renderer_d3d11.cpp 199 KB

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  1. /*
  2. * Copyright 2011-2017 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.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_USE_OVR
  15. # include "hmd_ovr.h"
  16. #endif // BGFX_CONFIG_USE_OVR
  17. namespace bgfx { namespace d3d11
  18. {
  19. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. struct PrimInfo
  22. {
  23. D3D11_PRIMITIVE_TOPOLOGY m_type;
  24. uint32_t m_min;
  25. uint32_t m_div;
  26. uint32_t m_sub;
  27. };
  28. static const PrimInfo s_primInfo[] =
  29. {
  30. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  31. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  32. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  33. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  34. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  35. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  36. };
  37. static const char* s_primName[] =
  38. {
  39. "TriList",
  40. "TriStrip",
  41. "Line",
  42. "LineStrip",
  43. "Point",
  44. };
  45. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  46. union Zero
  47. {
  48. Zero()
  49. {
  50. bx::memSet(this, 0, sizeof(Zero) );
  51. }
  52. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  53. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  54. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  55. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  56. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  57. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  58. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  59. };
  60. BX_PRAGMA_DIAGNOSTIC_PUSH();
  61. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  62. static const Zero s_zero;
  63. BX_PRAGMA_DIAGNOSTIC_POP();
  64. static const uint32_t s_checkMsaa[] =
  65. {
  66. 0,
  67. 2,
  68. 4,
  69. 8,
  70. 16,
  71. };
  72. static DXGI_SAMPLE_DESC s_msaa[] =
  73. {
  74. { 1, 0 },
  75. { 2, 0 },
  76. { 4, 0 },
  77. { 8, 0 },
  78. { 16, 0 },
  79. };
  80. static const D3D11_BLEND s_blendFactor[][2] =
  81. {
  82. { D3D11_BLEND(0), D3D11_BLEND(0) }, // ignored
  83. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  84. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  85. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  86. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  87. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  88. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  89. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  90. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  91. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  92. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  93. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  94. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  95. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  96. };
  97. static const D3D11_BLEND_OP s_blendEquation[] =
  98. {
  99. D3D11_BLEND_OP_ADD,
  100. D3D11_BLEND_OP_SUBTRACT,
  101. D3D11_BLEND_OP_REV_SUBTRACT,
  102. D3D11_BLEND_OP_MIN,
  103. D3D11_BLEND_OP_MAX,
  104. };
  105. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  106. {
  107. D3D11_COMPARISON_FUNC(0), // ignored
  108. D3D11_COMPARISON_LESS,
  109. D3D11_COMPARISON_LESS_EQUAL,
  110. D3D11_COMPARISON_EQUAL,
  111. D3D11_COMPARISON_GREATER_EQUAL,
  112. D3D11_COMPARISON_GREATER,
  113. D3D11_COMPARISON_NOT_EQUAL,
  114. D3D11_COMPARISON_NEVER,
  115. D3D11_COMPARISON_ALWAYS,
  116. };
  117. static const D3D11_STENCIL_OP s_stencilOp[] =
  118. {
  119. D3D11_STENCIL_OP_ZERO,
  120. D3D11_STENCIL_OP_KEEP,
  121. D3D11_STENCIL_OP_REPLACE,
  122. D3D11_STENCIL_OP_INCR,
  123. D3D11_STENCIL_OP_INCR_SAT,
  124. D3D11_STENCIL_OP_DECR,
  125. D3D11_STENCIL_OP_DECR_SAT,
  126. D3D11_STENCIL_OP_INVERT,
  127. };
  128. static const D3D11_CULL_MODE s_cullMode[] =
  129. {
  130. D3D11_CULL_NONE,
  131. D3D11_CULL_FRONT,
  132. D3D11_CULL_BACK,
  133. };
  134. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  135. {
  136. D3D11_TEXTURE_ADDRESS_WRAP,
  137. D3D11_TEXTURE_ADDRESS_MIRROR,
  138. D3D11_TEXTURE_ADDRESS_CLAMP,
  139. D3D11_TEXTURE_ADDRESS_BORDER,
  140. };
  141. /*
  142. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  143. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  144. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  145. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  146. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  147. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  148. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  149. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  150. * D3D11_FILTER_ANISOTROPIC = 0x55,
  151. *
  152. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  153. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  154. *
  155. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  156. * 0x10 // MIN_LINEAR
  157. * 0x04 // MAG_LINEAR
  158. * 0x01 // MIP_LINEAR
  159. */
  160. static const uint8_t s_textureFilter[3][3] =
  161. {
  162. {
  163. 0x10, // min linear
  164. 0x00, // min point
  165. 0x55, // anisotropic
  166. },
  167. {
  168. 0x04, // mag linear
  169. 0x00, // mag point
  170. 0x55, // anisotropic
  171. },
  172. {
  173. 0x01, // mip linear
  174. 0x00, // mip point
  175. 0x55, // anisotropic
  176. },
  177. };
  178. struct TextureFormatInfo
  179. {
  180. DXGI_FORMAT m_fmt;
  181. DXGI_FORMAT m_fmtSrv;
  182. DXGI_FORMAT m_fmtDsv;
  183. DXGI_FORMAT m_fmtSrgb;
  184. };
  185. static const TextureFormatInfo s_textureFormat[] =
  186. {
  187. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  188. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  189. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  190. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  191. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  192. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  193. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  194. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  195. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  196. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  197. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  198. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  199. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  200. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  201. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  202. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  203. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  204. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  205. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  206. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  207. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  208. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  209. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  210. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  211. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  212. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  213. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  214. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  215. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  216. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  217. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  218. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  219. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  220. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  221. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  222. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  223. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  224. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  225. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  226. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  227. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  228. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  229. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  230. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  231. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  232. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  233. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  234. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  235. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  236. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  237. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  238. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  239. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  240. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  241. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  242. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  243. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  244. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  245. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  246. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  247. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  248. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  249. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  250. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  251. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  252. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  253. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  254. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  255. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  256. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  257. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  258. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  259. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  260. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  261. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  262. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  263. };
  264. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  265. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  266. {
  267. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  268. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  269. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  270. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  271. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  272. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  273. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  274. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  275. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  276. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  277. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  278. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  279. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  280. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  281. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  282. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  283. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  284. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  285. };
  286. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  287. static const DXGI_FORMAT s_attribType[][4][2] =
  288. {
  289. { // Uint8
  290. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  291. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  292. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  293. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  294. },
  295. { // Uint10
  296. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  297. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  298. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  299. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  300. },
  301. { // Int16
  302. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  303. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  304. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  305. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  306. },
  307. { // Half
  308. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  309. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  310. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  311. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  312. },
  313. { // Float
  314. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  315. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  316. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  317. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  318. },
  319. };
  320. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  321. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(uint8_t _stream, D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  322. {
  323. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  324. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  325. {
  326. if (UINT16_MAX != _decl.m_attributes[attr])
  327. {
  328. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  329. elem->InputSlot = _stream;
  330. if (0 == _decl.m_attributes[attr])
  331. {
  332. elem->AlignedByteOffset = 0;
  333. }
  334. else
  335. {
  336. uint8_t num;
  337. AttribType::Enum type;
  338. bool normalized;
  339. bool asInt;
  340. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  341. elem->Format = s_attribType[type][num-1][normalized];
  342. elem->AlignedByteOffset = _decl.m_offset[attr];
  343. }
  344. ++elem;
  345. }
  346. }
  347. return elem;
  348. }
  349. struct TextureStage
  350. {
  351. TextureStage()
  352. {
  353. clear();
  354. }
  355. void clear()
  356. {
  357. bx::memSet(m_srv, 0, sizeof(m_srv) );
  358. bx::memSet(m_sampler, 0, sizeof(m_sampler) );
  359. }
  360. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  361. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  362. };
  363. BX_PRAGMA_DIAGNOSTIC_PUSH();
  364. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  365. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  366. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  367. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  368. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  369. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  370. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  371. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  372. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  373. static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
  374. static const GUID IID_ID3D11Device2 = { 0x9d06dffa, 0xd1e5, 0x4d07, { 0x83, 0xa8, 0x1b, 0xb1, 0x23, 0xf2, 0xf8, 0x41 } };
  375. static const GUID IID_ID3D11Device3 = { 0xa05c8c37, 0xd2c6, 0x4732, { 0xb3, 0xa0, 0x9c, 0xe0, 0xb0, 0xdc, 0x9a, 0xe6 } };
  376. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  377. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  378. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  379. static const GUID IID_ID3DUserDefinedAnnotation = { 0xb2daad8b, 0x03d4, 0x4dbf, { 0x95, 0xeb, 0x32, 0xab, 0x4b, 0x63, 0xd0, 0xab } };
  380. enum D3D11_FORMAT_SUPPORT2
  381. {
  382. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  383. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  384. };
  385. static const GUID s_d3dDeviceIIDs[] =
  386. {
  387. IID_ID3D11Device3,
  388. IID_ID3D11Device2,
  389. IID_ID3D11Device1,
  390. };
  391. static const GUID s_dxgiDeviceIIDs[] =
  392. {
  393. IID_IDXGIDevice3,
  394. IID_IDXGIDevice2,
  395. IID_IDXGIDevice1,
  396. IID_IDXGIDevice0,
  397. };
  398. inline bool isLost(HRESULT _hr)
  399. {
  400. return false
  401. || _hr == DXGI_ERROR_DEVICE_REMOVED
  402. || _hr == DXGI_ERROR_DEVICE_HUNG
  403. || _hr == DXGI_ERROR_DEVICE_RESET
  404. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  405. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  406. ;
  407. }
  408. static const char* getLostReason(HRESULT _hr)
  409. {
  410. switch (_hr)
  411. {
  412. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  413. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  414. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  415. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  416. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  417. // The calling application should re-create the device and continue.
  418. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  419. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  420. // suspect, and the application should not continue.
  421. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  422. // A resource is not available at the time of the call, but may become available later.
  423. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  424. case S_OK: return "S_OK";
  425. default: break;
  426. }
  427. return "Unknown HRESULT?";
  428. }
  429. template <typename Ty>
  430. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  431. {
  432. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  433. {
  434. char temp[2048];
  435. va_list argList;
  436. va_start(argList, _format);
  437. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  438. va_end(argList);
  439. temp[size] = '\0';
  440. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  441. }
  442. }
  443. BX_PRAGMA_DIAGNOSTIC_POP();
  444. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  445. {
  446. uint8_t temp[28];
  447. D3D11_BUFFER_DESC desc;
  448. desc.ByteWidth = sizeof(temp);
  449. desc.Usage = D3D11_USAGE_STAGING;
  450. desc.BindFlags = 0;
  451. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  452. desc.MiscFlags = 0;
  453. desc.StructureByteStride = 0;
  454. D3D11_SUBRESOURCE_DATA initData;
  455. initData.pSysMem = &temp;
  456. initData.SysMemPitch = sizeof(temp);
  457. initData.SysMemSlicePitch = 0;
  458. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  459. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  460. bx::write(&writer, UINT32_C(0x00010000) );
  461. bx::write(&writer, UINT32_C(0) );
  462. bx::write(&writer, UINT32_C(0) );
  463. ID3D11Buffer* buffer;
  464. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  465. if (SUCCEEDED(hr) )
  466. {
  467. buffer->Release();
  468. bx::MemoryReader reader(&temp, sizeof(temp) );
  469. bx::skip(&reader, 16);
  470. uint32_t version;
  471. bx::read(&reader, version);
  472. uint32_t driverVersion;
  473. bx::read(&reader, driverVersion);
  474. return version <= driverVersion;
  475. }
  476. return false;
  477. };
  478. void resume(ID3D11Device* _device)
  479. {
  480. BX_UNUSED(_device);
  481. }
  482. void suspend(ID3D11Device* _device)
  483. {
  484. BX_UNUSED(_device);
  485. }
  486. void trim(ID3D11Device* _device)
  487. {
  488. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  489. IDXGIDevice3* device;
  490. HRESULT hr = _device->QueryInterface(IID_IDXGIDevice3, (void**)&device);
  491. if (SUCCEEDED(hr) )
  492. {
  493. device->Trim();
  494. DX_RELEASE(device, 1);
  495. }
  496. #else
  497. BX_UNUSED(_device);
  498. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  499. }
  500. /*
  501. * AMD GPU Services (AGS) library
  502. *
  503. * Reference:
  504. * https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK
  505. */
  506. enum AGS_RETURN_CODE
  507. {
  508. AGS_SUCCESS,
  509. AGS_INVALID_ARGS,
  510. AGS_OUT_OF_MEMORY,
  511. AGS_ERROR_MISSING_DLL,
  512. AGS_ERROR_LEGACY_DRIVER,
  513. AGS_EXTENSION_NOT_SUPPORTED,
  514. AGS_ADL_FAILURE,
  515. };
  516. enum AGS_DRIVER_EXTENSION
  517. {
  518. AGS_EXTENSION_QUADLIST = 1 << 0,
  519. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  520. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  521. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  522. };
  523. struct AGSDriverVersionInfo
  524. {
  525. char strDriverVersion[256];
  526. char strCatalystVersion[256];
  527. char strCatalystWebLink[256];
  528. };
  529. struct AGSContext;
  530. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  531. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  532. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  533. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  534. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  535. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  536. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  537. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  538. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  539. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  540. static PFN_AGS_INIT agsInit;
  541. static PFN_AGS_DEINIT agsDeInit;
  542. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  543. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  544. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  545. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  546. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  547. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  548. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  549. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  550. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  551. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  552. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  553. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  554. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  555. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  556. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  557. #if USE_D3D11_DYNAMIC_LIB
  558. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  559. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  560. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  561. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  562. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  563. static PFN_GET_DEBUG_INTERFACE DXGIGetDebugInterface;
  564. static PFN_GET_DEBUG_INTERFACE1 DXGIGetDebugInterface1;
  565. #endif // USE_D3D11_DYNAMIC_LIB
  566. int WINAPI d3d11Annotation_BeginEvent(DWORD _color, LPCWSTR _name);
  567. int WINAPI d3d11Annotation_EndEvent();
  568. void WINAPI d3d11Annotation_SetMarker(DWORD _color, LPCWSTR _name);
  569. #if BGFX_CONFIG_USE_OVR
  570. class VRImplOVRD3D11 : public VRImplOVR
  571. {
  572. public:
  573. VRImplOVRD3D11();
  574. virtual bool createSwapChain(const VRDesc& _desc, int _msaaSamples, int _mirrorWidth, int _mirrorHeight) override;
  575. virtual void destroySwapChain() override;
  576. virtual void destroyMirror() override;
  577. virtual void makeRenderTargetActive(const VRDesc& _desc) override;
  578. virtual bool submitSwapChain(const VRDesc& _desc) override;
  579. private:
  580. ID3D11DepthStencilView* m_depthBuffer;
  581. ID3D11RenderTargetView* m_eyeRtv[4];
  582. ID3D11RenderTargetView* m_msaaRtv;
  583. ID3D11Texture2D* m_msaaTexture;
  584. ovrTextureSwapChain m_textureSwapChain;
  585. ovrMirrorTexture m_mirrorTexture;
  586. };
  587. #endif // BGFX_CONFIG_USE_OVR
  588. struct RendererContextD3D11 : public RendererContextI
  589. {
  590. RendererContextD3D11()
  591. : m_d3d9dll(NULL)
  592. , m_d3d11dll(NULL)
  593. , m_dxgidll(NULL)
  594. , m_dxgidebugdll(NULL)
  595. , m_renderdocdll(NULL)
  596. , m_agsdll(NULL)
  597. , m_ags(NULL)
  598. , m_driverType(D3D_DRIVER_TYPE_NULL)
  599. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  600. , m_adapter(NULL)
  601. , m_factory(NULL)
  602. , m_swapChain(NULL)
  603. , m_lost(false)
  604. , m_numWindows(0)
  605. , m_device(NULL)
  606. , m_deviceCtx(NULL)
  607. , m_annotation(NULL)
  608. , m_infoQueue(NULL)
  609. , m_backBufferColor(NULL)
  610. , m_backBufferDepthStencil(NULL)
  611. , m_currentColor(NULL)
  612. , m_currentDepthStencil(NULL)
  613. , m_captureTexture(NULL)
  614. , m_captureResolve(NULL)
  615. , m_maxAnisotropy(1)
  616. , m_depthClamp(false)
  617. , m_wireframe(false)
  618. , m_currentProgram(NULL)
  619. , m_vsChanges(0)
  620. , m_fsChanges(0)
  621. , m_rtMsaa(false)
  622. , m_timerQuerySupport(false)
  623. {
  624. m_fbh.idx = kInvalidHandle;
  625. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  626. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  627. bx::memSet(&m_windows, 0xff, sizeof(m_windows) );
  628. }
  629. ~RendererContextD3D11()
  630. {
  631. }
  632. bool init()
  633. {
  634. struct ErrorState
  635. {
  636. enum Enum
  637. {
  638. Default,
  639. LoadedD3D11,
  640. LoadedDXGI,
  641. CreatedDXGIFactory,
  642. };
  643. };
  644. ErrorState::Enum errorState = ErrorState::Default;
  645. // Must be before device creation, and before RenderDoc.
