bx::MemoryReader reader(_mem->data, _mem->size);
  2448. uint32_t magic;
  2449. bx::read(&reader, magic);
  2450. switch (magic)
  2451. {
  2452. case BGFX_CHUNK_MAGIC_CSH:
  2453. case BGFX_CHUNK_MAGIC_FSH:
  2454. case BGFX_CHUNK_MAGIC_VSH:
  2455. break;
  2456. default:
  2457. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2458. break;
  2459. }
  2460. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2461. uint32_t iohash;
  2462. bx::read(&reader, iohash);
  2463. uint16_t count;
  2464. bx::read(&reader, count);
  2465. m_numPredefined = 0;
  2466. m_numUniforms = count;
  2467. BX_TRACE("%s Shader consts %d"
  2468. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  2469. , count
  2470. );
  2471. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  2472. if (0 < count)
  2473. {
  2474. for (uint32_t ii = 0; ii < count; ++ii)
  2475. {
  2476. uint8_t nameSize;
  2477. bx::read(&reader, nameSize);
  2478. char name[256];
  2479. bx::read(&reader, &name, nameSize);
  2480. name[nameSize] = '\0';
  2481. uint8_t type;
  2482. bx::read(&reader, type);
  2483. uint8_t num;
  2484. bx::read(&reader, num);
  2485. uint16_t regIndex;
  2486. bx::read(&reader, regIndex);
  2487. uint16_t regCount;
  2488. bx::read(&reader, regCount);
  2489. const char* kind = "invalid";
  2490. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2491. if (PredefinedUniform::Count != predefined)
  2492. {
  2493. kind = "predefined";
  2494. m_predefined[m_numPredefined].m_loc = regIndex;
  2495. m_predefined[m_numPredefined].m_count = regCount;
  2496. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  2497. m_numPredefined++;
  2498. }
  2499. else
  2500. {
  2501. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  2502. if (NULL != info)
  2503. {
  2504. if (NULL == m_constantBuffer)
  2505. {
  2506. m_constantBuffer = ConstantBuffer::create(1024);
  2507. }
  2508. kind = "user";
  2509. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2510. }
  2511. }
  2512. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2513. , kind
  2514. , name
  2515. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
  2516. , num
  2517. , regIndex
  2518. , regCount
  2519. );
  2520. BX_UNUSED(kind);
  2521. }
  2522. if (NULL != m_constantBuffer)
  2523. {
  2524. m_constantBuffer->finish();
  2525. }
  2526. }
  2527. uint16_t shaderSize;
  2528. bx::read(&reader, shaderSize);
  2529. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2530. bx::skip(&reader, shaderSize+1);
  2531. if (BGFX_CHUNK_MAGIC_FSH == magic)
  2532. {
  2533. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  2534. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  2535. }
  2536. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  2537. {
  2538. m_hash = bx::hashMurmur2A(code, shaderSize);
  2539. m_code = copy(code, shaderSize);
  2540. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  2541. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  2542. }
  2543. else
  2544. {
  2545. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  2546. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  2547. }
  2548. uint8_t numAttrs;
  2549. bx::read(&reader, numAttrs);
  2550. memset(m_attrMask, 0, sizeof(m_attrMask));
  2551. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  2552. {
  2553. uint16_t id;
  2554. bx::read(&reader, id);
  2555. Attrib::Enum attr = idToAttrib(id);
  2556. if (Attrib::Count != attr)
  2557. {
  2558. m_attrMask[attr] = 0xff;
  2559. }
  2560. }
  2561. uint16_t size;
  2562. bx::read(&reader, size);
  2563. if (0 < size)
  2564. {
  2565. D3D11_BUFFER_DESC desc;
  2566. desc.ByteWidth = (size + 0xf) & ~0xf;
  2567. desc.Usage = D3D11_USAGE_DEFAULT;
  2568. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  2569. desc.CPUAccessFlags = 0;
  2570. desc.MiscFlags = 0;
  2571. desc.StructureByteStride = 0;
  2572. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  2573. }
  2574. }
  2575. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2576. {
  2577. m_sampler = s_renderD3D11->getSamplerState(_flags);
  2578. ImageContainer imageContainer;
  2579. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2580. {
  2581. uint8_t numMips = imageContainer.m_numMips;
  2582. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  2583. numMips -= startLod;
  2584. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2585. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2586. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2587. m_flags = _flags;
  2588. m_requestedFormat = (uint8_t)imageContainer.m_format;
  2589. m_textureFormat = (uint8_t)imageContainer.m_format;
  2590. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  2591. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  2592. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2593. if (convert)
  2594. {
  2595. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2596. bpp = 32;
  2597. }
  2598. if (imageContainer.m_cubeMap)
  2599. {
  2600. m_type = TextureCube;
  2601. }
  2602. else if (imageContainer.m_depth > 1)
  2603. {
  2604. m_type = Texture3D;
  2605. }
  2606. else
  2607. {
  2608. m_type = Texture2D;
  2609. }
  2610. m_numMips = numMips;
  2611. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  2612. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  2613. uint32_t kk = 0;
