renderer_d3d12.cpp 206 KB

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  1. /*
  2. * Copyright 2011-2018 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. #if !BX_PLATFORM_WINDOWS
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  15. PFN_PIX_GET_THREAD_INFO bgfx_PIXGetThreadInfo;
  16. PFN_PIX_EVENTS_REPLACE_BLOCK bgfx_PIXEventsReplaceBlock;
  17. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  18. namespace bgfx { namespace d3d12
  19. {
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. struct PrimInfo
  22. {
  23. D3D_PRIMITIVE_TOPOLOGY m_topology;
  24. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  25. uint32_t m_min;
  26. uint32_t m_div;
  27. uint32_t m_sub;
  28. };
  29. static const PrimInfo s_primInfo[] =
  30. {
  31. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  32. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  33. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  34. { D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 1, 1 },
  35. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  36. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  37. };
  38. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  39. static const uint32_t s_checkMsaa[] =
  40. {
  41. 0,
  42. 2,
  43. 4,
  44. 8,
  45. 16,
  46. };
  47. static DXGI_SAMPLE_DESC s_msaa[] =
  48. {
  49. { 1, 0 },
  50. { 2, 0 },
  51. { 4, 0 },
  52. { 8, 0 },
  53. { 16, 0 },
  54. };
  55. static const D3D12_BLEND s_blendFactor[][2] =
  56. {
  57. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  58. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  59. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  60. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  61. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  62. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  63. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  64. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  65. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  66. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  67. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  68. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  69. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  70. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  71. };
  72. static const D3D12_BLEND_OP s_blendEquation[] =
  73. {
  74. D3D12_BLEND_OP_ADD,
  75. D3D12_BLEND_OP_SUBTRACT,
  76. D3D12_BLEND_OP_REV_SUBTRACT,
  77. D3D12_BLEND_OP_MIN,
  78. D3D12_BLEND_OP_MAX,
  79. };
  80. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  81. {
  82. D3D12_COMPARISON_FUNC(0), // ignored
  83. D3D12_COMPARISON_FUNC_LESS,
  84. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  85. D3D12_COMPARISON_FUNC_EQUAL,
  86. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  87. D3D12_COMPARISON_FUNC_GREATER,
  88. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  89. D3D12_COMPARISON_FUNC_NEVER,
  90. D3D12_COMPARISON_FUNC_ALWAYS,
  91. };
  92. static const D3D12_STENCIL_OP s_stencilOp[] =
  93. {
  94. D3D12_STENCIL_OP_ZERO,
  95. D3D12_STENCIL_OP_KEEP,
  96. D3D12_STENCIL_OP_REPLACE,
  97. D3D12_STENCIL_OP_INCR,
  98. D3D12_STENCIL_OP_INCR_SAT,
  99. D3D12_STENCIL_OP_DECR,
  100. D3D12_STENCIL_OP_DECR_SAT,
  101. D3D12_STENCIL_OP_INVERT,
  102. };
  103. static const D3D12_CULL_MODE s_cullMode[] =
  104. {
  105. D3D12_CULL_MODE_NONE,
  106. D3D12_CULL_MODE_FRONT,
  107. D3D12_CULL_MODE_BACK,
  108. };
  109. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  110. {
  111. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  112. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  113. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  114. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  115. };
  116. /*
  117. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  118. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  119. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  120. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  121. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  122. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  123. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  124. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  125. * D3D11_FILTER_ANISOTROPIC = 0x55,
  126. *
  127. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  128. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  129. *
  130. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  131. * 0x10 // MIN_LINEAR
  132. * 0x04 // MAG_LINEAR
  133. * 0x01 // MIP_LINEAR
  134. */
  135. static const uint8_t s_textureFilter[3][3] =
  136. {
  137. {
  138. 0x10, // min linear
  139. 0x00, // min point
  140. 0x55, // anisotropic
  141. },
  142. {
  143. 0x04, // mag linear
  144. 0x00, // mag point
  145. 0x55, // anisotropic
  146. },
  147. {
  148. 0x01, // mip linear
  149. 0x00, // mip point
  150. 0x55, // anisotropic
  151. },
  152. };
  153. struct TextureFormatInfo
  154. {
  155. DXGI_FORMAT m_fmt;
  156. DXGI_FORMAT m_fmtSrv;
  157. DXGI_FORMAT m_fmtDsv;
  158. DXGI_FORMAT m_fmtSrgb;
  159. };
  160. static const TextureFormatInfo s_textureFormat[] =
  161. {
  162. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  163. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  164. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  165. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  166. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  167. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  168. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATC
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCE
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCI
  182. { DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_4X4_UNORM_SRGB }, // ASTC4x4
  183. { DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X5_UNORM_SRGB }, // ASTC5x5
  184. { DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X6_UNORM_SRGB }, // ASTC6x6
  185. { DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X5_UNORM_SRGB }, // ASTC8x5
  186. { DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X6_UNORM_SRGB }, // ASTC8x6
  187. { DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X5_UNORM_SRGB }, // ASTC10x5
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  189. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  190. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  191. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  192. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  193. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  194. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  195. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  196. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  197. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  198. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  199. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  200. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  201. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  202. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  203. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  204. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  205. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  206. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  207. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  208. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  209. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  210. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  211. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  212. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  213. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  214. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  215. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  216. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  217. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  218. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  219. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  220. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  221. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  222. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  223. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  224. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  225. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  226. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  227. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  228. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  229. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  230. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  231. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  232. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  233. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  234. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  235. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  236. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  237. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  238. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  239. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  240. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  241. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  242. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  243. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  244. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  245. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  246. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  247. };
  248. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  249. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  250. {
  251. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  254. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  255. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  256. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  257. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  258. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  259. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  260. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  261. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  262. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  263. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  264. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  265. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  266. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  267. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  268. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  269. };
  270. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  271. static const DXGI_FORMAT s_attribType[][4][2] =
  272. {
  273. { // Uint8
  274. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  275. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  276. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  277. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  278. },
  279. { // Uint10
  280. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  281. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  282. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  283. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  284. },
  285. { // Int16
  286. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  287. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  288. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  289. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  290. },
  291. { // Half
  292. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  293. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  294. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  295. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  296. },
  297. { // Float
  298. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  299. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  300. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  301. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  302. },
  303. };
  304. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  305. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(uint8_t _stream, D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  306. {
  307. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  308. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  309. {
  310. if (UINT16_MAX != _decl.m_attributes[attr])
  311. {
  312. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  313. elem->InputSlot = _stream;
  314. if (0 == _decl.m_attributes[attr])
  315. {
  316. elem->AlignedByteOffset = 0;
  317. }
  318. else
  319. {
  320. uint8_t num;
  321. AttribType::Enum type;
  322. bool normalized;
  323. bool asInt;
  324. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  325. elem->Format = s_attribType[type][num-1][normalized];
  326. elem->AlignedByteOffset = _decl.m_offset[attr];
  327. }
  328. ++elem;
  329. }
  330. }
  331. return elem;
  332. }
  333. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  334. {
  335. D3D12_RESOURCE_BARRIER barrier;
  336. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  337. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  338. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  339. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  340. barrier.Transition.StateBefore = _stateBefore;
  341. barrier.Transition.StateAfter = _stateAfter;
  342. _commandList->ResourceBarrier(1, &barrier);
  343. }
  344. BX_PRAGMA_DIAGNOSTIC_PUSH();
  345. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  346. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  347. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  348. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  349. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  350. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  351. static const GUID IID_ID3D12Debug1 = { 0xaffaa4ca, 0x63fe, 0x4d8e, { 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04 } };
  352. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  353. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  354. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  355. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  356. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  357. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  358. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  359. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  360. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  361. BX_PRAGMA_DIAGNOSTIC_POP();
  362. struct HeapProperty
  363. {
  364. enum Enum
  365. {
  366. Default,
  367. Texture,
  368. Upload,
  369. ReadBack,
  370. Count
  371. };
  372. D3D12_HEAP_PROPERTIES m_properties;
  373. D3D12_RESOURCE_STATES m_state;
  374. };
  375. static HeapProperty s_heapProperties[] =
  376. {
  377. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  378. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  379. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  380. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COPY_DEST },
  381. };
  382. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  383. static inline D3D12_HEAP_PROPERTIES ID3D12DeviceGetCustomHeapProperties(ID3D12Device *device, UINT nodeMask, D3D12_HEAP_TYPE heapType)
  384. {
  385. // NOTICE: gcc trick for return struct
  386. typedef void (STDMETHODCALLTYPE ID3D12Device::*GetCustomHeapProperties_f)(D3D12_HEAP_PROPERTIES *, UINT, D3D12_HEAP_TYPE);
  387. D3D12_HEAP_PROPERTIES ret;
  388. (device->*(GetCustomHeapProperties_f)(&ID3D12Device::GetCustomHeapProperties))(&ret, nodeMask, heapType);
  389. return ret;
  390. }
  391. static void initHeapProperties(ID3D12Device* _device, D3D12_HEAP_PROPERTIES& _properties)
  392. {
  393. if (D3D12_HEAP_TYPE_CUSTOM != _properties.Type)
  394. {
  395. _properties = ID3D12DeviceGetCustomHeapProperties(_device, 1, _properties.Type);
  396. }
  397. }
  398. static void initHeapProperties(ID3D12Device* _device)
  399. {
  400. #if BX_PLATFORM_WINDOWS
  401. initHeapProperties(_device, s_heapProperties[HeapProperty::Default ].m_properties);
  402. initHeapProperties(_device, s_heapProperties[HeapProperty::Texture ].m_properties);
  403. initHeapProperties(_device, s_heapProperties[HeapProperty::Upload ].m_properties);
  404. initHeapProperties(_device, s_heapProperties[HeapProperty::ReadBack].m_properties);
  405. #endif // BX_PLATFORM_WINDOWS
  406. }
  407. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, const D3D12_RESOURCE_DESC* _resourceDesc, const D3D12_CLEAR_VALUE* _clearValue, bool _memSet = false)
  408. {
  409. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  410. ID3D12Resource* resource;
  411. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  412. , D3D12_HEAP_FLAG_NONE
  413. , _resourceDesc
  414. , heapProperty.m_state
  415. , _clearValue
  416. , IID_ID3D12Resource
  417. , (void**)&resource
  418. ) );
  419. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  420. , _resourceDesc->Width
  421. );
  422. if (BX_ENABLED(BX_PLATFORM_XBOXONE)
  423. && _memSet)
  424. {
  425. void* ptr;
  426. DX_CHECK(resource->Map(0, NULL, &ptr) );
  427. D3D12_RESOURCE_ALLOCATION_INFO rai = _device->GetResourceAllocationInfo(1, 1, _resourceDesc);
  428. bx::memSet(ptr, 0, size_t(rai.SizeInBytes) );
  429. resource->Unmap(0, NULL);
  430. }
  431. return resource;
  432. }
  433. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  434. {
  435. D3D12_RESOURCE_DESC resourceDesc;
  436. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  437. resourceDesc.Alignment = 0;
  438. resourceDesc.Width = _size;
  439. resourceDesc.Height = 1;
  440. resourceDesc.DepthOrArraySize = 1;
  441. resourceDesc.MipLevels = 1;
  442. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  443. resourceDesc.SampleDesc.Count = 1;
  444. resourceDesc.SampleDesc.Quality = 0;
  445. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  446. resourceDesc.Flags = _flags;
  447. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  448. }
  449. inline bool isLost(HRESULT _hr)
  450. {
  451. return false
  452. || _hr == DXGI_ERROR_DEVICE_REMOVED
  453. || _hr == DXGI_ERROR_DEVICE_HUNG
  454. || _hr == DXGI_ERROR_DEVICE_RESET
  455. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  456. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  457. ;
  458. }
  459. static const char* getLostReason(HRESULT _hr)
  460. {
  461. switch (_hr)
  462. {
  463. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  464. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  465. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  466. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  467. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  468. // The calling application should re-create the device and continue.
  469. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  470. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  471. // suspect, and the application should not continue.
  472. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  473. // A resource is not available at the time of the call, but may become available later.
  474. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  475. case S_OK: return "S_OK";
  476. default: break;
  477. }
  478. return "Unknown HRESULT?";
  479. }
  480. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  481. {
  482. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  483. {
  484. char temp[2048];
  485. va_list argList;
  486. va_start(argList, _format);
  487. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  488. va_end(argList);
  489. temp[size] = '\0';
  490. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  491. mbstowcs(wtemp, temp, size+1);
  492. _object->SetName(wtemp);
  493. }
  494. }
  495. #if USE_D3D12_DYNAMIC_LIB
  496. static PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES D3D12EnableExperimentalFeatures;
  497. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  498. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  499. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  500. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  501. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  502. #endif // USE_D3D12_DYNAMIC_LIB
  503. inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  504. {
  505. #if BX_COMPILER_MSVC
  506. return _heap->GetCPUDescriptorHandleForHeapStart();
  507. #else
  508. D3D12_CPU_DESCRIPTOR_HANDLE handle;
  509. typedef void (WINAPI ID3D12DescriptorHeap::*PFN_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(D3D12_CPU_DESCRIPTOR_HANDLE *);
  510. (_heap->*(PFN_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(&ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart) )(&handle);
  511. return handle;
  512. #endif // BX_COMPILER_MSVC
  513. }
  514. inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  515. {
  516. #if BX_COMPILER_MSVC
  517. return _heap->GetGPUDescriptorHandleForHeapStart();
  518. #else
  519. D3D12_GPU_DESCRIPTOR_HANDLE handle;
  520. typedef void (WINAPI ID3D12DescriptorHeap::*PFN_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(D3D12_GPU_DESCRIPTOR_HANDLE *);
  521. (_heap->*(PFN_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(&ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart) )(&handle);
  522. return handle;
  523. #endif // BX_COMPILER_MSVC
  524. }
  525. inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
  526. {
  527. #if BX_COMPILER_MSVC
  528. return _resource->GetDesc();
  529. #else
  530. typedef void (STDMETHODCALLTYPE ID3D12Resource::*PFN_GET_GET_DESC)(D3D12_RESOURCE_DESC*);
  531. D3D12_RESOURCE_DESC desc;
  532. (_resource->*(PFN_GET_GET_DESC)(&ID3D12Resource::GetDesc))(&desc);
  533. return desc;
  534. #endif // BX_COMPILER_MSVC
  535. }
  536. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  537. static PIXEventsThreadInfo s_pixEventsThreadInfo;
  538. PIXEventsThreadInfo* WINAPI stubPIXGetThreadInfo()
  539. {
  540. return &s_pixEventsThreadInfo;
  541. }
  542. uint64_t WINAPI stubPIXEventsReplaceBlock(bool _getEarliestTime)
  543. {
  544. BX_UNUSED(_getEarliestTime);
  545. return 0;
  546. }
  547. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  548. struct RendererContextD3D12 : public RendererContextI
  549. {
  550. RendererContextD3D12()
  551. : m_d3d12dll(NULL)
  552. , m_renderdocdll(NULL)
  553. , m_winPixEvent(NULL)
  554. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  555. , m_wireframe(false)
  556. , m_lost(false)
  557. , m_maxAnisotropy(1)
  558. , m_depthClamp(false)
  559. , m_fsChanges(0)
  560. , m_vsChanges(0)
  561. , m_backBufferColorIdx(0)
  562. , m_rtMsaa(false)
  563. , m_directAccessSupport(false)
  564. {
  565. }
  566. ~RendererContextD3D12()
  567. {
  568. }
  569. bool init(const Init& _init)
  570. {
  571. struct ErrorState
  572. {
  573. enum Enum
  574. {
  575. Default,
  576. LoadedKernel32,
  577. LoadedD3D12,
  578. LoadedDXGI,
  579. CreatedDXGIFactory,
  580. CreatedCommandQueue,
  581. };
  582. };
  583. ErrorState::Enum errorState = ErrorState::Default;
  584. // LUID luid;
  585. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  586. m_winPixEvent = bx::dlopen("WinPixEventRuntime.dll");
  587. if (NULL != m_winPixEvent)
  588. {
  589. bgfx_PIXGetThreadInfo = (PFN_PIX_GET_THREAD_INFO )bx::dlsym(m_winPixEvent, "PIXGetThreadInfo");
  590. bgfx_PIXEventsReplaceBlock = (PFN_PIX_EVENTS_REPLACE_BLOCK)bx::dlsym(m_winPixEvent, "PIXEventsReplaceBlock");
  591. }
  592. if (NULL == bgfx_PIXGetThreadInfo
  593. || NULL == bgfx_PIXEventsReplaceBlock)
  594. {
  595. bgfx_PIXGetThreadInfo = stubPIXGetThreadInfo;
  596. bgfx_PIXEventsReplaceBlock = stubPIXEventsReplaceBlock;
  597. }
  598. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  599. if (_init.debug
  600. || _init.profile)
  601. {
  602. m_renderdocdll = loadRenderDoc();
  603. }
  604. setGraphicsDebuggerPresent(NULL != m_renderdocdll || NULL != m_winPixEvent);
  605. m_fbh.idx = kInvalidHandle;
  606. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  607. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  608. #if USE_D3D12_DYNAMIC_LIB
  609. m_kernel32dll = bx::dlopen("kernel32.dll");
  610. if (NULL == m_kernel32dll)
  611. {
  612. BX_TRACE("Init error: Failed to load kernel32.dll.");
  613. goto error;
  614. }
  615. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  616. if (NULL == CreateEventExA)
  617. {
  618. BX_TRACE("Init error: Function CreateEventExA not found.");
  619. goto error;
  620. }
  621. errorState = ErrorState::LoadedKernel32;
  622. m_nvapi.init();
  623. m_d3d12dll = bx::dlopen("d3d12.dll");
  624. if (NULL == m_d3d12dll)
  625. {
  626. BX_TRACE("Init error: Failed to load d3d12.dll.");
  627. goto error;
  628. }
  629. errorState = ErrorState::LoadedD3D12;
  630. D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)bx::dlsym(m_d3d12dll, "D3D12EnableExperimentalFeatures");
  631. BX_WARN(NULL != D3D12EnableExperimentalFeatures, "Function D3D12EnableExperimentalFeatures not found.");
  632. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  633. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  634. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  635. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  636. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  637. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  638. if (NULL == D3D12CreateDevice
  639. || NULL == D3D12GetDebugInterface
  640. || NULL == D3D12SerializeRootSignature)
  641. {
  642. BX_TRACE("Init error: Function not found.");
  643. goto error;
  644. }
  645. #endif // USE_D3D12_DYNAMIC_LIB
  646. if (!m_dxgi.init(g_caps) )
  647. {
  648. goto error;
  649. }
  650. errorState = ErrorState::LoadedDXGI;
  651. HRESULT hr;
  652. if (_init.debug
  653. || _init.profile)
  654. {
  655. ID3D12Debug* debug0;
  656. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug0);
  657. if (SUCCEEDED(hr) )
  658. {
  659. uint32_t debugFlags = 0;
  660. if (_init.debug)
  661. {
  662. #if BX_PLATFORM_WINDOWS
  663. debug0->EnableDebugLayer();
  664. {
  665. ID3D12Debug1* debug1;
  666. hr = debug0->QueryInterface(IID_ID3D12Debug1, (void**)&debug1);
  667. if (SUCCEEDED(hr) )
  668. {
  669. // debug1->SetEnableGPUBasedValidation(true);
  670. // debug1->SetEnableSynchronizedCommandQueueValidation(true);
  671. }
  672. DX_RELEASE(debug1, 1);
  673. }
  674. #elif BX_PLATFORM_XBOXONE
  675. debugFlags |= D3D12_PROCESS_DEBUG_FLAG_DEBUG_LAYER_ENABLED;
  676. #endif // BX_PLATFORM_WINDOWS
  677. }
  678. #if BX_PLATFORM_XBOXONE
  679. // https://github.com/Microsoft/Xbox-ATG-Samples/blob/76d236e3bd372aceec18b2ad0556a7879dbd9628/XDKSamples/IntroGraphics/SimpleTriangle12/DeviceResources.cpp#L67
  680. debugFlags |= _init.profile ? D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED : 0;
  681. if (0 != debugFlags)
  682. {
  683. debug0->SetProcessDebugFlags(D3D12XBOX_PROCESS_DEBUG_FLAGS(debugFlags) );
  684. }
  685. #endif // BX_PLATFORM_XBOXONE
  686. BX_UNUSED(debugFlags);
  687. DX_RELEASE(debug0, 0);
  688. }
  689. }
  690. {
  691. D3D_FEATURE_LEVEL featureLevel[] =
  692. {
  693. D3D_FEATURE_LEVEL_12_1,
  694. D3D_FEATURE_LEVEL_12_0,
  695. D3D_FEATURE_LEVEL_11_1,
  696. D3D_FEATURE_LEVEL_11_0,
  697. };
  698. hr = E_FAIL;
  699. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  700. {
  701. hr = D3D12CreateDevice(m_dxgi.m_adapter
  702. , featureLevel[ii]
  703. , IID_ID3D12Device
  704. , (void**)&m_device
  705. );
  706. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  707. , (featureLevel[ii] >> 12) & 0xf
  708. , (featureLevel[ii] >> 8) & 0xf
  709. );
  710. m_featureLevel = featureLevel[ii];
  711. }
  712. }
  713. if (FAILED(hr) )
  714. {
  715. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  716. if (BX_ENABLED(BX_PLATFORM_WINRT) )
  717. {
  718. BX_TRACE("Hint: Change UWP app to game?");
  719. }
  720. goto error;
  721. }
  722. m_dxgi.update(m_device);
  723. #if BX_PLATFORM_XBOXONE
  724. m_device->SetDebugErrorFilterX(0x73EC9EAF, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_BREAKS);
  725. #endif // BX_PLATFORM_XBOXONE
  726. if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
  727. {
  728. m_nvapi.shutdown();
  729. }
  730. {
  731. uint32_t numNodes = m_device->GetNodeCount();
  732. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  733. for (uint32_t ii = 0; ii < numNodes; ++ii)
  734. {
  735. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  736. architecture.NodeIndex = ii;
  737. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  738. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  739. , ii
  740. , architecture.TileBasedRenderer
  741. , architecture.UMA
  742. , architecture.CacheCoherentUMA
  743. );
  744. if (0 == ii)
  745. {
  746. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  747. }
  748. }
  749. }
  750. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  751. BX_TRACE("D3D12 options:")
  752. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  753. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  754. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  755. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  756. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  757. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  758. initHeapProperties(m_device);
  759. m_cmd.init(m_device);
  760. errorState = ErrorState::CreatedCommandQueue;
  761. if (NULL == g_platformData.backBuffer)
  762. {
  763. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  764. m_scd.width = _init.resolution.width;
  765. m_scd.height = _init.resolution.height;
  766. m_scd.format = DXGI_FORMAT_R8G8B8A8_UNORM;
  767. m_scd.stereo = false;
  768. updateMsaa(m_scd.format);
  769. m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  770. m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  771. m_scd.bufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  772. m_scd.scaling = 0 == g_platformData.ndt
  773. ? DXGI_SCALING_NONE
  774. : DXGI_SCALING_STRETCH
  775. ;
  776. m_scd.swapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  777. m_scd.alphaMode = DXGI_ALPHA_MODE_IGNORE;
  778. m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  779. m_scd.nwh = g_platformData.nwh;
  780. m_scd.ndt = g_platformData.ndt;
  781. m_scd.windowed = true;
  782. m_backBufferColorIdx = m_scd.bufferCount-1;
  783. hr = m_dxgi.createSwapChain(
  784. getDeviceForSwapChain()
  785. , m_scd
  786. , &m_swapChain
  787. );
  788. m_msaaRt = NULL;
  789. if (FAILED(hr) )
  790. {
  791. BX_TRACE("Init error: Unable to create Direct3D12 swap chain.");
  792. goto error;
  793. }
  794. else
  795. {
  796. m_resolution = _init.resolution;
  797. m_resolution.reset = _init.resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  798. m_textVideoMem.resize(false, _init.resolution.width, _init.resolution.height);
  799. m_textVideoMem.clear();
  800. }
  801. if (1 < m_scd.sampleDesc.Count)
  802. {
  803. D3D12_RESOURCE_DESC resourceDesc;
  804. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  805. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  806. resourceDesc.Width = m_scd.width;
  807. resourceDesc.Height = m_scd.height;
  808. resourceDesc.MipLevels = 1;
  809. resourceDesc.Format = m_scd.format;
  810. resourceDesc.SampleDesc = m_scd.sampleDesc;
  811. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  812. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  813. resourceDesc.DepthOrArraySize = 1;
  814. D3D12_CLEAR_VALUE clearValue;
  815. clearValue.Format = resourceDesc.Format;
  816. clearValue.Color[0] = 0.0f;
  817. clearValue.Color[1] = 0.0f;
  818. clearValue.Color[2] = 0.0f;
  819. clearValue.Color[3] = 0.0f;
  820. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  821. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  822. }
  823. }
  824. m_presentElapsed = 0;
  825. {
  826. m_resolution.width = _init.resolution.width;
  827. m_resolution.height = _init.resolution.height;
  828. m_numWindows = 1;
  829. #if BX_PLATFORM_WINDOWS
  830. DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  831. , 0
  832. | DXGI_MWA_NO_WINDOW_CHANGES
  833. | DXGI_MWA_NO_ALT_ENTER
  834. ) );
  835. if (_init.debug)
  836. {
  837. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  838. if (SUCCEEDED(hr) )
  839. {
  840. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  841. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  842. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  843. D3D12_INFO_QUEUE_FILTER filter;
  844. bx::memSet(&filter, 0, sizeof(filter) );
  845. D3D12_MESSAGE_CATEGORY catlist[] =
  846. {
  847. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  848. D3D12_MESSAGE_CATEGORY_EXECUTION,
  849. };
  850. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  851. filter.DenyList.pCategoryList = catlist;
  852. m_infoQueue->PushStorageFilter(&filter);
  853. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  854. }
  855. }
  856. #endif // BX_PLATFORM_WINDOWS
  857. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  858. rtvDescHeap.NumDescriptors = 0
  859. + BX_COUNTOF(m_backBufferColor)
  860. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  861. ;
  862. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  863. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  864. rtvDescHeap.NodeMask = 1;
  865. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  866. , IID_ID3D12DescriptorHeap
  867. , (void**)&m_rtvDescriptorHeap
  868. ) );
  869. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  870. dsvDescHeap.NumDescriptors = 0
  871. + 1 // reserved for depth backbuffer.