  646. VRImplI* vrImpl = NULL;
  647. #if BGFX_CONFIG_USE_OVR
  648. vrImpl = &m_ovrRender;
  649. #endif // BGFX_CONFIG_USE_OVR
  650. m_ovr.init(vrImpl);
  651. if (!m_ovr.isInitialized() )
  652. {
  653. m_renderdocdll = loadRenderDoc();
  654. }
  655. m_fbh.idx = kInvalidHandle;
  656. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  657. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  658. m_ags = NULL;
  659. m_agsdll = bx::dlopen(
  660. #if BX_ARCH_32BIT
  661. "amd_ags_x86.dll"
  662. #else
  663. "amd_ags_x64.dll"
  664. #endif // BX_ARCH_32BIT
  665. );
  666. if (NULL != m_agsdll)
  667. {
  668. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsdll, "agsInit");
  669. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsdll, "agsDeInit");
  670. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetCrossfireGPUCount");
  671. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetTotalGPUCount");
  672. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsdll, "agsGetGPUMemorySize");
  673. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsdll, "agsGetDriverVersionInfo");
  674. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsdll, "agsDriverExtensions_Init");
  675. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsdll, "agsDriverExtensions_DeInit");
  676. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  677. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  678. bool agsSupported = true
  679. && NULL != agsInit
  680. && NULL != agsDeInit
  681. && NULL != agsGetCrossfireGPUCount
  682. && NULL != agsGetTotalGPUCount
  683. && NULL != agsGetGPUMemorySize
  684. && NULL != agsGetDriverVersionInfo
  685. && NULL != agsDriverExtensions_Init
  686. && NULL != agsDriverExtensions_DeInit
  687. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  688. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  689. ;
  690. if (agsSupported)
  691. {
  692. AGS_RETURN_CODE result = agsInit(&m_ags);
  693. agsSupported = AGS_SUCCESS == result;
  694. if (agsSupported)
  695. {
  696. AGSDriverVersionInfo vi;
  697. result = agsGetDriverVersionInfo(m_ags, &vi);
  698. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  699. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  700. int32_t numCrossfireGPUs = 0;
  701. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  702. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  703. int32_t numGPUs = 0;
  704. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  705. BX_TRACE(" Num GPUs: %d", numGPUs);
  706. for (int32_t ii = 0; ii < numGPUs; ++ii)
  707. {
  708. long long memSize;
  709. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  710. if (AGS_SUCCESS == result)
  711. {
  712. char memSizeStr[16];
  713. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  714. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  715. }
  716. }
  717. }
  718. }
  719. BX_WARN(!agsSupported, "AMD/AGS supported.");
  720. if (!agsSupported)
  721. {
  722. if (NULL != m_ags)
  723. {
  724. agsDeInit(m_ags);
  725. m_ags = NULL;
  726. }
  727. bx::dlclose(m_agsdll);
  728. m_agsdll = NULL;
  729. }
  730. }
  731. m_nvapi.init();
  732. #if USE_D3D11_DYNAMIC_LIB
  733. m_d3d11dll = bx::dlopen("d3d11.dll");
  734. if (NULL == m_d3d11dll)
  735. {
  736. BX_TRACE("Init error: Failed to load d3d11.dll.");
  737. goto error;
  738. }
  739. errorState = ErrorState::LoadedD3D11;
  740. m_d3d9dll = NULL;
  741. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  742. {
  743. // D3D11_1.h has ID3DUserDefinedAnnotation
  744. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  745. m_d3d9dll = bx::dlopen("d3d9.dll");
  746. if (NULL != m_d3d9dll)
  747. {
  748. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  749. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  750. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  751. BX_CHECK(NULL != D3DPERF_SetMarker
  752. && NULL != D3DPERF_BeginEvent
  753. && NULL != D3DPERF_EndEvent
  754. , "Failed to initialize PIX events."
  755. );
  756. }
  757. }
  758. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  759. if (NULL == D3D11CreateDevice)
  760. {
  761. BX_TRACE("Init error: Function D3D11CreateDevice not found.");
  762. goto error;
  763. }
  764. m_dxgidll = bx::dlopen("dxgi.dll");
  765. if (NULL == m_dxgidll)
  766. {
  767. BX_TRACE("Init error: Failed to load dxgi.dll.");
  768. goto error;
  769. }
  770. errorState = ErrorState::LoadedDXGI;
  771. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  772. if (NULL == CreateDXGIFactory)
  773. {
  774. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  775. }
  776. if (NULL == CreateDXGIFactory)
  777. {
  778. BX_TRACE("Init error: Function CreateDXGIFactory not found.");
  779. goto error;
  780. }
  781. m_dxgidebugdll = bx::dlopen("dxgidebug.dll");
  782. if (NULL != m_dxgidebugdll)
  783. {
  784. DXGIGetDebugInterface = (PFN_GET_DEBUG_INTERFACE )bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface");
  785. DXGIGetDebugInterface1 = (PFN_GET_DEBUG_INTERFACE1)bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface1");
  786. if (NULL == DXGIGetDebugInterface
  787. && NULL == DXGIGetDebugInterface1)
  788. {
  789. bx::dlclose(m_dxgidebugdll);
  790. m_dxgidebugdll = NULL;
  791. }
  792. else
  793. {
  794. // Figure out how to access IDXGIInfoQueue on pre Win8...
  795. }
  796. }
  797. #endif // USE_D3D11_DYNAMIC_LIB
  798. HRESULT hr;
  799. IDXGIFactory* factory;
  800. #if BX_PLATFORM_WINRT
  801. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  802. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  803. #elif BX_PLATFORM_WINDOWS
  804. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  805. #else
  806. hr = S_OK;
  807. factory = NULL;
  808. #endif // BX_PLATFORM_*
  809. if (FAILED(hr) )
  810. {
  811. BX_TRACE("Init error: Unable to create DXGI factory.");
  812. goto error;
  813. }
  814. errorState = ErrorState::CreatedDXGIFactory;
  815. m_device = (ID3D11Device*)g_platformData.context;
  816. if (NULL == m_device)
  817. {
  818. m_adapter = NULL;
  819. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  820. ? D3D_DRIVER_TYPE_WARP
  821. : D3D_DRIVER_TYPE_HARDWARE
  822. ;
  823. if (NULL != factory)
  824. {
  825. IDXGIAdapter* adapter;
  826. for (uint32_t ii = 0
  827. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  828. ; ++ii
  829. )
  830. {
  831. DXGI_ADAPTER_DESC desc;
  832. hr = adapter->GetDesc(&desc);
  833. if (SUCCEEDED(hr) )
  834. {
  835. BX_TRACE("Adapter #%d", ii);
  836. char description[BX_COUNTOF(desc.Description)];
  837. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  838. BX_TRACE("\tDescription: %s", description);
  839. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  840. , desc.VendorId
  841. , desc.DeviceId
  842. , desc.SubSysId
  843. , desc.Revision
  844. );
  845. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  846. , desc.DedicatedVideoMemory
  847. , desc.DedicatedSystemMemory
  848. , desc.SharedSystemMemory
  849. );
  850. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  851. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  852. ++g_caps.numGPUs;
  853. if (NULL == m_adapter)
  854. {
  855. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  856. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  857. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  858. {
  859. m_adapter = adapter;
  860. m_adapter->AddRef();
  861. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  862. }
  863. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  864. && 0 != bx::strFind(description, "PerfHUD") )
  865. {
  866. m_adapter = adapter;
  867. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  868. }
  869. }
  870. }
  871. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  872. }
  873. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  874. }
  875. D3D_FEATURE_LEVEL featureLevel[] =
  876. {
  877. D3D_FEATURE_LEVEL_12_1,
  878. D3D_FEATURE_LEVEL_12_0,
  879. D3D_FEATURE_LEVEL_11_1,
  880. D3D_FEATURE_LEVEL_11_0,
  881. D3D_FEATURE_LEVEL_10_1,
  882. D3D_FEATURE_LEVEL_10_0,
  883. #if BX_PLATFORM_WINRT
  884. D3D_FEATURE_LEVEL_9_3,
  885. D3D_FEATURE_LEVEL_9_2,
  886. #endif // BX_PLATFORM_WINRT
  887. };
  888. for (;;)
  889. {
  890. uint32_t flags = 0
  891. | D3D11_CREATE_DEVICE_SINGLETHREADED
  892. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  893. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  894. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  895. ;
  896. hr = E_FAIL;
  897. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr);)
  898. {
  899. hr = D3D11CreateDevice(m_adapter
  900. , m_driverType
  901. , NULL
  902. , flags
  903. , &featureLevel[ii]
  904. , BX_COUNTOF(featureLevel)-ii
  905. , D3D11_SDK_VERSION
  906. , &m_device
  907. , &m_featureLevel
  908. , &m_deviceCtx
  909. );
  910. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  911. , (m_featureLevel >> 12) & 0xf
  912. , (m_featureLevel >> 8) & 0xf
  913. );
  914. if (FAILED(hr)
  915. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  916. {
  917. // Try without debug in case D3D11 SDK Layers
  918. // is not present?
  919. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  920. continue;
  921. }
  922. // Enable debug flags.
  923. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  924. ++ii;
  925. }
  926. if (FAILED(hr)
  927. && D3D_DRIVER_TYPE_WARP != m_driverType)
  928. {
  929. // Try with WARP
  930. m_driverType = D3D_DRIVER_TYPE_WARP;
  931. continue;
  932. }
  933. break;
  934. }
  935. if (FAILED(hr) )
  936. {
  937. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  938. goto error;
  939. }
  940. if (NULL != m_adapter)
  941. {
  942. DX_RELEASE(m_adapter, 2);
  943. }
  944. }
  945. else
  946. {
  947. m_device->GetImmediateContext(&m_deviceCtx);
  948. if (NULL == m_deviceCtx)
  949. {
  950. BX_TRACE("Init error: Unable to retrieve Direct3D11 ImmediateContext.");
  951. goto error;
  952. }
  953. m_featureLevel = m_device->GetFeatureLevel();
  954. }
  955. {
  956. m_deviceInterfaceVersion = 0;
  957. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  958. {
  959. ID3D11Device* device;
  960. hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  961. if (SUCCEEDED(hr) )
  962. {
  963. device->Release(); // BK - ignore ref count.
  964. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs)-ii;
  965. break;
  966. }
  967. }
  968. if (NULL != m_renderdocdll)
  969. {
  970. // RenderDoc doesn't support ID3D11Device3 yet:
  971. // https://github.com/baldurk/renderdoc/issues/235
  972. m_deviceInterfaceVersion = bx::uint32_min(m_deviceInterfaceVersion, 1);
  973. }
  974. IDXGIDevice* device = NULL;
  975. IDXGIAdapter* adapter = NULL;
  976. hr = E_FAIL;
  977. for (uint32_t ii = 0; ii < BX_COUNTOF(s_dxgiDeviceIIDs) && FAILED(hr); ++ii)
  978. {
  979. hr = m_device->QueryInterface(s_dxgiDeviceIIDs[ii], (void**)&device);
  980. BX_TRACE("DXGI device 11.%d, hr %x", BX_COUNTOF(s_dxgiDeviceIIDs)-1-ii, hr);
  981. if (SUCCEEDED(hr) )
  982. {
  983. #if BX_COMPILER_MSVC
  984. BX_PRAGMA_DIAGNOSTIC_PUSH();
  985. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  986. try
  987. {
  988. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  989. hr = device->GetAdapter(&adapter);
  990. }
  991. catch (...)
  992. {
  993. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_dxgiDeviceIIDs)-1-ii);
  994. DX_RELEASE(device, 0);
  995. hr = E_FAIL;
  996. }
  997. BX_PRAGMA_DIAGNOSTIC_POP();
  998. #else
  999. hr = device->GetAdapter(&adapter);
  1000. #endif // BX_COMPILER_MSVC
  1001. }
  1002. }
  1003. if (FAILED(hr) )
  1004. {
  1005. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  1006. goto error;
  1007. }
  1008. // GPA increases device ref count.
  1009. // RenderDoc makes device ref count 0 here.
  1010. //
  1011. // This causes assert in debug. When debugger is present refcount
  1012. // checks are off.
  1013. IDXGIDevice* renderdoc;
  1014. hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  1015. if (SUCCEEDED(hr) )
  1016. {
  1017. setGraphicsDebuggerPresent(true);
  1018. DX_RELEASE(renderdoc, 2);
  1019. }
  1020. else
  1021. {
  1022. setGraphicsDebuggerPresent(3 != getRefCount(device) );
  1023. DX_RELEASE(device, 2);
  1024. }
  1025. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  1026. hr = adapter->GetDesc(&m_adapterDesc);
  1027. BX_WARN(SUCCEEDED(hr), "Adapter GetDesc failed 0x%08x.", hr);
  1028. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  1029. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  1030. : (uint16_t)m_adapterDesc.VendorId
  1031. ;
  1032. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  1033. if (NULL == g_platformData.backBuffer)
  1034. {
  1035. #if !BX_PLATFORM_WINDOWS
  1036. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  1037. DX_RELEASE(adapter, 2);
  1038. if (FAILED(hr) )
  1039. {
  1040. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  1041. goto error;
  1042. }
  1043. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1044. m_scd.Width = BGFX_DEFAULT_WIDTH;
  1045. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  1046. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1047. m_scd.Stereo = false;
  1048. m_scd.SampleDesc.Count = 1;
  1049. m_scd.SampleDesc.Quality = 0;
  1050. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1051. m_scd.BufferCount = 2;
  1052. m_scd.Scaling = 0 == g_platformData.ndt
  1053. ? DXGI_SCALING_NONE
  1054. : DXGI_SCALING_STRETCH;
  1055. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  1056. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  1057. if (NULL == g_platformData.ndt)
  1058. {
  1059. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1060. , (::IUnknown*)g_platformData.nwh
  1061. , &m_scd
  1062. , NULL
  1063. , &m_swapChain
  1064. );
  1065. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  1066. }
  1067. else
  1068. {
  1069. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1070. hr = m_factory->CreateSwapChainForComposition(m_device
  1071. , &m_scd
  1072. , NULL
  1073. , &m_swapChain
  1074. );
  1075. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  1076. # if BX_PLATFORM_WINRT
  1077. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  1078. ISwapChainBackgroundPanelNative* panel = NULL;
  1079. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  1080. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1081. if (NULL != panel)
  1082. {
  1083. hr = panel->SetSwapChain(m_swapChain);
  1084. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1085. panel->Release();
  1086. }
  1087. # endif // BX_PLATFORM_WINRT
  1088. }
  1089. #else
  1090. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  1091. DX_RELEASE(adapter, 2);
  1092. if (FAILED(hr) )
  1093. {
  1094. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  1095. goto error;
  1096. }
  1097. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1098. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  1099. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  1100. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  1101. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  1102. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1103. m_scd.SampleDesc.Count = 1;
  1104. m_scd.SampleDesc.Quality = 0;
  1105. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1106. m_scd.BufferCount = 1;
  1107. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  1108. m_scd.Windowed = true;
  1109. hr = m_factory->CreateSwapChain(m_device
  1110. , &m_scd
  1111. , &m_swapChain
  1112. );
  1113. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  1114. | DXGI_MWA_NO_WINDOW_CHANGES
  1115. | DXGI_MWA_NO_ALT_ENTER
  1116. ) );
  1117. #endif // BX_PLATFORM_*
  1118. if (FAILED(hr) )
  1119. {
  1120. BX_TRACE("Init error: Failed to create swap chain.");
  1121. goto error;
  1122. }
  1123. }
  1124. else
  1125. {
  1126. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1127. m_scd.SampleDesc.Count = 1;
  1128. m_scd.SampleDesc.Quality = 0;
  1129. setBufferSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  1130. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1131. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1132. }
  1133. }
  1134. m_numWindows = 1;
  1135. #if USE_D3D11_DYNAMIC_LIB
  1136. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1137. {
  1138. hr = m_deviceCtx->QueryInterface(IID_ID3DUserDefinedAnnotation, (void**)&m_annotation);
  1139. if (SUCCEEDED(hr) )
  1140. {
  1141. D3DPERF_BeginEvent = d3d11Annotation_BeginEvent;
  1142. D3DPERF_EndEvent = d3d11Annotation_EndEvent;
  1143. D3DPERF_SetMarker = d3d11Annotation_SetMarker;
  1144. }
  1145. }
  1146. #endif // USE_D3D11_DYNAMIC_LIB
  1147. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1148. {
  1149. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  1150. if (SUCCEEDED(hr) )
  1151. {
  1152. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  1153. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  1154. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  1155. D3D11_INFO_QUEUE_FILTER filter;
  1156. bx::memSet(&filter, 0, sizeof(filter) );
  1157. D3D11_MESSAGE_CATEGORY catlist[] =
  1158. {
  1159. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  1160. };
  1161. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1162. filter.DenyList.pCategoryList = catlist;
  1163. D3D11_MESSAGE_ID idlist[] =
  1164. {
  1165. D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET,
  1166. D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS,
  1167. };
  1168. filter.DenyList.NumIDs = BX_COUNTOF(idlist);
  1169. filter.DenyList.pIDList = idlist;
  1170. m_infoQueue->PushStorageFilter(&filter);
  1171. DX_RELEASE(m_infoQueue, 3);
  1172. }
  1173. }
  1174. {
  1175. g_caps.supported |= (0
  1176. | BGFX_CAPS_TEXTURE_3D
  1177. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1178. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1179. | BGFX_CAPS_FRAGMENT_DEPTH
  1180. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1181. | BGFX_CAPS_SWAP_CHAIN
  1182. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  1183. | BGFX_CAPS_DRAW_INDIRECT
  1184. | BGFX_CAPS_TEXTURE_BLIT
  1185. | BGFX_CAPS_TEXTURE_READ_BACK
  1186. | ( (m_featureLevel >= D3D_FEATURE_LEVEL_9_2) ? BGFX_CAPS_OCCLUSION_QUERY : 0)
  1187. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1188. | ( (m_deviceInterfaceVersion >= 3) ? BGFX_CAPS_CONSERVATIVE_RASTER : 0)
  1189. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1190. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1191. );
  1192. m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
  1193. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1194. {
  1195. g_caps.limits.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1196. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1197. D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT
  1198. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1199. ) );
  1200. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1201. 16
  1202. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1203. ) );
  1204. }
  1205. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1206. {
  1207. g_caps.limits.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1208. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1209. D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT
  1210. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1211. ) );
  1212. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1213. 16
  1214. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1215. ) );
  1216. }
  1217. else
  1218. {
  1219. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1220. g_caps.limits.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1221. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1222. D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT
  1223. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1224. ) );
  1225. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1226. D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
  1227. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1228. ) );
  1229. }
  1230. // 32-bit indices only supported on 9_2+.