  2614. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2615. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2616. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  2617. , this - s_renderD3D11->m_textures
  2618. , getName( (TextureFormat::Enum)m_textureFormat)
  2619. , getName( (TextureFormat::Enum)m_requestedFormat)
  2620. , textureWidth
  2621. , textureHeight
  2622. , imageContainer.m_cubeMap ? "x6" : ""
  2623. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2624. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  2625. );
  2626. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2627. {
  2628. uint32_t width = textureWidth;
  2629. uint32_t height = textureHeight;
  2630. uint32_t depth = imageContainer.m_depth;
  2631. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  2632. {
  2633. width = bx::uint32_max(1, width);
  2634. height = bx::uint32_max(1, height);
  2635. depth = bx::uint32_max(1, depth);
  2636. ImageMip mip;
  2637. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2638. {
  2639. srd[kk].pSysMem = mip.m_data;
  2640. if (convert)
  2641. {
  2642. uint32_t srcpitch = mip.m_width*bpp/8;
  2643. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  2644. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  2645. srd[kk].pSysMem = temp;
  2646. srd[kk].SysMemPitch = srcpitch;
  2647. }
  2648. else if (compressed)
  2649. {
  2650. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  2651. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  2652. }
  2653. else
  2654. {
  2655. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  2656. }
  2657. if (swizzle)
  2658. {
  2659. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  2660. }
  2661. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  2662. ++kk;
  2663. }
  2664. width >>= 1;
  2665. height >>= 1;
  2666. depth >>= 1;
  2667. }
  2668. }
  2669. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  2670. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2671. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2672. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB) || imageContainer.m_srgb;
  2673. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2674. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2675. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2676. memset(&srvd, 0, sizeof(srvd) );
  2677. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  2678. if (swizzle)
  2679. {
  2680. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  2681. srvd.Format = format;
  2682. }
  2683. else if (srgb)
  2684. {
  2685. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  2686. srvd.Format = format;
  2687. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  2688. }
  2689. if (format == DXGI_FORMAT_UNKNOWN)
  2690. {
  2691. // not swizzled and not sRGB, or sRGB unsupported
  2692. format = s_textureFormat[m_textureFormat].m_fmt;
  2693. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  2694. }
  2695. switch (m_type)
  2696. {
  2697. case Texture2D:
  2698. case TextureCube:
  2699. {
  2700. D3D11_TEXTURE2D_DESC desc;
  2701. desc.Width = textureWidth;
  2702. desc.Height = textureHeight;
  2703. desc.MipLevels = numMips;
  2704. desc.Format = format;
  2705. desc.SampleDesc = msaa;
  2706. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2707. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  2708. desc.CPUAccessFlags = 0;
  2709. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  2710. {
  2711. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  2712. desc.Usage = D3D11_USAGE_DEFAULT;
  2713. }
  2714. else if (renderTarget)
  2715. {
  2716. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  2717. desc.Usage = D3D11_USAGE_DEFAULT;
  2718. }
  2719. if (computeWrite)
  2720. {
  2721. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2722. desc.Usage = D3D11_USAGE_DEFAULT;
  2723. }
  2724. if (imageContainer.m_cubeMap)
  2725. {
  2726. desc.ArraySize = 6;
  2727. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  2728. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2729. srvd.TextureCube.MipLevels = numMips;
  2730. }
  2731. else
  2732. {
  2733. desc.ArraySize = 1;
  2734. desc.MiscFlags = 0;
  2735. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  2736. srvd.Texture2D.MipLevels = numMips;
  2737. }
  2738. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  2739. }
  2740. break;
  2741. case Texture3D:
  2742. {
  2743. D3D11_TEXTURE3D_DESC desc;
  2744. desc.Width = textureWidth;
  2745. desc.Height = textureHeight;
  2746. desc.Depth = imageContainer.m_depth;
  2747. desc.MipLevels = imageContainer.m_numMips;
  2748. desc.Format = format;
  2749. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2750. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  2751. desc.CPUAccessFlags = 0;
  2752. desc.MiscFlags = 0;
  2753. if (computeWrite)
  2754. {
  2755. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2756. desc.Usage = D3D11_USAGE_DEFAULT;
  2757. }
  2758. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2759. srvd.Texture3D.MipLevels = numMips;
  2760. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  2761. }
  2762. break;
  2763. }
  2764. if (!bufferOnly)
  2765. {
  2766. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  2767. }
  2768. if (computeWrite)
  2769. {
  2770. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  2771. }