  872. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  873. ;
  874. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  875. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  876. dsvDescHeap.NodeMask = 1;
  877. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  878. , IID_ID3D12DescriptorHeap
  879. , (void**)&m_dsvDescriptorHeap
  880. ) );
  881. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  882. {
  883. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  884. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  885. );
  886. }
  887. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  888. , 1024
  889. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  890. );
  891. D3D12_DESCRIPTOR_RANGE descRange[] =
  892. {
  893. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  894. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  895. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  896. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  897. };
  898. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  899. D3D12_ROOT_PARAMETER rootParameter[] =
  900. {
  901. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  902. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  903. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  904. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  905. };
  906. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  907. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  908. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  909. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  910. descRootSignature.pParameters = rootParameter;
  911. descRootSignature.NumStaticSamplers = 0;
  912. descRootSignature.pStaticSamplers = NULL;
  913. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  914. ID3DBlob* outBlob;
  915. ID3DBlob* errorBlob;
  916. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  917. , D3D_ROOT_SIGNATURE_VERSION_1
  918. , &outBlob
  919. , &errorBlob
  920. ) );
  921. DX_CHECK(m_device->CreateRootSignature(0
  922. , outBlob->GetBufferPointer()
  923. , outBlob->GetBufferSize()
  924. , IID_ID3D12RootSignature
  925. , (void**)&m_rootSignature
  926. ) );
  927. ///
  928. m_directAccessSupport = true
  929. && BX_ENABLED(BX_PLATFORM_XBOXONE)
  930. && m_architecture.UMA
  931. ;
  932. g_caps.supported |= ( 0
  933. | BGFX_CAPS_TEXTURE_3D
  934. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  935. | BGFX_CAPS_INSTANCING
  936. | BGFX_CAPS_DRAW_INDIRECT
  937. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  938. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  939. | BGFX_CAPS_VERTEX_ID
  940. | BGFX_CAPS_FRAGMENT_DEPTH
  941. | BGFX_CAPS_BLEND_INDEPENDENT
  942. | BGFX_CAPS_COMPUTE
  943. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  944. | (m_directAccessSupport ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
  945. | (BX_ENABLED(BX_PLATFORM_WINDOWS) ? BGFX_CAPS_SWAP_CHAIN : 0)
  946. | BGFX_CAPS_TEXTURE_BLIT
  947. | BGFX_CAPS_TEXTURE_READ_BACK
  948. | BGFX_CAPS_OCCLUSION_QUERY
  949. | BGFX_CAPS_ALPHA_TO_COVERAGE
  950. | BGFX_CAPS_TEXTURE_2D_ARRAY
  951. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  952. );
  953. g_caps.limits.maxTextureSize = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  954. g_caps.limits.maxTextureLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  955. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  956. g_caps.limits.maxVertexStreams = BGFX_CONFIG_MAX_VERTEX_STREAMS;
  957. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  958. {
  959. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  960. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  961. ? s_textureFormat[ii].m_fmtDsv
  962. : s_textureFormat[ii].m_fmt
  963. ;
  964. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  965. if (DXGI_FORMAT_UNKNOWN != fmt)
  966. {
  967. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  968. data.Format = fmt;
  969. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  970. if (SUCCEEDED(hr) )
  971. {
  972. support |= 0 != (data.Support1 & (0
  973. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  974. ) )
  975. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  976. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  977. ;
  978. support |= 0 != (data.Support1 & (0
  979. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  980. ) )
  981. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  982. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  983. ;
  984. support |= 0 != (data.Support1 & (0
  985. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  986. ) )
  987. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  988. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  989. ;
  990. support |= 0 != (data.Support1 & (0
  991. | D3D12_FORMAT_SUPPORT1_BUFFER
  992. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  993. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  994. ) )
  995. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  996. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  997. ;
  998. support |= 0 != (data.Support1 & (0
  999. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  1000. ) )
  1001. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1002. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1003. ;
  1004. support |= 0 != (data.Support1 & (0
  1005. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  1006. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  1007. ) )
  1008. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1009. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1010. ;
  1011. support |= 0 != (data.Support1 & (0
  1012. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  1013. ) )
  1014. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1015. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1016. ;
  1017. support |= 0 != (data.Support1 & (0
  1018. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  1019. ) )
  1020. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1021. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1022. ;
  1023. }
  1024. else
  1025. {
  1026. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1027. }
  1028. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1029. {
  1030. // clear image flag for additional testing
  1031. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1032. data.Format = s_textureFormat[ii].m_fmt;
  1033. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1034. if (SUCCEEDED(hr) )
  1035. {
  1036. support |= 0 != (data.Support2 & (0
  1037. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1038. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1039. ) )
  1040. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1041. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1042. ;
  1043. }
  1044. }
  1045. }
  1046. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1047. {
  1048. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1049. {
  1050. DXGI_FORMAT InFormat;
  1051. UINT OutFormatSupport;
  1052. };
  1053. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1054. data.Format = fmtSrgb;
  1055. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1056. if (SUCCEEDED(hr) )
  1057. {
  1058. support |= 0 != (data.Support1 & (0
  1059. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1060. ) )
  1061. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1062. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1063. ;
  1064. support |= 0 != (data.Support1 & (0
  1065. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1066. ) )
  1067. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1068. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1069. ;
  1070. support |= 0 != (data.Support1 & (0
  1071. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1072. ) )
  1073. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1074. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1075. ;
  1076. }
  1077. else
  1078. {
  1079. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1080. }
  1081. }
  1082. g_caps.formats[ii] = support;
  1083. }
  1084. // Init reserved part of view name.
  1085. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1086. {
  1087. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1088. }
  1089. postReset();
  1090. m_batch.create(4<<10);
  1091. m_batch.setIndirectMode(BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId);
  1092. m_gpuTimer.init();
  1093. m_occlusionQuery.init();
  1094. {
  1095. D3D12_INDIRECT_ARGUMENT_TYPE argType[] =
  1096. {
  1097. D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH,
  1098. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW,
  1099. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED,
  1100. };
  1101. D3D12_INDIRECT_ARGUMENT_DESC argDesc;
  1102. bx::memSet(&argDesc, 0, sizeof(argDesc) );
  1103. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1104. {
  1105. argDesc.Type = argType[ii];
  1106. D3D12_COMMAND_SIGNATURE_DESC commandSignatureDesc = { BGFX_CONFIG_DRAW_INDIRECT_STRIDE, 1, &argDesc, 1 };
  1107. m_commandSignature[ii] = NULL;
  1108. DX_CHECK(m_device->CreateCommandSignature(&commandSignatureDesc
  1109. , NULL
  1110. , IID_ID3D12CommandSignature
  1111. , (void**)&m_commandSignature[ii]
  1112. ) );
  1113. }
  1114. }
  1115. }
  1116. if (m_nvapi.isInitialized() )
  1117. {
  1118. finish();
  1119. m_commandList = m_cmd.alloc();
  1120. m_nvapi.initAftermath(m_device, m_commandList);
  1121. }
  1122. g_internalData.context = m_device;
  1123. return true;
  1124. error:
  1125. switch (errorState)
  1126. {
  1127. case ErrorState::CreatedCommandQueue:
  1128. m_cmd.shutdown();
  1129. BX_FALLTHROUGH;
  1130. case ErrorState::CreatedDXGIFactory:
  1131. DX_RELEASE(m_device, 0);
  1132. m_dxgi.shutdown();
  1133. BX_FALLTHROUGH;
  1134. #if USE_D3D12_DYNAMIC_LIB
  1135. case ErrorState::LoadedDXGI:
  1136. case ErrorState::LoadedD3D12:
  1137. bx::dlclose(m_d3d12dll);
  1138. BX_FALLTHROUGH;
  1139. case ErrorState::LoadedKernel32:
  1140. bx::dlclose(m_kernel32dll);
  1141. BX_FALLTHROUGH;
  1142. #endif // USE_D3D12_DYNAMIC_LIB
  1143. case ErrorState::Default:
  1144. default:
  1145. m_nvapi.shutdown();
  1146. unloadRenderDoc(m_renderdocdll);
  1147. bx::dlclose(m_winPixEvent);
  1148. m_winPixEvent = NULL;
  1149. break;
  1150. }
  1151. return false;
  1152. }
  1153. void shutdown()
  1154. {
  1155. m_cmd.finish();
  1156. m_batch.destroy();
  1157. preReset();
  1158. m_gpuTimer.shutdown();
  1159. m_occlusionQuery.shutdown();
  1160. m_samplerAllocator.destroy();
  1161. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1162. {
  1163. m_scratchBuffer[ii].destroy();
  1164. }
  1165. m_pipelineStateCache.invalidate();
  1166. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1167. {
  1168. m_indexBuffers[ii].destroy();
  1169. }
  1170. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1171. {
  1172. m_vertexBuffers[ii].destroy();
  1173. }
  1174. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1175. {
  1176. m_shaders[ii].destroy();
  1177. }
  1178. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1179. {
  1180. m_textures[ii].destroy();
  1181. }
  1182. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1183. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1184. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1185. {
  1186. DX_RELEASE(m_commandSignature[ii], 0);
  1187. }
  1188. DX_RELEASE(m_rootSignature, 0);
  1189. DX_RELEASE(m_msaaRt, 0);
  1190. DX_RELEASE(m_swapChain, 0);
  1191. m_cmd.shutdown();
  1192. DX_RELEASE(m_device, 0);
  1193. m_nvapi.shutdown();
  1194. m_dxgi.shutdown();
  1195. unloadRenderDoc(m_renderdocdll);
  1196. bx::dlclose(m_winPixEvent);
  1197. m_winPixEvent = NULL;
  1198. #if USE_D3D12_DYNAMIC_LIB
  1199. bx::dlclose(m_d3d12dll);
  1200. bx::dlclose(m_kernel32dll);
  1201. #endif // USE_D3D12_DYNAMIC_LIB
  1202. }
  1203. RendererType::Enum getRendererType() const override
  1204. {
  1205. return RendererType::Direct3D12;
  1206. }
  1207. const char* getRendererName() const override
  1208. {
  1209. return BGFX_RENDERER_DIRECT3D12_NAME;
  1210. }
  1211. bool isDeviceRemoved() override
  1212. {
  1213. return m_lost;
  1214. }
  1215. void flip(HMD& /*_hmd*/) override
  1216. {
  1217. if (NULL != m_swapChain
  1218. && !m_lost)
  1219. {
  1220. int64_t start = bx::getHPCounter();
  1221. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.bufferCount]);
  1222. HRESULT hr = S_OK;
  1223. uint32_t syncInterval = !!(m_resolution.reset & BGFX_RESET_VSYNC);
  1224. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1225. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1226. {
  1227. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  1228. hr = frameBuffer.present(syncInterval, flags);
  1229. }
  1230. if (SUCCEEDED(hr) )
  1231. {
  1232. hr = m_swapChain->Present(syncInterval, flags);
  1233. }
  1234. int64_t now = bx::getHPCounter();
  1235. m_presentElapsed = now - start;
  1236. m_lost = isLost(hr);
  1237. BGFX_FATAL(!m_lost
  1238. , bgfx::Fatal::DeviceLost
  1239. , "Device is lost. FAILED 0x%08x %s (%s)"
  1240. , hr
  1241. , getLostReason(hr)
  1242. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1243. );
  1244. }
  1245. }
  1246. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  1247. {
  1248. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1249. }
  1250. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1251. {
  1252. m_indexBuffers[_handle.idx].destroy();
  1253. }
  1254. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1255. {
  1256. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1257. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1258. dump(decl);
  1259. }
  1260. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1261. {
  1262. }
  1263. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1264. {
  1265. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1266. }
  1267. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1268. {
  1269. m_vertexBuffers[_handle.idx].destroy();
  1270. }
  1271. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1272. {
  1273. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1274. }
  1275. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1276. {
  1277. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1278. }
  1279. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1280. {
  1281. m_indexBuffers[_handle.idx].destroy();
  1282. }
  1283. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1284. {
  1285. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1286. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1287. }
  1288. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1289. {
  1290. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1291. }
  1292. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1293. {
  1294. m_vertexBuffers[_handle.idx].destroy();
  1295. }
  1296. void createShader(ShaderHandle _handle, const Memory* _mem) override
  1297. {
  1298. m_shaders[_handle.idx].create(_mem);
  1299. }
  1300. void destroyShader(ShaderHandle _handle) override
  1301. {
  1302. m_shaders[_handle.idx].destroy();
  1303. }
  1304. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1305. {
  1306. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1307. }
  1308. void destroyProgram(ProgramHandle _handle) override
  1309. {
  1310. m_program[_handle.idx].destroy();
  1311. }
  1312. void* createTexture(TextureHandle _handle, const Memory* _mem, uint32_t _flags, uint8_t _skip) override
  1313. {
  1314. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1315. }
  1316. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1317. {
  1318. }
  1319. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1320. {
  1321. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1322. }
  1323. void updateTextureEnd() override
  1324. {
  1325. }
  1326. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1327. {
  1328. const TextureD3D12& texture = m_textures[_handle.idx];
  1329. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1330. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1331. uint32_t numRows;
  1332. uint64_t total;
  1333. uint64_t srcPitch;
  1334. m_device->GetCopyableFootprints(&desc
  1335. , _mip
  1336. , 1
  1337. , 0
  1338. , &layout
  1339. , &numRows
  1340. , &srcPitch
  1341. , &total
  1342. );
  1343. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1344. D3D12_BOX box;
  1345. box.left = 0;
  1346. box.top = 0;
  1347. box.right = texture.m_width;
  1348. box.bottom = texture.m_height;
  1349. box.front = 0;
  1350. box.back = 1;
  1351. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1352. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1353. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1354. finish();
  1355. m_commandList = m_cmd.alloc();
  1356. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1357. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1358. uint8_t* src;
  1359. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1360. uint8_t* dst = (uint8_t*)_data;
  1361. uint32_t dstPitch = srcWidth*bpp/8;
  1362. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1363. D3D12_RANGE readRange = { 0, dstPitch*srcHeight };
  1364. readback->Map(0, &readRange, (void**)&src);
  1365. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1366. {
  1367. bx::memCopy(dst, src, pitch);
  1368. src += srcPitch;
  1369. dst += dstPitch;
  1370. }
  1371. D3D12_RANGE writeRange = { 0, 0 };
  1372. readback->Unmap(0, &writeRange);
  1373. DX_RELEASE(readback, 0);
  1374. }
  1375. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) override
  1376. {
  1377. TextureD3D12& texture = m_textures[_handle.idx];
  1378. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1379. const Memory* mem = alloc(size);
  1380. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1381. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1382. bx::write(&writer, magic);
  1383. TextureCreate tc;
  1384. tc.m_width = _width;
  1385. tc.m_height = _height;
  1386. tc.m_depth = 0;
  1387. tc.m_numLayers = 1;
  1388. tc.m_numMips = _numMips;
  1389. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1390. tc.m_cubeMap = false;
  1391. tc.m_mem = NULL;
  1392. bx::write(&writer, tc);
  1393. texture.destroy();
  1394. texture.create(mem, texture.m_flags, 0);
  1395. release(mem);
  1396. }
  1397. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1398. {
  1399. BX_UNUSED(_handle, _ptr);
  1400. }
  1401. uintptr_t getInternal(TextureHandle _handle) override
  1402. {
  1403. BX_UNUSED(_handle);
  1404. return 0;
  1405. }
  1406. void destroyTexture(TextureHandle _handle) override
  1407. {
  1408. m_textures[_handle.idx].destroy();
  1409. }
  1410. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1411. {
  1412. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1413. }
  1414. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) override
  1415. {
  1416. finishAll(true);
  1417. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1418. {
  1419. if (m_frameBuffers[ii].m_nwh == _nwh)
  1420. {
  1421. m_frameBuffers[ii].destroy();
  1422. }
  1423. }
  1424. uint16_t denseIdx = m_numWindows++;
  1425. m_windows[denseIdx] = _handle;
  1426. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1427. }
  1428. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1429. {
  1430. FrameBufferD3D12& frameBuffer = m_frameBuffers[_handle.idx];
  1431. if (NULL != frameBuffer.m_swapChain)
  1432. {
  1433. finishAll(true);
  1434. }
  1435. uint16_t denseIdx = frameBuffer.destroy();
  1436. if (UINT16_MAX != denseIdx)
  1437. {
  1438. --m_numWindows;
  1439. if (m_numWindows > 1)
  1440. {
  1441. FrameBufferHandle handle = m_windows[m_numWindows];
  1442. m_windows[denseIdx] = handle;
  1443. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1444. }
  1445. }
  1446. }
  1447. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1448. {
  1449. if (NULL != m_uniforms[_handle.idx])
  1450. {
  1451. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1452. }
  1453. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1454. void* data = BX_ALLOC(g_allocator, size);
  1455. bx::memSet(data, 0, size);
  1456. m_uniforms[_handle.idx] = data;
  1457. m_uniformReg.add(_handle, _name);
  1458. }
  1459. void destroyUniform(UniformHandle _handle) override
  1460. {
  1461. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1462. m_uniforms[_handle.idx] = NULL;
  1463. m_uniformReg.remove(_handle);
  1464. }
  1465. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1466. {
  1467. BX_UNUSED(_handle);
  1468. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.bufferCount;
  1469. m_cmd.finish(m_backBufferColorFence[idx]);
  1470. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1471. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1472. const uint32_t width = (uint32_t)desc.Width;
  1473. const uint32_t height = (uint32_t)desc.Height;
  1474. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1475. uint32_t numRows;
  1476. uint64_t total;
  1477. uint64_t pitch;
  1478. m_device->GetCopyableFootprints(&desc
  1479. , 0
  1480. , 1
  1481. , 0
  1482. , &layout
  1483. , &numRows
  1484. , &pitch
  1485. , &total
  1486. );
  1487. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1488. D3D12_BOX box;
  1489. box.left = 0;
  1490. box.top = 0;
  1491. box.right = width;
  1492. box.bottom = height;
  1493. box.front = 0;
  1494. box.back = 1;
  1495. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1496. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1497. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1498. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1499. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1500. finish();
  1501. m_commandList = m_cmd.alloc();
  1502. void* data;
  1503. readback->Map(0, NULL, (void**)&data);
  1504. bimg::imageSwizzleBgra8(
  1505. data
  1506. , layout.Footprint.RowPitch
  1507. , width
  1508. , height
  1509. , data
  1510. , layout.Footprint.RowPitch
  1511. );
  1512. g_callback->screenShot(_filePath
  1513. , width
  1514. , height
  1515. , layout.Footprint.RowPitch
  1516. , data
  1517. , (uint32_t)total
  1518. , false
  1519. );
  1520. readback->Unmap(0, NULL);
  1521. DX_RELEASE(readback, 0);
  1522. }
  1523. void updateViewName(ViewId _id, const char* _name) override
  1524. {
  1525. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1526. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1527. , _name
  1528. );
  1529. }
  1530. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1531. {
  1532. bx::memCopy(m_uniforms[_loc], _data, _size);
  1533. }