  1231. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1232. {
  1233. g_caps.supported |= BGFX_CAPS_INDEX32;
  1234. }
  1235. // Independent blend only supported on 10_1+.
  1236. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1237. {
  1238. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1239. }
  1240. // Compute support is optional on 10_0 and 10_1 targets.
  1241. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1242. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1243. {
  1244. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  1245. {
  1246. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  1247. };
  1248. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1249. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1250. if (SUCCEEDED(hr)
  1251. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1252. {
  1253. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1254. }
  1255. }
  1256. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1257. {
  1258. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1259. }
  1260. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1261. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1262. {
  1263. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1264. }
  1265. else
  1266. {
  1267. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  1268. {
  1269. BOOL SimpleInstancingSupported;
  1270. };
  1271. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1272. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  1273. if (SUCCEEDED(hr)
  1274. && data.SimpleInstancingSupported)
  1275. {
  1276. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1277. }
  1278. }
  1279. // shadow compare is optional on 9_1 through 9_3 targets
  1280. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1281. {
  1282. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  1283. {
  1284. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  1285. };
  1286. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1287. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  1288. if (SUCCEEDED(hr)
  1289. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1290. {
  1291. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1292. }
  1293. }
  1294. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1295. {
  1296. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1297. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1298. ? s_textureFormat[ii].m_fmtDsv
  1299. : s_textureFormat[ii].m_fmt
  1300. ;
  1301. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1302. if (DXGI_FORMAT_UNKNOWN != fmt)
  1303. {
  1304. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1305. {
  1306. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1307. {
  1308. DXGI_FORMAT InFormat;
  1309. UINT OutFormatSupport;
  1310. };
  1311. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1312. data.InFormat = fmt;
  1313. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1314. if (SUCCEEDED(hr) )
  1315. {
  1316. support |= 0 != (data.OutFormatSupport & (0
  1317. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1318. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1319. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1320. ) )
  1321. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1322. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1323. ;
  1324. support |= 0 != (data.OutFormatSupport & (0
  1325. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1326. ) )
  1327. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1328. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1329. ;
  1330. support |= 0 != (data.OutFormatSupport & (0
  1331. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1332. ) )
  1333. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1334. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1335. ;
  1336. support |= 0 != (data.OutFormatSupport & (0
  1337. | D3D11_FORMAT_SUPPORT_BUFFER
  1338. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1339. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1340. ) )
  1341. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1342. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1343. ;
  1344. support |= 0 != (data.OutFormatSupport & (0
  1345. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1346. ) )
  1347. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1348. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1349. ;
  1350. support |= 0 != (data.OutFormatSupport & (0
  1351. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1352. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1353. ) )
  1354. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1355. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1356. ;
  1357. support |= 0 != (data.OutFormatSupport & (0
  1358. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1359. ) )
  1360. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1361. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1362. ;
  1363. support |= 0 != (data.OutFormatSupport & (0
  1364. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1365. ) )
  1366. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1367. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1368. ;
  1369. support |= 0 != (data.OutFormatSupport & (0
  1370. | D3D11_FORMAT_SUPPORT_MIP_AUTOGEN
  1371. ) )
  1372. ? BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN
  1373. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1374. ;
  1375. }
  1376. else
  1377. {
  1378. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1379. }
  1380. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1381. {
  1382. // clear image flag for additional testing
  1383. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1384. data.InFormat = s_textureFormat[ii].m_fmt;
  1385. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  1386. if (SUCCEEDED(hr) )
  1387. {
  1388. support |= 0 != (data.OutFormatSupport & (0
  1389. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1390. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1391. ) )
  1392. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1393. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1394. ;
  1395. }
  1396. }
  1397. }
  1398. else
  1399. {
  1400. support |= 0
  1401. | BGFX_CAPS_FORMAT_TEXTURE_2D
  1402. | BGFX_CAPS_FORMAT_TEXTURE_3D
  1403. | BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1404. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1405. | BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1406. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1407. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1408. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1409. | BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1410. ;
  1411. }
  1412. }
  1413. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1414. {
  1415. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1416. {
  1417. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1418. {
  1419. DXGI_FORMAT InFormat;
  1420. UINT OutFormatSupport;
  1421. };
  1422. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1423. data.InFormat = fmtSrgb;
  1424. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1425. if (SUCCEEDED(hr) )
  1426. {
  1427. support |= 0 != (data.OutFormatSupport & (0
  1428. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1429. ) )
  1430. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1431. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1432. ;
  1433. support |= 0 != (data.OutFormatSupport & (0
  1434. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1435. ) )
  1436. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1437. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1438. ;
  1439. support |= 0 != (data.OutFormatSupport & (0
  1440. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1441. ) )
  1442. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1443. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1444. ;
  1445. }
  1446. else
  1447. {
  1448. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1449. }
  1450. }
  1451. else
  1452. {
  1453. support |= 0
  1454. | BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1455. | BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1456. | BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1457. ;
  1458. }
  1459. }
  1460. g_caps.formats[ii] = support;
  1461. }
  1462. // Init reserved part of view name.
  1463. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1464. {
  1465. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1466. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1467. }
  1468. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  1469. && NULL != m_infoQueue)
  1470. {
  1471. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1472. }
  1473. { //
  1474. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1475. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1476. if (NULL != m_ags)
  1477. {
  1478. uint32_t flags;
  1479. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1480. bool hasExtensions = AGS_SUCCESS == result;
  1481. if (hasExtensions
  1482. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1483. {
  1484. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1485. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1486. }
  1487. else
  1488. {
  1489. if (hasExtensions)
  1490. {
  1491. agsDriverExtensions_DeInit(m_ags);
  1492. }
  1493. agsDeInit(m_ags);
  1494. m_ags = NULL;
  1495. }
  1496. }
  1497. }
  1498. //
  1499. updateMsaa();
  1500. postReset();
  1501. }
  1502. g_internalData.context = m_device;
  1503. return true;
  1504. error:
  1505. switch (errorState)
  1506. {
  1507. case ErrorState::CreatedDXGIFactory:
  1508. DX_RELEASE(m_swapChain, 0);
  1509. DX_RELEASE(m_deviceCtx, 0);
  1510. DX_RELEASE(m_device, 0);
  1511. DX_RELEASE(m_factory, 0);
  1512. #if USE_D3D11_DYNAMIC_LIB
  1513. case ErrorState::LoadedDXGI:
  1514. if (NULL != m_dxgidebugdll)
  1515. {
  1516. bx::dlclose(m_dxgidebugdll);
  1517. m_dxgidebugdll = NULL;
  1518. }
  1519. if (NULL != m_d3d9dll)
  1520. {
  1521. bx::dlclose(m_d3d9dll);
  1522. m_d3d9dll = NULL;
  1523. }
  1524. bx::dlclose(m_dxgidll);
  1525. m_dxgidll = NULL;
  1526. case ErrorState::LoadedD3D11:
  1527. bx::dlclose(m_d3d11dll);
  1528. m_d3d11dll = NULL;
  1529. #endif // USE_D3D11_DYNAMIC_LIB
  1530. case ErrorState::Default:
  1531. default:
  1532. m_nvapi.shutdown();
  1533. if (NULL != m_ags)
  1534. {
  1535. agsDeInit(m_ags);
  1536. m_ags = NULL;
  1537. }
  1538. bx::dlclose(m_agsdll);
  1539. m_agsdll = NULL;
  1540. unloadRenderDoc(m_renderdocdll);
  1541. m_ovr.shutdown();
  1542. break;
  1543. }
  1544. return false;
  1545. }
  1546. void shutdown()
  1547. {
  1548. preReset();
  1549. m_ovr.shutdown();
  1550. m_nvapi.shutdown();
  1551. if (NULL != m_ags)
  1552. {
  1553. agsDeInit(m_ags);
  1554. m_ags = NULL;
  1555. }
  1556. bx::dlclose(m_agsdll);
  1557. m_agsdll = NULL;
  1558. m_deviceCtx->ClearState();
  1559. invalidateCache();
  1560. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1561. {
  1562. m_frameBuffers[ii].destroy();
  1563. }
  1564. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1565. {
  1566. m_indexBuffers[ii].destroy();
  1567. }
  1568. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1569. {
  1570. m_vertexBuffers[ii].destroy();
  1571. }
  1572. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1573. {
  1574. m_shaders[ii].destroy();
  1575. }
  1576. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1577. {
  1578. m_textures[ii].destroy();
  1579. }
  1580. DX_RELEASE(m_annotation, 1);
  1581. DX_RELEASE(m_swapChain, 0);
  1582. DX_RELEASE(m_deviceCtx, 0);
  1583. DX_RELEASE(m_device, 0);
  1584. DX_RELEASE(m_factory, 0);
  1585. unloadRenderDoc(m_renderdocdll);
  1586. #if USE_D3D11_DYNAMIC_LIB
  1587. if (NULL != m_dxgidebugdll)
  1588. {
  1589. bx::dlclose(m_dxgidebugdll);
  1590. m_dxgidebugdll = NULL;
  1591. }
  1592. if (NULL != m_d3d9dll)
  1593. {
  1594. bx::dlclose(m_d3d9dll);
  1595. m_d3d9dll = NULL;
  1596. }
  1597. bx::dlclose(m_dxgidll);
  1598. m_dxgidll = NULL;
  1599. bx::dlclose(m_d3d11dll);
  1600. m_d3d11dll = NULL;
  1601. #endif // USE_D3D11_DYNAMIC_LIB
  1602. }
  1603. RendererType::Enum getRendererType() const override
  1604. {
  1605. return RendererType::Direct3D11;
  1606. }
  1607. const char* getRendererName() const override
  1608. {
  1609. return BGFX_RENDERER_DIRECT3D11_NAME;
  1610. }
  1611. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) override
  1612. {
  1613. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1614. }
  1615. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1616. {
  1617. m_indexBuffers[_handle.idx].destroy();
  1618. }
  1619. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1620. {
  1621. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1622. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1623. dump(decl);
  1624. }
  1625. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1626. {
  1627. }
  1628. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1629. {
  1630. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1631. }
  1632. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1633. {
  1634. m_vertexBuffers[_handle.idx].destroy();
  1635. }
  1636. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1637. {
  1638. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1639. }
  1640. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1641. {
  1642. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1643. }
  1644. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1645. {
  1646. m_indexBuffers[_handle.idx].destroy();
  1647. }
  1648. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1649. {
  1650. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1651. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1652. }
  1653. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1654. {
  1655. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1656. }
  1657. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1658. {
  1659. m_vertexBuffers[_handle.idx].destroy();
  1660. }
  1661. void createShader(ShaderHandle _handle, Memory* _mem) override
  1662. {
  1663. m_shaders[_handle.idx].create(_mem);
  1664. }
  1665. void destroyShader(ShaderHandle _handle) override
  1666. {
  1667. m_shaders[_handle.idx].destroy();
  1668. }
  1669. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1670. {
  1671. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1672. }
  1673. void destroyProgram(ProgramHandle _handle) override
  1674. {
  1675. m_program[_handle.idx].destroy();
  1676. }
  1677. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) override
  1678. {
  1679. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1680. }
  1681. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1682. {
  1683. }
  1684. 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
  1685. {
  1686. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1687. }
  1688. void updateTextureEnd() override
  1689. {
  1690. }
  1691. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip) override
  1692. {
  1693. const TextureD3D11& texture = m_textures[_handle.idx];
  1694. D3D11_MAPPED_SUBRESOURCE mapped;
  1695. DX_CHECK(m_deviceCtx->Map(texture.m_ptr, _mip, D3D11_MAP_READ, 0, &mapped) );
  1696. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1697. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1698. uint8_t* src = (uint8_t*)mapped.pData;
  1699. uint32_t srcPitch = mapped.RowPitch;
  1700. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1701. uint8_t* dst = (uint8_t*)_data;
  1702. uint32_t dstPitch = srcWidth*bpp/8;
  1703. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1704. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1705. {
  1706. bx::memCopy(dst, src, pitch);
  1707. src += srcPitch;
  1708. dst += dstPitch;
  1709. }
  1710. m_deviceCtx->Unmap(texture.m_ptr, _mip);
  1711. }
  1712. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) override
  1713. {
  1714. TextureD3D11& texture = m_textures[_handle.idx];
  1715. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1716. const Memory* mem = alloc(size);
  1717. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1718. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1719. bx::write(&writer, magic);
  1720. TextureCreate tc;
  1721. tc.m_width = _width;
  1722. tc.m_height = _height;
  1723. tc.m_depth = 0;
  1724. tc.m_numLayers = 1;
  1725. tc.m_numMips = _numMips;
  1726. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1727. tc.m_cubeMap = false;
  1728. tc.m_mem = NULL;
  1729. bx::write(&writer, tc);
  1730. texture.destroy();
  1731. texture.create(mem, texture.m_flags, 0);
  1732. release(mem);
  1733. }
  1734. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1735. {
  1736. // Resource ref. counts might be messed up outside of bgfx.
  1737. // Disabling ref. count check once texture is overridden.
  1738. setGraphicsDebuggerPresent(true);
  1739. m_textures[_handle.idx].overrideInternal(_ptr);
  1740. }
  1741. uintptr_t getInternal(TextureHandle _handle) override
  1742. {
  1743. // Resource ref. counts might be messed up outside of bgfx.
  1744. // Disabling ref. count check once texture is overridden.