  2772. if (convert
  2773. && 0 != kk)
  2774. {
  2775. kk = 0;
  2776. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2777. {
  2778. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2779. {
  2780. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  2781. ++kk;
  2782. }
  2783. }
  2784. }
  2785. }
  2786. }
  2787. void TextureD3D11::destroy()
  2788. {
  2789. DX_RELEASE(m_srv, 0);
  2790. DX_RELEASE(m_uav, 0);
  2791. DX_RELEASE(m_ptr, 0);
  2792. }
  2793. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2794. {
  2795. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2796. D3D11_BOX box;
  2797. box.left = _rect.m_x;
  2798. box.top = _rect.m_y;
  2799. box.right = box.left + _rect.m_width;
  2800. box.bottom = box.top + _rect.m_height;
  2801. box.front = _z;
  2802. box.back = box.front + _depth;
  2803. const uint32_t subres = _mip + (_side * m_numMips);
  2804. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2805. const uint32_t rectpitch = _rect.m_width*bpp/8;
  2806. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2807. const bool convert = m_textureFormat != m_requestedFormat;
  2808. uint8_t* data = _mem->data;
  2809. uint8_t* temp = NULL;
  2810. if (convert)
  2811. {
  2812. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  2813. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  2814. data = temp;
  2815. }
  2816. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  2817. if (NULL != temp)
  2818. {
  2819. BX_FREE(g_allocator, temp);
  2820. }
  2821. }
  2822. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags)
  2823. {
  2824. TextureStage& ts = s_renderD3D11->m_textureStage;
  2825. ts.m_srv[_stage] = m_srv;
  2826. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  2827. ? s_renderD3D11->getSamplerState(_flags)
  2828. : m_sampler
  2829. ;
  2830. }
  2831. void TextureD3D11::resolve()
  2832. {
  2833. }
  2834. void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
  2835. {
  2836. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  2837. {
  2838. m_rtv[ii] = NULL;
  2839. }
  2840. m_dsv = NULL;
  2841. m_swapChain = NULL;
  2842. m_numTh = _num;
  2843. memcpy(m_th, _handles, _num*sizeof(TextureHandle) );
  2844. postReset();
  2845. }
  2846. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  2847. {
  2848. BX_UNUSED(_depthFormat);
  2849. DXGI_SWAP_CHAIN_DESC scd;
  2850. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  2851. scd.BufferDesc.Width = _width;
  2852. scd.BufferDesc.Height = _height;
  2853. scd.OutputWindow = (HWND)_nwh;
  2854. HRESULT hr;
  2855. hr = s_renderD3D11->m_factory->CreateSwapChain(s_renderD3D11->m_device
  2856. , &scd
  2857. , &m_swapChain
  2858. );
  2859. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  2860. ID3D11Resource* ptr;
  2861. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr));
  2862. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  2863. DX_RELEASE(ptr, 0);
  2864. m_srv[0] = NULL;
  2865. m_dsv = NULL;
  2866. m_denseIdx = _denseIdx;
  2867. m_num = 1;
  2868. }
  2869. uint16_t FrameBufferD3D11::destroy()
  2870. {
  2871. preReset();
  2872. DX_RELEASE(m_swapChain, 0);
  2873. m_num = 0;
  2874. m_numTh = 0;
  2875. uint16_t denseIdx = m_denseIdx;
  2876. m_denseIdx = UINT16_MAX;
  2877. return denseIdx;
  2878. }
  2879. void FrameBufferD3D11::preReset()
  2880. {
  2881. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2882. {
  2883. DX_RELEASE(m_srv[ii], 0);
  2884. DX_RELEASE(m_rtv[ii], 0);
  2885. }
  2886. DX_RELEASE(m_dsv, 0);
  2887. }
  2888. void FrameBufferD3D11::postReset()
  2889. {
  2890. if (0 < m_numTh)
  2891. {
  2892. m_num = 0;
  2893. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  2894. {
  2895. TextureHandle handle = m_th[ii];
  2896. if (isValid(handle) )
  2897. {
  2898. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  2899. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  2900. {
  2901. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  2902. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2903. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2904. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  2905. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  2906. dsvDesc.ViewDimension = 1 < msaa.Count ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
  2907. dsvDesc.Flags = 0;
  2908. dsvDesc.Texture2D.MipSlice = 0;
  2909. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  2910. }
  2911. else
  2912. {
  2913. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  2914. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  2915. m_num++;
  2916. }
  2917. }
  2918. }
  2919. }
  2920. }
  2921. void FrameBufferD3D11::resolve()
  2922. {
  2923. }
  2924. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  2925. {
  2926. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2927. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  2928. {
  2929. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2930. {
  2931. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2932. {
  2933. uint8_t index = _clear.m_index[ii];
  2934. if (NULL != m_rtv[ii]
  2935. && UINT8_MAX != index)
  2936. {
  2937. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  2938. }
  2939. }
  2940. }
  2941. else
  2942. {
  2943. float frgba[4] =
  2944. {
  2945. _clear.m_index[0]*1.0f/255.0f,