  1534. void setMarker(const char* _marker, uint32_t /*_size*/) override
  1535. {
  1536. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1537. {
  1538. PIX3_SETMARKER(m_commandList, D3DCOLOR_MARKER, _marker);
  1539. }
  1540. }
  1541. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1542. {
  1543. m_occlusionQuery.invalidate(_handle);
  1544. }
  1545. virtual void setName(Handle _handle, const char* _name) override
  1546. {
  1547. switch (_handle.type)
  1548. {
  1549. case Handle::Shader:
  1550. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, "%s", _name);
  1551. break;
  1552. case Handle::Texture:
  1553. setDebugObjectName(m_textures[_handle.idx].m_ptr, "%s", _name);
  1554. break;
  1555. default:
  1556. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1557. break;
  1558. }
  1559. }
  1560. void submitBlit(BlitState& _bs, uint16_t _view);
  1561. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1562. void blitSetup(TextVideoMemBlitter& _blitter) override
  1563. {
  1564. const uint32_t width = m_scd.width;
  1565. const uint32_t height = m_scd.height;
  1566. setFrameBuffer(BGFX_INVALID_HANDLE, false);
  1567. D3D12_VIEWPORT vp;
  1568. vp.TopLeftX = 0;
  1569. vp.TopLeftY = 0;
  1570. vp.Width = (float)width;
  1571. vp.Height = (float)height;
  1572. vp.MinDepth = 0.0f;
  1573. vp.MaxDepth = 1.0f;
  1574. m_commandList->RSSetViewports(1, &vp);
  1575. D3D12_RECT rc;
  1576. rc.left = 0;
  1577. rc.top = 0;
  1578. rc.right = width;
  1579. rc.bottom = height;
  1580. m_commandList->RSSetScissorRects(1, &rc);
  1581. const uint64_t state = 0
  1582. | BGFX_STATE_WRITE_RGB
  1583. | BGFX_STATE_WRITE_A
  1584. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1585. ;
  1586. const VertexDecl* decls[1] = { &m_vertexDecls[_blitter.m_vb->decl.idx] };
  1587. ID3D12PipelineState* pso = getPipelineState(state
  1588. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1589. , 1
  1590. , decls
  1591. , _blitter.m_program.idx
  1592. , 0
  1593. );
  1594. m_commandList->SetPipelineState(pso);
  1595. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1596. float proj[16];
  1597. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1598. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1599. uint8_t flags = predefined.m_type;
  1600. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1601. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1602. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1603. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1604. ID3D12DescriptorHeap* heaps[] =
  1605. {
  1606. m_samplerAllocator.getHeap(),
  1607. scratchBuffer.getHeap(),
  1608. };
  1609. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1610. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1611. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1612. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1613. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1614. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1615. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1616. scratchBuffer.allocSrv(srvHandle, texture);
  1617. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1618. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1619. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1620. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1621. viewDesc.BufferLocation = vb.m_gpuVA;
  1622. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1623. viewDesc.SizeInBytes = vb.m_size;
  1624. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1625. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1626. D3D12_INDEX_BUFFER_VIEW ibv;
  1627. ibv.Format = DXGI_FORMAT_R16_UINT;
  1628. ibv.BufferLocation = ib.m_gpuVA;
  1629. ibv.SizeInBytes = ib.m_size;
  1630. m_commandList->IASetIndexBuffer(&ibv);
  1631. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1632. }
  1633. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1634. {
  1635. const uint32_t numVertices = _numIndices*4/6;
  1636. if (0 < numVertices)
  1637. {
  1638. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1639. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1640. m_commandList->DrawIndexedInstanced(_numIndices
  1641. , 1
  1642. , 0
  1643. , 0
  1644. , 0
  1645. );
  1646. }
  1647. }
  1648. void preReset()
  1649. {
  1650. finishAll();
  1651. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1652. {
  1653. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1654. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1655. #else
  1656. DX_RELEASE(m_backBufferColor[ii], 1);
  1657. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1658. }
  1659. DX_RELEASE(m_backBufferDepthStencil, 0);
  1660. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1661. {
  1662. m_frameBuffers[ii].preReset();
  1663. }
  1664. invalidateCache();
  1665. // capturePreReset();
  1666. }
  1667. void postReset()
  1668. {
  1669. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1670. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1671. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1672. {
  1673. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1674. handle.ptr += ii * rtvDescriptorSize;
  1675. DX_CHECK(m_swapChain->GetBuffer(ii
  1676. , IID_ID3D12Resource
  1677. , (void**)&m_backBufferColor[ii]
  1678. ) );
  1679. m_device->CreateRenderTargetView(
  1680. NULL == m_msaaRt
  1681. ? m_backBufferColor[ii]
  1682. : m_msaaRt
  1683. , NULL
  1684. , handle
  1685. );
  1686. if (BX_ENABLED(BX_PLATFORM_XBOXONE) )
  1687. {
  1688. ID3D12Resource* resource = m_backBufferColor[ii];
  1689. BX_CHECK(DXGI_FORMAT_R8G8B8A8_UNORM == m_scd.format, "");
  1690. const uint32_t size = m_scd.width*m_scd.height*4;
  1691. void* ptr;
  1692. DX_CHECK(resource->Map(0, NULL, &ptr) );
  1693. bx::memSet(ptr, 0, size);
  1694. resource->Unmap(0, NULL);
  1695. }
  1696. }
  1697. D3D12_RESOURCE_DESC resourceDesc;
  1698. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1699. resourceDesc.Alignment = 1 < m_scd.sampleDesc.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  1700. resourceDesc.Width = bx::uint32_max(m_resolution.width, 1);
  1701. resourceDesc.Height = bx::uint32_max(m_resolution.height, 1);
  1702. resourceDesc.DepthOrArraySize = 1;
  1703. resourceDesc.MipLevels = 1;
  1704. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1705. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1706. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1707. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1708. D3D12_CLEAR_VALUE clearValue;
  1709. clearValue.Format = resourceDesc.Format;
  1710. clearValue.DepthStencil.Depth = 1.0f;
  1711. clearValue.DepthStencil.Stencil = 0;
  1712. m_commandList = m_cmd.alloc();
  1713. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1714. m_device->CreateDepthStencilView(m_backBufferDepthStencil, NULL, getCPUHandleHeapStart(m_dsvDescriptorHeap));
  1715. setResourceBarrier(m_commandList
  1716. , m_backBufferDepthStencil
  1717. , D3D12_RESOURCE_STATE_COMMON
  1718. , D3D12_RESOURCE_STATE_DEPTH_WRITE
  1719. );
  1720. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1721. {
  1722. m_frameBuffers[ii].postReset();
  1723. }
  1724. if (NULL != m_msaaRt)
  1725. {
  1726. setResourceBarrier(m_commandList
  1727. , m_msaaRt
  1728. , D3D12_RESOURCE_STATE_COMMON
  1729. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  1730. );
  1731. }
  1732. // capturePostReset();
  1733. }
  1734. void invalidateCache()
  1735. {
  1736. m_pipelineStateCache.invalidate();
  1737. m_samplerStateCache.invalidate();
  1738. m_samplerAllocator.reset();
  1739. }
  1740. void updateMsaa(DXGI_FORMAT _format) const
  1741. {
  1742. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1743. {
  1744. uint32_t msaa = s_checkMsaa[ii];
  1745. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1746. bx::memSet(&data, 0, sizeof(msaa) );
  1747. data.Format = _format;
  1748. data.SampleCount = msaa;
  1749. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1750. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1751. if (SUCCEEDED(hr)
  1752. && 0 < data.NumQualityLevels)
  1753. {
  1754. s_msaa[ii].Count = data.SampleCount;
  1755. s_msaa[ii].Quality = data.NumQualityLevels-1;
  1756. last = ii;
  1757. }
  1758. else
  1759. {
  1760. s_msaa[ii] = s_msaa[last];
  1761. }
  1762. }
  1763. }
  1764. IUnknown* getDeviceForSwapChain() const
  1765. {
  1766. # if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1767. return m_cmd.m_commandQueue;
  1768. # else
  1769. return m_device;
  1770. # endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1771. }
  1772. bool updateResolution(const Resolution& _resolution)
  1773. {
  1774. if (!!(_resolution.reset & BGFX_RESET_MAXANISOTROPY) )
  1775. {
  1776. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1777. }
  1778. else
  1779. {
  1780. m_maxAnisotropy = 1;
  1781. }
  1782. bool depthClamp = !!(_resolution.reset & BGFX_RESET_DEPTH_CLAMP);
  1783. if (m_depthClamp != depthClamp)
  1784. {
  1785. m_depthClamp = depthClamp;
  1786. m_pipelineStateCache.invalidate();
  1787. }
  1788. const uint32_t maskFlags = ~(0
  1789. | BGFX_RESET_HMD_RECENTER
  1790. | BGFX_RESET_MAXANISOTROPY
  1791. | BGFX_RESET_DEPTH_CLAMP
  1792. | BGFX_RESET_SUSPEND
  1793. );
  1794. if (m_resolution.width != _resolution.width
  1795. || m_resolution.height != _resolution.height
  1796. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  1797. {
  1798. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  1799. bool resize = true
  1800. && BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  1801. && (m_resolution.reset&BGFX_RESET_MSAA_MASK) == (_resolution.reset&BGFX_RESET_MSAA_MASK)
  1802. ;
  1803. m_resolution = _resolution;
  1804. m_resolution.reset = flags;
  1805. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  1806. m_textVideoMem.clear();
  1807. m_scd.width = _resolution.width;
  1808. m_scd.height = _resolution.height;
  1809. preReset();
  1810. DX_RELEASE(m_msaaRt, 0);
  1811. BX_UNUSED(resize);
  1812. if (resize)
  1813. {
  1814. #if BX_PLATFORM_WINDOWS
  1815. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1816. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1817. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1818. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1819. DX_CHECK(m_swapChain->ResizeBuffers1(
  1820. m_scd.bufferCount
  1821. , m_scd.width
  1822. , m_scd.height
  1823. , m_scd.format
  1824. , m_scd.flags
  1825. , nodeMask
  1826. , presentQueue
  1827. ) );
  1828. #elif BX_PLATFORM_WINRT
  1829. DX_CHECK(m_swapChain->ResizeBuffers(
  1830. m_scd.bufferCount
  1831. , m_scd.width
  1832. , m_scd.height
  1833. , m_scd.format
  1834. , m_scd.flags
  1835. ) );
  1836. m_backBufferColorIdx = m_scd.BufferCount-1;
  1837. #endif // BX_PLATFORM_WINDOWS
  1838. }
  1839. else
  1840. {
  1841. updateMsaa(m_scd.format);
  1842. m_scd.sampleDesc = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1843. DX_RELEASE(m_swapChain, 0);
  1844. HRESULT hr;
  1845. hr = m_dxgi.createSwapChain(
  1846. getDeviceForSwapChain()
  1847. , m_scd
  1848. , &m_swapChain
  1849. );
  1850. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1851. }
  1852. if (1 < m_scd.sampleDesc.Count)
  1853. {
  1854. D3D12_RESOURCE_DESC resourceDesc;
  1855. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1856. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  1857. resourceDesc.Width = m_scd.width;
  1858. resourceDesc.Height = m_scd.height;
  1859. resourceDesc.MipLevels = 1;
  1860. resourceDesc.Format = m_scd.format;
  1861. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1862. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1863. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  1864. resourceDesc.DepthOrArraySize = 1;
  1865. D3D12_CLEAR_VALUE clearValue;
  1866. clearValue.Format = resourceDesc.Format;
  1867. clearValue.Color[0] = 0.0f;
  1868. clearValue.Color[1] = 0.0f;
  1869. clearValue.Color[2] = 0.0f;
  1870. clearValue.Color[3] = 0.0f;
  1871. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  1872. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  1873. }
  1874. postReset();
  1875. }
  1876. return false;
  1877. }
  1878. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1879. {
  1880. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1881. {
  1882. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1883. m_fsChanges += _numRegs;
  1884. }
  1885. else
  1886. {
  1887. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1888. m_vsChanges += _numRegs;
  1889. }
  1890. }
  1891. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1892. {
  1893. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1894. }
  1895. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1896. {
  1897. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1898. }
  1899. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1900. {
  1901. const ProgramD3D12& program = m_program[_programIdx];
  1902. uint32_t total = bx::strideAlign(0
  1903. + program.m_vsh->m_size
  1904. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1905. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1906. );
  1907. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1908. {
  1909. uint32_t size = program.m_vsh->m_size;
  1910. bx::memCopy(data, m_vsScratch, size);
  1911. data += size;
  1912. m_vsChanges = 0;
  1913. }
  1914. if (NULL != program.m_fsh)
  1915. {
  1916. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  1917. m_fsChanges = 0;
  1918. }
  1919. }
  1920. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh)
  1921. {
  1922. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1923. if (NULL != frameBuffer.m_swapChain)
  1924. {
  1925. #if BX_PLATFORM_WINDOWS
  1926. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  1927. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1928. return getRtv(_fbh, idx);
  1929. #endif // BX_PLATFORM_WINDOWS
  1930. }
  1931. return getRtv(_fbh, 0);
  1932. }
  1933. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh, uint8_t _attachment)
  1934. {
  1935. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1936. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1937. D3D12_CPU_DESCRIPTOR_HANDLE result =
  1938. {
  1939. rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS + _attachment) * rtvDescriptorSize
  1940. };
  1941. return result;
  1942. }
  1943. D3D12_CPU_DESCRIPTOR_HANDLE getDsv(FrameBufferHandle _fbh) const
  1944. {
  1945. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  1946. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1947. D3D12_CPU_DESCRIPTOR_HANDLE result = { dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize };
  1948. return result;
  1949. }
  1950. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1951. {
  1952. if (isValid(m_fbh)
  1953. && m_fbh.idx != _fbh.idx)
  1954. {
  1955. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1956. if (NULL == frameBuffer.m_swapChain)
  1957. {
  1958. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1959. {
  1960. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1961. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1962. }
  1963. if (isValid(frameBuffer.m_depth) )
  1964. {
  1965. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1966. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  1967. if (!writeOnly)
  1968. {
  1969. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1970. }
  1971. }
  1972. }
  1973. }
  1974. if (!isValid(_fbh) )
  1975. {
  1976. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1977. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1978. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1979. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  1980. m_currentColor = &m_rtvHandle;
  1981. m_currentDepthStencil = &m_dsvHandle;
  1982. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  1983. }
  1984. else
  1985. {
  1986. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1987. if (0 < frameBuffer.m_num)
  1988. {
  1989. m_rtvHandle = getRtv(_fbh);
  1990. m_currentColor = &m_rtvHandle;
  1991. }
  1992. else
  1993. {
  1994. m_currentColor = NULL;
  1995. }
  1996. if (isValid(frameBuffer.m_depth) )
  1997. {
  1998. m_dsvHandle = getDsv(_fbh);
  1999. m_currentDepthStencil = &m_dsvHandle;
  2000. }
  2001. else
  2002. {
  2003. m_currentDepthStencil = NULL;
  2004. }
  2005. if (NULL != frameBuffer.m_swapChain)
  2006. {
  2007. frameBuffer.m_needPresent = true;
  2008. }
  2009. else
  2010. {
  2011. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2012. {
  2013. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2014. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2015. }
  2016. if (isValid(frameBuffer.m_depth) )
  2017. {
  2018. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2019. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  2020. }
  2021. }
  2022. m_commandList->OMSetRenderTargets(
  2023. frameBuffer.m_num
  2024. , m_currentColor
  2025. , true
  2026. , m_currentDepthStencil
  2027. );
  2028. }
  2029. m_fbh = _fbh;
  2030. m_rtMsaa = _msaa;
  2031. }
  2032. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  2033. {
  2034. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2035. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2036. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  2037. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2038. drt->LogicOpEnable = false;
  2039. {
  2040. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  2041. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  2042. const uint32_t srcRGB = (blend ) & 0xf;
  2043. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2044. const uint32_t srcA = (blend >> 8) & 0xf;
  2045. const uint32_t dstA = (blend >> 12) & 0xf;
  2046. const uint32_t equRGB = (equation ) & 0x7;
  2047. const uint32_t equA = (equation >> 3) & 0x7;
  2048. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2049. drt->DestBlend = s_blendFactor[dstRGB][0];
  2050. drt->BlendOp = s_blendEquation[equRGB];
  2051. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2052. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2053. drt->BlendOpAlpha = s_blendEquation[equA];
  2054. }
  2055. uint8_t writeMask = 0;
  2056. writeMask |= (_state & BGFX_STATE_WRITE_R) ? D3D12_COLOR_WRITE_ENABLE_RED : 0;
  2057. writeMask |= (_state & BGFX_STATE_WRITE_G) ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0;
  2058. writeMask |= (_state & BGFX_STATE_WRITE_B) ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0;
  2059. writeMask |= (_state & BGFX_STATE_WRITE_A) ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0;
  2060. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2061. drt->RenderTargetWriteMask = writeMask;
  2062. if (_desc.IndependentBlendEnable)
  2063. {
  2064. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2065. {
  2066. drt = &_desc.RenderTarget[ii];
  2067. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2068. drt->LogicOpEnable = false;
  2069. const uint32_t src = (rgba ) & 0xf;
  2070. const uint32_t dst = (rgba >> 4) & 0xf;
  2071. const uint32_t equation = (rgba >> 8) & 0x7;
  2072. drt->SrcBlend = s_blendFactor[src][0];
  2073. drt->DestBlend = s_blendFactor[dst][0];
  2074. drt->BlendOp = s_blendEquation[equation];
  2075. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2076. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2077. drt->BlendOpAlpha = s_blendEquation[equation];
  2078. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2079. drt->RenderTargetWriteMask = writeMask;
  2080. }
  2081. }
  2082. else
  2083. {
  2084. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2085. {
  2086. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  2087. }
  2088. }
  2089. }
  2090. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  2091. {
  2092. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  2093. _desc.FillMode = _wireframe
  2094. ? D3D12_FILL_MODE_WIREFRAME
  2095. : D3D12_FILL_MODE_SOLID
  2096. ;
  2097. _desc.CullMode = s_cullMode[cull];
  2098. _desc.FrontCounterClockwise = false;
  2099. _desc.DepthBias = 0;
  2100. _desc.DepthBiasClamp = 0.0f;
  2101. _desc.SlopeScaledDepthBias = 0.0f;
  2102. _desc.DepthClipEnable = !m_depthClamp;
  2103. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2104. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2105. _desc.ForcedSampleCount = 0;
  2106. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2107. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  2108. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2109. ;
  2110. }
  2111. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  2112. {
  2113. const uint32_t fstencil = unpackStencil(0, _stencil);
  2114. bx::memSet(&_desc, 0, sizeof(_desc) );
  2115. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2116. _desc.DepthEnable = 0 != func;
  2117. _desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state)
  2118. ? D3D12_DEPTH_WRITE_MASK_ALL
  2119. : D3D12_DEPTH_WRITE_MASK_ZERO
  2120. ;
  2121. _desc.DepthFunc = s_cmpFunc[func];
  2122. uint32_t bstencil = unpackStencil(1, _stencil);
  2123. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2124. bstencil = frontAndBack ? bstencil : fstencil;
  2125. _desc.StencilEnable = 0 != _stencil;
  2126. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2127. _desc.StencilWriteMask = 0xff;
  2128. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2129. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2130. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2131. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2132. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2133. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2134. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2135. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2136. }
  2137. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, uint8_t _numStreams, const VertexDecl** _vertexDecls, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2138. {
  2139. uint16_t attrMask[Attrib::Count];
  2140. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask));
  2141. D3D12_INPUT_ELEMENT_DESC* elem = _vertexElements;
  2142. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2143. {
  2144. VertexDecl decl;
  2145. bx::memCopy(&decl, _vertexDecls[stream], sizeof(VertexDecl));
  2146. const bool last = stream == _numStreams-1;
  2147. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2148. {
  2149. uint16_t mask = attrMask[ii];
  2150. uint16_t attr = (decl.m_attributes[ii] & mask);
  2151. if (0 == attr
  2152. || UINT16_MAX == attr)
  2153. {
  2154. decl.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2155. }
  2156. else