  1745. setGraphicsDebuggerPresent(true);
  1746. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1747. }
  1748. void destroyTexture(TextureHandle _handle) override
  1749. {
  1750. m_textures[_handle.idx].destroy();
  1751. }
  1752. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1753. {
  1754. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1755. }
  1756. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) override
  1757. {
  1758. uint16_t denseIdx = m_numWindows++;
  1759. m_windows[denseIdx] = _handle;
  1760. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1761. }
  1762. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1763. {
  1764. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1765. if (UINT16_MAX != denseIdx)
  1766. {
  1767. --m_numWindows;
  1768. if (m_numWindows > 1)
  1769. {
  1770. FrameBufferHandle handle = m_windows[m_numWindows];
  1771. m_windows[denseIdx] = handle;
  1772. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1773. }
  1774. }
  1775. }
  1776. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1777. {
  1778. if (NULL != m_uniforms[_handle.idx])
  1779. {
  1780. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1781. }
  1782. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1783. void* data = BX_ALLOC(g_allocator, size);
  1784. bx::memSet(data, 0, size);
  1785. m_uniforms[_handle.idx] = data;
  1786. m_uniformReg.add(_handle, _name, data);
  1787. }
  1788. void destroyUniform(UniformHandle _handle) override
  1789. {
  1790. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1791. m_uniforms[_handle.idx] = NULL;
  1792. m_uniformReg.remove(_handle);
  1793. }
  1794. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1795. {
  1796. IDXGISwapChain* swapChain = isValid(_handle)
  1797. ? m_frameBuffers[_handle.idx].m_swapChain
  1798. : m_swapChain
  1799. ;
  1800. if (NULL == swapChain)
  1801. {
  1802. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  1803. return;
  1804. }
  1805. ID3D11Texture2D* backBuffer;
  1806. DX_CHECK(swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1807. D3D11_TEXTURE2D_DESC backBufferDesc;
  1808. backBuffer->GetDesc(&backBufferDesc);
  1809. D3D11_TEXTURE2D_DESC desc;
  1810. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  1811. desc.SampleDesc.Count = 1;
  1812. desc.SampleDesc.Quality = 0;
  1813. desc.Usage = D3D11_USAGE_STAGING;
  1814. desc.BindFlags = 0;
  1815. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1816. ID3D11Texture2D* texture;
  1817. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1818. if (SUCCEEDED(hr) )
  1819. {
  1820. if (backBufferDesc.SampleDesc.Count == 1)
  1821. {
  1822. m_deviceCtx->CopyResource(texture, backBuffer);
  1823. }
  1824. else
  1825. {
  1826. desc.Usage = D3D11_USAGE_DEFAULT;
  1827. desc.CPUAccessFlags = 0;
  1828. ID3D11Texture2D* resolve;
  1829. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1830. if (SUCCEEDED(hr) )
  1831. {
  1832. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1833. m_deviceCtx->CopyResource(texture, resolve);
  1834. DX_RELEASE(resolve, 0);
  1835. }
  1836. }
  1837. D3D11_MAPPED_SUBRESOURCE mapped;
  1838. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1839. bimg::imageSwizzleBgra8(
  1840. mapped.pData
  1841. , mapped.RowPitch
  1842. , backBufferDesc.Width
  1843. , backBufferDesc.Height
  1844. , mapped.pData
  1845. , mapped.RowPitch
  1846. );
  1847. g_callback->screenShot(_filePath
  1848. , backBufferDesc.Width
  1849. , backBufferDesc.Height
  1850. , mapped.RowPitch
  1851. , mapped.pData
  1852. , backBufferDesc.Height*mapped.RowPitch
  1853. , false
  1854. );
  1855. m_deviceCtx->Unmap(texture, 0);
  1856. DX_RELEASE(texture, 0);
  1857. }
  1858. DX_RELEASE(backBuffer, 0);
  1859. }
  1860. void updateViewName(uint8_t _id, const char* _name) override
  1861. {
  1862. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1863. {
  1864. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1865. , _name
  1866. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1867. );
  1868. }
  1869. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1870. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1871. , _name
  1872. );
  1873. }
  1874. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1875. {
  1876. bx::memCopy(m_uniforms[_loc], _data, _size);
  1877. }
  1878. void setMarker(const char* _marker, uint32_t _size) override
  1879. {
  1880. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1881. {
  1882. uint32_t size = _size*sizeof(wchar_t);
  1883. wchar_t* name = (wchar_t*)alloca(size);
  1884. mbstowcs(name, _marker, size-2);
  1885. PIX_SETMARKER(D3DCOLOR_MARKER, name);
  1886. }
  1887. }
  1888. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1889. {
  1890. m_occlusionQuery.invalidate(_handle);
  1891. }
  1892. virtual void setName(Handle _handle, const char* _name) override
  1893. {
  1894. switch (_handle.type)
  1895. {
  1896. case Handle::Shader:
  1897. setDebugObjectName(m_shaders[_handle.idx].m_ptr, _name);
  1898. break;
  1899. case Handle::Texture:
  1900. setDebugObjectName(m_textures[_handle.idx].m_ptr, _name);
  1901. break;
  1902. default:
  1903. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1904. break;
  1905. }
  1906. }
  1907. void submitBlit(BlitState& _bs, uint16_t _view);
  1908. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1909. void blitSetup(TextVideoMemBlitter& _blitter) override
  1910. {
  1911. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1912. uint32_t width = getBufferWidth();
  1913. uint32_t height = getBufferHeight();
  1914. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1915. setFrameBuffer(fbh, false, false);
  1916. D3D11_VIEWPORT vp;
  1917. vp.TopLeftX = 0;
  1918. vp.TopLeftY = 0;
  1919. vp.Width = (float)width;
  1920. vp.Height = (float)height;
  1921. vp.MinDepth = 0.0f;
  1922. vp.MaxDepth = 1.0f;
  1923. deviceCtx->RSSetViewports(1, &vp);
  1924. uint64_t state = BGFX_STATE_RGB_WRITE
  1925. | BGFX_STATE_ALPHA_WRITE
  1926. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1927. ;
  1928. setBlendState(state);
  1929. setDepthStencilState(state);
  1930. setRasterizerState(state);
  1931. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1932. m_currentProgram = &program;
  1933. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1934. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1935. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1936. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1937. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1938. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1939. uint32_t stride = vertexDecl.m_stride;
  1940. uint32_t offset = 0;
  1941. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1942. setInputLayout(vertexDecl, program, 0);
  1943. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1944. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1945. float proj[16];
  1946. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1947. PredefinedUniform& predefined = program.m_predefined[0];
  1948. uint8_t flags = predefined.m_type;
  1949. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1950. commitShaderConstants();
  1951. m_textures[_blitter.m_texture.idx].commit(0, BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER, NULL);
  1952. commitTextureStage();
  1953. }
  1954. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1955. {
  1956. const uint32_t numVertices = _numIndices*4/6;
  1957. if (0 < numVertices)
  1958. {
  1959. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1960. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data, true);
  1961. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1962. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1963. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1964. }
  1965. }
  1966. void preReset()
  1967. {
  1968. m_needPresent = false;
  1969. ovrPreReset();
  1970. if (m_timerQuerySupport)
  1971. {
  1972. m_gpuTimer.preReset();
  1973. }
  1974. m_occlusionQuery.preReset();
  1975. if (NULL == g_platformData.backBufferDS)
  1976. {
  1977. DX_RELEASE(m_backBufferDepthStencil, 0);
  1978. }
  1979. if (NULL != m_swapChain)
  1980. {
  1981. DX_RELEASE(m_backBufferColor, 0);
  1982. }
  1983. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1984. {
  1985. m_frameBuffers[ii].preReset();
  1986. }
  1987. // invalidateCache();
  1988. capturePreReset();
  1989. }
  1990. void postReset()
  1991. {
  1992. if (NULL != m_swapChain)
  1993. {
  1994. ID3D11Texture2D* color;
  1995. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color) );
  1996. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1997. desc.ViewDimension = (m_resolution.m_flags & BGFX_RESET_MSAA_MASK)
  1998. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1999. : D3D11_RTV_DIMENSION_TEXTURE2D
  2000. ;
  2001. desc.Texture2D.MipSlice = 0;
  2002. desc.Format = (m_resolution.m_flags & BGFX_RESET_SRGB_BACKBUFFER)
  2003. ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
  2004. : DXGI_FORMAT_R8G8B8A8_UNORM
  2005. ;
  2006. DX_CHECK(m_device->CreateRenderTargetView(color, &desc, &m_backBufferColor) );
  2007. DX_RELEASE(color, 0);
  2008. }
  2009. if (m_timerQuerySupport)
  2010. {
  2011. m_gpuTimer.postReset();
  2012. }
  2013. m_occlusionQuery.postReset();
  2014. ovrPostReset();
  2015. // If OVR doesn't create separate depth stencil view, create default one.
  2016. if (!m_ovr.isEnabled() && NULL == m_backBufferDepthStencil)
  2017. {
  2018. D3D11_TEXTURE2D_DESC dsd;
  2019. dsd.Width = getBufferWidth();
  2020. dsd.Height = getBufferHeight();
  2021. dsd.MipLevels = 1;
  2022. dsd.ArraySize = 1;
  2023. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2024. dsd.SampleDesc = m_scd.SampleDesc;
  2025. dsd.Usage = D3D11_USAGE_DEFAULT;
  2026. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  2027. dsd.CPUAccessFlags = 0;
  2028. dsd.MiscFlags = 0;
  2029. ID3D11Texture2D* depthStencil;
  2030. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  2031. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  2032. DX_RELEASE(depthStencil, 0);
  2033. }
  2034. if (m_ovr.isEnabled() )
  2035. {
  2036. m_ovr.makeRenderTargetActive();
  2037. }
  2038. else
  2039. {
  2040. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  2041. }
  2042. m_currentColor = m_backBufferColor;
  2043. m_currentDepthStencil = m_backBufferDepthStencil;
  2044. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  2045. {
  2046. m_frameBuffers[ii].postReset();
  2047. }
  2048. capturePostReset();
  2049. }
  2050. bool isDeviceRemoved() override
  2051. {
  2052. return m_lost;
  2053. }
  2054. void flip(HMD& _hmd) override
  2055. {
  2056. if (NULL != m_swapChain
  2057. && !m_lost)
  2058. {
  2059. HRESULT hr = S_OK;
  2060. uint32_t syncInterval = BX_ENABLED(!BX_PLATFORM_WINDOWS)
  2061. ? 1 // sync interval of 0 is not supported on WinRT
  2062. : !!(m_resolution.m_flags & BGFX_RESET_VSYNC)
  2063. ;
  2064. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  2065. {
  2066. hr = m_frameBuffers[m_windows[ii].idx].present(syncInterval);
  2067. }
  2068. if (SUCCEEDED(hr) )
  2069. {
  2070. if (m_needPresent)
  2071. {
  2072. m_ovr.flip();
  2073. m_ovr.swap(_hmd);
  2074. if (!m_ovr.isEnabled() )
  2075. {
  2076. hr = m_swapChain->Present(syncInterval, 0);
  2077. }
  2078. m_needPresent = false;
  2079. }
  2080. else
  2081. {
  2082. m_deviceCtx->Flush();
  2083. }
  2084. }
  2085. m_lost = isLost(hr);
  2086. BGFX_FATAL(!m_lost
  2087. , bgfx::Fatal::DeviceLost
  2088. , "Device is lost. FAILED 0x%08x %s (%s)"
  2089. , hr
  2090. , getLostReason(hr)
  2091. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  2092. );
  2093. }
  2094. }
  2095. void invalidateCache()
  2096. {
  2097. m_inputLayoutCache.invalidate();
  2098. m_blendStateCache.invalidate();
  2099. m_depthStencilStateCache.invalidate();
  2100. m_rasterizerStateCache.invalidate();
  2101. m_samplerStateCache.invalidate();
  2102. m_srvUavLru.invalidate();
  2103. }
  2104. void invalidateCompute()
  2105. {
  2106. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  2107. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2108. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  2109. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2110. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  2111. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2112. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  2113. }
  2114. void updateMsaa()
  2115. {
  2116. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  2117. {
  2118. uint32_t msaa = s_checkMsaa[ii];
  2119. uint32_t quality = 0;
  2120. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  2121. if (SUCCEEDED(hr)
  2122. && 0 < quality)
  2123. {
  2124. s_msaa[ii].Count = msaa;
  2125. s_msaa[ii].Quality = quality - 1;
  2126. last = ii;
  2127. }
  2128. else
  2129. {
  2130. s_msaa[ii] = s_msaa[last];
  2131. }
  2132. }
  2133. }
  2134. bool updateResolution(const Resolution& _resolution)
  2135. {
  2136. const bool suspended = !!( _resolution.m_flags & BGFX_RESET_SUSPEND);
  2137. const bool wasSuspended = !!(m_resolution.m_flags & BGFX_RESET_SUSPEND);
  2138. if (suspended && wasSuspended)
  2139. {
  2140. return true;
  2141. }
  2142. else if (suspended)
  2143. {
  2144. m_deviceCtx->Flush();
  2145. m_deviceCtx->ClearState();
  2146. trim(m_device);
  2147. suspend(m_device);
  2148. m_resolution.m_flags |= BGFX_RESET_SUSPEND;
  2149. return true;
  2150. }
  2151. else if (wasSuspended)
  2152. {
  2153. resume(m_device);
  2154. m_resolution.m_flags &= ~BGFX_RESET_SUSPEND;
  2155. }
  2156. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  2157. uint32_t maxAnisotropy = 1;
  2158. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  2159. {
  2160. maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  2161. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  2162. : D3D11_REQ_MAXANISOTROPY
  2163. ;
  2164. }
  2165. if (m_maxAnisotropy != maxAnisotropy)
  2166. {
  2167. m_maxAnisotropy = maxAnisotropy;
  2168. m_samplerStateCache.invalidate();
  2169. }
  2170. bool depthClamp = true
  2171. && !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP)
  2172. && m_featureLevel > D3D_FEATURE_LEVEL_9_3 // disabling depth clamp is only supported on 10_0+
  2173. ;
  2174. if (m_depthClamp != depthClamp)
  2175. {
  2176. m_depthClamp = depthClamp;
  2177. m_rasterizerStateCache.invalidate();
  2178. }
  2179. const uint32_t maskFlags = ~(0
  2180. | BGFX_RESET_HMD_RECENTER
  2181. | BGFX_RESET_MAXANISOTROPY
  2182. | BGFX_RESET_DEPTH_CLAMP
  2183. | BGFX_RESET_SUSPEND
  2184. );
  2185. if (m_resolution.m_width != _resolution.m_width
  2186. || m_resolution.m_height != _resolution.m_height
  2187. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  2188. {
  2189. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  2190. bool resize = true
  2191. && !BX_ENABLED(BX_PLATFORM_XBOXONE || BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  2192. && (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  2193. ;
  2194. m_resolution = _resolution;
  2195. m_resolution.m_flags = flags;
  2196. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  2197. m_textVideoMem.clear();
  2198. setBufferSize(_resolution.m_width, _resolution.m_height);
  2199. preReset();
  2200. m_deviceCtx->Flush();
  2201. m_deviceCtx->ClearState();
  2202. if (NULL == m_swapChain)
  2203. {
  2204. // Updated backbuffer if it changed in PlatformData.