  2946. _clear.m_index[1]*1.0f/255.0f,
  2947. _clear.m_index[2]*1.0f/255.0f,
  2948. _clear.m_index[3]*1.0f/255.0f,
  2949. };
  2950. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2951. {
  2952. if (NULL != m_rtv[ii])
  2953. {
  2954. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  2955. }
  2956. }
  2957. }
  2958. }
  2959. if (NULL != m_dsv
  2960. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2961. {
  2962. DWORD flags = 0;
  2963. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2964. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2965. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  2966. }
  2967. }
  2968. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  2969. {
  2970. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  2971. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2972. updateResolution(_render->m_resolution);
  2973. int64_t elapsed = -bx::getHPCounter();
  2974. int64_t captureElapsed = 0;
  2975. if (0 < _render->m_iboffset)
  2976. {
  2977. TransientIndexBuffer* ib = _render->m_transientIb;
  2978. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  2979. }
  2980. if (0 < _render->m_vboffset)
  2981. {
  2982. TransientVertexBuffer* vb = _render->m_transientVb;
  2983. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  2984. }
  2985. _render->sort();
  2986. RenderDraw currentState;
  2987. currentState.clear();
  2988. currentState.m_flags = BGFX_STATE_NONE;
  2989. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2990. const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
  2991. _render->m_hmdEnabled = hmdEnabled;
  2992. ViewState& viewState = m_viewState;
  2993. viewState.reset(_render, hmdEnabled);
  2994. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  2995. bool scissorEnabled = false;
  2996. setDebugWireframe(wireframe);
  2997. uint16_t programIdx = invalidHandle;
  2998. SortKey key;
  2999. uint8_t view = 0xff;
  3000. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  3001. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3002. uint8_t primIndex = uint8_t(primType>>BGFX_STATE_PT_SHIFT);
  3003. PrimInfo prim = s_primInfo[primIndex];
  3004. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3005. bool wasCompute = false;
  3006. bool viewHasScissor = false;
  3007. Rect viewScissorRect;
  3008. viewScissorRect.clear();
  3009. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3010. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3011. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3012. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  3013. uint32_t statsNumIndices = 0;
  3014. uint32_t statsKeyType[2] = {};
  3015. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3016. {
  3017. bool viewRestart = false;
  3018. uint8_t eye = 0;
  3019. uint8_t restartState = 0;
  3020. viewState.m_rect = _render->m_rect[0];
  3021. int32_t numItems = _render->m_num;
  3022. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  3023. {
  3024. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  3025. statsKeyType[isCompute]++;
  3026. const bool viewChanged = 0
  3027. || key.m_view != view
  3028. || item == numItems
  3029. ;
  3030. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  3031. ++item;
  3032. if (viewChanged)
  3033. {
  3034. if (1 == restartState)
  3035. {
  3036. restartState = 2;
  3037. item = restartItem;
  3038. restartItem = numItems;
  3039. view = 0xff;
  3040. continue;
  3041. }
  3042. view = key.m_view;
  3043. programIdx = invalidHandle;
  3044. if (_render->m_fb[view].idx != fbh.idx)
  3045. {
  3046. fbh = _render->m_fb[view];
  3047. setFrameBuffer(fbh);
  3048. }
  3049. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  3050. viewRestart &= hmdEnabled;
  3051. if (viewRestart)
  3052. {
  3053. if (0 == restartState)
  3054. {
  3055. restartState = 1;
  3056. restartItem = item - 1;
  3057. }
  3058. eye = (restartState - 1) & 1;
  3059. restartState &= 1;
  3060. }
  3061. else
  3062. {
  3063. eye = 0;
  3064. }
  3065. PIX_ENDEVENT();
  3066. viewState.m_rect = _render->m_rect[view];
  3067. if (viewRestart)
  3068. {
  3069. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3070. {
  3071. wchar_t* viewNameW = s_viewNameW[view];
  3072. viewNameW[3] = L' ';
  3073. viewNameW[4] = eye ? L'R' : L'L';
  3074. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3075. }
  3076. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  3077. viewState.m_rect.m_width /= 2;
  3078. }
  3079. else
  3080. {
  3081. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3082. {
  3083. wchar_t* viewNameW = s_viewNameW[view];
  3084. viewNameW[3] = L' ';
  3085. viewNameW[4] = L' ';
  3086. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3087. }
  3088. }
  3089. const Rect& scissorRect = _render->m_scissor[view];
  3090. viewHasScissor = !scissorRect.isZero();
  3091. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  3092. D3D11_VIEWPORT vp;
  3093. vp.TopLeftX = viewState.m_rect.m_x;
  3094. vp.TopLeftY = viewState.m_rect.m_y;
  3095. vp.Width = viewState.m_rect.m_width;
  3096. vp.Height = viewState.m_rect.m_height;
  3097. vp.MinDepth = 0.0f;
  3098. vp.MaxDepth = 1.0f;
  3099. deviceCtx->RSSetViewports(1, &vp);
  3100. Clear& clr = _render->m_clear[view];
  3101. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  3102. {
  3103. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_clearColor);