  2157. {
  2158. attrMask[ii] = 0;
  2159. }
  2160. }
  2161. elem = fillVertexDecl(stream, elem, decl);
  2162. }
  2163. uint32_t num = uint32_t(elem-_vertexElements);
  2164. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2165. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2166. {
  2167. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2168. uint32_t jj;
  2169. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2170. for (jj = 0; jj < num; ++jj)
  2171. {
  2172. curr = &_vertexElements[jj];
  2173. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2174. && curr->SemanticIndex == index)
  2175. {
  2176. break;
  2177. }
  2178. }
  2179. if (jj == num)
  2180. {
  2181. curr = elem;
  2182. ++elem;
  2183. }
  2184. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2185. curr->InputSlot = 1;
  2186. curr->SemanticIndex = index;
  2187. curr->AlignedByteOffset = ii*16;
  2188. }
  2189. return uint32_t(elem-_vertexElements);
  2190. }
  2191. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2192. {
  2193. const VertexDecl* decls[1] = { &_vertexDecl };
  2194. return setInputLayout(_vertexElements, BX_COUNTOF(decls), decls, _program, _numInstanceData);
  2195. }
  2196. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2197. {
  2198. union { void* ptr; uint32_t offset; } cast = { _userData };
  2199. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2200. {
  2201. DxbcOperand& operand = _instruction.operand[ii];
  2202. if (DxbcOperandType::ConstantBuffer == operand.type)
  2203. {
  2204. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2205. && 0 == operand.regIndex[0])
  2206. {
  2207. for (uint32_t jj = 1; jj < operand.numAddrModes; ++jj)
  2208. {
  2209. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[jj]
  2210. || DxbcOperandAddrMode::RegImm32 == operand.addrMode[jj])
  2211. {
  2212. operand.regIndex[jj] += cast.offset;
  2213. }
  2214. else if (0 != cast.offset)
  2215. {
  2216. operand.subOperand[jj].regIndex = operand.regIndex[jj];
  2217. operand.addrMode[jj] = DxbcOperandAddrMode::RegImm32;
  2218. operand.regIndex[jj] = cast.offset;
  2219. }
  2220. }
  2221. }
  2222. }
  2223. }
  2224. }
  2225. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  2226. {
  2227. ProgramD3D12& program = m_program[_programIdx];
  2228. const uint32_t hash = program.m_vsh->m_hash;
  2229. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2230. if (BX_LIKELY(NULL != pso) )
  2231. {
  2232. return pso;
  2233. }
  2234. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2235. bx::memSet(&desc, 0, sizeof(desc) );
  2236. desc.pRootSignature = m_rootSignature;
  2237. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2238. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2239. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2240. , IID_ID3D12PipelineState
  2241. , (void**)&pso
  2242. ) );
  2243. m_pipelineStateCache.add(hash, pso);
  2244. return pso;
  2245. }
  2246. ID3D12PipelineState* getPipelineState(
  2247. uint64_t _state
  2248. , uint64_t _stencil
  2249. , uint8_t _numStreams
  2250. , const VertexDecl** _vertexDecls
  2251. , uint16_t _programIdx
  2252. , uint8_t _numInstanceData
  2253. )
  2254. {
  2255. ProgramD3D12& program = m_program[_programIdx];
  2256. _state &= 0
  2257. | BGFX_STATE_WRITE_RGB
  2258. | BGFX_STATE_WRITE_A
  2259. | BGFX_STATE_WRITE_Z
  2260. | BGFX_STATE_DEPTH_TEST_MASK
  2261. | BGFX_STATE_BLEND_MASK
  2262. | BGFX_STATE_BLEND_EQUATION_MASK
  2263. | BGFX_STATE_BLEND_INDEPENDENT
  2264. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2265. | BGFX_STATE_CULL_MASK
  2266. | BGFX_STATE_MSAA
  2267. | BGFX_STATE_LINEAA
  2268. | BGFX_STATE_CONSERVATIVE_RASTER
  2269. | BGFX_STATE_PT_MASK
  2270. ;
  2271. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, ~BGFX_STENCIL_FUNC_REF_MASK);
  2272. VertexDecl decl;
  2273. if (0 < _numStreams)
  2274. {
  2275. bx::memCopy(&decl, _vertexDecls[0], sizeof(VertexDecl) );
  2276. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2277. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2278. {
  2279. uint16_t mask = attrMask[ii];
  2280. uint16_t attr = (decl.m_attributes[ii] & mask);
  2281. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2282. }
  2283. }
  2284. bx::HashMurmur2A murmur;
  2285. murmur.begin();
  2286. murmur.add(_state);
  2287. murmur.add(_stencil);
  2288. murmur.add(program.m_vsh->m_hash);
  2289. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2290. if (NULL != program.m_fsh)
  2291. {
  2292. murmur.add(program.m_fsh->m_hash);
  2293. }
  2294. for (uint32_t ii = 0; ii < _numStreams; ++ii)
  2295. {
  2296. murmur.add(_vertexDecls[ii]->m_hash);
  2297. }
  2298. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  2299. murmur.add(m_fbh.idx);
  2300. murmur.add(_numInstanceData);
  2301. const uint32_t hash = murmur.end();
  2302. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2303. if (NULL != pso)
  2304. {
  2305. return pso;
  2306. }
  2307. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2308. bx::memSet(&desc, 0, sizeof(desc) );
  2309. desc.pRootSignature = m_rootSignature;
  2310. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2311. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2312. const Memory* temp = NULL;
  2313. if (NULL != program.m_fsh)
  2314. {
  2315. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2316. DxbcContext dxbc;
  2317. bx::Error err;
  2318. read(&rd, dxbc, &err);
  2319. bool patchShader = !dxbc.shader.aon9;
  2320. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2321. && patchShader)
  2322. {
  2323. union { uint32_t offset; void* ptr; } cast = { 0 };
  2324. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2325. temp = alloc(uint32_t(dxbc.shader.byteCode.size() )+1024);
  2326. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2327. int32_t size = write(&wr, dxbc, &err);
  2328. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2329. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2330. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2331. if (!patchShader)
  2332. {
  2333. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2334. {
  2335. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2336. {
  2337. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2338. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2339. break;
  2340. }
  2341. }
  2342. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2343. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2344. }
  2345. release(temp);
  2346. temp = NULL;
  2347. }
  2348. if (patchShader)
  2349. {
  2350. union { uint32_t offset; void* ptr; } cast =
  2351. {
  2352. uint32_t(program.m_vsh->m_size)/16
  2353. };
  2354. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2355. temp = alloc(uint32_t(dxbc.shader.byteCode.size() )+1024);
  2356. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2357. int32_t size = write(&wr, dxbc, &err);
  2358. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2359. desc.PS.pShaderBytecode = temp->data;
  2360. desc.PS.BytecodeLength = size;
  2361. }
  2362. else
  2363. {
  2364. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2365. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2366. }
  2367. }
  2368. else
  2369. {
  2370. desc.PS.pShaderBytecode = NULL;
  2371. desc.PS.BytecodeLength = 0;
  2372. }
  2373. desc.DS.pShaderBytecode = NULL;
  2374. desc.DS.BytecodeLength = 0;
  2375. desc.HS.pShaderBytecode = NULL;
  2376. desc.HS.BytecodeLength = 0;
  2377. desc.GS.pShaderBytecode = NULL;
  2378. desc.GS.BytecodeLength = 0;
  2379. desc.StreamOutput.pSODeclaration = NULL;
  2380. desc.StreamOutput.NumEntries = 0;
  2381. desc.StreamOutput.pBufferStrides = NULL;
  2382. desc.StreamOutput.NumStrides = 0;
  2383. desc.StreamOutput.RasterizedStream = 0;
  2384. setBlendState(desc.BlendState, _state);
  2385. desc.SampleMask = UINT32_MAX;
  2386. setRasterizerState(desc.RasterizerState, _state);
  2387. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2388. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2389. desc.InputLayout.NumElements = setInputLayout(vertexElements, _numStreams, _vertexDecls, program, _numInstanceData);
  2390. desc.InputLayout.pInputElementDescs = 0 == desc.InputLayout.NumElements
  2391. ? NULL
  2392. : vertexElements
  2393. ;
  2394. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2395. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2396. if (isValid(m_fbh) )
  2397. {
  2398. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2399. if (NULL == frameBuffer.m_swapChain)
  2400. {
  2401. desc.NumRenderTargets = frameBuffer.m_num;
  2402. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2403. {
  2404. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2405. }
  2406. if (isValid(frameBuffer.m_depth) )
  2407. {
  2408. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2409. }
  2410. else
  2411. {
  2412. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2413. }
  2414. }
  2415. else
  2416. {
  2417. desc.NumRenderTargets = 1;
  2418. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2419. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2420. }
  2421. }
  2422. else
  2423. {
  2424. desc.NumRenderTargets = 1;
  2425. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2426. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2427. }
  2428. desc.SampleDesc = m_scd.sampleDesc;
  2429. uint32_t length = g_callback->cacheReadSize(hash);
  2430. bool cached = length > 0;
  2431. void* cachedData = NULL;
  2432. if (cached)
  2433. {
  2434. cachedData = BX_ALLOC(g_allocator, length);
  2435. if (g_callback->cacheRead(hash, cachedData, length) )
  2436. {
  2437. BX_TRACE("Loading cached PSO (size %d).", length);
  2438. bx::MemoryReader reader(cachedData, length);
  2439. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2440. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2441. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2442. , IID_ID3D12PipelineState
  2443. , (void**)&pso
  2444. );
  2445. if (FAILED(hr) )
  2446. {
  2447. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  2448. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2449. }
  2450. }
  2451. }
  2452. if (NULL == pso)
  2453. {
  2454. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2455. , IID_ID3D12PipelineState
  2456. , (void**)&pso
  2457. ) );
  2458. }
  2459. BGFX_FATAL(NULL != pso, Fatal::InvalidShader, "Failed to create PSO!");
  2460. m_pipelineStateCache.add(hash, pso);
  2461. if (NULL != temp)
  2462. {
  2463. release(temp);
  2464. }
  2465. ID3DBlob* blob;
  2466. HRESULT hr = pso->GetCachedBlob(&blob);
  2467. if (SUCCEEDED(hr) )
  2468. {
  2469. void* data = blob->GetBufferPointer();
  2470. length = (uint32_t)blob->GetBufferSize();
  2471. g_callback->cacheWrite(hash, data, length);
  2472. DX_RELEASE(blob, 0);
  2473. }
  2474. if (NULL != cachedData)
  2475. {
  2476. BX_FREE(g_allocator, cachedData);
  2477. }
  2478. return pso;
  2479. }
  2480. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2481. {
  2482. bx::HashMurmur2A murmur;
  2483. murmur.begin();
  2484. murmur.add(_flags, _num * sizeof(uint32_t) );
  2485. uint32_t hash = murmur.end();
  2486. uint16_t sampler = m_samplerStateCache.find(hash);
  2487. if (UINT16_MAX == sampler)
  2488. {
  2489. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2490. m_samplerStateCache.add(hash, sampler);
  2491. }
  2492. return sampler;
  2493. }
  2494. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2495. {
  2496. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2497. }
  2498. void commit(UniformBuffer& _uniformBuffer)
  2499. {
  2500. _uniformBuffer.reset();
  2501. for (;;)
  2502. {
  2503. uint32_t opcode = _uniformBuffer.read();
  2504. if (UniformType::End == opcode)
  2505. {
  2506. break;
  2507. }
  2508. UniformType::Enum type;
  2509. uint16_t loc;
  2510. uint16_t num;
  2511. uint16_t copy;
  2512. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2513. const char* data;
  2514. if (copy)
  2515. {
  2516. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2517. }
  2518. else
  2519. {
  2520. UniformHandle handle;
  2521. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2522. data = (const char*)m_uniforms[handle.idx];
  2523. }
  2524. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2525. case UniformType::_uniform: \
  2526. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2527. { \
  2528. setShaderUniform(uint8_t(type), loc, data, num); \
  2529. } \
  2530. break;
  2531. switch ( (uint32_t)type)
  2532. {
  2533. case UniformType::Mat3:
  2534. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2535. {
  2536. float* value = (float*)data;
  2537. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2538. {
  2539. Matrix4 mtx;
  2540. mtx.un.val[ 0] = value[0];
  2541. mtx.un.val[ 1] = value[1];
  2542. mtx.un.val[ 2] = value[2];
  2543. mtx.un.val[ 3] = 0.0f;
  2544. mtx.un.val[ 4] = value[3];
  2545. mtx.un.val[ 5] = value[4];
  2546. mtx.un.val[ 6] = value[5];
  2547. mtx.un.val[ 7] = 0.0f;
  2548. mtx.un.val[ 8] = value[6];
  2549. mtx.un.val[ 9] = value[7];
  2550. mtx.un.val[10] = value[8];
  2551. mtx.un.val[11] = 0.0f;
  2552. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2553. }
  2554. }
  2555. break;
  2556. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2557. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2558. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2559. case UniformType::End:
  2560. break;
  2561. default:
  2562. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2563. break;
  2564. }
  2565. #undef CASE_IMPLEMENT_UNIFORM
  2566. }
  2567. }
  2568. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2569. {
  2570. if (isValid(m_fbh) )
  2571. {
  2572. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2573. frameBuffer.clear(m_commandList, _clear, _palette);
  2574. }
  2575. else
  2576. {
  2577. if (NULL != m_currentColor
  2578. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2579. {
  2580. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2581. {
  2582. uint8_t index = _clear.m_index[0];
  2583. if (UINT8_MAX != index)
  2584. {
  2585. m_commandList->ClearRenderTargetView(*m_currentColor
  2586. , _palette[index]
  2587. , _num
  2588. , _rect
  2589. );
  2590. }
  2591. }
  2592. else
  2593. {
  2594. float frgba[4] =
  2595. {
  2596. _clear.m_index[0] * 1.0f / 255.0f,
  2597. _clear.m_index[1] * 1.0f / 255.0f,
  2598. _clear.m_index[2] * 1.0f / 255.0f,
  2599. _clear.m_index[3] * 1.0f / 255.0f,
  2600. };
  2601. m_commandList->ClearRenderTargetView(*m_currentColor
  2602. , frgba
  2603. , _num
  2604. , _rect
  2605. );
  2606. }
  2607. }
  2608. if (NULL != m_currentDepthStencil
  2609. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2610. {
  2611. uint32_t flags = 0;
  2612. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2613. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2614. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2615. , D3D12_CLEAR_FLAGS(flags)
  2616. , _clear.m_depth
  2617. , _clear.m_stencil
  2618. , _num
  2619. , _rect
  2620. );
  2621. }
  2622. }
  2623. }
  2624. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2625. {
  2626. uint32_t width;
  2627. uint32_t height;
  2628. if (isValid(m_fbh) )
  2629. {
  2630. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2631. width = fb.m_width;
  2632. height = fb.m_height;
  2633. }
  2634. else
  2635. {
  2636. width = m_scd.width;
  2637. height = m_scd.height;
  2638. }
  2639. if (0 == _rect.m_x
  2640. && 0 == _rect.m_y
  2641. && width == _rect.m_width
  2642. && height == _rect.m_height)
  2643. {
  2644. clear(_clear, _palette);
  2645. }
  2646. else
  2647. {
  2648. D3D12_RECT rect;
  2649. rect.left = _rect.m_x;
  2650. rect.top = _rect.m_y;
  2651. rect.right = _rect.m_x + _rect.m_width;
  2652. rect.bottom = _rect.m_y + _rect.m_height;
  2653. clear(_clear, _palette, &rect, 1);
  2654. }
  2655. }
  2656. uint64_t kick()
  2657. {
  2658. uint64_t fence = m_cmd.kick();
  2659. m_commandList = m_cmd.alloc();
  2660. return fence;
  2661. }
  2662. void finish()
  2663. {
  2664. m_cmd.kick();
  2665. m_cmd.finish();
  2666. m_commandList = NULL;
  2667. }
  2668. void finishAll(bool _alloc = false)
  2669. {
  2670. uint64_t fence = m_cmd.kick();
  2671. m_cmd.finish(fence, true);
  2672. m_commandList = _alloc ? m_cmd.alloc() : NULL;
  2673. }
  2674. Dxgi m_dxgi;
  2675. NvApi m_nvapi;
  2676. void* m_kernel32dll;
  2677. void* m_d3d12dll;
  2678. void* m_renderdocdll;
  2679. void* m_winPixEvent;
  2680. D3D_FEATURE_LEVEL m_featureLevel;
  2681. D3D_DRIVER_TYPE m_driverType;
  2682. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2683. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2684. Dxgi::SwapChainI* m_swapChain;
  2685. ID3D12Resource* m_msaaRt;
  2686. #if BX_PLATFORM_WINDOWS
  2687. ID3D12InfoQueue* m_infoQueue;
  2688. #endif // BX_PLATFORM_WINDOWS
  2689. int64_t m_presentElapsed;
  2690. uint16_t m_numWindows;
  2691. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2692. ID3D12Device* m_device;
  2693. TimerQueryD3D12 m_gpuTimer;
  2694. OcclusionQueryD3D12 m_occlusionQuery;
  2695. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2696. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2697. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2698. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2699. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2700. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2701. ID3D12Resource* m_backBufferColor[4];
  2702. uint64_t m_backBufferColorFence[4];
  2703. ID3D12Resource* m_backBufferDepthStencil;
  2704. ScratchBufferD3D12 m_scratchBuffer[4];
  2705. DescriptorAllocatorD3D12 m_samplerAllocator;
  2706. ID3D12RootSignature* m_rootSignature;
  2707. ID3D12CommandSignature* m_commandSignature[3];
  2708. CommandQueueD3D12 m_cmd;
  2709. BatchD3D12 m_batch;
  2710. ID3D12GraphicsCommandList* m_commandList;
  2711. Resolution m_resolution;
  2712. bool m_wireframe;
  2713. bool m_lost;
  2714. SwapChainDesc m_scd;
  2715. uint32_t m_maxAnisotropy;
  2716. bool m_depthClamp;
  2717. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2718. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2719. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2720. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2721. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2722. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2723. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2724. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2725. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2726. UniformRegistry m_uniformReg;
  2727. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2728. StateCache m_samplerStateCache;
  2729. TextVideoMem m_textVideoMem;
  2730. uint8_t m_fsScratch[64<<10];
  2731. uint8_t m_vsScratch[64<<10];
  2732. uint32_t m_fsChanges;
  2733. uint32_t m_vsChanges;
  2734. FrameBufferHandle m_fbh;
  2735. uint32_t m_backBufferColorIdx;
  2736. bool m_rtMsaa;
  2737. bool m_directAccessSupport;
  2738. };
  2739. static RendererContextD3D12* s_renderD3D12;
  2740. RendererContextI* rendererCreate(const Init& _init)
  2741. {
  2742. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2743. if (!s_renderD3D12->init(_init) )
  2744. {
  2745. BX_DELETE(g_allocator, s_renderD3D12);
  2746. s_renderD3D12 = NULL;
  2747. }
  2748. return s_renderD3D12;
  2749. }
  2750. void rendererDestroy()
  2751. {
  2752. s_renderD3D12->shutdown();
  2753. BX_DELETE(g_allocator, s_renderD3D12);
  2754. s_renderD3D12 = NULL;
  2755. }
  2756. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2757. {
  2758. m_size = _size;
  2759. ID3D12Device* device = s_renderD3D12->m_device;
  2760. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2761. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2762. desc.NumDescriptors = _maxDescriptors;
  2763. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2764. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2765. desc.NodeMask = 1;
  2766. DX_CHECK(device->CreateDescriptorHeap(&desc
  2767. , IID_ID3D12DescriptorHeap
  2768. , (void**)&m_heap
  2769. ) );
  2770. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2771. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2772. D3D12_RANGE readRange = { 0, 0 };
  2773. m_upload->Map(0, &readRange, (void**)&m_data);
  2774. reset(m_gpuHandle);
  2775. }
  2776. void ScratchBufferD3D12::destroy()
  2777. {
  2778. D3D12_RANGE writeRange = { 0, 0 };
  2779. m_upload->Unmap(0, &writeRange);
  2780. DX_RELEASE(m_upload, 0);
  2781. DX_RELEASE(m_heap, 0);
  2782. }
  2783. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2784. {
  2785. m_pos = 0;
  2786. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2787. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2788. _gpuHandle = m_gpuHandle;
  2789. }
  2790. void ScratchBufferD3D12::allocEmpty(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2791. {
  2792. m_cpuHandle.ptr += m_incrementSize;
  2793. _gpuHandle = m_gpuHandle;
  2794. m_gpuHandle.ptr += m_incrementSize;
  2795. }
  2796. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2797. {
  2798. _gpuAddress = m_gpuVA + m_pos;
  2799. void* data = &m_data[m_pos];
  2800. m_pos += BX_ALIGN_256(_size);
  2801. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2802. // desc.BufferLocation = _gpuAddress;
  2803. // desc.SizeInBytes = _size;
  2804. // ID3D12Device* device = s_renderD3D12->m_device;
  2805. // device->CreateConstantBufferView(&desc
  2806. // , m_cpuHandle
  2807. // );
  2808. // m_cpuHandle.ptr += m_incrementSize;
  2809. // m_gpuHandle.ptr += m_incrementSize;
  2810. return data;
  2811. }
  2812. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2813. {
  2814. ID3D12Device* device = s_renderD3D12->m_device;
  2815. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2816. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2817. if (0 != _mip)
  2818. {
  2819. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2820. srvd = &tmpSrvd;
  2821. switch (_texture.m_srvd.ViewDimension)
  2822. {
  2823. default:
  2824. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2825. srvd->Texture2D.MostDetailedMip = _mip;
  2826. srvd->Texture2D.MipLevels = 1;
  2827. srvd->Texture2D.PlaneSlice = 0;
  2828. srvd->Texture2D.ResourceMinLODClamp = 0;
  2829. break;
  2830. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2831. srvd->TextureCube.MostDetailedMip = _mip;
  2832. srvd->TextureCube.MipLevels = 1;
  2833. srvd->TextureCube.ResourceMinLODClamp = 0;
  2834. break;
  2835. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2836. srvd->Texture3D.MostDetailedMip = _mip;