  2205. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  2206. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  2207. }
  2208. else
  2209. {
  2210. if (resize)
  2211. {
  2212. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  2213. DX_CHECK(m_swapChain->ResizeBuffers(2
  2214. , getBufferWidth()
  2215. , getBufferHeight()
  2216. , getBufferFormat()
  2217. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  2218. ) );
  2219. }
  2220. else
  2221. {
  2222. updateMsaa();
  2223. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  2224. DX_RELEASE(m_swapChain, 0);
  2225. SwapChainDesc* scd = &m_scd;
  2226. SwapChainDesc swapChainScd;
  2227. if (0 != (m_resolution.m_flags & BGFX_RESET_HMD)
  2228. && m_ovr.isInitialized() )
  2229. {
  2230. swapChainScd = m_scd;
  2231. swapChainScd.SampleDesc = s_msaa[0];
  2232. scd = &swapChainScd;
  2233. }
  2234. #if !BX_PLATFORM_WINDOWS
  2235. HRESULT hr = S_OK;
  2236. if (g_platformData.ndt == 0)
  2237. {
  2238. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  2239. , (::IUnknown*)g_platformData.nwh
  2240. , scd
  2241. , NULL
  2242. , &m_swapChain
  2243. );
  2244. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  2245. }
  2246. else
  2247. {
  2248. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Invalid native display type.");
  2249. hr = m_factory->CreateSwapChainForComposition(m_device
  2250. , &m_scd
  2251. , NULL
  2252. , &m_swapChain
  2253. );
  2254. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  2255. # if BX_PLATFORM_WINRT
  2256. IInspectable *nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  2257. ISwapChainBackgroundPanelNative* panel = NULL;
  2258. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&panel);
  2259. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  2260. if (NULL != panel)
  2261. {
  2262. hr = panel->SetSwapChain(m_swapChain);
  2263. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  2264. panel->Release();
  2265. }
  2266. # endif // BX_PLATFORM_WINRT
  2267. }
  2268. #else
  2269. HRESULT hr;
  2270. hr = m_factory->CreateSwapChain(m_device
  2271. , scd
  2272. , &m_swapChain
  2273. );
  2274. #endif // !BX_PLATFORM_WINDOWS
  2275. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  2276. }
  2277. }
  2278. postReset();
  2279. }
  2280. if (recenter)
  2281. {
  2282. m_ovr.recenter();
  2283. }
  2284. return false;
  2285. }
  2286. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2287. {
  2288. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  2289. {
  2290. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2291. m_fsChanges += _numRegs;
  2292. }
  2293. else
  2294. {
  2295. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2296. m_vsChanges += _numRegs;
  2297. }
  2298. }
  2299. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2300. {
  2301. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2302. }
  2303. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2304. {
  2305. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2306. }
  2307. void commitShaderConstants()
  2308. {
  2309. if (0 < m_vsChanges)
  2310. {
  2311. if (NULL != m_currentProgram->m_vsh->m_buffer)
  2312. {
  2313. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  2314. }
  2315. m_vsChanges = 0;
  2316. }
  2317. if (0 < m_fsChanges)
  2318. {
  2319. if (NULL != m_currentProgram->m_fsh->m_buffer)
  2320. {
  2321. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  2322. }
  2323. m_fsChanges = 0;
  2324. }
  2325. }
  2326. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true, bool _needPresent = true)
  2327. {
  2328. if (isValid(m_fbh)
  2329. && m_fbh.idx != _fbh.idx
  2330. && m_rtMsaa)
  2331. {
  2332. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2333. frameBuffer.resolve();
  2334. }
  2335. if (!isValid(_fbh) )
  2336. {
  2337. if (m_ovr.isEnabled() )
  2338. {
  2339. m_ovr.makeRenderTargetActive();
  2340. }
  2341. else
  2342. {
  2343. m_currentColor = m_backBufferColor;
  2344. m_currentDepthStencil = m_backBufferDepthStencil;
  2345. }
  2346. m_deviceCtx->OMSetRenderTargets(1, &m_currentColor, m_currentDepthStencil);
  2347. m_needPresent |= _needPresent;
  2348. }
  2349. else
  2350. {
  2351. invalidateTextureStage();
  2352. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  2353. frameBuffer.set();
  2354. }
  2355. m_fbh = _fbh;
  2356. m_rtMsaa = _msaa;
  2357. }
  2358. void clear(const Clear& _clear, const float _palette[][4])
  2359. {
  2360. if (isValid(m_fbh) )
  2361. {
  2362. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2363. frameBuffer.clear(_clear, _palette);
  2364. }
  2365. else
  2366. {
  2367. if (NULL != m_currentColor
  2368. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2369. {
  2370. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2371. {
  2372. uint8_t index = _clear.m_index[0];
  2373. if (UINT8_MAX != index)
  2374. {
  2375. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  2376. }
  2377. }
  2378. else
  2379. {
  2380. float frgba[4] =
  2381. {
  2382. _clear.m_index[0]*1.0f/255.0f,
  2383. _clear.m_index[1]*1.0f/255.0f,
  2384. _clear.m_index[2]*1.0f/255.0f,
  2385. _clear.m_index[3]*1.0f/255.0f,
  2386. };
  2387. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  2388. }
  2389. }
  2390. if (NULL != m_currentDepthStencil
  2391. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2392. {
  2393. DWORD flags = 0;
  2394. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2395. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2396. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  2397. }
  2398. }
  2399. }
  2400. void setInputLayout(uint8_t _numStreams, const VertexDecl** _vertexDecls, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2401. {
  2402. bx::HashMurmur2A murmur;
  2403. murmur.begin();
  2404. murmur.add(_numInstanceData);
  2405. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2406. {
  2407. murmur.add(_vertexDecls[stream]->m_hash);
  2408. }
  2409. uint64_t layoutHash = (uint64_t(_program.m_vsh->m_hash)<<32) | murmur.end();
  2410. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  2411. if (NULL == layout)
  2412. {
  2413. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2414. D3D11_INPUT_ELEMENT_DESC* elem = vertexElements;
  2415. uint16_t attrMask[Attrib::Count];
  2416. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask) );
  2417. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2418. {
  2419. VertexDecl decl;
  2420. bx::memCopy(&decl, _vertexDecls[stream], sizeof(VertexDecl) );
  2421. const bool last = stream == _numStreams-1;
  2422. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2423. {
  2424. uint16_t mask = attrMask[ii];
  2425. uint16_t attr = (decl.m_attributes[ii] & mask);
  2426. if (0 == attr
  2427. || UINT16_MAX == attr)
  2428. {
  2429. decl.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2430. }
  2431. else
  2432. {
  2433. attrMask[ii] = 0;
  2434. }
  2435. }
  2436. elem = fillVertexDecl(stream, elem, decl);
  2437. }
  2438. uint32_t num = uint32_t(elem-vertexElements);
  2439. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  2440. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2441. {
  2442. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2443. uint32_t jj;
  2444. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2445. for (jj = 0; jj < num; ++jj)
  2446. {
  2447. curr = &vertexElements[jj];
  2448. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2449. && curr->SemanticIndex == index)
  2450. {
  2451. break;
  2452. }
  2453. }
  2454. if (jj == num)
  2455. {
  2456. curr = elem;
  2457. ++elem;
  2458. }
  2459. bx::memCopy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2460. curr->InputSlot = _numStreams;
  2461. curr->SemanticIndex = index;
  2462. curr->AlignedByteOffset = ii*16;
  2463. }
  2464. num = uint32_t(elem-vertexElements);
  2465. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2466. , num
  2467. , _program.m_vsh->m_code->data
  2468. , _program.m_vsh->m_code->size
  2469. , &layout
  2470. ) );
  2471. m_inputLayoutCache.add(layoutHash, layout);
  2472. }
  2473. m_deviceCtx->IASetInputLayout(layout);
  2474. }
  2475. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2476. {
  2477. const VertexDecl* decls[1] = { &_vertexDecl };
  2478. setInputLayout(BX_COUNTOF(decls), decls, _program, _numInstanceData);
  2479. }
  2480. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2481. {
  2482. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2483. bx::HashMurmur2A murmur;
  2484. murmur.begin();
  2485. murmur.add(_state);
  2486. murmur.add(!!(BGFX_STATE_BLEND_INDEPENDENT & _state)
  2487. ? _rgba
  2488. : -1
  2489. );
  2490. const uint32_t hash = murmur.end();
  2491. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2492. if (NULL == bs)
  2493. {
  2494. D3D11_BLEND_DESC desc;
  2495. desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2496. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2497. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2498. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2499. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK )>>BGFX_STATE_BLEND_SHIFT);
  2500. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2501. const uint32_t srcRGB = (blend ) & 0xf;
  2502. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2503. const uint32_t srcA = (blend >> 8) & 0xf;
  2504. const uint32_t dstA = (blend >> 12) & 0xf;
  2505. const uint32_t equRGB = (equation ) & 0x7;
  2506. const uint32_t equA = (equation >> 3) & 0x7;
  2507. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2508. drt->DestBlend = s_blendFactor[dstRGB][0];
  2509. drt->BlendOp = s_blendEquation[equRGB];
  2510. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2511. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2512. drt->BlendOpAlpha = s_blendEquation[equA];
  2513. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE)
  2514. ? D3D11_COLOR_WRITE_ENABLE_ALPHA
  2515. : 0
  2516. ;
  2517. writeMask |= (_state&BGFX_STATE_RGB_WRITE)
  2518. ? D3D11_COLOR_WRITE_ENABLE_RED
  2519. | D3D11_COLOR_WRITE_ENABLE_GREEN
  2520. | D3D11_COLOR_WRITE_ENABLE_BLUE
  2521. : 0
  2522. ;
  2523. drt->RenderTargetWriteMask = writeMask;
  2524. if (desc.IndependentBlendEnable)
  2525. {
  2526. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2527. {
  2528. drt = &desc.RenderTarget[ii];
  2529. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2530. const uint32_t src = (rgba ) & 0xf;
  2531. const uint32_t dst = (rgba >> 4) & 0xf;
  2532. const uint32_t equ = (rgba >> 8) & 0x7;
  2533. drt->SrcBlend = s_blendFactor[src][0];
  2534. drt->DestBlend = s_blendFactor[dst][0];
  2535. drt->BlendOp = s_blendEquation[equ];
  2536. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2537. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2538. drt->BlendOpAlpha = s_blendEquation[equ];
  2539. drt->RenderTargetWriteMask = writeMask;
  2540. }
  2541. }
  2542. else
  2543. {
  2544. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2545. {
  2546. bx::memCopy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2547. }
  2548. }
  2549. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2550. m_blendStateCache.add(hash, bs);
  2551. }
  2552. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  2553. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  2554. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  2555. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  2556. bool hasFactor = 0
  2557. || f0 == (_state & f0)
  2558. || f1 == (_state & f1)
  2559. || f2 == (_state & f2)
  2560. || f3 == (_state & f3)
  2561. ;
  2562. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2563. if (hasFactor)
  2564. {
  2565. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2566. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2567. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2568. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2569. }
  2570. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2571. }
  2572. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2573. {
  2574. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2575. _state &= 0 == func ? 0 : BGFX_D3D11_DEPTH_STENCIL_MASK;
  2576. uint32_t fstencil = unpackStencil(0, _stencil);
  2577. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2578. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2579. bx::HashMurmur2A murmur;
  2580. murmur.begin();
  2581. murmur.add(_state);
  2582. murmur.add(_stencil);
  2583. uint32_t hash = murmur.end();
  2584. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2585. if (NULL == dss)
  2586. {
  2587. D3D11_DEPTH_STENCIL_DESC desc;
  2588. bx::memSet(&desc, 0, sizeof(desc) );
  2589. desc.DepthEnable = 0 != func;
  2590. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2591. desc.DepthFunc = s_cmpFunc[func];
  2592. uint32_t bstencil = unpackStencil(1, _stencil);
  2593. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2594. bstencil = frontAndBack ? bstencil : fstencil;
  2595. desc.StencilEnable = 0 != _stencil;
  2596. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2597. desc.StencilWriteMask = 0xff;
  2598. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2599. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2600. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2601. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2602. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2603. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2604. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2605. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2606. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2607. m_depthStencilStateCache.add(hash, dss);
  2608. }
  2609. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2610. }
  2611. void setDebugWireframe(bool _wireframe)
  2612. {
  2613. if (m_wireframe != _wireframe)
  2614. {
  2615. m_wireframe = _wireframe;
  2616. m_rasterizerStateCache.invalidate();
  2617. }
  2618. }
  2619. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2620. {
  2621. _state &= 0
  2622. | BGFX_STATE_CULL_MASK
  2623. | BGFX_STATE_MSAA
  2624. | BGFX_STATE_LINEAA
  2625. | BGFX_STATE_CONSERVATIVE_RASTER
  2626. ;
  2627. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2628. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2629. _state &= ~(m_deviceInterfaceVersion >= 3 ? 0 : BGFX_STATE_CONSERVATIVE_RASTER);
  2630. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2631. if (NULL == rs)
  2632. {
  2633. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2634. #if BX_PLATFORM_WINDOWS
  2635. if (m_deviceInterfaceVersion >= 3)
  2636. {
  2637. D3D11_RASTERIZER_DESC2 desc;
  2638. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2639. desc.CullMode = s_cullMode[cull];
  2640. desc.FrontCounterClockwise = false;
  2641. desc.DepthBias = 0;
  2642. desc.DepthBiasClamp = 0.0f;
  2643. desc.SlopeScaledDepthBias = 0.0f;
  2644. desc.DepthClipEnable = !m_depthClamp;
  2645. desc.ScissorEnable = _scissor;
  2646. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2647. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2648. desc.ForcedSampleCount = 0;
  2649. desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2650. ? D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON
  2651. : D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2652. ;
  2653. ID3D11Device3* device3 = reinterpret_cast<ID3D11Device3*>(m_device);
  2654. DX_CHECK(device3->CreateRasterizerState2(&desc, reinterpret_cast<ID3D11RasterizerState2**>(&rs) ) );
  2655. }
  2656. else
  2657. #endif // BX_PLATFORM_WINDOWS
  2658. {
  2659. D3D11_RASTERIZER_DESC desc;
  2660. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2661. desc.CullMode = s_cullMode[cull];
  2662. desc.FrontCounterClockwise = false;
  2663. desc.DepthBias = 0;
  2664. desc.DepthBiasClamp = 0.0f;
  2665. desc.SlopeScaledDepthBias = 0.0f;
  2666. desc.DepthClipEnable = !m_depthClamp;
  2667. desc.ScissorEnable = _scissor;
  2668. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2669. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2670. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2671. }
  2672. m_rasterizerStateCache.add(_state, rs);
  2673. }
  2674. m_deviceCtx->RSSetState(rs);
  2675. }
  2676. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2677. {
  2678. const uint32_t index = (_flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2679. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  2680. // Force both min+max anisotropic, can't be set individually.
  2681. _flags |= 0 != (_flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  2682. ? BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC
  2683. : 0
  2684. ;
  2685. uint32_t hash;
  2686. ID3D11SamplerState* sampler;
  2687. if (!needBorderColor(_flags) )
  2688. {
  2689. bx::HashMurmur2A murmur;
  2690. murmur.begin();
  2691. murmur.add(_flags);
  2692. murmur.add(-1);
  2693. hash = murmur.end();
  2694. _rgba = s_zero.m_zerof;
  2695. sampler = m_samplerStateCache.find(hash);
  2696. }
  2697. else
  2698. {
  2699. bx::HashMurmur2A murmur;
  2700. murmur.begin();
  2701. murmur.add(_flags);
  2702. murmur.add(index);
  2703. hash = murmur.end();
  2704. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2705. sampler = m_samplerStateCache.find(hash);
  2706. if (NULL != sampler)
  2707. {
  2708. D3D11_SAMPLER_DESC sd;
  2709. sampler->GetDesc(&sd);
  2710. if (0 != bx::memCmp(_rgba, sd.BorderColor, 16) )
  2711. {
  2712. // Sampler will be released when updated sampler
  2713. // is added to cache.
  2714. sampler = NULL;
  2715. }
  2716. }
  2717. }
  2718. if (NULL == sampler)
  2719. {
  2720. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2721. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2722. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2723. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2724. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2725. D3D11_SAMPLER_DESC sd;
  2726. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2727. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2728. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2729. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2730. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2731. sd.MaxAnisotropy = m_maxAnisotropy;
  2732. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2733. sd.BorderColor[0] = _rgba[0];
  2734. sd.BorderColor[1] = _rgba[1];
  2735. sd.BorderColor[2] = _rgba[2];
  2736. sd.BorderColor[3] = _rgba[3];
  2737. sd.MinLOD = 0;
  2738. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2739. m_device->CreateSamplerState(&sd, &sampler);
  2740. DX_CHECK_REFCOUNT(sampler, 1);
  2741. m_samplerStateCache.add(hash, sampler);
  2742. }
  2743. return sampler;
  2744. }
  2745. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2746. {
  2747. m_occlusionQuery.resolve(_render);
  2748. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2749. }
  2750. DXGI_FORMAT getBufferFormat()
  2751. {
  2752. #if BX_PLATFORM_WINDOWS
  2753. return m_scd.BufferDesc.Format;
  2754. #else
  2755. return m_scd.Format;
  2756. #endif
  2757. }
  2758. uint32_t getBufferWidth()
  2759. {
  2760. #if BX_PLATFORM_WINDOWS
  2761. return m_scd.BufferDesc.Width;
  2762. #else
  2763. return m_scd.Width;
  2764. #endif
  2765. }
  2766. uint32_t getBufferHeight()
  2767. {
  2768. #if BX_PLATFORM_WINDOWS
  2769. return m_scd.BufferDesc.Height;