  3104. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  3105. }
  3106. }
  3107. if (isCompute)
  3108. {
  3109. if (!wasCompute)
  3110. {
  3111. wasCompute = true;
  3112. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3113. {
  3114. wchar_t* viewNameW = s_viewNameW[view];
  3115. viewNameW[3] = L'C';
  3116. PIX_ENDEVENT();
  3117. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3118. }
  3119. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  3120. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  3121. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  3122. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  3123. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  3124. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  3125. }
  3126. const RenderCompute& compute = renderItem.compute;
  3127. if (0 != eye
  3128. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  3129. {
  3130. continue;
  3131. }
  3132. bool programChanged = false;
  3133. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  3134. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  3135. if (key.m_program != programIdx)
  3136. {
  3137. programIdx = key.m_program;
  3138. ProgramD3D11& program = m_program[key.m_program];
  3139. m_currentProgram = &program;
  3140. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  3141. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  3142. programChanged =
  3143. constantsChanged = true;
  3144. }
  3145. if (invalidHandle != programIdx)
  3146. {
  3147. ProgramD3D11& program = m_program[programIdx];
  3148. if (constantsChanged)
  3149. {
  3150. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3151. if (NULL != vcb)
  3152. {
  3153. commit(*vcb);
  3154. }
  3155. }
  3156. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  3157. if (constantsChanged
  3158. || program.m_numPredefined > 0)
  3159. {
  3160. commitShaderConstants();
  3161. }
  3162. }
  3163. BX_UNUSED(programChanged);
  3164. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3165. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3166. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3167. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  3168. {
  3169. const Binding& bind = compute.m_bind[ii];
  3170. if (invalidHandle != bind.m_idx)
  3171. {
  3172. switch (bind.m_type)
  3173. {
  3174. case Binding::Image:
  3175. {
  3176. const TextureD3D11& texture = m_textures[bind.m_idx];
  3177. if (Access::Read != bind.m_un.m_compute.m_access)
  3178. {
  3179. uav[ii] = texture.m_uav;
  3180. }
  3181. else
  3182. {
  3183. srv[ii] = texture.m_srv;
  3184. sampler[ii] = texture.m_sampler;
  3185. }
  3186. }
  3187. break;
  3188. case Binding::IndexBuffer:
  3189. case Binding::VertexBuffer:
  3190. {
  3191. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  3192. ? m_indexBuffers[bind.m_idx]
  3193. : m_vertexBuffers[bind.m_idx]
  3194. ;
  3195. if (Access::Read != bind.m_un.m_compute.m_access)
  3196. {
  3197. uav[ii] = buffer.m_uav;
  3198. }
  3199. else
  3200. {
  3201. srv[ii] = buffer.m_srv;
  3202. }
  3203. }
  3204. break;
  3205. }
  3206. }
  3207. }
  3208. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  3209. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  3210. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  3211. if (isValid(compute.m_indirectBuffer) )
  3212. {
  3213. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  3214. ID3D11Buffer* ptr = vb.m_ptr;
  3215. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  3216. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3217. : compute.m_numIndirect
  3218. ;
  3219. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3220. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3221. {
  3222. deviceCtx->DispatchIndirect(ptr, args);
  3223. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3224. }
  3225. }
  3226. else
  3227. {
  3228. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  3229. }
  3230. continue;
  3231. }
  3232. bool resetState = viewChanged || wasCompute;
  3233. if (wasCompute)
  3234. {
  3235. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3236. {
  3237. wchar_t* viewNameW = s_viewNameW[view];
  3238. viewNameW[3] = L' ';
  3239. PIX_ENDEVENT();
  3240. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3241. }
  3242. wasCompute = false;
  3243. programIdx = invalidHandle;
  3244. m_currentProgram = NULL;
  3245. invalidateCompute();
  3246. }
  3247. const RenderDraw& draw = renderItem.draw;
  3248. const uint64_t newFlags = draw.m_flags;
  3249. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  3250. currentState.m_flags = newFlags;
  3251. const uint64_t newStencil = draw.m_stencil;
  3252. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  3253. currentState.m_stencil = newStencil;
  3254. if (resetState)
  3255. {
  3256. currentState.clear();
  3257. currentState.m_scissor = !draw.m_scissor;
  3258. changedFlags = BGFX_STATE_MASK;
  3259. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  3260. currentState.m_flags = newFlags;
  3261. currentState.m_stencil = newStencil;
  3262. setBlendState(newFlags);
  3263. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  3264. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3265. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3266. }