  2837. srvd->Texture3D.MipLevels = 1;
  2838. srvd->Texture3D.ResourceMinLODClamp = 0;
  2839. break;
  2840. }
  2841. }
  2842. device->CreateShaderResourceView(_texture.m_ptr
  2843. , srvd
  2844. , m_cpuHandle
  2845. );
  2846. m_cpuHandle.ptr += m_incrementSize;
  2847. _gpuHandle = m_gpuHandle;
  2848. m_gpuHandle.ptr += m_incrementSize;
  2849. }
  2850. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2851. {
  2852. ID3D12Device* device = s_renderD3D12->m_device;
  2853. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2854. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2855. if (0 != _mip)
  2856. {
  2857. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2858. uavd = &tmpUavd;
  2859. switch (_texture.m_uavd.ViewDimension)
  2860. {
  2861. default:
  2862. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2863. uavd->Texture2D.MipSlice = _mip;
  2864. uavd->Texture2D.PlaneSlice = 0;
  2865. break;
  2866. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  2867. uavd->Texture2DArray.MipSlice = _mip;
  2868. uavd->Texture2DArray.PlaneSlice = 0;
  2869. break;
  2870. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2871. uavd->Texture3D.MipSlice = _mip;
  2872. break;
  2873. }
  2874. }
  2875. device->CreateUnorderedAccessView(_texture.m_ptr
  2876. , NULL
  2877. , uavd
  2878. , m_cpuHandle
  2879. );
  2880. m_cpuHandle.ptr += m_incrementSize;
  2881. _gpuHandle = m_gpuHandle;
  2882. m_gpuHandle.ptr += m_incrementSize;
  2883. }
  2884. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2885. {
  2886. ID3D12Device* device = s_renderD3D12->m_device;
  2887. device->CreateShaderResourceView(_buffer.m_ptr
  2888. , &_buffer.m_srvd
  2889. , m_cpuHandle
  2890. );
  2891. m_cpuHandle.ptr += m_incrementSize;
  2892. _gpuHandle = m_gpuHandle;
  2893. m_gpuHandle.ptr += m_incrementSize;
  2894. }
  2895. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2896. {
  2897. ID3D12Device* device = s_renderD3D12->m_device;
  2898. device->CreateUnorderedAccessView(_buffer.m_ptr
  2899. , NULL
  2900. , &_buffer.m_uavd
  2901. , m_cpuHandle
  2902. );
  2903. m_cpuHandle.ptr += m_incrementSize;
  2904. _gpuHandle = m_gpuHandle;
  2905. m_gpuHandle.ptr += m_incrementSize;
  2906. }
  2907. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2908. {
  2909. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2910. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2911. ID3D12Device* device = s_renderD3D12->m_device;
  2912. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2913. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2914. desc.NumDescriptors = _maxDescriptors;
  2915. desc.Type = _type;
  2916. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2917. desc.NodeMask = 1;
  2918. DX_CHECK(device->CreateDescriptorHeap(&desc
  2919. , IID_ID3D12DescriptorHeap
  2920. , (void**)&m_heap
  2921. ) );
  2922. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2923. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2924. }
  2925. void DescriptorAllocatorD3D12::destroy()
  2926. {
  2927. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2928. DX_RELEASE(m_heap, 0);
  2929. }
  2930. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2931. {
  2932. uint16_t idx = m_handleAlloc->alloc();
  2933. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2934. ID3D12Device* device = s_renderD3D12->m_device;
  2935. device->CreateShaderResourceView(_ptr
  2936. , _desc
  2937. , cpuHandle
  2938. );
  2939. return idx;
  2940. }
  2941. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2942. {
  2943. uint16_t idx = m_handleAlloc->alloc();
  2944. ID3D12Device* device = s_renderD3D12->m_device;
  2945. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  2946. for (uint32_t ii = 0; ii < _num; ++ii)
  2947. {
  2948. uint32_t flags = _flags[ii];
  2949. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2950. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2951. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2952. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2953. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2954. D3D12_SAMPLER_DESC sd;
  2955. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2956. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2957. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2958. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2959. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2960. sd.MaxAnisotropy = maxAnisotropy;
  2961. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2962. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2963. if (NULL != _palette
  2964. && needBorderColor(flags) )
  2965. {
  2966. const float* rgba = _palette[index];
  2967. sd.BorderColor[0] = rgba[0];
  2968. sd.BorderColor[1] = rgba[1];
  2969. sd.BorderColor[2] = rgba[2];
  2970. sd.BorderColor[3] = rgba[3];
  2971. }
  2972. else
  2973. {
  2974. sd.BorderColor[0] = 0.0f;
  2975. sd.BorderColor[1] = 0.0f;
  2976. sd.BorderColor[2] = 0.0f;
  2977. sd.BorderColor[3] = 0.0f;
  2978. }
  2979. sd.MinLOD = 0;
  2980. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2981. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2982. {
  2983. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2984. };
  2985. device->CreateSampler(&sd, cpuHandle);
  2986. }
  2987. return idx;
  2988. }
  2989. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  2990. {
  2991. m_handleAlloc->free(_idx);
  2992. }
  2993. void DescriptorAllocatorD3D12::reset()
  2994. {
  2995. uint16_t max = m_handleAlloc->getMaxHandles();
  2996. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2997. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2998. }
  2999. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  3000. {
  3001. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  3002. return gpuHandle;
  3003. }
  3004. void CommandQueueD3D12::init(ID3D12Device* _device)
  3005. {
  3006. D3D12_COMMAND_QUEUE_DESC queueDesc;
  3007. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  3008. queueDesc.Priority = 0;
  3009. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  3010. queueDesc.NodeMask = 1;
  3011. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  3012. , IID_ID3D12CommandQueue
  3013. , (void**)&m_commandQueue
  3014. ) );
  3015. m_completedFence = 0;
  3016. m_currentFence = 0;
  3017. DX_CHECK(_device->CreateFence(0
  3018. , D3D12_FENCE_FLAG_NONE
  3019. , IID_ID3D12Fence
  3020. , (void**)&m_fence
  3021. ) );
  3022. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3023. {
  3024. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  3025. , IID_ID3D12CommandAllocator
  3026. , (void**)&m_commandList[ii].m_commandAllocator
  3027. ) );
  3028. DX_CHECK(_device->CreateCommandList(0
  3029. , D3D12_COMMAND_LIST_TYPE_DIRECT
  3030. , m_commandList[ii].m_commandAllocator
  3031. , NULL
  3032. , IID_ID3D12GraphicsCommandList
  3033. , (void**)&m_commandList[ii].m_commandList
  3034. ) );
  3035. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  3036. }
  3037. }
  3038. void CommandQueueD3D12::shutdown()
  3039. {
  3040. finish(UINT64_MAX, true);
  3041. DX_RELEASE(m_fence, 0);
  3042. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3043. {
  3044. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  3045. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  3046. }
  3047. DX_RELEASE(m_commandQueue, 0);
  3048. }
  3049. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  3050. {
  3051. while (0 == m_control.reserve(1) )
  3052. {
  3053. consume();
  3054. }
  3055. CommandList& commandList = m_commandList[m_control.m_current];
  3056. DX_CHECK(commandList.m_commandAllocator->Reset() );
  3057. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  3058. return commandList.m_commandList;
  3059. }
  3060. uint64_t CommandQueueD3D12::kick()
  3061. {
  3062. CommandList& commandList = m_commandList[m_control.m_current];
  3063. DX_CHECK(commandList.m_commandList->Close() );
  3064. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  3065. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  3066. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  3067. const uint64_t fence = m_currentFence++;
  3068. m_commandQueue->Signal(m_fence, fence);
  3069. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  3070. m_control.commit(1);
  3071. return fence;
  3072. }
  3073. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  3074. {
  3075. while (0 < m_control.available() )
  3076. {
  3077. consume();
  3078. if (!_finishAll
  3079. && _waitFence <= m_completedFence)
  3080. {
  3081. return;
  3082. }
  3083. }
  3084. BX_CHECK(0 == m_control.available(), "");
  3085. }
  3086. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  3087. {
  3088. if (0 < m_control.available() )
  3089. {
  3090. if (consume(0)
  3091. && _waitFence <= m_completedFence)
  3092. {
  3093. return true;
  3094. }
  3095. }
  3096. return false;
  3097. }
  3098. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  3099. {
  3100. m_release[m_control.m_current].push_back(_ptr);
  3101. }
  3102. bool CommandQueueD3D12::consume(uint32_t _ms)
  3103. {
  3104. CommandList& commandList = m_commandList[m_control.m_read];
  3105. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  3106. {
  3107. CloseHandle(commandList.m_event);
  3108. commandList.m_event = NULL;
  3109. m_completedFence = m_fence->GetCompletedValue();
  3110. BX_WARN(UINT64_MAX != m_completedFence, "D3D12: Device lost.");
  3111. m_commandQueue->Wait(m_fence, m_completedFence);
  3112. ResourceArray& ra = m_release[m_control.m_read];
  3113. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  3114. {
  3115. DX_RELEASE(*it, 0);
  3116. }
  3117. ra.clear();
  3118. m_control.consume(1);
  3119. return true;
  3120. }
  3121. return false;
  3122. }
  3123. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  3124. {
  3125. m_maxDrawPerBatch = _maxDrawPerBatch;
  3126. setSeqMode(false);
  3127. setIndirectMode(true);
  3128. ID3D12Device* device = s_renderD3D12->m_device;
  3129. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  3130. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  3131. {
  3132. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3133. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3134. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3135. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3136. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3137. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3138. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  3139. };
  3140. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  3141. {
  3142. sizeof(DrawIndirectCommand),
  3143. BX_COUNTOF(drawArgDesc),
  3144. drawArgDesc,
  3145. 1,
  3146. };
  3147. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  3148. , rootSignature
  3149. , IID_ID3D12CommandSignature
  3150. , (void**)&m_commandSignature[Draw]
  3151. ) );
  3152. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  3153. {
  3154. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3155. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3156. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3157. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3158. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3159. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  3160. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3161. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  3162. };
  3163. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  3164. {
  3165. sizeof(DrawIndexedIndirectCommand),
  3166. BX_COUNTOF(drawIndexedArgDesc),
  3167. drawIndexedArgDesc,
  3168. 1,
  3169. };
  3170. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  3171. , rootSignature
  3172. , IID_ID3D12CommandSignature
  3173. , (void**)&m_commandSignature[DrawIndexed]
  3174. ) );
  3175. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  3176. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  3177. uint32_t cmdSize = bx::max<uint32_t>(sizeof(DrawIndirectCommand), sizeof(DrawIndexedIndirectCommand) );
  3178. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3179. {
  3180. m_indirect[ii].create(m_maxDrawPerBatch*cmdSize
  3181. , NULL
  3182. , BGFX_BUFFER_DRAW_INDIRECT
  3183. , false
  3184. , cmdSize
  3185. );
  3186. }
  3187. }
  3188. void BatchD3D12::destroy()
  3189. {
  3190. BX_FREE(g_allocator, m_cmds[0]);
  3191. BX_FREE(g_allocator, m_cmds[1]);
  3192. DX_RELEASE(m_commandSignature[0], 0);
  3193. DX_RELEASE(m_commandSignature[1], 0);
  3194. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3195. {
  3196. m_indirect[ii].destroy();
  3197. }
  3198. }
  3199. template<typename Ty>
  3200. Ty& BatchD3D12::getCmd(Enum _type)
  3201. {
  3202. uint32_t index = m_num[_type];
  3203. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  3204. m_num[_type]++;
  3205. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3206. return *cmd;
  3207. }
  3208. uint8_t fill(ID3D12GraphicsCommandList* _commandList, D3D12_VERTEX_BUFFER_VIEW* _vbv, const RenderDraw& _draw, uint32_t& _outNumVertices)
  3209. {
  3210. uint8_t numStreams = 0;
  3211. _outNumVertices = _draw.m_numVertices;
  3212. if (UINT8_MAX != _draw.m_streamMask)
  3213. {
  3214. for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  3215. ; 0 != streamMask
  3216. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  3217. )
  3218. {
  3219. streamMask >>= ntz;
  3220. idx += ntz;
  3221. const Stream& stream = _draw.m_stream[idx];
  3222. uint16_t handle = stream.m_handle.idx;
  3223. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3224. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3225. uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
  3226. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
  3227. uint32_t stride = vertexDecl.m_stride;
  3228. D3D12_VERTEX_BUFFER_VIEW& vbv = _vbv[numStreams];
  3229. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3230. vbv.StrideInBytes = vertexDecl.m_stride;
  3231. vbv.SizeInBytes = vb.m_size;
  3232. _outNumVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3233. ? vb.m_size/stride
  3234. : _draw.m_numVertices
  3235. , _outNumVertices
  3236. );
  3237. }
  3238. }
  3239. return numStreams;
  3240. }
  3241. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3242. {
  3243. if (isValid(_draw.m_indirectBuffer) )
  3244. {
  3245. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, _cbv);
  3246. D3D12_VERTEX_BUFFER_VIEW vbvs[BGFX_CONFIG_MAX_VERTEX_STREAMS+1];
  3247. uint32_t numVertices;
  3248. uint8_t numStreams = fill(_commandList, vbvs, _draw, numVertices);
  3249. if (isValid(_draw.m_instanceDataBuffer) )
  3250. {
  3251. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3252. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3253. D3D12_VERTEX_BUFFER_VIEW& vbv = vbvs[numStreams++];
  3254. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3255. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3256. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3257. }
  3258. _commandList->IASetVertexBuffers(0
  3259. , numStreams
  3260. , vbvs
  3261. );
  3262. const VertexBufferD3D12& indirect = s_renderD3D12->m_vertexBuffers[_draw.m_indirectBuffer.idx];
  3263. const uint32_t numDrawIndirect = UINT16_MAX == _draw.m_numIndirect
  3264. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3265. : _draw.m_numIndirect
  3266. ;
  3267. uint32_t numIndices = 0;
  3268. if (isValid(_draw.m_indexBuffer) )
  3269. {
  3270. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3271. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3272. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3273. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3274. numIndices = UINT32_MAX == _draw.m_numIndices
  3275. ? ib.m_size / indexSize
  3276. : _draw.m_numIndices
  3277. ;
  3278. D3D12_INDEX_BUFFER_VIEW ibv;
  3279. ibv.BufferLocation = ib.m_gpuVA;
  3280. ibv.SizeInBytes = ib.m_size;
  3281. ibv.Format = hasIndex16
  3282. ? DXGI_FORMAT_R16_UINT
  3283. : DXGI_FORMAT_R32_UINT
  3284. ;
  3285. _commandList->IASetIndexBuffer(&ibv);
  3286. _commandList->ExecuteIndirect(
  3287. s_renderD3D12->m_commandSignature[2]
  3288. , numDrawIndirect
  3289. , indirect.m_ptr
  3290. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3291. , NULL
  3292. , 0
  3293. );
  3294. }
  3295. else
  3296. {
  3297. _commandList->ExecuteIndirect(
  3298. s_renderD3D12->m_commandSignature[1]
  3299. , numDrawIndirect
  3300. , indirect.m_ptr
  3301. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3302. , NULL
  3303. , 0
  3304. );
  3305. }
  3306. return numIndices;
  3307. }
  3308. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3309. uint32_t numIndices = 0;
  3310. if (Draw == type)
  3311. {
  3312. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3313. cmd.cbv = _cbv;
  3314. uint32_t numVertices;
  3315. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3316. if (isValid(_draw.m_instanceDataBuffer) )
  3317. {
  3318. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3319. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3320. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3321. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3322. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3323. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3324. }
  3325. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3326. {
  3327. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3328. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3329. }
  3330. cmd.args.InstanceCount = _draw.m_numInstances;
  3331. cmd.args.VertexCountPerInstance = numVertices;
  3332. cmd.args.StartVertexLocation = 0;
  3333. cmd.args.StartInstanceLocation = 0;
  3334. }
  3335. else
  3336. {
  3337. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3338. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3339. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3340. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3341. numIndices = UINT32_MAX == _draw.m_numIndices
  3342. ? ib.m_size / indexSize
  3343. : _draw.m_numIndices
  3344. ;
  3345. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3346. cmd.cbv = _cbv;
  3347. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3348. cmd.ibv.SizeInBytes = ib.m_size;
  3349. cmd.ibv.Format = hasIndex16
  3350. ? DXGI_FORMAT_R16_UINT
  3351. : DXGI_FORMAT_R32_UINT
  3352. ;
  3353. uint32_t numVertices;
  3354. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3355. if (isValid(_draw.m_instanceDataBuffer) )
  3356. {
  3357. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3358. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3359. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3360. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3361. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3362. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3363. }
  3364. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3365. {
  3366. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3367. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3368. }
  3369. cmd.args.IndexCountPerInstance = numIndices;
  3370. cmd.args.InstanceCount = _draw.m_numInstances;
  3371. cmd.args.StartIndexLocation = _draw.m_startIndex;
  3372. cmd.args.BaseVertexLocation = 0;
  3373. cmd.args.StartInstanceLocation = 0;
  3374. }
  3375. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3376. {
  3377. flush(_commandList, type);
  3378. }
  3379. return numIndices;
  3380. }
  3381. static const uint32_t s_indirectCommandSize[] =
  3382. {
  3383. sizeof(BatchD3D12::DrawIndirectCommand),
  3384. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3385. };
  3386. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3387. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3388. {
  3389. uint32_t num = m_num[_type];
  3390. if (0 != num)
  3391. {
  3392. m_num[_type] = 0;
  3393. if (m_minIndirect < num)
  3394. {
  3395. m_stats.m_numIndirect[_type]++;
  3396. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3397. m_currIndirect %= BX_COUNTOF(m_indirect);
  3398. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3399. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3400. , num
  3401. , indirect.m_ptr
  3402. , 0
  3403. , NULL
  3404. , 0
  3405. );
  3406. }
  3407. else
  3408. {
  3409. m_stats.m_numImmediate[_type]++;
  3410. if (Draw == _type)
  3411. {
  3412. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3413. for (uint32_t ii = 0; ii < num; ++ii)
  3414. {
  3415. const DrawIndirectCommand& cmd = cmds[ii];
  3416. if (m_current.cbv != cmd.cbv)
  3417. {
  3418. m_current.cbv = cmd.cbv;
  3419. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3420. }
  3421. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3422. {
  3423. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3424. _commandList->IASetVertexBuffers(0
  3425. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3426. , cmd.vbv
  3427. );
  3428. }
  3429. _commandList->DrawInstanced(
  3430. cmd.args.VertexCountPerInstance
  3431. , cmd.args.InstanceCount
  3432. , cmd.args.StartVertexLocation
  3433. , cmd.args.StartInstanceLocation
  3434. );
  3435. }
  3436. }
  3437. else
  3438. {
  3439. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3440. for (uint32_t ii = 0; ii < num; ++ii)
  3441. {
  3442. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3443. if (m_current.cbv != cmd.cbv)
  3444. {
  3445. m_current.cbv = cmd.cbv;
  3446. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3447. }
  3448. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3449. {
  3450. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3451. _commandList->IASetVertexBuffers(0
  3452. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3453. , cmd.vbv
  3454. );
  3455. }
  3456. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3457. {
  3458. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3459. _commandList->IASetIndexBuffer(&cmd.ibv);
  3460. }
  3461. _commandList->DrawIndexedInstanced(
  3462. cmd.args.IndexCountPerInstance
  3463. , cmd.args.InstanceCount
  3464. , cmd.args.StartIndexLocation
  3465. , cmd.args.BaseVertexLocation
  3466. , cmd.args.StartInstanceLocation
  3467. );
  3468. }
  3469. }
  3470. }
  3471. }
  3472. }
  3473. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3474. {
  3475. flush(_commandList, Draw);
  3476. flush(_commandList, DrawIndexed);
  3477. if (_clean)
  3478. {
  3479. bx::memSet(&m_current, 0, sizeof(m_current) );
  3480. }
  3481. }
  3482. void BatchD3D12::begin()
  3483. {
  3484. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3485. bx::memSet(&m_current, 0, sizeof(m_current) );