  2770. #else
  2771. return m_scd.Height;
  2772. #endif
  2773. }
  2774. void setBufferSize(uint32_t _width, uint32_t _height)
  2775. {
  2776. #if BX_PLATFORM_WINDOWS
  2777. m_scd.BufferDesc.Width = _width;
  2778. m_scd.BufferDesc.Height = _height;
  2779. #else
  2780. m_scd.Width = _width;
  2781. m_scd.Height = _height;
  2782. #endif
  2783. }
  2784. void commitTextureStage()
  2785. {
  2786. // vertex texture fetch not supported on 9_1 through 9_3
  2787. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2788. {
  2789. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2790. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2791. }
  2792. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2793. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2794. }
  2795. void invalidateTextureStage()
  2796. {
  2797. m_textureStage.clear();
  2798. commitTextureStage();
  2799. }
  2800. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2801. {
  2802. bx::HashMurmur2A murmur;
  2803. murmur.begin();
  2804. murmur.add(_handle);
  2805. murmur.add(_mip);
  2806. murmur.add(1);
  2807. uint32_t hash = murmur.end();
  2808. IUnknown** ptr = m_srvUavLru.find(hash);
  2809. ID3D11UnorderedAccessView* uav;
  2810. if (NULL == ptr)
  2811. {
  2812. TextureD3D11& texture = m_textures[_handle.idx];
  2813. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2814. desc.Format = texture.getSrvFormat();
  2815. switch (texture.m_type)
  2816. {
  2817. case TextureD3D11::Texture2D:
  2818. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2819. desc.Texture2D.MipSlice = _mip;
  2820. break;
  2821. case TextureD3D11::TextureCube:
  2822. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
  2823. desc.Texture2DArray.ArraySize = 6;
  2824. desc.Texture2DArray.FirstArraySlice = 0;
  2825. desc.Texture2DArray.MipSlice = _mip;
  2826. break;
  2827. case TextureD3D11::Texture3D:
  2828. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2829. desc.Texture3D.MipSlice = _mip;
  2830. desc.Texture3D.FirstWSlice = 0;
  2831. desc.Texture3D.WSize = UINT32_MAX;
  2832. break;
  2833. }
  2834. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2835. m_srvUavLru.add(hash, uav, _handle.idx);
  2836. }
  2837. else
  2838. {
  2839. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2840. }
  2841. return uav;
  2842. }
  2843. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip, bool _compute = false)
  2844. {
  2845. bx::HashMurmur2A murmur;
  2846. murmur.begin();
  2847. murmur.add(_handle);
  2848. murmur.add(_mip);
  2849. murmur.add(0);
  2850. murmur.add(_compute);
  2851. uint32_t hash = murmur.end();
  2852. IUnknown** ptr = m_srvUavLru.find(hash);
  2853. ID3D11ShaderResourceView* srv;
  2854. if (NULL == ptr)
  2855. {
  2856. const TextureD3D11& texture = m_textures[_handle.idx];
  2857. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2858. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2859. const bool msaaSample = 1 < msaa.Count && 0 != (texture.m_flags&BGFX_TEXTURE_MSAA_SAMPLE);
  2860. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2861. desc.Format = texture.getSrvFormat();
  2862. switch (texture.m_type)
  2863. {
  2864. case TextureD3D11::Texture2D:
  2865. desc.ViewDimension = msaaSample
  2866. ? D3D11_SRV_DIMENSION_TEXTURE2DMS
  2867. : D3D11_SRV_DIMENSION_TEXTURE2D
  2868. ;
  2869. desc.Texture2D.MostDetailedMip = _mip;
  2870. desc.Texture2D.MipLevels = 1;
  2871. break;
  2872. case TextureD3D11::TextureCube:
  2873. if (_compute)
  2874. {
  2875. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  2876. desc.Texture2DArray.MostDetailedMip = _mip;
  2877. desc.Texture2DArray.MipLevels = 1;
  2878. desc.Texture2DArray.FirstArraySlice = 0;
  2879. desc.Texture2DArray.ArraySize = 6;
  2880. }
  2881. else
  2882. {
  2883. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2884. desc.TextureCube.MostDetailedMip = _mip;
  2885. desc.TextureCube.MipLevels = 1;
  2886. }
  2887. break;
  2888. case TextureD3D11::Texture3D:
  2889. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2890. desc.Texture3D.MostDetailedMip = _mip;
  2891. desc.Texture3D.MipLevels = 1;
  2892. break;
  2893. }
  2894. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2895. m_srvUavLru.add(hash, srv, _handle.idx);
  2896. }
  2897. else
  2898. {
  2899. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2900. }
  2901. return srv;
  2902. }
  2903. void ovrPostReset()
  2904. {
  2905. #if BGFX_CONFIG_USE_OVR
  2906. if (m_resolution.m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  2907. {
  2908. const uint32_t msaaSamples = 1 << ((m_resolution.m_flags&BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT);
  2909. m_ovr.postReset(msaaSamples, m_resolution.m_width, m_resolution.m_height);
  2910. }
  2911. #endif // BGFX_CONFIG_USE_OVR
  2912. }
  2913. void ovrPreReset()
  2914. {
  2915. #if BGFX_CONFIG_USE_OVR
  2916. m_ovr.preReset();
  2917. #endif // BGFX_CONFIG_USE_OVR
  2918. }
  2919. void capturePostReset()
  2920. {
  2921. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  2922. {
  2923. ID3D11Texture2D* backBuffer;
  2924. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2925. D3D11_TEXTURE2D_DESC backBufferDesc;
  2926. backBuffer->GetDesc(&backBufferDesc);
  2927. D3D11_TEXTURE2D_DESC desc;
  2928. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  2929. desc.SampleDesc.Count = 1;
  2930. desc.SampleDesc.Quality = 0;
  2931. desc.Usage = D3D11_USAGE_STAGING;
  2932. desc.BindFlags = 0;
  2933. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2934. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2935. if (SUCCEEDED(hr) )
  2936. {
  2937. if (backBufferDesc.SampleDesc.Count != 1)
  2938. {
  2939. desc.Usage = D3D11_USAGE_DEFAULT;
  2940. desc.CPUAccessFlags = 0;
  2941. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2942. }
  2943. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2944. }
  2945. DX_RELEASE(backBuffer, 0);
  2946. }
  2947. }
  2948. void capturePreReset()
  2949. {
  2950. if (NULL != m_captureTexture)
  2951. {
  2952. g_callback->captureEnd();
  2953. }
  2954. DX_RELEASE(m_captureResolve, 0);
  2955. DX_RELEASE(m_captureTexture, 0);
  2956. }
  2957. void capture()
  2958. {
  2959. if (NULL != m_captureTexture)
  2960. {
  2961. ID3D11Texture2D* backBuffer;
  2962. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2963. if (NULL == m_captureResolve)
  2964. {
  2965. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2966. }
  2967. else
  2968. {
  2969. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat() );
  2970. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2971. }
  2972. D3D11_MAPPED_SUBRESOURCE mapped;
  2973. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2974. bimg::imageSwizzleBgra8(
  2975. mapped.pData
  2976. , mapped.RowPitch
  2977. , getBufferWidth()
  2978. , getBufferHeight()
  2979. , mapped.pData
  2980. , mapped.RowPitch
  2981. );
  2982. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  2983. m_deviceCtx->Unmap(m_captureTexture, 0);
  2984. DX_RELEASE(backBuffer, 0);
  2985. }
  2986. }
  2987. void commit(UniformBuffer& _uniformBuffer)
  2988. {
  2989. _uniformBuffer.reset();
  2990. for (;;)
  2991. {
  2992. uint32_t opcode = _uniformBuffer.read();
  2993. if (UniformType::End == opcode)
  2994. {
  2995. break;
  2996. }
  2997. UniformType::Enum type;
  2998. uint16_t loc;
  2999. uint16_t num;
  3000. uint16_t copy;
  3001. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  3002. const char* data;
  3003. if (copy)
  3004. {
  3005. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  3006. }
  3007. else
  3008. {
  3009. UniformHandle handle;
  3010. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  3011. data = (const char*)m_uniforms[handle.idx];
  3012. }
  3013. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  3014. case UniformType::_uniform: \
  3015. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  3016. { \
  3017. setShaderUniform(uint8_t(type), loc, data, num); \
  3018. } \
  3019. break;
  3020. switch ( (uint32_t)type)
  3021. {
  3022. case UniformType::Mat3:
  3023. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  3024. {
  3025. float* value = (float*)data;
  3026. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  3027. {
  3028. Matrix4 mtx;
  3029. mtx.un.val[ 0] = value[0];
  3030. mtx.un.val[ 1] = value[1];
  3031. mtx.un.val[ 2] = value[2];
  3032. mtx.un.val[ 3] = 0.0f;
  3033. mtx.un.val[ 4] = value[3];
  3034. mtx.un.val[ 5] = value[4];
  3035. mtx.un.val[ 6] = value[5];
  3036. mtx.un.val[ 7] = 0.0f;
  3037. mtx.un.val[ 8] = value[6];
  3038. mtx.un.val[ 9] = value[7];
  3039. mtx.un.val[10] = value[8];
  3040. mtx.un.val[11] = 0.0f;
  3041. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  3042. }
  3043. }
  3044. break;
  3045. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  3046. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  3047. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  3048. case UniformType::End:
  3049. break;
  3050. default:
  3051. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  3052. break;
  3053. }
  3054. #undef CASE_IMPLEMENT_UNIFORM
  3055. }
  3056. }
  3057. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  3058. {
  3059. uint32_t width;
  3060. uint32_t height;
  3061. if (isValid(m_fbh) )
  3062. {
  3063. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  3064. width = fb.m_width;
  3065. height = fb.m_height;
  3066. }
  3067. else
  3068. {
  3069. width = getBufferWidth();
  3070. height = getBufferHeight();
  3071. }
  3072. if (0 == _rect.m_x
  3073. && 0 == _rect.m_y
  3074. && width == _rect.m_width
  3075. && height == _rect.m_height)
  3076. {
  3077. clear(_clear, _palette);
  3078. }
  3079. else
  3080. {
  3081. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  3082. uint64_t state = 0;
  3083. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  3084. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  3085. uint64_t stencil = 0;
  3086. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  3087. | BGFX_STENCIL_TEST_ALWAYS
  3088. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  3089. | BGFX_STENCIL_FUNC_RMASK(0xff)
  3090. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  3091. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  3092. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  3093. : 0
  3094. ;
  3095. setBlendState(state);
  3096. setDepthStencilState(state, stencil);
  3097. setRasterizerState(state);
  3098. uint32_t numMrt = 1;
  3099. FrameBufferHandle fbh = m_fbh;
  3100. if (isValid(fbh) )
  3101. {
  3102. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  3103. numMrt = bx::uint32_max(1, fb.m_num);
  3104. }
  3105. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  3106. m_currentProgram = &program;
  3107. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  3108. deviceCtx->VSSetConstantBuffers(0, 1, s_zero.m_buffer);
  3109. if (NULL != m_currentColor)
  3110. {
  3111. const ShaderD3D11* fsh = program.m_fsh;
  3112. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  3113. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  3114. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3115. {
  3116. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  3117. for (uint32_t ii = 0; ii < numMrt; ++ii)
  3118. {
  3119. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  3120. bx::memCopy(mrtClear[ii], _palette[index], 16);
  3121. }
  3122. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  3123. }
  3124. else
  3125. {
  3126. float rgba[4] =
  3127. {
  3128. _clear.m_index[0]*1.0f/255.0f,
  3129. _clear.m_index[1]*1.0f/255.0f,
  3130. _clear.m_index[2]*1.0f/255.0f,
  3131. _clear.m_index[3]*1.0f/255.0f,
  3132. };
  3133. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  3134. }
  3135. }
  3136. else
  3137. {
  3138. deviceCtx->PSSetShader(NULL, NULL, 0);
  3139. }
  3140. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  3141. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  3142. const uint32_t stride = vertexDecl.m_stride;
  3143. const uint32_t offset = 0;
  3144. {
  3145. struct Vertex
  3146. {
  3147. float m_x;
  3148. float m_y;
  3149. float m_z;
  3150. };
  3151. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  3152. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  3153. const float depth = _clear.m_depth;
  3154. vertex->m_x = -1.0f;
  3155. vertex->m_y = -1.0f;
  3156. vertex->m_z = depth;
  3157. vertex++;
  3158. vertex->m_x = 1.0f;
  3159. vertex->m_y = -1.0f;
  3160. vertex->m_z = depth;
  3161. vertex++;
  3162. vertex->m_x = -1.0f;
  3163. vertex->m_y = 1.0f;
  3164. vertex->m_z = depth;
  3165. vertex++;
  3166. vertex->m_x = 1.0f;
  3167. vertex->m_y = 1.0f;
  3168. vertex->m_z = depth;
  3169. }
  3170. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  3171. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3172. setInputLayout(vertexDecl, program, 0);
  3173. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  3174. deviceCtx->Draw(4, 0);
  3175. }
  3176. }
  3177. void* m_d3d9dll;
  3178. void* m_d3d11dll;
  3179. void* m_dxgidll;
  3180. void* m_dxgidebugdll;
  3181. void* m_renderdocdll;
  3182. void* m_agsdll;
  3183. AGSContext* m_ags;
  3184. NvApi m_nvapi;
  3185. D3D_DRIVER_TYPE m_driverType;
  3186. D3D_FEATURE_LEVEL m_featureLevel;
  3187. IDXGIAdapter* m_adapter;
  3188. DXGI_ADAPTER_DESC m_adapterDesc;
  3189. #if BX_PLATFORM_WINDOWS
  3190. IDXGIFactory* m_factory;
  3191. IDXGISwapChain* m_swapChain;
  3192. #else
  3193. IDXGIFactory2* m_factory;
  3194. IDXGISwapChain1* m_swapChain;
  3195. #endif // BX_PLATFORM_WINDOWS
  3196. bool m_needPresent;
  3197. bool m_lost;
  3198. uint16_t m_numWindows;
  3199. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3200. ID3D11Device* m_device;
  3201. ID3D11DeviceContext* m_deviceCtx;
  3202. ID3DUserDefinedAnnotation* m_annotation;
  3203. ID3D11InfoQueue* m_infoQueue;
  3204. TimerQueryD3D11 m_gpuTimer;
  3205. OcclusionQueryD3D11 m_occlusionQuery;
  3206. uint32_t m_deviceInterfaceVersion;
  3207. ID3D11RenderTargetView* m_backBufferColor;
  3208. ID3D11DepthStencilView* m_backBufferDepthStencil;
  3209. ID3D11RenderTargetView* m_currentColor;
  3210. ID3D11DepthStencilView* m_currentDepthStencil;
  3211. ID3D11Texture2D* m_captureTexture;
  3212. ID3D11Texture2D* m_captureResolve;
  3213. Resolution m_resolution;
  3214. #if BX_PLATFORM_WINDOWS
  3215. typedef DXGI_SWAP_CHAIN_DESC SwapChainDesc;
  3216. #else
  3217. typedef DXGI_SWAP_CHAIN_DESC1 SwapChainDesc;
  3218. #endif // BX_PLATFORM_WINDOWS
  3219. SwapChainDesc m_scd;
  3220. uint32_t m_maxAnisotropy;
  3221. bool m_depthClamp;
  3222. bool m_wireframe;
  3223. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  3224. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  3225. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  3226. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  3227. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  3228. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  3229. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3230. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  3231. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  3232. UniformRegistry m_uniformReg;
  3233. StateCacheT<ID3D11BlendState> m_blendStateCache;
  3234. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  3235. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  3236. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  3237. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  3238. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  3239. TextVideoMem m_textVideoMem;
  3240. TextureStage m_textureStage;
  3241. ProgramD3D11* m_currentProgram;
  3242. uint8_t m_vsScratch[64<<10];
  3243. uint8_t m_fsScratch[64<<10];
  3244. uint32_t m_vsChanges;
  3245. uint32_t m_fsChanges;
  3246. FrameBufferHandle m_fbh;
  3247. bool m_rtMsaa;
  3248. bool m_timerQuerySupport;
  3249. VR m_ovr;
  3250. #if BGFX_CONFIG_USE_OVR
  3251. VRImplOVRD3D11 m_ovrRender;
  3252. #endif // BGFX_CONFIG_USE_OVR
  3253. };
  3254. static RendererContextD3D11* s_renderD3D11;
  3255. RendererContextI* rendererCreate()
  3256. {
  3257. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  3258. if (!s_renderD3D11->init() )
  3259. {
  3260. BX_DELETE(g_allocator, s_renderD3D11);
  3261. s_renderD3D11 = NULL;
  3262. }
  3263. return s_renderD3D11;
  3264. }
  3265. void rendererDestroy()
  3266. {
  3267. s_renderD3D11->shutdown();
  3268. BX_DELETE(g_allocator, s_renderD3D11);
  3269. s_renderD3D11 = NULL;
  3270. }
  3271. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3272. {
  3273. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3274. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3275. {
  3276. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  3277. _offset += _stride;
  3278. }
  3279. }
  3280. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3281. {
  3282. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3283. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3284. {
  3285. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  3286. _offset += _stride;
  3287. }
  3288. }
  3289. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3290. {
  3291. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3292. }
  3293. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3294. {
  3295. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3296. }
  3297. int WINAPI d3d11Annotation_BeginEvent(DWORD _color, LPCWSTR _name)
  3298. {
  3299. BX_UNUSED(_color);
  3300. return s_renderD3D11->m_annotation->BeginEvent(_name);
  3301. }
  3302. int WINAPI d3d11Annotation_EndEvent()
  3303. {
  3304. return s_renderD3D11->m_annotation->EndEvent();
  3305. }
  3306. void WINAPI d3d11Annotation_SetMarker(DWORD _color, LPCWSTR _name)
  3307. {
  3308. BX_UNUSED(_color);
  3309. s_renderD3D11->m_annotation->SetMarker(_name);
  3310. }
  3311. #if BGFX_CONFIG_USE_OVR
  3312. VRImplOVRD3D11::VRImplOVRD3D11()
  3313. : m_depthBuffer(NULL)
  3314. , m_msaaRtv(NULL)
  3315. , m_msaaTexture(NULL)
  3316. , m_textureSwapChain(NULL)
  3317. , m_mirrorTexture(NULL)
  3318. {
  3319. bx::memSet(m_eyeRtv, 0, sizeof(m_eyeRtv));
  3320. }
  3321. bool VRImplOVRD3D11::createSwapChain(const VRDesc& _desc, int _msaaSamples, int _mirrorWidth, int _mirrorHeight)
  3322. {
  3323. if (!m_session)
  3324. {
  3325. return false;
  3326. }
  3327. ID3D11Device* device = s_renderD3D11->m_device;
  3328. if (NULL == m_textureSwapChain)
  3329. {
  3330. ovrTextureSwapChainDesc swapchainDesc = {};
  3331. swapchainDesc.Type = ovrTexture_2D;
  3332. swapchainDesc.Width = _desc.m_eyeSize[0].m_w + _desc.m_eyeSize[1].m_w;
  3333. swapchainDesc.Height = bx::uint32_max(_desc.m_eyeSize[0].m_h, _desc.m_eyeSize[1].m_h);
  3334. swapchainDesc.MipLevels = 1;
  3335. swapchainDesc.ArraySize = 1;
  3336. swapchainDesc.SampleCount = 1;
  3337. swapchainDesc.MiscFlags = ovrTextureMisc_DX_Typeless;
  3338. swapchainDesc.BindFlags = ovrTextureBind_DX_RenderTarget;
  3339. swapchainDesc.StaticImage = ovrFalse;
  3340. swapchainDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
  3341. ovrResult result = ovr_CreateTextureSwapChainDX(m_session, device, &swapchainDesc, &m_textureSwapChain);
  3342. if (!OVR_SUCCESS(result) )
  3343. {
  3344. return false;
  3345. }
  3346. for (int eye = 0; eye < 2; ++eye)
  3347. {
  3348. m_renderLayer.ColorTexture[eye] = m_textureSwapChain;
  3349. }
  3350. // create MSAA target