  3267. if (prim.m_type != s_primInfo[primIndex].m_type)
  3268. {
  3269. prim = s_primInfo[primIndex];
  3270. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3271. }
  3272. uint16_t scissor = draw.m_scissor;
  3273. if (currentState.m_scissor != scissor)
  3274. {
  3275. currentState.m_scissor = scissor;
  3276. if (UINT16_MAX == scissor)
  3277. {
  3278. scissorEnabled = viewHasScissor;
  3279. if (viewHasScissor)
  3280. {
  3281. D3D11_RECT rc;
  3282. rc.left = viewScissorRect.m_x;
  3283. rc.top = viewScissorRect.m_y;
  3284. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3285. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3286. deviceCtx->RSSetScissorRects(1, &rc);
  3287. }
  3288. }
  3289. else
  3290. {
  3291. Rect scissorRect;
  3292. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  3293. scissorEnabled = true;
  3294. D3D11_RECT rc;
  3295. rc.left = scissorRect.m_x;
  3296. rc.top = scissorRect.m_y;
  3297. rc.right = scissorRect.m_x + scissorRect.m_width;
  3298. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  3299. deviceCtx->RSSetScissorRects(1, &rc);
  3300. }
  3301. setRasterizerState(newFlags, wireframe, scissorEnabled);
  3302. }
  3303. if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
  3304. || 0 != changedStencil)
  3305. {
  3306. setDepthStencilState(newFlags, newStencil);
  3307. }
  3308. if ( (0
  3309. | BGFX_STATE_CULL_MASK
  3310. | BGFX_STATE_RGB_WRITE
  3311. | BGFX_STATE_ALPHA_WRITE
  3312. | BGFX_STATE_BLEND_MASK
  3313. | BGFX_STATE_BLEND_EQUATION_MASK
  3314. | BGFX_STATE_ALPHA_REF_MASK
  3315. | BGFX_STATE_PT_MASK
  3316. | BGFX_STATE_POINT_SIZE_MASK
  3317. | BGFX_STATE_MSAA
  3318. ) & changedFlags)
  3319. {
  3320. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  3321. {
  3322. setBlendState(newFlags, draw.m_rgba);
  3323. }
  3324. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  3325. {
  3326. setRasterizerState(newFlags, wireframe, scissorEnabled);
  3327. }
  3328. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  3329. {
  3330. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  3331. viewState.m_alphaRef = ref/255.0f;
  3332. }
  3333. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3334. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3335. if (prim.m_type != s_primInfo[primIndex].m_type)
  3336. {
  3337. prim = s_primInfo[primIndex];
  3338. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3339. }
  3340. }
  3341. bool programChanged = false;
  3342. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  3343. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  3344. if (key.m_program != programIdx)
  3345. {
  3346. programIdx = key.m_program;
  3347. if (invalidHandle == programIdx)
  3348. {
  3349. m_currentProgram = NULL;
  3350. deviceCtx->VSSetShader(NULL, NULL, 0);
  3351. deviceCtx->PSSetShader(NULL, NULL, 0);
  3352. }
  3353. else
  3354. {
  3355. ProgramD3D11& program = m_program[programIdx];
  3356. m_currentProgram = &program;
  3357. const ShaderD3D11* vsh = program.m_vsh;
  3358. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  3359. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  3360. if (NULL != m_currentColor)
  3361. {
  3362. const ShaderD3D11* fsh = program.m_fsh;
  3363. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  3364. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  3365. }
  3366. else
  3367. {
  3368. deviceCtx->PSSetShader(NULL, NULL, 0);
  3369. }
  3370. }
  3371. programChanged =
  3372. constantsChanged = true;
  3373. }
  3374. if (invalidHandle != programIdx)
  3375. {
  3376. ProgramD3D11& program = m_program[programIdx];
  3377. if (constantsChanged)
  3378. {
  3379. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3380. if (NULL != vcb)
  3381. {
  3382. commit(*vcb);
  3383. }
  3384. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  3385. if (NULL != fcb)
  3386. {
  3387. commit(*fcb);
  3388. }
  3389. }
  3390. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  3391. if (constantsChanged
  3392. || program.m_numPredefined > 0)
  3393. {
  3394. commitShaderConstants();
  3395. }
  3396. }
  3397. {
  3398. uint32_t changes = 0;
  3399. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3400. {
  3401. const Binding& sampler = draw.m_bind[stage];
  3402. Binding& current = currentState.m_bind[stage];
  3403. if (current.m_idx != sampler.m_idx
  3404. || current.m_un.m_draw.m_flags != sampler.m_un.m_draw.m_flags
  3405. || programChanged)
  3406. {
  3407. if (invalidHandle != sampler.m_idx)
  3408. {
  3409. TextureD3D11& texture = m_textures[sampler.m_idx];
  3410. texture.commit(stage, sampler.m_un.m_draw.m_flags);
  3411. }
  3412. else
  3413. {
  3414. m_textureStage.m_srv[stage] = NULL;
  3415. m_textureStage.m_sampler[stage] = NULL;
  3416. }
  3417. ++changes;
  3418. }
  3419. current = sampler;
  3420. }
  3421. if (0 < changes)
  3422. {
  3423. commitTextureStage();
  3424. }
  3425. }
  3426. if (programChanged
  3427. || currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx
  3428. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  3429. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  3430. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  3431. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  3432. {
  3433. currentState.m_vertexDecl = draw.m_vertexDecl;