  3486. }
  3487. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3488. {
  3489. flush(_commandList);
  3490. }
  3491. struct UavFormat
  3492. {
  3493. DXGI_FORMAT format[3];
  3494. uint32_t stride;
  3495. };
  3496. static const UavFormat s_uavFormat[] =
  3497. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3498. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3499. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3500. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3501. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3502. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3503. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3504. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3505. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3506. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3507. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3508. };
  3509. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3510. {
  3511. m_size = _size;
  3512. m_flags = _flags;
  3513. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3514. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3515. m_dynamic = NULL == _data || needUav;
  3516. DXGI_FORMAT format;
  3517. uint32_t stride;
  3518. uint32_t flags = needUav
  3519. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3520. : D3D12_RESOURCE_FLAG_NONE
  3521. ;
  3522. if (drawIndirect)
  3523. {
  3524. #if BX_PLATFORM_XBOXONE
  3525. flags |= D3D12XBOX_RESOURCE_FLAG_ALLOW_INDIRECT_BUFFER;
  3526. #endif // BX_PLATFORM_XBOXONE
  3527. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3528. stride = 16;
  3529. }
  3530. else
  3531. {
  3532. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3533. if (0 == uavFormat)
  3534. {
  3535. if (_vertex)
  3536. {
  3537. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3538. stride = 16;
  3539. }
  3540. else
  3541. {
  3542. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3543. {
  3544. format = DXGI_FORMAT_R16_UINT;
  3545. stride = 2;
  3546. }
  3547. else
  3548. {
  3549. format = DXGI_FORMAT_R32_UINT;
  3550. stride = 4;
  3551. }
  3552. }
  3553. }
  3554. else
  3555. {
  3556. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3557. format = s_uavFormat[uavFormat].format[uavType];
  3558. stride = s_uavFormat[uavFormat].stride;
  3559. }
  3560. }
  3561. stride = 0 == _stride ? stride : _stride;
  3562. m_srvd.Format = format;
  3563. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3564. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3565. m_srvd.Buffer.FirstElement = 0;
  3566. m_srvd.Buffer.NumElements = m_size / stride;
  3567. m_srvd.Buffer.StructureByteStride = 0;
  3568. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3569. m_uavd.Format = format;
  3570. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3571. m_uavd.Buffer.FirstElement = 0;
  3572. m_uavd.Buffer.NumElements = m_size / stride;
  3573. m_uavd.Buffer.StructureByteStride = 0;
  3574. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3575. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3576. ID3D12Device* device = s_renderD3D12->m_device;
  3577. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3578. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3579. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3580. setState(commandList, drawIndirect
  3581. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3582. : D3D12_RESOURCE_STATE_GENERIC_READ
  3583. );
  3584. if (!m_dynamic)
  3585. {
  3586. update(commandList, 0, _size, _data);
  3587. }
  3588. }
  3589. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3590. {
  3591. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3592. uint8_t* data;
  3593. D3D12_RANGE readRange = { 0, 0 };
  3594. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  3595. bx::memCopy(data, _data, _size);
  3596. D3D12_RANGE writeRange = { 0, _size };
  3597. staging->Unmap(0, &writeRange);
  3598. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3599. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3600. setState(_commandList, state);
  3601. s_renderD3D12->m_cmd.release(staging);
  3602. }
  3603. void BufferD3D12::destroy()
  3604. {
  3605. if (NULL != m_ptr)
  3606. {
  3607. s_renderD3D12->m_cmd.release(m_ptr);
  3608. m_dynamic = false;
  3609. m_state = D3D12_RESOURCE_STATE_COMMON;
  3610. }
  3611. }
  3612. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3613. {
  3614. if (m_state != _state)
  3615. {
  3616. setResourceBarrier(_commandList
  3617. , m_ptr
  3618. , m_state
  3619. , _state
  3620. );
  3621. bx::xchg(m_state, _state);
  3622. }
  3623. return _state;
  3624. }
  3625. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3626. {
  3627. BufferD3D12::create(_size, _data, _flags, true);
  3628. m_decl = _declHandle;
  3629. }
  3630. void ShaderD3D12::create(const Memory* _mem)
  3631. {
  3632. bx::MemoryReader reader(_mem->data, _mem->size);
  3633. uint32_t magic;
  3634. bx::read(&reader, magic);
  3635. switch (magic)
  3636. {
  3637. case BGFX_CHUNK_MAGIC_CSH:
  3638. case BGFX_CHUNK_MAGIC_FSH:
  3639. case BGFX_CHUNK_MAGIC_VSH:
  3640. break;
  3641. default:
  3642. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3643. break;
  3644. }
  3645. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3646. uint32_t iohash;
  3647. bx::read(&reader, iohash);
  3648. uint16_t count;
  3649. bx::read(&reader, count);
  3650. m_numPredefined = 0;
  3651. m_numUniforms = count;
  3652. BX_TRACE("%s Shader consts %d"
  3653. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3654. , count
  3655. );
  3656. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3657. if (0 < count)
  3658. {
  3659. for (uint32_t ii = 0; ii < count; ++ii)
  3660. {
  3661. uint8_t nameSize = 0;
  3662. bx::read(&reader, nameSize);
  3663. char name[256] = {};
  3664. bx::read(&reader, &name, nameSize);
  3665. name[nameSize] = '\0';
  3666. uint8_t type = 0;
  3667. bx::read(&reader, type);
  3668. uint8_t num = 0;
  3669. bx::read(&reader, num);
  3670. uint16_t regIndex = 0;
  3671. bx::read(&reader, regIndex);
  3672. uint16_t regCount = 0;
  3673. bx::read(&reader, regCount);
  3674. const char* kind = "invalid";
  3675. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3676. if (PredefinedUniform::Count != predefined)
  3677. {
  3678. kind = "predefined";
  3679. m_predefined[m_numPredefined].m_loc = regIndex;
  3680. m_predefined[m_numPredefined].m_count = regCount;
  3681. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3682. m_numPredefined++;
  3683. }
  3684. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3685. {
  3686. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3687. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3688. if (NULL != info)
  3689. {
  3690. if (NULL == m_constantBuffer)
  3691. {
  3692. m_constantBuffer = UniformBuffer::create(1024);
  3693. }
  3694. kind = "user";
  3695. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3696. }
  3697. }
  3698. else
  3699. {
  3700. kind = "sampler";
  3701. }
  3702. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3703. , kind
  3704. , name
  3705. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3706. , num
  3707. , regIndex
  3708. , regCount
  3709. );
  3710. BX_UNUSED(kind);
  3711. }
  3712. if (NULL != m_constantBuffer)
  3713. {
  3714. m_constantBuffer->finish();
  3715. }
  3716. }
  3717. uint32_t shaderSize;
  3718. bx::read(&reader, shaderSize);
  3719. const void* code = reader.getDataPtr();
  3720. bx::skip(&reader, shaderSize+1);
  3721. m_code = copy(code, shaderSize);
  3722. uint8_t numAttrs = 0;
  3723. bx::read(&reader, numAttrs);
  3724. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3725. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3726. {
  3727. uint16_t id;
  3728. bx::read(&reader, id);
  3729. Attrib::Enum attr = idToAttrib(id);
  3730. if (Attrib::Count != attr)
  3731. {
  3732. m_attrMask[attr] = UINT16_MAX;
  3733. }
  3734. }
  3735. bx::HashMurmur2A murmur;
  3736. murmur.begin();
  3737. murmur.add(iohash);
  3738. murmur.add(code, shaderSize);
  3739. murmur.add(numAttrs);
  3740. murmur.add(m_attrMask, numAttrs);
  3741. m_hash = murmur.end();
  3742. bx::read(&reader, m_size);
  3743. }
  3744. void* TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3745. {
  3746. bimg::ImageContainer imageContainer;
  3747. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3748. {
  3749. uint8_t numMips = imageContainer.m_numMips;
  3750. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3751. numMips -= startLod;
  3752. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3753. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3754. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3755. const uint16_t numLayers = imageContainer.m_numLayers;
  3756. m_flags = _flags;
  3757. m_width = textureWidth;
  3758. m_height = textureHeight;
  3759. m_depth = imageContainer.m_depth;
  3760. m_requestedFormat = uint8_t(imageContainer.m_format);
  3761. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3762. const bool convert = m_textureFormat != m_requestedFormat;
  3763. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3764. if (imageContainer.m_cubeMap)
  3765. {
  3766. m_type = TextureCube;
  3767. }
  3768. else if (imageContainer.m_depth > 1)
  3769. {
  3770. m_type = Texture3D;
  3771. }
  3772. else
  3773. {
  3774. m_type = Texture2D;
  3775. }
  3776. m_numMips = numMips;
  3777. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3778. const uint32_t numSrd = numSides * numMips;
  3779. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3780. uint32_t kk = 0;
  3781. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3782. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3783. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3784. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3785. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3786. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3787. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3788. , this - s_renderD3D12->m_textures
  3789. , getName( (TextureFormat::Enum)m_textureFormat)
  3790. , getName( (TextureFormat::Enum)m_requestedFormat)
  3791. , textureWidth
  3792. , textureHeight
  3793. , imageContainer.m_cubeMap ? "x6" : ""
  3794. , renderTarget ? 'x' : ' '
  3795. , writeOnly ? 'x' : ' '
  3796. , computeWrite ? 'x' : ' '
  3797. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3798. );
  3799. for (uint8_t side = 0; side < numSides; ++side)
  3800. {
  3801. for (uint8_t lod = 0; lod < numMips; ++lod)
  3802. {
  3803. bimg::ImageMip mip;
  3804. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3805. {
  3806. if (convert)
  3807. {
  3808. const uint32_t pitch = bx::strideAlign(bx::max<uint32_t>(mip.m_width, 4)*bpp/8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3809. const uint32_t slice = bx::strideAlign(bx::max<uint32_t>(mip.m_height, 4)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3810. const uint32_t size = slice*mip.m_depth;
  3811. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3812. bimg::imageDecodeToBgra8(
  3813. g_allocator
  3814. , temp
  3815. , mip.m_data
  3816. , mip.m_width
  3817. , mip.m_height
  3818. , pitch
  3819. , mip.m_format
  3820. );
  3821. srd[kk].pData = temp;
  3822. srd[kk].RowPitch = pitch;
  3823. srd[kk].SlicePitch = slice;
  3824. }
  3825. else if (compressed)
  3826. {
  3827. const uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3828. const uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3829. const uint32_t size = slice*mip.m_depth;
  3830. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3831. bimg::imageCopy(temp
  3832. , mip.m_height/blockInfo.blockHeight
  3833. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3834. , mip.m_depth
  3835. , mip.m_data
  3836. , pitch
  3837. );
  3838. srd[kk].pData = temp;
  3839. srd[kk].RowPitch = pitch;
  3840. srd[kk].SlicePitch = slice;
  3841. }
  3842. else
  3843. {
  3844. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3845. const uint32_t slice = bx::strideAlign(mip.m_height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3846. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice*mip.m_depth);
  3847. bimg::imageCopy(temp
  3848. , mip.m_height
  3849. , mip.m_width*mip.m_bpp/8
  3850. , mip.m_depth
  3851. , mip.m_data
  3852. , pitch
  3853. );
  3854. srd[kk].pData = temp;
  3855. srd[kk].RowPitch = pitch;
  3856. srd[kk].SlicePitch = slice;
  3857. }
  3858. ++kk;
  3859. }
  3860. }
  3861. }
  3862. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3863. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3864. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  3865. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3866. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3867. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3868. if (swizzle)
  3869. {
  3870. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3871. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3872. }
  3873. m_uavd.Format = m_srvd.Format;
  3874. ID3D12Device* device = s_renderD3D12->m_device;
  3875. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3876. D3D12_RESOURCE_DESC resourceDesc;
  3877. resourceDesc.Alignment = 1 < msaa.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  3878. resourceDesc.Width = textureWidth;
  3879. resourceDesc.Height = textureHeight;
  3880. resourceDesc.MipLevels = numMips;
  3881. resourceDesc.Format = format;
  3882. resourceDesc.SampleDesc = msaa;
  3883. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3884. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3885. resourceDesc.DepthOrArraySize = numSides;
  3886. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3887. D3D12_CLEAR_VALUE* clearValue = NULL;
  3888. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3889. {
  3890. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3891. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3892. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3893. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3894. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3895. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3896. clearValue->DepthStencil.Depth = 1.0f;
  3897. clearValue->DepthStencil.Stencil = 0;
  3898. }
  3899. else if (renderTarget)
  3900. {
  3901. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3902. state |= D3D12_RESOURCE_STATE_RENDER_TARGET;
  3903. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3904. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3905. clearValue->Format = resourceDesc.Format;
  3906. clearValue->Color[0] = 0.0f;
  3907. clearValue->Color[1] = 0.0f;
  3908. clearValue->Color[2] = 0.0f;
  3909. clearValue->Color[3] = 0.0f;
  3910. }
  3911. if (writeOnly)
  3912. {
  3913. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3914. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3915. }
  3916. if (computeWrite)
  3917. {
  3918. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3919. }
  3920. if (blit)
  3921. {
  3922. state = D3D12_RESOURCE_STATE_COPY_DEST;
  3923. }
  3924. const bool directAccess = s_renderD3D12->m_directAccessSupport
  3925. && !renderTarget
  3926. // && !readBack
  3927. && !blit
  3928. && !writeOnly
  3929. ;
  3930. switch (m_type)
  3931. {
  3932. case Texture2D:
  3933. case TextureCube:
  3934. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3935. if (imageContainer.m_cubeMap)
  3936. {
  3937. if (1 < numLayers)
  3938. {
  3939. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  3940. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  3941. m_srvd.TextureCubeArray.MipLevels = numMips;
  3942. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  3943. m_srvd.TextureCubeArray.NumCubes = numLayers;
  3944. }
  3945. else
  3946. {
  3947. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3948. m_srvd.TextureCube.MostDetailedMip = 0;
  3949. m_srvd.TextureCube.MipLevels = numMips;
  3950. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3951. }
  3952. }
  3953. else
  3954. {
  3955. if (1 < numLayers)
  3956. {
  3957. m_srvd.ViewDimension = 1 < msaa.Count
  3958. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  3959. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  3960. ;
  3961. m_srvd.Texture2DArray.MostDetailedMip = 0;
  3962. m_srvd.Texture2DArray.MipLevels = numMips;
  3963. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  3964. m_srvd.Texture2DArray.ArraySize = numLayers;
  3965. }
  3966. else
  3967. {
  3968. m_srvd.ViewDimension = 1 < msaa.Count
  3969. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  3970. : D3D12_SRV_DIMENSION_TEXTURE2D
  3971. ;
  3972. m_srvd.Texture2D.MostDetailedMip = 0;
  3973. m_srvd.Texture2D.MipLevels = numMips;
  3974. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3975. }
  3976. }
  3977. if (1 < numLayers)
  3978. {
  3979. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3980. m_uavd.Texture2DArray.MipSlice = 0;
  3981. m_uavd.Texture2DArray.PlaneSlice = 0;
  3982. }
  3983. else
  3984. {
  3985. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3986. m_uavd.Texture2D.MipSlice = 0;
  3987. m_uavd.Texture2D.PlaneSlice = 0;
  3988. }
  3989. if (TextureCube == m_type)
  3990. {
  3991. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3992. m_uavd.Texture2DArray.MipSlice = 0;
  3993. m_uavd.Texture2DArray.ArraySize = 6;
  3994. }
  3995. break;
  3996. case Texture3D:
  3997. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3998. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  3999. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  4000. m_srvd.Texture3D.MostDetailedMip = 0;
  4001. m_srvd.Texture3D.MipLevels = numMips;
  4002. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  4003. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  4004. m_uavd.Texture3D.MipSlice = 0;
  4005. m_uavd.Texture3D.FirstWSlice = 0;
  4006. m_uavd.Texture3D.WSize = 0;
  4007. break;
  4008. }
  4009. m_ptr = createCommittedResource(device, HeapProperty::Texture, &resourceDesc, clearValue, renderTarget);
  4010. if (directAccess)
  4011. {
  4012. DX_CHECK(m_ptr->Map(0, NULL, &m_directAccessPtr) );
  4013. }
  4014. if (kk != 0)
  4015. {
  4016. uint64_t uploadBufferSize;
  4017. device->GetCopyableFootprints(&resourceDesc, 0, numSrd, 0, NULL, NULL, NULL, &uploadBufferSize);
  4018. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, uint32_t(uploadBufferSize) );
  4019. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4020. uint64_t result = UpdateSubresources(commandList
  4021. , m_ptr
  4022. , staging
  4023. , 0
  4024. , 0
  4025. , numSrd
  4026. , srd
  4027. );
  4028. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  4029. BX_TRACE("Update subresource %" PRId64, result);
  4030. setState(commandList, state);
  4031. s_renderD3D12->m_cmd.release(staging);
  4032. }
  4033. else
  4034. {
  4035. setState(commandList, state);
  4036. }
  4037. if (0 != kk)
  4038. {
  4039. kk = 0;
  4040. for (uint8_t side = 0; side < numSides; ++side)
  4041. {
  4042. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  4043. {
  4044. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  4045. ++kk;
  4046. }
  4047. }
  4048. }
  4049. }
  4050. return m_directAccessPtr;
  4051. }
  4052. void TextureD3D12::destroy()
  4053. {
  4054. if (NULL != m_ptr)
  4055. {
  4056. if (NULL != m_directAccessPtr)
  4057. {
  4058. D3D12_RANGE writeRange = { 0, 0 };
  4059. m_ptr->Unmap(0, &writeRange);
  4060. m_directAccessPtr = NULL;
  4061. }
  4062. s_renderD3D12->m_cmd.release(m_ptr);
  4063. m_ptr = NULL;
  4064. m_state = D3D12_RESOURCE_STATE_COMMON;
  4065. }
  4066. }
  4067. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4068. {
  4069. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4070. const uint32_t subres = _mip + (_side * m_numMips);
  4071. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4072. const uint32_t rectpitch = _rect.m_width*bpp/8;
  4073. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4074. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  4075. desc.Height = _rect.m_height;
  4076. uint32_t numRows;
  4077. uint64_t totalBytes;
  4078. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  4079. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  4080. , subres
  4081. , 1
  4082. , 0
  4083. , &layout
  4084. , &numRows
  4085. , NULL
  4086. , &totalBytes
  4087. );
  4088. const uint32_t rowPitch = layout.Footprint.RowPitch;
  4089. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  4090. uint8_t* data;
  4091. D3D12_RANGE readRange = { 0, 0 };
  4092. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  4093. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  4094. {
  4095. bx::memCopy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  4096. }
  4097. D3D12_RANGE writeRange = { 0, _rect.m_height*srcpitch };
  4098. staging->Unmap(0, &writeRange);
  4099. D3D12_BOX box;
  4100. box.left = 0;
  4101. box.top = 0;
  4102. box.right = box.left + _rect.m_width;
  4103. box.bottom = box.top + _rect.m_height;
  4104. box.front = _z;
  4105. box.back = _z+_depth;
  4106. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  4107. dst.SubresourceIndex = subres;
  4108. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  4109. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  4110. setState(_commandList, state);
  4111. s_renderD3D12->m_cmd.release(staging);
  4112. }
  4113. void TextureD3D12::resolve()
  4114. {
  4115. }
  4116. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  4117. {
  4118. if (m_state != _state)
  4119. {
  4120. setResourceBarrier(_commandList
  4121. , m_ptr
  4122. , m_state
  4123. , _state
  4124. );
  4125. bx::xchg(m_state, _state);
  4126. }
  4127. return _state;
  4128. }
  4129. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  4130. {
  4131. m_denseIdx = UINT16_MAX;
  4132. m_numTh = _num;
  4133. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4134. postReset();
  4135. }
  4136. void FrameBufferD3D12::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  4137. {
  4138. BX_UNUSED(_nwh, _width, _height, _depthFormat);
  4139. #if BX_PLATFORM_WINDOWS
  4140. SwapChainDesc scd;
  4141. bx::memCopy(&scd, &s_renderD3D12->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  4142. scd.width = _width;
  4143. scd.height = _height;
  4144. scd.nwh = _nwh;
  4145. HRESULT hr;
  4146. hr = s_renderD3D12->m_dxgi.createSwapChain(
  4147. s_renderD3D12->getDeviceForSwapChain()
  4148. , scd
  4149. , &m_swapChain
  4150. );
  4151. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4152. m_state = D3D12_RESOURCE_STATE_PRESENT;
  4153. ID3D12Device* device = s_renderD3D12->m_device;