  3351. if (_msaaSamples > 1)
  3352. {
  3353. D3D11_TEXTURE2D_DESC msDesc;
  3354. msDesc.Width = swapchainDesc.Width;
  3355. msDesc.Height = swapchainDesc.Height;
  3356. msDesc.MipLevels = 1;
  3357. msDesc.ArraySize = 1;
  3358. msDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3359. msDesc.SampleDesc.Count = _msaaSamples;
  3360. msDesc.SampleDesc.Quality = 0;
  3361. msDesc.Usage = D3D11_USAGE_DEFAULT;
  3362. msDesc.CPUAccessFlags = 0;
  3363. msDesc.MiscFlags = 0;
  3364. msDesc.BindFlags = D3D11_BIND_RENDER_TARGET;
  3365. DX_CHECK(device->CreateTexture2D(&msDesc, NULL, &m_msaaTexture) );
  3366. DX_CHECK(device->CreateRenderTargetView(m_msaaTexture, NULL, &m_msaaRtv) );
  3367. }
  3368. else
  3369. {
  3370. int swapchainSize;
  3371. result = ovr_GetTextureSwapChainLength(m_session, m_textureSwapChain, &swapchainSize);
  3372. if (!OVR_SUCCESS(result) )
  3373. {
  3374. destroySwapChain();
  3375. return false;
  3376. }
  3377. BX_CHECK(swapchainSize <= BX_COUNTOF(m_eyeRtv), "Too many OVR swap chain entries %d", swapchainSize);
  3378. for (int ii = 0; ii < swapchainSize; ++ii)
  3379. {
  3380. ID3D11Texture2D* texture;
  3381. ovr_GetTextureSwapChainBufferDX(m_session, m_textureSwapChain, ii, IID_PPV_ARGS(&texture) );
  3382. D3D11_RENDER_TARGET_VIEW_DESC viewDesc;
  3383. viewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3384. viewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  3385. viewDesc.Texture2D.MipSlice = 0;
  3386. DX_CHECK(device->CreateRenderTargetView(texture, &viewDesc, &m_eyeRtv[ii]) );
  3387. DX_RELEASE(texture, 1);
  3388. }
  3389. }
  3390. // create depth buffer
  3391. D3D11_TEXTURE2D_DESC dbDesc = {};
  3392. dbDesc.Width = swapchainDesc.Width;
  3393. dbDesc.Height = swapchainDesc.Height;
  3394. dbDesc.MipLevels = 1;
  3395. dbDesc.ArraySize = 1;
  3396. dbDesc.Format = DXGI_FORMAT_D32_FLOAT;
  3397. dbDesc.SampleDesc.Count = _msaaSamples;
  3398. dbDesc.SampleDesc.Quality = 0;
  3399. dbDesc.Usage = D3D11_USAGE_DEFAULT;
  3400. dbDesc.CPUAccessFlags = 0;
  3401. dbDesc.MiscFlags = 0;
  3402. dbDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  3403. ID3D11Texture2D* depthTexture;
  3404. DX_CHECK(device->CreateTexture2D(&dbDesc, NULL, &depthTexture) );
  3405. DX_CHECK(device->CreateDepthStencilView(depthTexture, NULL, &m_depthBuffer) );
  3406. DX_RELEASE(depthTexture, 0);
  3407. }
  3408. if (NULL == m_mirrorTexture)
  3409. {
  3410. ovrMirrorTextureDesc mirrorDesc = {};
  3411. mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
  3412. mirrorDesc.Width = _mirrorWidth;
  3413. mirrorDesc.Height = _mirrorHeight;
  3414. ovrResult result = ovr_CreateMirrorTextureDX(m_session, device, &mirrorDesc, &m_mirrorTexture);
  3415. BX_WARN(OVR_SUCCESS(result), "Could not create D3D11 OVR mirror texture");
  3416. BX_UNUSED(result);
  3417. }
  3418. return true;
  3419. }
  3420. void VRImplOVRD3D11::destroySwapChain()
  3421. {
  3422. if (NULL != m_textureSwapChain)
  3423. {
  3424. BX_CHECK(m_session, "VRSWapChain destroyed without valid OVR session");
  3425. ovr_DestroyTextureSwapChain(m_session, m_textureSwapChain);
  3426. m_textureSwapChain = NULL;
  3427. }
  3428. for (int ii = 0, nn = BX_COUNTOF(m_eyeRtv); ii < nn; ++ii)
  3429. {
  3430. DX_RELEASE(m_eyeRtv[ii], 0);
  3431. }
  3432. DX_RELEASE(m_msaaRtv, 0);
  3433. DX_RELEASE(m_msaaTexture, 0);
  3434. DX_RELEASE(m_depthBuffer, 0);
  3435. destroyMirror();
  3436. }
  3437. void VRImplOVRD3D11::destroyMirror()
  3438. {
  3439. if (NULL != m_mirrorTexture)
  3440. {
  3441. ovr_DestroyMirrorTexture(m_session, m_mirrorTexture);
  3442. m_mirrorTexture = NULL;
  3443. }
  3444. }
  3445. void VRImplOVRD3D11::makeRenderTargetActive(const VRDesc& /*_desc*/)
  3446. {
  3447. if (NULL != m_msaaRtv)
  3448. {
  3449. s_renderD3D11->m_currentColor = m_msaaRtv;
  3450. }
  3451. else
  3452. {
  3453. int index;
  3454. ovr_GetTextureSwapChainCurrentIndex(m_session, m_textureSwapChain, &index);
  3455. s_renderD3D11->m_currentColor = m_eyeRtv[index];
  3456. }
  3457. s_renderD3D11->m_currentDepthStencil = m_depthBuffer;
  3458. }
  3459. bool VRImplOVRD3D11::submitSwapChain(const VRDesc& /* _desc */)
  3460. {
  3461. BX_CHECK(NULL != m_session, "No session in VRImplOVRD3D11::submitSwapChain. Usage error");
  3462. BX_CHECK(NULL != m_textureSwapChain, "VRImplOVRD3D11 submitted without a valid swap chain");
  3463. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3464. int index;
  3465. ovr_GetTextureSwapChainCurrentIndex(m_session, m_textureSwapChain, &index);
  3466. ID3D11Texture2D* eyeTexture;
  3467. ovr_GetTextureSwapChainBufferDX(m_session, m_textureSwapChain, index, IID_PPV_ARGS(&eyeTexture));
  3468. // resolve MSAA
  3469. if (NULL != m_msaaRtv)
  3470. {
  3471. deviceCtx->ResolveSubresource(eyeTexture, 0, m_msaaTexture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
  3472. }
  3473. ovrResult result = ovr_CommitTextureSwapChain(m_session, m_textureSwapChain);
  3474. if (!OVR_SUCCESS(result) )
  3475. {
  3476. return false;
  3477. DX_RELEASE(eyeTexture, 1);
  3478. }
  3479. ovrLayerHeader* layerList = &m_renderLayer.Header;
  3480. result = ovr_SubmitFrame(m_session, 0, NULL, &layerList, 1);
  3481. if (!OVR_SUCCESS(result) )
  3482. {
  3483. DX_RELEASE(eyeTexture, 1);
  3484. return false;
  3485. }
  3486. if (result != ovrSuccess_NotVisible && NULL != m_mirrorTexture)
  3487. {
  3488. IDXGISwapChain* swapChain = s_renderD3D11->m_swapChain;
  3489. ID3D11Texture2D* tex = NULL;
  3490. ovr_GetMirrorTextureBufferDX(m_session, m_mirrorTexture, IID_PPV_ARGS(&tex));
  3491. ID3D11Texture2D* backBuffer;
  3492. DX_CHECK(swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer)));
  3493. deviceCtx->CopyResource(backBuffer, tex);
  3494. DX_CHECK(swapChain->Present(0, 0));
  3495. DX_RELEASE(tex, 1);
  3496. DX_RELEASE(backBuffer, 0);
  3497. }
  3498. DX_RELEASE(eyeTexture, 1);
  3499. return true;
  3500. }
  3501. #endif // BGFX_CONFIG_USE_OVR
  3502. struct UavFormat
  3503. {
  3504. DXGI_FORMAT format[3];
  3505. uint32_t stride;
  3506. };
  3507. static const UavFormat s_uavFormat[] =
  3508. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3509. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3510. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3511. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3512. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3513. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3514. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3515. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3516. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3517. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3518. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3519. };
  3520. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  3521. {
  3522. m_uav = NULL;
  3523. m_size = _size;
  3524. m_flags = _flags;
  3525. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3526. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  3527. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3528. m_dynamic = NULL == _data && !needUav;
  3529. D3D11_BUFFER_DESC desc;
  3530. desc.ByteWidth = _size;
  3531. desc.BindFlags = 0
  3532. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  3533. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  3534. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  3535. ;
  3536. desc.MiscFlags = 0
  3537. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  3538. ;
  3539. desc.StructureByteStride = 0;
  3540. DXGI_FORMAT format;
  3541. uint32_t stride;
  3542. if (drawIndirect)
  3543. {
  3544. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3545. stride = 16;
  3546. }
  3547. else
  3548. {
  3549. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3550. if (0 == uavFormat)
  3551. {
  3552. if (_vertex)
  3553. {
  3554. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3555. stride = 16;
  3556. }
  3557. else
  3558. {
  3559. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3560. {
  3561. format = DXGI_FORMAT_R16_UINT;
  3562. stride = 2;
  3563. }
  3564. else
  3565. {
  3566. format = DXGI_FORMAT_R32_UINT;
  3567. stride = 4;
  3568. }
  3569. }
  3570. }
  3571. else
  3572. {
  3573. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3574. format = s_uavFormat[uavFormat].format[uavType];
  3575. stride = s_uavFormat[uavFormat].stride;
  3576. }
  3577. }
  3578. ID3D11Device* device = s_renderD3D11->m_device;
  3579. D3D11_SUBRESOURCE_DATA srd;
  3580. srd.pSysMem = _data;
  3581. srd.SysMemPitch = 0;
  3582. srd.SysMemSlicePitch = 0;
  3583. if (needUav)
  3584. {
  3585. desc.Usage = D3D11_USAGE_DEFAULT;
  3586. desc.CPUAccessFlags = 0;
  3587. desc.StructureByteStride = _stride;
  3588. DX_CHECK(device->CreateBuffer(&desc
  3589. , NULL == _data ? NULL : &srd
  3590. , &m_ptr
  3591. ) );
  3592. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  3593. uavd.Format = format;
  3594. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  3595. uavd.Buffer.FirstElement = 0;
  3596. uavd.Buffer.NumElements = m_size / stride;
  3597. uavd.Buffer.Flags = 0;
  3598. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  3599. , &uavd
  3600. , &m_uav
  3601. ) );
  3602. }
  3603. else if (m_dynamic)
  3604. {
  3605. #if USE_D3D11_STAGING_BUFFER
  3606. desc.Usage = D3D11_USAGE_DEFAULT;
  3607. desc.CPUAccessFlags = 0;
  3608. DX_CHECK(device->CreateBuffer(&desc
  3609. , NULL
  3610. , &m_ptr
  3611. ) );
  3612. desc.BindFlags = 0;
  3613. desc.Usage = D3D11_USAGE_STAGING;
  3614. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3615. DX_CHECK(device->CreateBuffer(&desc
  3616. , NULL
  3617. , &m_staging
  3618. ) );
  3619. #else
  3620. desc.Usage = D3D11_USAGE_DYNAMIC;
  3621. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3622. DX_CHECK(device->CreateBuffer(&desc
  3623. , NULL
  3624. , &m_ptr
  3625. ) );
  3626. #endif // USE_D3D11_STAGING_BUFFER
  3627. }
  3628. else
  3629. {
  3630. desc.Usage = D3D11_USAGE_IMMUTABLE;
  3631. desc.CPUAccessFlags = 0;
  3632. DX_CHECK(device->CreateBuffer(&desc
  3633. , &srd
  3634. , &m_ptr
  3635. ) );
  3636. }
  3637. if (needSrv)
  3638. {
  3639. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3640. srvd.Format = format;
  3641. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  3642. srvd.Buffer.FirstElement = 0;
  3643. srvd.Buffer.NumElements = m_size / stride;
  3644. DX_CHECK(device->CreateShaderResourceView(m_ptr
  3645. , &srvd
  3646. , &m_srv
  3647. ) );
  3648. }
  3649. }
  3650. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  3651. {
  3652. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3653. BX_CHECK(m_dynamic, "Must be dynamic!");
  3654. #if USE_D3D11_STAGING_BUFFER
  3655. BX_UNUSED(_discard);
  3656. D3D11_MAPPED_SUBRESOURCE mapped;
  3657. DX_CHECK(deviceCtx->Map(m_staging, 0, D3D11_MAP_WRITE, 0, &mapped) );
  3658. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3659. deviceCtx->Unmap(m_staging, 0);
  3660. D3D11_BOX box;
  3661. box.left = _offset;
  3662. box.top = 0;
  3663. box.front = 0;
  3664. box.right = _offset + _size;
  3665. box.bottom = 1;
  3666. box.back = 1;
  3667. deviceCtx->CopySubresourceRegion(m_ptr
  3668. , 0
  3669. , _offset
  3670. , 0
  3671. , 0
  3672. , m_staging
  3673. , 0
  3674. , &box
  3675. );
  3676. #else
  3677. if (_discard)
  3678. {
  3679. D3D11_MAPPED_SUBRESOURCE mapped;
  3680. DX_CHECK(deviceCtx->Map(m_ptr, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped) );
  3681. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3682. deviceCtx->Unmap(m_ptr, 0);
  3683. }
  3684. else
  3685. {
  3686. D3D11_BUFFER_DESC desc;
  3687. desc.ByteWidth = _size;
  3688. desc.Usage = D3D11_USAGE_STAGING;
  3689. desc.BindFlags = 0;
  3690. desc.MiscFlags = 0;
  3691. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3692. desc.StructureByteStride = 0;
  3693. D3D11_SUBRESOURCE_DATA srd;
  3694. srd.pSysMem = _data;
  3695. srd.SysMemPitch = 0;
  3696. srd.SysMemSlicePitch = 0;
  3697. D3D11_BOX srcBox;
  3698. srcBox.left = 0;
  3699. srcBox.top = 0;
  3700. srcBox.front = 0;
  3701. srcBox.right = _size;
  3702. srcBox.bottom = 1;
  3703. srcBox.back = 1;
  3704. ID3D11Device* device = s_renderD3D11->m_device;
  3705. ID3D11Buffer* ptr;
  3706. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  3707. deviceCtx->CopySubresourceRegion(m_ptr
  3708. , 0
  3709. , _offset
  3710. , 0
  3711. , 0
  3712. , ptr
  3713. , 0
  3714. , &srcBox
  3715. );
  3716. DX_RELEASE(ptr, 0);
  3717. }
  3718. #endif // 0
  3719. }
  3720. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3721. {
  3722. m_decl = _declHandle;
  3723. uint16_t stride = isValid(_declHandle)
  3724. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  3725. : 0
  3726. ;
  3727. BufferD3D11::create(_size, _data, _flags, stride, true);
  3728. }
  3729. static bool hasDepthOp(const void* _code, uint32_t _size)
  3730. {
  3731. bx::MemoryReader rd(_code, _size);
  3732. bx::Error err;
  3733. DxbcContext dxbc;
  3734. read(&rd, dxbc, &err);
  3735. struct FindDepthOp
  3736. {
  3737. FindDepthOp()
  3738. : m_found(false)
  3739. {
  3740. }
  3741. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3742. {
  3743. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3744. if (_instruction.opcode == DxbcOpcode::DISCARD
  3745. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3746. {
  3747. out.m_found = true;
  3748. return false;
  3749. }
  3750. return true;
  3751. }
  3752. bool m_found;
  3753. } find;
  3754. parse(dxbc.shader, FindDepthOp::find, &find);
  3755. return find.m_found;
  3756. }
  3757. void ShaderD3D11::create(const Memory* _mem)
  3758. {
  3759. bx::MemoryReader reader(_mem->data, _mem->size);
  3760. uint32_t magic;
  3761. bx::read(&reader, magic);
  3762. switch (magic)
  3763. {
  3764. case BGFX_CHUNK_MAGIC_CSH:
  3765. case BGFX_CHUNK_MAGIC_FSH:
  3766. case BGFX_CHUNK_MAGIC_VSH:
  3767. break;
  3768. default:
  3769. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3770. break;
  3771. }
  3772. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3773. uint32_t iohash;
  3774. bx::read(&reader, iohash);
  3775. uint16_t count;
  3776. bx::read(&reader, count);
  3777. m_numPredefined = 0;
  3778. m_numUniforms = count;
  3779. BX_TRACE("%s Shader consts %d"
  3780. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3781. , count
  3782. );
  3783. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3784. if (0 < count)
  3785. {
  3786. for (uint32_t ii = 0; ii < count; ++ii)
  3787. {
  3788. uint8_t nameSize = 0;
  3789. bx::read(&reader, nameSize);
  3790. char name[256] = { '\0' };
  3791. bx::read(&reader, &name, nameSize);
  3792. name[nameSize] = '\0';
  3793. uint8_t type = 0;
  3794. bx::read(&reader, type);
  3795. uint8_t num = 0;
  3796. bx::read(&reader, num);
  3797. uint16_t regIndex = 0;
  3798. bx::read(&reader, regIndex);
  3799. uint16_t regCount = 0;
  3800. bx::read(&reader, regCount);
  3801. const char* kind = "invalid";
  3802. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3803. if (PredefinedUniform::Count != predefined)
  3804. {
  3805. kind = "predefined";
  3806. m_predefined[m_numPredefined].m_loc = regIndex;
  3807. m_predefined[m_numPredefined].m_count = regCount;
  3808. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3809. m_numPredefined++;
  3810. }
  3811. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3812. {
  3813. const UniformRegInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3814. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3815. if (NULL != info)
  3816. {
  3817. if (NULL == m_constantBuffer)
  3818. {
  3819. m_constantBuffer = UniformBuffer::create(1024);
  3820. }
  3821. kind = "user";
  3822. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3823. }
  3824. }
  3825. else
  3826. {
  3827. kind = "sampler";
  3828. }
  3829. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3830. , kind
  3831. , name
  3832. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3833. , num
  3834. , regIndex
  3835. , regCount
  3836. );
  3837. BX_UNUSED(kind);
  3838. }
  3839. if (NULL != m_constantBuffer)
  3840. {
  3841. m_constantBuffer->finish();
  3842. }
  3843. }
  3844. uint32_t shaderSize;
  3845. bx::read(&reader, shaderSize);
  3846. const void* code = reader.getDataPtr();
  3847. bx::skip(&reader, shaderSize+1);
  3848. if (BGFX_CHUNK_MAGIC_FSH == magic)
  3849. {
  3850. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3851. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3852. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3853. }
  3854. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  3855. {
  3856. m_hash = bx::hash<bx::HashMurmur2A>(code, shaderSize);
  3857. m_code = copy(code, shaderSize);
  3858. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3859. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3860. }
  3861. else
  3862. {
  3863. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3864. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3865. }
  3866. uint8_t numAttrs = 0;
  3867. bx::read(&reader, numAttrs);
  3868. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3869. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3870. {
  3871. uint16_t id;
  3872. bx::read(&reader, id);
  3873. Attrib::Enum attr = idToAttrib(id);
  3874. if (Attrib::Count != attr)
  3875. {
  3876. m_attrMask[attr] = UINT16_MAX;
  3877. }
  3878. }
  3879. uint16_t size;
  3880. bx::read(&reader, size);
  3881. if (0 < size)
  3882. {
  3883. D3D11_BUFFER_DESC desc;
  3884. desc.ByteWidth = (size + 0xf) & ~0xf;
  3885. desc.Usage = D3D11_USAGE_DEFAULT;
  3886. desc.CPUAccessFlags = 0;
  3887. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3888. desc.MiscFlags = 0;
  3889. desc.StructureByteStride = 0;
  3890. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3891. }
  3892. }
  3893. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3894. {
  3895. bimg::ImageContainer imageContainer;
  3896. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3897. {
  3898. uint8_t numMips = imageContainer.m_numMips;
  3899. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3900. numMips -= startLod;
  3901. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(imageContainer.m_format) );
  3902. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3903. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3904. const uint16_t numLayers = imageContainer.m_numLayers;
  3905. m_flags = _flags;
  3906. m_width = textureWidth;
  3907. m_height = textureHeight;
  3908. m_depth = imageContainer.m_depth;
  3909. m_requestedFormat = uint8_t(imageContainer.m_format);
  3910. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3911. const bool convert = m_textureFormat != m_requestedFormat;
  3912. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3913. if (imageContainer.m_cubeMap)
  3914. {
  3915. m_type = TextureCube;
  3916. }
  3917. else if (imageContainer.m_depth > 1)
  3918. {
  3919. m_type = Texture3D;
  3920. }
  3921. else
  3922. {
  3923. m_type = Texture2D;
  3924. }
  3925. m_numMips = numMips;
  3926. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3927. const uint32_t numSrd = numSides * numMips;
  3928. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3929. uint32_t kk = 0;
  3930. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3931. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3932. BX_TRACE("Texture %3d: %s (requested: %s), layers %d, %dx%d%s%s%s."