  3434. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  3435. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  3436. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  3437. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  3438. uint16_t handle = draw.m_vertexBuffer.idx;
  3439. if (invalidHandle != handle)
  3440. {
  3441. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  3442. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3443. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3444. uint32_t stride = vertexDecl.m_stride;
  3445. uint32_t offset = 0;
  3446. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3447. if (isValid(draw.m_instanceDataBuffer) )
  3448. {
  3449. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  3450. uint32_t instStride = draw.m_instanceDataStride;
  3451. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  3452. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  3453. }
  3454. else
  3455. {
  3456. deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
  3457. setInputLayout(vertexDecl, m_program[programIdx], 0);
  3458. }
  3459. }
  3460. else
  3461. {
  3462. deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
  3463. }
  3464. }
  3465. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  3466. {
  3467. currentState.m_indexBuffer = draw.m_indexBuffer;
  3468. uint16_t handle = draw.m_indexBuffer.idx;
  3469. if (invalidHandle != handle)
  3470. {
  3471. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  3472. deviceCtx->IASetIndexBuffer(ib.m_ptr
  3473. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  3474. , 0
  3475. );
  3476. }
  3477. else
  3478. {
  3479. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  3480. }
  3481. }
  3482. if (isValid(currentState.m_vertexBuffer) )
  3483. {
  3484. uint32_t numVertices = draw.m_numVertices;
  3485. if (UINT32_MAX == numVertices)
  3486. {
  3487. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  3488. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3489. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3490. numVertices = vb.m_size/vertexDecl.m_stride;
  3491. }
  3492. uint32_t numIndices = 0;
  3493. uint32_t numPrimsSubmitted = 0;
  3494. uint32_t numInstances = 0;
  3495. uint32_t numPrimsRendered = 0;
  3496. uint32_t numDrawIndirect = 0;
  3497. if (isValid(draw.m_indirectBuffer) )
  3498. {
  3499. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  3500. ID3D11Buffer* ptr = vb.m_ptr;
  3501. if (isValid(draw.m_indexBuffer) )
  3502. {
  3503. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  3504. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3505. : draw.m_numIndirect
  3506. ;
  3507. uint32_t args = draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3508. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3509. {
  3510. deviceCtx->DrawIndexedInstancedIndirect(ptr, args);
  3511. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3512. }
  3513. }
  3514. else
  3515. {
  3516. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  3517. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3518. : draw.m_numIndirect
  3519. ;
  3520. uint32_t args = draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3521. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3522. {
  3523. deviceCtx->DrawInstancedIndirect(ptr, args);
  3524. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3525. }
  3526. }
  3527. }
  3528. else
  3529. {
  3530. if (isValid(draw.m_indexBuffer) )
  3531. {
  3532. if (UINT32_MAX == draw.m_numIndices)
  3533. {
  3534. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  3535. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  3536. numIndices = ib.m_size/indexSize;
  3537. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3538. numInstances = draw.m_numInstances;
  3539. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3540. if (numInstances > 1)
  3541. {
  3542. deviceCtx->DrawIndexedInstanced(numIndices
  3543. , draw.m_numInstances
  3544. , 0
  3545. , draw.m_startVertex
  3546. , 0
  3547. );
  3548. }
  3549. else
  3550. {
  3551. deviceCtx->DrawIndexed(numIndices
  3552. , 0
  3553. , draw.m_startVertex
  3554. );
  3555. }
  3556. }
  3557. else if (prim.m_min <= draw.m_numIndices)
  3558. {
  3559. numIndices = draw.m_numIndices;
  3560. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3561. numInstances = draw.m_numInstances;
  3562. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3563. if (numInstances > 1)
  3564. {
  3565. deviceCtx->DrawIndexedInstanced(numIndices
  3566. , draw.m_numInstances
  3567. , draw.m_startIndex
  3568. , draw.m_startVertex
  3569. , 0
  3570. );
  3571. }
  3572. else
  3573. {
  3574. deviceCtx->DrawIndexed(numIndices
  3575. , draw.m_startIndex
  3576. , draw.m_startVertex
  3577. );
  3578. }
  3579. }
  3580. }
  3581. else
  3582. {
  3583. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  3584. numInstances = draw.m_numInstances;
  3585. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3586. if (numInstances > 1)
  3587. {
  3588. deviceCtx->DrawInstanced(numVertices
  3589. , draw.m_numInstances
  3590. , draw.m_startVertex
  3591. , 0
  3592. );
  3593. }
  3594. else
  3595. {
  3596. deviceCtx->Draw(numVertices
  3597. , draw.m_startVertex
  3598. );
  3599. }
  3600. }
  3601. }