  4154. FrameBufferHandle fbh = { uint16_t(this - s_renderD3D12->m_frameBuffers) };
  4155. for (uint32_t ii = 0, num = scd.bufferCount; ii < num; ++ii)
  4156. {
  4157. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = s_renderD3D12->getRtv(fbh, uint8_t(ii) );
  4158. ID3D12Resource* colorBuffer;
  4159. DX_CHECK(m_swapChain->GetBuffer(ii
  4160. , IID_ID3D12Resource
  4161. , (void**)&colorBuffer
  4162. ) );
  4163. device->CreateRenderTargetView(colorBuffer, NULL, rtvHandle);
  4164. DX_RELEASE(colorBuffer, 0);
  4165. }
  4166. #endif // BX_PLATFORM_WINDOWS
  4167. m_nwh = _nwh;
  4168. m_denseIdx = _denseIdx;
  4169. m_num = 1;
  4170. }
  4171. uint16_t FrameBufferD3D12::destroy()
  4172. {
  4173. DX_RELEASE(m_swapChain, 0);
  4174. m_nwh = NULL;
  4175. m_numTh = 0;
  4176. m_needPresent = false;
  4177. m_depth.idx = bgfx::kInvalidHandle;
  4178. uint16_t denseIdx = m_denseIdx;
  4179. m_denseIdx = UINT16_MAX;
  4180. return denseIdx;
  4181. }
  4182. HRESULT FrameBufferD3D12::present(uint32_t _syncInterval, uint32_t _flags)
  4183. {
  4184. if (m_needPresent)
  4185. {
  4186. HRESULT hr = m_swapChain->Present(_syncInterval, _flags);
  4187. hr = !isLost(hr) ? S_OK : hr;
  4188. m_needPresent = false;
  4189. return hr;
  4190. }
  4191. return S_OK;
  4192. }
  4193. void FrameBufferD3D12::preReset()
  4194. {
  4195. }
  4196. void FrameBufferD3D12::postReset()
  4197. {
  4198. if (m_numTh != 0)
  4199. {
  4200. ID3D12Device* device = s_renderD3D12->m_device;
  4201. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4202. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4203. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4204. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4205. m_width = 0;
  4206. m_height = 0;
  4207. m_depth.idx = bgfx::kInvalidHandle;
  4208. m_num = 0;
  4209. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4210. {
  4211. TextureHandle handle = m_attachment[ii].handle;
  4212. if (isValid(handle) )
  4213. {
  4214. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  4215. if (0 == m_width)
  4216. {
  4217. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  4218. m_width = uint32_t(desc.Width);
  4219. m_height = uint32_t(desc.Height);
  4220. }
  4221. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4222. {
  4223. BX_CHECK(!isValid(m_depth), "");
  4224. m_depth = handle;
  4225. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4226. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4227. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4228. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  4229. BX_UNUSED(blockInfo);
  4230. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4231. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  4232. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4233. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  4234. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  4235. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  4236. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  4237. ;
  4238. device->CreateDepthStencilView(texture.m_ptr
  4239. , &dsvDesc
  4240. , dsvDescriptor
  4241. );
  4242. s_renderD3D12->m_commandList->ClearDepthStencilView(
  4243. dsvDescriptor
  4244. , D3D12_CLEAR_FLAG_DEPTH|D3D12_CLEAR_FLAG_STENCIL
  4245. , 0.0f
  4246. , 0
  4247. , 0
  4248. , NULL
  4249. );
  4250. }
  4251. else
  4252. {
  4253. m_texture[m_num] = handle;
  4254. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  4255. D3D12_RENDER_TARGET_VIEW_DESC desc;
  4256. desc.Format = texture.m_srvd.Format;
  4257. switch (texture.m_type)
  4258. {
  4259. default:
  4260. case TextureD3D12::Texture2D:
  4261. // if (1 < msaa.Count)
  4262. // {
  4263. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  4264. // }
  4265. // else
  4266. {
  4267. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4268. desc.Texture2D.MipSlice = m_attachment[ii].mip;
  4269. desc.Texture2D.PlaneSlice = 0;
  4270. }
  4271. break;
  4272. case TextureD3D12::TextureCube:
  4273. // if (1 < msaa.Count)
  4274. // {
  4275. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4276. // desc.Texture2DMSArray.ArraySize = 1;
  4277. // desc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4278. // }
  4279. // else
  4280. {
  4281. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4282. desc.Texture2DArray.ArraySize = 1;
  4283. desc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4284. desc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4285. desc.Texture2DArray.PlaneSlice = 0;
  4286. }
  4287. break;
  4288. case TextureD3D12::Texture3D:
  4289. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  4290. desc.Texture3D.MipSlice = m_attachment[ii].mip;
  4291. desc.Texture3D.WSize = 1;
  4292. desc.Texture3D.FirstWSlice = m_attachment[ii].layer;
  4293. break;
  4294. }
  4295. device->CreateRenderTargetView(texture.m_ptr
  4296. , &desc
  4297. , rtv
  4298. );
  4299. float rgba[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
  4300. s_renderD3D12->m_commandList->ClearRenderTargetView(
  4301. rtv
  4302. , rgba
  4303. , 0
  4304. , NULL
  4305. );
  4306. m_num++;
  4307. }
  4308. }
  4309. }
  4310. }
  4311. }
  4312. void FrameBufferD3D12::resolve()
  4313. {
  4314. }
  4315. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  4316. {
  4317. ID3D12Device* device = s_renderD3D12->m_device;
  4318. FrameBufferHandle fbh = { (uint16_t)(this - s_renderD3D12->m_frameBuffers) };
  4319. D3D12_CPU_DESCRIPTOR_HANDLE rtv = s_renderD3D12->getRtv(fbh);
  4320. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4321. if (BGFX_CLEAR_COLOR & _clear.m_flags
  4322. && 0 != m_num)
  4323. {
  4324. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4325. {
  4326. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4327. {
  4328. uint8_t index = _clear.m_index[ii];
  4329. if (UINT8_MAX != index)
  4330. {
  4331. _commandList->ClearRenderTargetView(rtv
  4332. , _palette[index]
  4333. , _num
  4334. , _rect
  4335. );
  4336. rtv.ptr += rtvDescriptorSize;
  4337. }
  4338. }
  4339. }
  4340. else
  4341. {
  4342. float frgba[4] =
  4343. {
  4344. _clear.m_index[0]*1.0f/255.0f,
  4345. _clear.m_index[1]*1.0f/255.0f,
  4346. _clear.m_index[2]*1.0f/255.0f,
  4347. _clear.m_index[3]*1.0f/255.0f,
  4348. };
  4349. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4350. {
  4351. _commandList->ClearRenderTargetView(rtv
  4352. , frgba
  4353. , _num
  4354. , _rect
  4355. );
  4356. rtv.ptr += rtvDescriptorSize;
  4357. }
  4358. }
  4359. }
  4360. if (isValid(m_depth)
  4361. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4362. {
  4363. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4364. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4365. dsvDescriptor.ptr += (1 + fbh.idx) * dsvDescriptorSize;
  4366. DWORD flags = 0;
  4367. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  4368. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  4369. _commandList->ClearDepthStencilView(dsvDescriptor
  4370. , D3D12_CLEAR_FLAGS(flags)
  4371. , _clear.m_depth
  4372. , _clear.m_stencil
  4373. , _num
  4374. , _rect
  4375. );
  4376. }
  4377. }
  4378. D3D12_RESOURCE_STATES FrameBufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, uint8_t _idx, D3D12_RESOURCE_STATES _state)
  4379. {
  4380. if (m_state != _state)
  4381. {
  4382. ID3D12Resource* colorBuffer;
  4383. DX_CHECK(m_swapChain->GetBuffer(_idx
  4384. , IID_ID3D12Resource
  4385. , (void**)&colorBuffer
  4386. ) );
  4387. setResourceBarrier(_commandList
  4388. , colorBuffer
  4389. , m_state
  4390. , _state
  4391. );
  4392. DX_RELEASE(colorBuffer, 0);
  4393. bx::xchg(m_state, _state);
  4394. }
  4395. return _state;
  4396. }
  4397. void TimerQueryD3D12::init()
  4398. {
  4399. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4400. queryHeapDesc.Count = m_control.m_size * 2;
  4401. queryHeapDesc.NodeMask = 1;
  4402. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4403. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4404. , IID_ID3D12QueryHeap
  4405. , (void**)&m_queryHeap
  4406. ) );
  4407. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  4408. m_readback = createCommittedResource(s_renderD3D12->m_device
  4409. , HeapProperty::ReadBack
  4410. , size
  4411. );
  4412. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  4413. D3D12_RANGE range = { 0, size };
  4414. m_readback->Map(0, &range, (void**)&m_queryResult);
  4415. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4416. {
  4417. Result& result = m_result[ii];
  4418. result.reset();
  4419. }
  4420. m_control.reset();
  4421. }
  4422. void TimerQueryD3D12::shutdown()
  4423. {
  4424. D3D12_RANGE range = { 0, 0 };
  4425. m_readback->Unmap(0, &range);
  4426. DX_RELEASE(m_queryHeap, 0);
  4427. DX_RELEASE(m_readback, 0);
  4428. }
  4429. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx)
  4430. {
  4431. while (0 == m_control.reserve(1) )
  4432. {
  4433. m_control.consume(1);
  4434. }
  4435. Result& result = m_result[_resultIdx];
  4436. ++result.m_pending;
  4437. const uint32_t idx = m_control.m_current;
  4438. Query& query = m_query[idx];
  4439. query.m_resultIdx = _resultIdx;
  4440. query.m_ready = false;
  4441. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4442. uint32_t offset = idx * 2 + 0;
  4443. commandList->EndQuery(m_queryHeap
  4444. , D3D12_QUERY_TYPE_TIMESTAMP
  4445. , offset
  4446. );
  4447. m_control.commit(1);
  4448. return idx;
  4449. }
  4450. void TimerQueryD3D12::end(uint32_t _idx)
  4451. {
  4452. Query& query = m_query[_idx];
  4453. query.m_ready = true;
  4454. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  4455. uint32_t offset = _idx * 2;
  4456. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4457. commandList->EndQuery(m_queryHeap
  4458. , D3D12_QUERY_TYPE_TIMESTAMP
  4459. , offset + 1
  4460. );
  4461. commandList->ResolveQueryData(m_queryHeap
  4462. , D3D12_QUERY_TYPE_TIMESTAMP
  4463. , offset
  4464. , 2
  4465. , m_readback
  4466. , offset * sizeof(uint64_t)
  4467. );
  4468. while (update() )
  4469. {
  4470. }
  4471. }
  4472. bool TimerQueryD3D12::update()
  4473. {
  4474. if (0 != m_control.available() )
  4475. {
  4476. uint32_t idx = m_control.m_read;
  4477. Query& query = m_query[idx];
  4478. if (!query.m_ready)
  4479. {
  4480. return false;
  4481. }
  4482. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  4483. {
  4484. return false;
  4485. }
  4486. m_control.consume(1);
  4487. Result& result = m_result[query.m_resultIdx];
  4488. --result.m_pending;
  4489. uint32_t offset = idx * 2;
  4490. result.m_begin = m_queryResult[offset+0];
  4491. result.m_end = m_queryResult[offset+1];
  4492. return true;
  4493. }
  4494. return false;
  4495. }
  4496. void OcclusionQueryD3D12::init()
  4497. {
  4498. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4499. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4500. queryHeapDesc.NodeMask = 1;
  4501. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4502. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4503. , IID_ID3D12QueryHeap
  4504. , (void**)&m_queryHeap
  4505. ) );
  4506. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4507. m_readback = createCommittedResource(s_renderD3D12->m_device
  4508. , HeapProperty::ReadBack
  4509. , size
  4510. );
  4511. D3D12_RANGE range = { 0, size };
  4512. m_readback->Map(0, &range, (void**)&m_result);
  4513. }
  4514. void OcclusionQueryD3D12::shutdown()
  4515. {
  4516. D3D12_RANGE range = { 0, 0 };
  4517. m_readback->Unmap(0, &range);
  4518. DX_RELEASE(m_queryHeap, 0);
  4519. DX_RELEASE(m_readback, 0);
  4520. }
  4521. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4522. {
  4523. while (0 == m_control.reserve(1) )
  4524. {
  4525. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4526. if (isValid(handle) )
  4527. {
  4528. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4529. }
  4530. m_control.consume(1);
  4531. }
  4532. m_handle[m_control.m_current] = _handle;
  4533. _commandList->BeginQuery(m_queryHeap
  4534. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4535. , _handle.idx
  4536. );
  4537. }
  4538. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4539. {
  4540. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4541. _commandList->EndQuery(m_queryHeap
  4542. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4543. , handle.idx
  4544. );
  4545. _commandList->ResolveQueryData(m_queryHeap
  4546. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4547. , handle.idx
  4548. , 1
  4549. , m_readback
  4550. , handle.idx * sizeof(uint64_t)
  4551. );
  4552. m_control.commit(1);
  4553. }
  4554. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4555. {
  4556. const uint32_t size = m_control.m_size;
  4557. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4558. {
  4559. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4560. if (handle.idx == _handle.idx)
  4561. {
  4562. handle.idx = bgfx::kInvalidHandle;
  4563. }
  4564. }
  4565. }
  4566. struct Bind
  4567. {
  4568. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4569. uint16_t m_samplerStateIdx;
  4570. };
  4571. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4572. {
  4573. TextureHandle currentSrc = { kInvalidHandle };
  4574. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATES(UINT32_MAX);
  4575. while (_bs.hasItem(_view) )
  4576. {
  4577. const BlitItem& blit = _bs.advance();
  4578. TextureD3D12& src = m_textures[blit.m_src.idx];
  4579. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4580. if (currentSrc.idx != blit.m_src.idx)
  4581. {
  4582. if (D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4583. {
  4584. m_textures[currentSrc.idx].setState(m_commandList, state);
  4585. }
  4586. currentSrc = blit.m_src;
  4587. state = src.setState(m_commandList, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4588. }
  4589. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4590. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4591. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4592. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4593. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4594. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4595. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4596. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4597. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4598. if (TextureD3D12::Texture3D == src.m_type)
  4599. {
  4600. D3D12_BOX box;
  4601. box.left = blit.m_srcX;
  4602. box.top = blit.m_srcY;
  4603. box.front = blit.m_srcZ;
  4604. box.right = blit.m_srcX + width;
  4605. box.bottom = blit.m_srcY + height;;
  4606. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4607. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4608. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4609. m_commandList->CopyTextureRegion(&dstLocation
  4610. , blit.m_dstX
  4611. , blit.m_dstY
  4612. , blit.m_dstZ
  4613. , &srcLocation
  4614. , &box
  4615. );
  4616. }
  4617. else
  4618. {
  4619. D3D12_BOX box;
  4620. box.left = blit.m_srcX;
  4621. box.top = blit.m_srcY;
  4622. box.front = 0;
  4623. box.right = blit.m_srcX + width;
  4624. box.bottom = blit.m_srcY + height;;
  4625. box.back = 1;
  4626. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4627. ? blit.m_srcZ
  4628. : 0
  4629. ;
  4630. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4631. ? blit.m_dstZ
  4632. : 0
  4633. ;
  4634. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4635. dstLocation.pResource = dst.m_ptr;
  4636. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4637. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4638. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4639. srcLocation.pResource = src.m_ptr;
  4640. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4641. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4642. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4643. m_commandList->CopyTextureRegion(&dstLocation
  4644. , blit.m_dstX
  4645. , blit.m_dstY
  4646. , 0
  4647. , &srcLocation
  4648. , depthStencil ? NULL : &box
  4649. );
  4650. }
  4651. }
  4652. if (isValid(currentSrc)
  4653. && D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4654. {
  4655. m_textures[currentSrc.idx].setState(m_commandList, state);
  4656. }
  4657. }
  4658. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4659. {
  4660. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "rendererSubmit");
  4661. if (m_lost
  4662. || updateResolution(_render->m_resolution) )
  4663. {
  4664. return;
  4665. }
  4666. if (_render->m_capture)
  4667. {
  4668. renderDocTriggerCapture();
  4669. }
  4670. int64_t timeBegin = bx::getHPCounter();
  4671. int64_t captureElapsed = 0;
  4672. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4673. if (0 < _render->m_iboffset)
  4674. {
  4675. TransientIndexBuffer* ib = _render->m_transientIb;
  4676. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4677. }
  4678. if (0 < _render->m_vboffset)
  4679. {
  4680. TransientVertexBuffer* vb = _render->m_transientVb;
  4681. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4682. }
  4683. _render->sort();
  4684. RenderDraw currentState;
  4685. currentState.clear();
  4686. currentState.m_stateFlags = BGFX_STATE_NONE;
  4687. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4688. RenderBind currentBind;
  4689. currentBind.clear();
  4690. _render->m_hmdInitialized = false;
  4691. const bool hmdEnabled = false;
  4692. static ViewState viewState;
  4693. viewState.reset(_render, hmdEnabled);
  4694. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4695. // setDebugWireframe(wireframe);
  4696. uint16_t currentSamplerStateIdx = kInvalidHandle;
  4697. uint16_t currentProgramIdx = kInvalidHandle;
  4698. uint32_t currentBindHash = 0;
  4699. bool hasPredefined = false;
  4700. bool commandListChanged = false;
  4701. ID3D12PipelineState* currentPso = NULL;
  4702. SortKey key;
  4703. uint16_t view = UINT16_MAX;
  4704. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4705. BlitState bs(_render);
  4706. uint32_t blendFactor = 0;
  4707. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4708. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4709. PrimInfo prim = s_primInfo[primIndex];
  4710. bool wasCompute = false;
  4711. bool viewHasScissor = false;
  4712. bool restoreScissor = false;
  4713. Rect viewScissorRect;
  4714. viewScissorRect.clear();
  4715. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4716. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4717. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4718. uint32_t statsNumIndices = 0;
  4719. uint32_t statsKeyType[2] = {};
  4720. Profiler<TimerQueryD3D12> profiler(
  4721. _render
  4722. , m_gpuTimer
  4723. , s_viewName
  4724. );
  4725. #if BX_PLATFORM_WINDOWS
  4726. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4727. #else
  4728. m_backBufferColorIdx = (m_backBufferColorIdx+1) % m_scd.bufferCount;
  4729. #endif // BX_PLATFORM_WINDOWS
  4730. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4731. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4732. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4733. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4734. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4735. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4736. scratchBuffer.reset(gpuHandle);
  4737. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4738. StateCacheLru<Bind, 64> bindLru;
  4739. if (NULL != m_msaaRt)
  4740. {
  4741. setResourceBarrier(m_commandList
  4742. , m_msaaRt
  4743. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  4744. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4745. );
  4746. setResourceBarrier(m_commandList
  4747. , m_backBufferColor[m_backBufferColorIdx]
  4748. , D3D12_RESOURCE_STATE_PRESENT
  4749. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  4750. );
  4751. }
  4752. else
  4753. {
  4754. setResourceBarrier(m_commandList
  4755. , m_backBufferColor[m_backBufferColorIdx]
  4756. , D3D12_RESOURCE_STATE_PRESENT
  4757. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4758. );
  4759. }
  4760. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4761. {
  4762. setFrameBuffer(BGFX_INVALID_HANDLE, true);
  4763. m_batch.begin();
  4764. // uint8_t eye = 0;
  4765. // uint8_t restartState = 0;
  4766. viewState.m_rect = _render->m_view[0].m_rect;
  4767. int32_t numItems = _render->m_numRenderItems;
  4768. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4769. {
  4770. const uint64_t encodedKey = _render->m_sortKeys[item];
  4771. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4772. statsKeyType[isCompute]++;
  4773. const bool viewChanged = 0
  4774. || key.m_view != view
  4775. || item == numItems
  4776. ;
  4777. const uint32_t itemIdx = _render->m_sortValues[item];
  4778. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4779. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4780. ++item;
  4781. if (viewChanged)
  4782. {
  4783. m_batch.flush(m_commandList, true);
  4784. kick();
  4785. commandListChanged = true;
  4786. view = key.m_view;
  4787. currentPso = NULL;
  4788. currentSamplerStateIdx = kInvalidHandle;
  4789. currentProgramIdx = kInvalidHandle;
  4790. hasPredefined = false;
  4791. fbh = _render->m_view[view].m_fbh;
  4792. setFrameBuffer(fbh);
  4793. if (item > 1)
  4794. {
  4795. profiler.end();
  4796. }
  4797. profiler.begin(view);
  4798. viewState.m_rect = _render->m_view[view].m_rect;
  4799. const Rect& rect = _render->m_view[view].m_rect;
  4800. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4801. viewHasScissor = !scissorRect.isZero();
  4802. viewScissorRect = viewHasScissor ? scissorRect : rect;
  4803. D3D12_VIEWPORT vp;
  4804. vp.TopLeftX = rect.m_x;
  4805. vp.TopLeftY = rect.m_y;
  4806. vp.Width = rect.m_width;
  4807. vp.Height = rect.m_height;
  4808. vp.MinDepth = 0.0f;
  4809. vp.MaxDepth = 1.0f;
  4810. m_commandList->RSSetViewports(1, &vp);
  4811. D3D12_RECT rc;
  4812. rc.left = viewScissorRect.m_x;
  4813. rc.top = viewScissorRect.m_y;
  4814. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4815. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4816. m_commandList->RSSetScissorRects(1, &rc);
  4817. restoreScissor = false;
  4818. Clear& clr = _render->m_view[view].m_clear;
  4819. if (BGFX_CLEAR_NONE != clr.m_flags)
  4820. {
  4821. Rect clearRect = rect;
  4822. clearRect.setIntersect(rect, viewScissorRect);
  4823. clearQuad(clearRect, clr, _render->m_colorPalette);
  4824. }
  4825. prim = s_primInfo[Topology::Count]; // Force primitive type update.
  4826. submitBlit(bs, view);
  4827. }
  4828. if (isCompute)
  4829. {
  4830. if (!wasCompute)
  4831. {
  4832. wasCompute = true;
  4833. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4834. {
  4835. char* viewName = s_viewName[view];
  4836. viewName[3] = L'C';
  4837. PIX3_ENDEVENT(m_commandList);
  4838. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_COMPUTE, viewName);
  4839. }
  4840. commandListChanged = true;
  4841. }
  4842. if (commandListChanged)
  4843. {
  4844. commandListChanged = false;
  4845. m_commandList->SetComputeRootSignature(m_rootSignature);
  4846. ID3D12DescriptorHeap* heaps[] = {
  4847. m_samplerAllocator.getHeap(),
  4848. scratchBuffer.getHeap(),
  4849. };
  4850. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4851. }
  4852. const RenderCompute& compute = renderItem.compute;
  4853. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4854. if (pso != currentPso)
  4855. {
  4856. currentPso = pso;
  4857. m_commandList->SetPipelineState(pso);
  4858. currentBindHash = 0;
  4859. }
  4860. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4861. if (currentBindHash != bindHash)
  4862. {
  4863. currentBindHash = bindHash;
  4864. Bind* bindCached = bindLru.find(bindHash);
  4865. if (NULL == bindCached)
  4866. {
  4867. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4868. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4869. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4870. {
  4871. const Binding& bind = renderBind.m_bind[ii];
  4872. if (kInvalidHandle != bind.m_idx)
  4873. {
  4874. switch (bind.m_type)
  4875. {
  4876. case Binding::Image:
  4877. case Binding::Texture:
  4878. {
  4879. TextureD3D12& texture = m_textures[bind.m_idx];
  4880. if (Access::Read != bind.m_un.m_compute.m_access)
  4881. {
  4882. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4883. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4884. }
  4885. else
  4886. {
  4887. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4888. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4889. samplerFlags[ii] = texture.m_flags;
  4890. }
  4891. }
  4892. break;
  4893. case Binding::IndexBuffer:
  4894. case Binding::VertexBuffer:
  4895. {
  4896. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4897. ? m_indexBuffers[bind.m_idx]
  4898. : m_vertexBuffers[bind.m_idx]
  4899. ;
  4900. if (Access::Read != bind.m_un.m_compute.m_access)
  4901. {
  4902. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4903. scratchBuffer.allocUav(srvHandle[ii], buffer);
  4904. }
  4905. else
  4906. {
  4907. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4908. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  4909. }
  4910. }
  4911. break;
  4912. }
  4913. }
  4914. }
  4915. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  4916. if (samplerStateIdx != currentSamplerStateIdx)
  4917. {
  4918. currentSamplerStateIdx = samplerStateIdx;
  4919. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4920. }
  4921. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4922. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4923. Bind bind;
  4924. bind.m_srvHandle = srvHandle[0];
  4925. bind.m_samplerStateIdx = samplerStateIdx;
  4926. bindLru.add(bindHash, bind, 0);
  4927. }
  4928. else
  4929. {
  4930. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4931. if (samplerStateIdx != currentSamplerStateIdx)
  4932. {
  4933. currentSamplerStateIdx = samplerStateIdx;
  4934. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4935. }
  4936. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4937. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4938. }
  4939. }
  4940. bool constantsChanged = false;
  4941. if (compute.m_uniformBegin < compute.m_uniformEnd
  4942. || currentProgramIdx != key.m_program)
  4943. {
  4944. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  4945. currentProgramIdx = key.m_program;
  4946. ProgramD3D12& program = m_program[currentProgramIdx];
  4947. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4948. if (NULL != vcb)
  4949. {
  4950. commit(*vcb);
  4951. }
  4952. hasPredefined = 0 < program.m_numPredefined;
  4953. constantsChanged = true;
  4954. }
  4955. if (constantsChanged
  4956. || hasPredefined)
  4957. {
  4958. ProgramD3D12& program = m_program[currentProgramIdx];
  4959. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  4960. commitShaderConstants(key.m_program, gpuAddress);
  4961. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  4962. }
  4963. if (isValid(compute.m_indirectBuffer) )
  4964. {
  4965. const VertexBufferD3D12& indirect = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4966. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4967. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4968. : compute.m_numIndirect
  4969. ;
  4970. m_commandList->ExecuteIndirect(
  4971. s_renderD3D12->m_commandSignature[0]
  4972. , numDrawIndirect
  4973. , indirect.m_ptr
  4974. , compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4975. , NULL
  4976. , 0
  4977. );
  4978. }
  4979. else
  4980. {
  4981. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4982. }
  4983. continue;
  4984. }
  4985. bool resetState = viewChanged || wasCompute;
  4986. if (wasCompute)
  4987. {
  4988. wasCompute = false;
  4989. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4990. {
  4991. BX_UNUSED(s_viewName);
  4992. char* viewName = s_viewName[view];
  4993. viewName[3] = ' ';
  4994. PIX3_ENDEVENT(m_commandList);
  4995. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  4996. }
  4997. commandListChanged = true;
  4998. }
  4999. const RenderDraw& draw = renderItem.draw;
  5000. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5001. {
  5002. const bool occluded = true
  5003. && isValid(draw.m_occlusionQuery)
  5004. && !hasOcclusionQuery
  5005. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  5006. ;
  5007. if (occluded
  5008. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  5009. {
  5010. if (resetState)
  5011. {
  5012. currentState.clear();
  5013. currentState.m_scissor = !draw.m_scissor;
  5014. currentBind.clear();
  5015. commandListChanged = true;
  5016. }
  5017. continue;
  5018. }
  5019. }
  5020. const uint64_t newFlags = draw.m_stateFlags;
  5021. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5022. currentState.m_stateFlags = newFlags;
  5023. const uint64_t newStencil = draw.m_stencil;
  5024. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  5025. currentState.m_stencil = newStencil;
  5026. if (resetState)
  5027. {
  5028. wasCompute = false;
  5029. currentState.clear();
  5030. currentState.m_scissor = !draw.m_scissor;
  5031. changedFlags = BGFX_STATE_MASK;
  5032. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5033. currentState.m_stateFlags = newFlags;
  5034. currentState.m_stencil = newStencil;
  5035. currentBind.clear();
  5036. commandListChanged = true;
  5037. }
  5038. if (commandListChanged)
  5039. {
  5040. commandListChanged = false;
  5041. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  5042. ID3D12DescriptorHeap* heaps[] = {
  5043. m_samplerAllocator.getHeap(),
  5044. scratchBuffer.getHeap(),
  5045. };
  5046. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5047. currentPso = NULL;
  5048. currentBindHash = 0;
  5049. currentSamplerStateIdx = kInvalidHandle;
  5050. currentProgramIdx = kInvalidHandle;
  5051. currentState.clear();
  5052. currentState.m_scissor = !draw.m_scissor;
  5053. changedFlags = BGFX_STATE_MASK;
  5054. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5055. currentState.m_stateFlags = newFlags;
  5056. currentState.m_stencil = newStencil;
  5057. currentBind.clear();
  5058. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5059. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5060. }
  5061. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5062. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  5063. if (0 != draw.m_streamMask)
  5064. {
  5065. currentState.m_streamMask = draw.m_streamMask;
  5066. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5067. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5068. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5069. const uint64_t state = draw.m_stateFlags;
  5070. bool hasFactor = 0
  5071. || f0 == (state & f0)
  5072. || f1 == (state & f1)
  5073. || f2 == (state & f2)
  5074. || f3 == (state & f3)
  5075. ;
  5076. const VertexDecl* decls[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5077. uint8_t numStreams = 0;
  5078. if (UINT8_MAX != draw.m_streamMask)
  5079. {
  5080. for (uint32_t idx = 0, streamMask = draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  5081. ; 0 != streamMask
  5082. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  5083. )
  5084. {
  5085. streamMask >>= ntz;
  5086. idx += ntz;
  5087. currentState.m_stream[idx].m_decl = draw.m_stream[idx].m_decl;
  5088. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5089. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5090. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5091. const VertexBufferD3D12& vb = m_vertexBuffers[handle];
  5092. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[idx].m_decl.idx : vb.m_decl.idx;
  5093. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5094. decls[numStreams] = &vertexDecl;
  5095. }
  5096. }
  5097. ID3D12PipelineState* pso =
  5098. getPipelineState(state
  5099. , draw.m_stencil
  5100. , numStreams
  5101. , decls
  5102. , key.m_program
  5103. , uint8_t(draw.m_instanceDataStride/16)
  5104. );
  5105. uint16_t scissor = draw.m_scissor;
  5106. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5107. if (currentBindHash != bindHash
  5108. || 0 != changedStencil
  5109. || (hasFactor && blendFactor != draw.m_rgba)
  5110. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5111. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5112. || currentState.m_scissor != scissor
  5113. || pso != currentPso
  5114. || hasOcclusionQuery)
  5115. {
  5116. m_batch.flush(m_commandList);
  5117. }
  5118. if (currentBindHash != bindHash)
  5119. {
  5120. currentBindHash = bindHash;
  5121. Bind* bindCached = bindLru.find(bindHash);
  5122. if (NULL == bindCached)
  5123. {
  5124. uint32_t numSet = 0;
  5125. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5126. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5127. {
  5128. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5129. {
  5130. const Binding& bind = renderBind.m_bind[stage];
  5131. if (kInvalidHandle != bind.m_idx)
  5132. {
  5133. switch (bind.m_type)
  5134. {
  5135. case Binding::Texture:
  5136. {
  5137. TextureD3D12& texture = m_textures[bind.m_idx];
  5138. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5139. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5140. samplerFlags[stage] = (0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & bind.m_un.m_draw.m_textureFlags)
  5141. ? bind.m_un.m_draw.m_textureFlags
  5142. : texture.m_flags
  5143. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK | BGFX_TEXTURE_BORDER_COLOR_MASK | BGFX_TEXTURE_COMPARE_MASK)
  5144. ;
  5145. ++numSet;
  5146. }
  5147. break;
  5148. case Binding::IndexBuffer:
  5149. case Binding::VertexBuffer:
  5150. {
  5151. samplerFlags[stage] = 0;
  5152. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5153. ? m_indexBuffers[bind.m_idx]
  5154. : m_vertexBuffers[bind.m_idx]
  5155. ;
  5156. if (Access::Read != bind.m_un.m_compute.m_access)
  5157. {
  5158. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5159. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5160. }
  5161. else
  5162. {
  5163. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5164. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5165. }
  5166. ++numSet;
  5167. }
  5168. break;
  5169. }
  5170. }
  5171. else
  5172. {
  5173. scratchBuffer.allocEmpty(srvHandle[stage]);
  5174. samplerFlags[stage] = 0;
  5175. }
  5176. }
  5177. }
  5178. if (0 != numSet)
  5179. {
  5180. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  5181. if (samplerStateIdx != currentSamplerStateIdx)
  5182. {
  5183. currentSamplerStateIdx = samplerStateIdx;
  5184. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5185. }
  5186. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  5187. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  5188. Bind bind;
  5189. bind.m_srvHandle = srvHandle[0];
  5190. bind.m_samplerStateIdx = samplerStateIdx;
  5191. bindLru.add(bindHash, bind, 0);
  5192. }
  5193. }
  5194. else
  5195. {
  5196. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5197. if (samplerStateIdx != currentSamplerStateIdx)
  5198. {
  5199. currentSamplerStateIdx = samplerStateIdx;
  5200. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5201. }
  5202. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5203. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5204. }
  5205. }
  5206. if (0 != changedStencil)
  5207. {
  5208. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  5209. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  5210. m_commandList->OMSetStencilRef(ref);
  5211. }
  5212. if (hasFactor
  5213. && blendFactor != draw.m_rgba)
  5214. {
  5215. blendFactor = draw.m_rgba;
  5216. float bf[4];
  5217. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  5218. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  5219. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  5220. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  5221. m_commandList->OMSetBlendFactor(bf);
  5222. }
  5223. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5224. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5225. {
  5226. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5227. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5228. prim = s_primInfo[primIndex];
  5229. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  5230. }
  5231. if (currentState.m_scissor != scissor)
  5232. {
  5233. currentState.m_scissor = scissor;
  5234. if (UINT16_MAX == scissor)
  5235. {
  5236. if (restoreScissor
  5237. || viewHasScissor)
  5238. {
  5239. restoreScissor = false;
  5240. D3D12_RECT rc;
  5241. rc.left = viewScissorRect.m_x;
  5242. rc.top = viewScissorRect.m_y;
  5243. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5244. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5245. m_commandList->RSSetScissorRects(1, &rc);
  5246. }
  5247. }
  5248. else
  5249. {
  5250. restoreScissor = true;
  5251. Rect scissorRect;
  5252. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5253. if (scissorRect.isZeroArea() )
  5254. {
  5255. continue;
  5256. }
  5257. D3D12_RECT rc;
  5258. rc.left = scissorRect.m_x;
  5259. rc.top = scissorRect.m_y;
  5260. rc.right = scissorRect.m_x + scissorRect.m_width;
  5261. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5262. m_commandList->RSSetScissorRects(1, &rc);
  5263. }
  5264. }
  5265. if (pso != currentPso)
  5266. {
  5267. currentPso = pso;
  5268. m_commandList->SetPipelineState(pso);
  5269. }
  5270. if (constantsChanged
  5271. || currentProgramIdx != key.m_program
  5272. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5273. {
  5274. currentProgramIdx = key.m_program;
  5275. ProgramD3D12& program = m_program[currentProgramIdx];
  5276. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5277. if (NULL != vcb)
  5278. {
  5279. commit(*vcb);
  5280. }
  5281. if (NULL != program.m_fsh)
  5282. {
  5283. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5284. if (NULL != fcb)
  5285. {
  5286. commit(*fcb);
  5287. }
  5288. }
  5289. hasPredefined = 0 < program.m_numPredefined;
  5290. constantsChanged = true;
  5291. }
  5292. if (constantsChanged
  5293. || hasPredefined)
  5294. {
  5295. ProgramD3D12& program = m_program[currentProgramIdx];
  5296. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5297. viewState.m_alphaRef = ref/255.0f;
  5298. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  5299. commitShaderConstants(key.m_program, gpuAddress);
  5300. }
  5301. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  5302. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  5303. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5304. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5305. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5306. statsNumInstances[primIndex] += draw.m_numInstances;
  5307. statsNumIndices += numIndices;
  5308. if (hasOcclusionQuery)
  5309. {
  5310. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  5311. m_batch.flush(m_commandList);
  5312. m_occlusionQuery.end(m_commandList);
  5313. }
  5314. }
  5315. }
  5316. m_batch.end(m_commandList);
  5317. kick();
  5318. if (wasCompute)
  5319. {
  5320. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5321. {
  5322. char* viewName = s_viewName[view];
  5323. viewName[3] = L'C';
  5324. PIX3_ENDEVENT(m_commandList);
  5325. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  5326. }
  5327. }
  5328. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5329. if (0 < _render->m_numRenderItems)
  5330. {
  5331. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5332. {
  5333. // deviceCtx->Flush();
  5334. }
  5335. // captureElapsed = -bx::getHPCounter();
  5336. // capture();
  5337. // captureElapsed += bx::getHPCounter();
  5338. profiler.end();
  5339. }
  5340. }
  5341. PIX3_ENDEVENT(m_commandList);
  5342. int64_t timeEnd = bx::getHPCounter();
  5343. int64_t frameTime = timeEnd - timeBegin;
  5344. static int64_t min = frameTime;
  5345. static int64_t max = frameTime;
  5346. min = bx::min<int64_t>(min, frameTime);
  5347. max = bx::max<int64_t>(max, frameTime);
  5348. static uint32_t maxGpuLatency = 0;
  5349. static double maxGpuElapsed = 0.0f;
  5350. double elapsedGpuMs = 0.0;
  5351. static int64_t presentMin = m_presentElapsed;
  5352. static int64_t presentMax = m_presentElapsed;
  5353. presentMin = bx::min<int64_t>(presentMin, m_presentElapsed);
  5354. presentMax = bx::max<int64_t>(presentMax, m_presentElapsed);
  5355. if (UINT32_MAX != frameQueryIdx)
  5356. {
  5357. m_gpuTimer.end(frameQueryIdx);
  5358. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5359. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5360. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5361. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5362. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5363. }
  5364. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5365. const int64_t timerFreq = bx::getHPFrequency();
  5366. Stats& perfStats = _render->m_perfStats;
  5367. perfStats.cpuTimeBegin = timeBegin;
  5368. perfStats.cpuTimeEnd = timeEnd;
  5369. perfStats.cpuTimerFreq = timerFreq;
  5370. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5371. perfStats.gpuTimeBegin = result.m_begin;
  5372. perfStats.gpuTimeEnd = result.m_end;
  5373. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5374. perfStats.numDraw = statsKeyType[0];
  5375. perfStats.numCompute = statsKeyType[1];
  5376. perfStats.maxGpuLatency = maxGpuLatency;
  5377. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  5378. perfStats.gpuMemoryMax = -INT64_MAX;
  5379. perfStats.gpuMemoryUsed = -INT64_MAX;
  5380. #if BX_PLATFORM_WINDOWS
  5381. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  5382. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  5383. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  5384. perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
  5385. perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
  5386. #endif // BX_PLATFORM_WINDOWS
  5387. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5388. {
  5389. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugstats");
  5390. // m_needPresent = true;
  5391. TextVideoMem& tvm = m_textVideoMem;
  5392. static int64_t next = timeEnd;
  5393. if (timeEnd >= next)
  5394. {
  5395. next = timeEnd + timerFreq;
  5396. double freq = double(timerFreq);
  5397. double toMs = 1000.0 / freq;
  5398. tvm.clear();
  5399. uint16_t pos = 0;
  5400. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  5401. , " %s (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5402. , getRendererName()
  5403. , (m_featureLevel >> 12) & 0xf
  5404. , (m_featureLevel >> 8) & 0xf
  5405. );
  5406. const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
  5407. char description[BX_COUNTOF(desc.Description)];
  5408. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5409. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5410. char dedicatedVideo[16];
  5411. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5412. char dedicatedSystem[16];
  5413. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5414. char sharedSystem[16];
  5415. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5416. char processMemoryUsed[16];
  5417. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5418. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5419. , dedicatedVideo
  5420. , dedicatedSystem
  5421. , sharedSystem
  5422. , processMemoryUsed
  5423. );
  5424. #if BX_PLATFORM_WINDOWS
  5425. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  5426. {
  5427. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  5428. char budget[16];
  5429. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  5430. char currentUsage[16];
  5431. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  5432. char availableForReservation[16];
  5433. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  5434. char currentReservation[16];
  5435. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  5436. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  5437. , 0 == ii ? "Local " : "Non-local"
  5438. , budget
  5439. , currentUsage
  5440. , availableForReservation
  5441. , currentReservation
  5442. );
  5443. }
  5444. #endif // BX_PLATFORM_WINDOWS
  5445. pos = 10;
  5446. tvm.printf(10, pos++, 0x8b, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5447. , double(frameTime)*toMs
  5448. , double(min)*toMs
  5449. , double(max)*toMs
  5450. , freq/frameTime
  5451. );
  5452. tvm.printf(10, pos++, 0x8b, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  5453. , double(m_presentElapsed)*toMs
  5454. , double(presentMin)*toMs
  5455. , double(presentMax)*toMs
  5456. );
  5457. char hmd[16];
  5458. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  5459. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5460. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  5461. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5462. , 0 != msaa ? '\xfe' : ' '
  5463. , 1<<msaa
  5464. , ", no-HMD "
  5465. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5466. );
  5467. double elapsedCpuMs = double(frameTime)*toMs;
  5468. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  5469. , _render->m_numRenderItems
  5470. , statsKeyType[0]
  5471. , statsKeyType[1]
  5472. , elapsedCpuMs
  5473. );
  5474. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  5475. {
  5476. tvm.printf(10, pos++, 0x8b, " %9s: %7d (#inst: %5d), submitted: %7d "
  5477. , getName(Topology::Enum(ii) )
  5478. , statsNumPrimsRendered[ii]
  5479. , statsNumInstances[ii]
  5480. , statsNumPrimsSubmitted[ii]
  5481. );
  5482. }
  5483. tvm.printf(10, pos++, 0x8b, " Batch: %7dx%d indirect, %7d immediate "
  5484. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  5485. , m_batch.m_maxDrawPerBatch
  5486. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  5487. );
  5488. tvm.printf(10, pos++, 0x8b, " %7dx%d indirect, %7d immediate "
  5489. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  5490. , m_batch.m_maxDrawPerBatch
  5491. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  5492. );
  5493. if (NULL != m_renderdocdll)
  5494. {
  5495. tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
  5496. }
  5497. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  5498. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5499. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  5500. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  5501. pos++;
  5502. tvm.printf(10, pos++, 0x8b, " State cache: ");
  5503. tvm.printf(10, pos++, 0x8b, " PSO | Sampler | Bind | Queued ");
  5504. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d "
  5505. , m_pipelineStateCache.getCount()
  5506. , m_samplerStateCache.getCount()
  5507. , bindLru.getCount()
  5508. , m_cmd.m_control.available()
  5509. );
  5510. pos++;
  5511. double captureMs = double(captureElapsed)*toMs;
  5512. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  5513. uint8_t attr[2] = { 0x8c, 0x8a };
  5514. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5515. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5516. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5517. min = frameTime;
  5518. max = frameTime;
  5519. presentMin = m_presentElapsed;
  5520. presentMax = m_presentElapsed;
  5521. }
  5522. blit(this, _textVideoMemBlitter, tvm);
  5523. PIX3_ENDEVENT(m_commandList);
  5524. }
  5525. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5526. {
  5527. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugtext");
  5528. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5529. PIX3_ENDEVENT(m_commandList);
  5530. }
  5531. m_commandList->OMSetRenderTargets(0, NULL, false, NULL);
  5532. if (NULL != m_msaaRt)
  5533. {
  5534. setResourceBarrier(m_commandList
  5535. , m_msaaRt
  5536. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5537. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  5538. );
  5539. m_commandList->ResolveSubresource(m_backBufferColor[m_backBufferColorIdx], 0, m_msaaRt, 0, m_scd.format);
  5540. setResourceBarrier(m_commandList
  5541. , m_backBufferColor[m_backBufferColorIdx]
  5542. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  5543. , D3D12_RESOURCE_STATE_PRESENT
  5544. );
  5545. }
  5546. else
  5547. {
  5548. setResourceBarrier(m_commandList
  5549. , m_backBufferColor[m_backBufferColorIdx]
  5550. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5551. , D3D12_RESOURCE_STATE_PRESENT
  5552. );
  5553. }
  5554. #if BX_PLATFORM_WINDOWS
  5555. for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii)
  5556. {
  5557. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  5558. if (NULL != frameBuffer.m_swapChain)
  5559. {
  5560. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  5561. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_PRESENT);
  5562. }
  5563. }
  5564. #endif // BX_PLATFORM_WINDOWS
  5565. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  5566. }
  5567. } /* namespace d3d12 */ } // namespace bgfx
  5568. #else
  5569. namespace bgfx { namespace d3d12
  5570. {
  5571. RendererContextI* rendererCreate(const Init& _init)
  5572. {
  5573. BX_UNUSED(_init);
  5574. return NULL;
  5575. }
  5576. void rendererDestroy()
  5577. {
  5578. }
  5579. } /* namespace d3d12 */ } // namespace bgfx
  5580. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12