  3602. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3603. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3604. statsNumInstances[primIndex] += numInstances;
  3605. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  3606. statsNumIndices += numIndices;
  3607. }
  3608. }
  3609. if (wasCompute)
  3610. {
  3611. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3612. {
  3613. wchar_t* viewNameW = s_viewNameW[view];
  3614. viewNameW[3] = L'C';
  3615. PIX_ENDEVENT();
  3616. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3617. }
  3618. invalidateCompute();
  3619. }
  3620. if (0 < _render->m_num)
  3621. {
  3622. captureElapsed = -bx::getHPCounter();
  3623. capture();
  3624. captureElapsed += bx::getHPCounter();
  3625. }
  3626. }
  3627. PIX_ENDEVENT();
  3628. int64_t now = bx::getHPCounter();
  3629. elapsed += now;
  3630. static int64_t last = now;
  3631. int64_t frameTime = now - last;
  3632. last = now;
  3633. static int64_t min = frameTime;
  3634. static int64_t max = frameTime;
  3635. min = min > frameTime ? frameTime : min;
  3636. max = max < frameTime ? frameTime : max;
  3637. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3638. {
  3639. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  3640. TextVideoMem& tvm = m_textVideoMem;
  3641. static int64_t next = now;
  3642. if (now >= next)
  3643. {
  3644. next = now + bx::getHPFrequency();
  3645. double freq = double(bx::getHPFrequency() );
  3646. double toMs = 1000.0/freq;
  3647. tvm.clear();
  3648. uint16_t pos = 0;
  3649. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  3650. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  3651. , getRendererName()
  3652. );
  3653. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  3654. char description[BX_COUNTOF(desc.Description)];
  3655. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  3656. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  3657. char dedicatedVideo[16];
  3658. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  3659. char dedicatedSystem[16];
  3660. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  3661. char sharedSystem[16];
  3662. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  3663. tvm.printf(0, pos++, 0x0f, " Memory: %s (video), %s (system), %s (shared)"
  3664. , dedicatedVideo
  3665. , dedicatedSystem
  3666. , sharedSystem
  3667. );
  3668. pos = 10;
  3669. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3670. , double(frameTime)*toMs
  3671. , double(min)*toMs
  3672. , double(max)*toMs
  3673. , freq/frameTime
  3674. );
  3675. char hmd[16];
  3676. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  3677. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3678. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  3679. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3680. , 0 != msaa ? '\xfe' : ' '
  3681. , 1<<msaa
  3682. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  3683. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  3684. );
  3685. double elapsedCpuMs = double(elapsed)*toMs;
  3686. tvm.printf(10, pos++, 0x8e, " Submitted: %4d (draw %4d, compute %4d) / CPU %3.4f [ms]"
  3687. , _render->m_num
  3688. , statsKeyType[0]
  3689. , statsKeyType[1]
  3690. , elapsedCpuMs
  3691. );
  3692. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  3693. {
  3694. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  3695. , s_primName[ii]
  3696. , statsNumPrimsRendered[ii]
  3697. , statsNumInstances[ii]
  3698. , statsNumPrimsSubmitted[ii]
  3699. , statsNumDrawIndirect[ii]
  3700. );
  3701. }
  3702. if (NULL != m_renderdocdll)
  3703. {
  3704. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  3705. }
  3706. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  3707. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  3708. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  3709. pos++;
  3710. tvm.printf(10, pos++, 0x8e, " State cache: ");
  3711. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  3712. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  3713. , m_blendStateCache.getCount()
  3714. , m_depthStencilStateCache.getCount()
  3715. , m_inputLayoutCache.getCount()
  3716. , m_rasterizerStateCache.getCount()
  3717. , m_samplerStateCache.getCount()
  3718. );
  3719. pos++;
  3720. double captureMs = double(captureElapsed)*toMs;
  3721. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  3722. uint8_t attr[2] = { 0x89, 0x8a };
  3723. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  3724. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %3.4f [ms]", _render->m_waitSubmit*toMs);
  3725. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %3.4f [ms]", _render->m_waitRender*toMs);
  3726. min = frameTime;
  3727. max = frameTime;
  3728. }
  3729. blit(this, _textVideoMemBlitter, tvm);
  3730. PIX_ENDEVENT();
  3731. }
  3732. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  3733. {
  3734. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  3735. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  3736. PIX_ENDEVENT();
  3737. }
  3738. }
  3739. } /* namespace d3d11 */ } // namespace bgfx
  3740. #else
  3741. namespace bgfx { namespace d3d11
  3742. {
  3743. RendererContextI* rendererCreate()
  3744. {
  3745. return NULL;
  3746. }
  3747. void rendererDestroy()
  3748. {
  3749. }
  3750. } /* namespace d3d11 */ } // namespace bgfx
  3751. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11