  3933. , getHandle()
  3934. , getName( (TextureFormat::Enum)m_textureFormat)
  3935. , getName( (TextureFormat::Enum)m_requestedFormat)
  3936. , numLayers
  3937. , textureWidth
  3938. , textureHeight
  3939. , imageContainer.m_cubeMap ? "x6" : ""
  3940. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3941. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3942. );
  3943. for (uint16_t side = 0; side < numSides; ++side)
  3944. {
  3945. uint32_t width = textureWidth;
  3946. uint32_t height = textureHeight;
  3947. uint32_t depth = imageContainer.m_depth;
  3948. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  3949. {
  3950. width = bx::uint32_max(1, width);
  3951. height = bx::uint32_max(1, height);
  3952. depth = bx::uint32_max(1, depth);
  3953. bimg::ImageMip mip;
  3954. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3955. {
  3956. srd[kk].pSysMem = mip.m_data;
  3957. if (convert)
  3958. {
  3959. uint32_t srcpitch = mip.m_width*bpp/8;
  3960. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  3961. bimg::imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3962. srd[kk].pSysMem = temp;
  3963. srd[kk].SysMemPitch = srcpitch;
  3964. }
  3965. else if (compressed)
  3966. {
  3967. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3968. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3969. }
  3970. else
  3971. {
  3972. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3973. }
  3974. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3975. ++kk;
  3976. }
  3977. width >>= 1;
  3978. height >>= 1;
  3979. depth >>= 1;
  3980. }
  3981. }
  3982. const bool writeOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_WRITE_ONLY|BGFX_TEXTURE_READ_BACK) );
  3983. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3984. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3985. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB);
  3986. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3987. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  3988. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3989. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3990. const bool msaaSample = true
  3991. && 1 < msaa.Count
  3992. && 0 != (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3993. && !writeOnly
  3994. ;
  3995. const bool needResolve = true
  3996. && 1 < msaa.Count
  3997. && 0 == (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3998. && !writeOnly
  3999. ;
  4000. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  4001. bx::memSet(&srvd, 0, sizeof(srvd) );
  4002. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  4003. if (swizzle)
  4004. {
  4005. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  4006. srvd.Format = format;
  4007. }
  4008. else if (srgb)
  4009. {
  4010. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  4011. srvd.Format = format;
  4012. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  4013. }
  4014. if (format == DXGI_FORMAT_UNKNOWN)
  4015. {
  4016. // not swizzled and not sRGB, or sRGB unsupported
  4017. format = s_textureFormat[m_textureFormat].m_fmt;
  4018. srvd.Format = getSrvFormat();
  4019. }
  4020. switch (m_type)
  4021. {
  4022. case Texture2D:
  4023. case TextureCube:
  4024. {
  4025. D3D11_TEXTURE2D_DESC desc;
  4026. desc.Width = textureWidth;
  4027. desc.Height = textureHeight;
  4028. desc.MipLevels = numMips;
  4029. desc.ArraySize = numSides;
  4030. desc.Format = format;
  4031. desc.SampleDesc = msaa;
  4032. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  4033. desc.BindFlags = writeOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  4034. desc.CPUAccessFlags = 0;
  4035. desc.MiscFlags = 0;
  4036. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4037. {
  4038. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  4039. desc.Usage = D3D11_USAGE_DEFAULT;
  4040. }
  4041. else if (renderTarget)
  4042. {
  4043. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  4044. desc.Usage = D3D11_USAGE_DEFAULT;
  4045. desc.MiscFlags |= 0
  4046. | (1 < numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  4047. ;
  4048. }
  4049. if (computeWrite)
  4050. {
  4051. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  4052. desc.Usage = D3D11_USAGE_DEFAULT;
  4053. }
  4054. if (readBack)
  4055. {
  4056. desc.BindFlags = 0;
  4057. desc.Usage = D3D11_USAGE_STAGING;
  4058. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  4059. }
  4060. if (imageContainer.m_cubeMap)
  4061. {
  4062. desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
  4063. if (1 < numLayers)
  4064. {
  4065. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
  4066. srvd.TextureCubeArray.MipLevels = numMips;
  4067. srvd.TextureCubeArray.NumCubes = numLayers;
  4068. }
  4069. else
  4070. {
  4071. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  4072. srvd.TextureCube.MipLevels = numMips;
  4073. }
  4074. }
  4075. else
  4076. {
  4077. if (msaaSample)
  4078. {
  4079. if (1 < numLayers)
  4080. {
  4081. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
  4082. srvd.Texture2DMSArray.ArraySize = numLayers;
  4083. }
  4084. else
  4085. {
  4086. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
  4087. }
  4088. }
  4089. else
  4090. {
  4091. if (1 < numLayers)
  4092. {
  4093. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  4094. srvd.Texture2DArray.MipLevels = numMips;
  4095. srvd.Texture2DArray.ArraySize = numLayers;
  4096. }
  4097. else
  4098. {
  4099. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  4100. srvd.Texture2D.MipLevels = numMips;
  4101. }
  4102. }
  4103. }
  4104. if (needResolve)
  4105. {
  4106. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, NULL, &m_rt2d) );
  4107. desc.BindFlags &= ~(D3D11_BIND_RENDER_TARGET|D3D11_BIND_DEPTH_STENCIL);
  4108. desc.SampleDesc = s_msaa[0];
  4109. }
  4110. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  4111. }
  4112. break;
  4113. case Texture3D:
  4114. {
  4115. D3D11_TEXTURE3D_DESC desc;
  4116. desc.Width = textureWidth;
  4117. desc.Height = textureHeight;
  4118. desc.Depth = imageContainer.m_depth;
  4119. desc.MipLevels = imageContainer.m_numMips;
  4120. desc.Format = format;
  4121. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  4122. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  4123. desc.CPUAccessFlags = 0;
  4124. desc.MiscFlags = 0;
  4125. if (renderTarget)
  4126. {
  4127. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  4128. desc.Usage = D3D11_USAGE_DEFAULT;
  4129. desc.MiscFlags |= 0
  4130. | (1 < numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  4131. ;
  4132. }
  4133. if (computeWrite)
  4134. {
  4135. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  4136. desc.Usage = D3D11_USAGE_DEFAULT;
  4137. }
  4138. if (readBack)
  4139. {
  4140. desc.BindFlags = 0;
  4141. desc.Usage = D3D11_USAGE_STAGING;
  4142. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  4143. }
  4144. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  4145. srvd.Texture3D.MipLevels = numMips;
  4146. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  4147. }
  4148. break;
  4149. }
  4150. if (!writeOnly)
  4151. {
  4152. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  4153. }
  4154. if (computeWrite)
  4155. {
  4156. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  4157. }
  4158. if (convert
  4159. && 0 != kk)
  4160. {
  4161. kk = 0;
  4162. for (uint16_t side = 0; side < numSides; ++side)
  4163. {
  4164. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  4165. {
  4166. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  4167. ++kk;
  4168. }
  4169. }
  4170. }
  4171. }
  4172. }
  4173. void TextureD3D11::destroy()
  4174. {
  4175. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  4176. DX_RELEASE(m_rt, 0);
  4177. DX_RELEASE(m_srv, 0);
  4178. DX_RELEASE(m_uav, 0);
  4179. if (0 == (m_flags & BGFX_TEXTURE_INTERNAL_SHARED) )
  4180. {
  4181. DX_RELEASE(m_ptr, 0);
  4182. }
  4183. }
  4184. void TextureD3D11::overrideInternal(uintptr_t _ptr)
  4185. {
  4186. destroy();
  4187. m_flags |= BGFX_TEXTURE_INTERNAL_SHARED;
  4188. m_ptr = (ID3D11Resource*)_ptr;
  4189. s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, NULL, &m_srv);
  4190. }
  4191. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4192. {
  4193. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4194. D3D11_BOX box;
  4195. box.left = _rect.m_x;
  4196. box.top = _rect.m_y;
  4197. box.right = box.left + _rect.m_width;
  4198. box.bottom = box.top + _rect.m_height;
  4199. uint32_t layer = 0;
  4200. if (TextureD3D11::Texture3D == m_type)
  4201. {
  4202. box.front = _z;
  4203. box.back = box.front + _depth;
  4204. }
  4205. else
  4206. {
  4207. layer = _z * (TextureD3D11::TextureCube == m_type ? 6 : 1);
  4208. box.front = 0;
  4209. box.back = 1;
  4210. }
  4211. const uint32_t subres = _mip + ( (layer + _side) * m_numMips);
  4212. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4213. const uint32_t rectpitch = _rect.m_width*bpp/8;
  4214. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4215. const uint32_t slicepitch = rectpitch*_rect.m_height;
  4216. const bool convert = m_textureFormat != m_requestedFormat;
  4217. uint8_t* data = _mem->data;
  4218. uint8_t* temp = NULL;
  4219. if (convert)
  4220. {
  4221. temp = (uint8_t*)BX_ALLOC(g_allocator, slicepitch);
  4222. bimg::imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat) );
  4223. data = temp;
  4224. }
  4225. deviceCtx->UpdateSubresource(
  4226. m_ptr
  4227. , subres
  4228. , &box
  4229. , data
  4230. , srcpitch
  4231. , TextureD3D11::Texture3D == m_type ? slicepitch : 0
  4232. );
  4233. if (NULL != temp)
  4234. {
  4235. BX_FREE(g_allocator, temp);
  4236. }
  4237. }
  4238. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  4239. {
  4240. TextureStage& ts = s_renderD3D11->m_textureStage;
  4241. ts.m_srv[_stage] = m_srv;
  4242. uint32_t flags = 0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & _flags)
  4243. ? _flags
  4244. : m_flags
  4245. ;
  4246. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  4247. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags
  4248. , _palette[index])
  4249. ;
  4250. }
  4251. void TextureD3D11::resolve() const
  4252. {
  4253. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4254. const bool needResolve = NULL != m_rt;
  4255. if (needResolve)
  4256. {
  4257. deviceCtx->ResolveSubresource(m_texture2d, 0, m_rt, 0, s_textureFormat[m_textureFormat].m_fmt);
  4258. }
  4259. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  4260. if (renderTarget
  4261. && 1 < m_numMips)
  4262. {
  4263. deviceCtx->GenerateMips(m_srv);
  4264. }
  4265. }
  4266. TextureHandle TextureD3D11::getHandle() const
  4267. {
  4268. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  4269. return handle;
  4270. }
  4271. DXGI_FORMAT TextureD3D11::getSrvFormat() const
  4272. {
  4273. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4274. {
  4275. return s_textureFormat[m_textureFormat].m_fmtSrv;
  4276. }
  4277. return 0 != (m_flags&BGFX_TEXTURE_SRGB)
  4278. ? s_textureFormat[m_textureFormat].m_fmtSrgb
  4279. : s_textureFormat[m_textureFormat].m_fmt
  4280. ;
  4281. }
  4282. void FrameBufferD3D11::create(uint8_t _num, const Attachment* _attachment)
  4283. {
  4284. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  4285. {
  4286. m_rtv[ii] = NULL;
  4287. }
  4288. m_dsv = NULL;
  4289. m_swapChain = NULL;
  4290. m_denseIdx = UINT16_MAX;
  4291. m_numTh = _num;
  4292. m_needPresent = false;
  4293. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4294. postReset();
  4295. }
  4296. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  4297. {
  4298. DXGI_SWAP_CHAIN_DESC scd;
  4299. bx::memCopy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  4300. scd.BufferDesc.Width = _width;
  4301. scd.BufferDesc.Height = _height;
  4302. scd.OutputWindow = (HWND)_nwh;
  4303. ID3D11Device* device = s_renderD3D11->m_device;
  4304. HRESULT hr;
  4305. hr = s_renderD3D11->m_factory->CreateSwapChain(device
  4306. , &scd
  4307. , &m_swapChain
  4308. );
  4309. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4310. ID3D11Resource* ptr;
  4311. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  4312. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  4313. DX_RELEASE(ptr, 0);
  4314. DXGI_FORMAT fmtDsv = bimg::isDepth(bimg::TextureFormat::Enum(_depthFormat) )
  4315. ? s_textureFormat[_depthFormat].m_fmtDsv
  4316. : DXGI_FORMAT_D24_UNORM_S8_UINT
  4317. ;
  4318. D3D11_TEXTURE2D_DESC dsd;
  4319. dsd.Width = scd.BufferDesc.Width;
  4320. dsd.Height = scd.BufferDesc.Height;
  4321. dsd.MipLevels = 1;
  4322. dsd.ArraySize = 1;
  4323. dsd.Format = fmtDsv;
  4324. dsd.SampleDesc = scd.SampleDesc;
  4325. dsd.Usage = D3D11_USAGE_DEFAULT;
  4326. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  4327. dsd.CPUAccessFlags = 0;
  4328. dsd.MiscFlags = 0;
  4329. ID3D11Texture2D* depthStencil;
  4330. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  4331. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  4332. DX_RELEASE(depthStencil, 0);
  4333. m_srv[0] = NULL;
  4334. m_denseIdx = _denseIdx;
  4335. m_num = 1;
  4336. }
  4337. uint16_t FrameBufferD3D11::destroy()
  4338. {
  4339. preReset(true);
  4340. DX_RELEASE(m_swapChain, 0);
  4341. m_num = 0;
  4342. m_numTh = 0;
  4343. m_needPresent = false;
  4344. uint16_t denseIdx = m_denseIdx;
  4345. m_denseIdx = UINT16_MAX;
  4346. return denseIdx;
  4347. }
  4348. void FrameBufferD3D11::preReset(bool _force)
  4349. {
  4350. if (0 < m_numTh
  4351. || _force)
  4352. {
  4353. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4354. {
  4355. DX_RELEASE(m_srv[ii], 0);
  4356. DX_RELEASE(m_rtv[ii], 0);
  4357. }
  4358. DX_RELEASE(m_dsv, 0);
  4359. }
  4360. }
  4361. void FrameBufferD3D11::postReset()
  4362. {
  4363. m_width = 0;
  4364. m_height = 0;
  4365. if (0 < m_numTh)
  4366. {
  4367. m_num = 0;
  4368. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4369. {
  4370. TextureHandle handle = m_attachment[ii].handle;
  4371. if (isValid(handle) )
  4372. {
  4373. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  4374. if (0 == m_width)
  4375. {
  4376. switch (texture.m_type)
  4377. {
  4378. case TextureD3D11::Texture2D:
  4379. case TextureD3D11::TextureCube:
  4380. {
  4381. D3D11_TEXTURE2D_DESC desc;
  4382. texture.m_texture2d->GetDesc(&desc);
  4383. m_width = desc.Width;
  4384. m_height = desc.Height;
  4385. }
  4386. break;
  4387. case TextureD3D11::Texture3D:
  4388. {
  4389. D3D11_TEXTURE3D_DESC desc;
  4390. texture.m_texture3d->GetDesc(&desc);
  4391. m_width = desc.Width;
  4392. m_height = desc.Height;
  4393. }
  4394. break;
  4395. }
  4396. }
  4397. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4398. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4399. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4400. {
  4401. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  4402. switch (texture.m_type)
  4403. {
  4404. default:
  4405. case TextureD3D11::Texture2D:
  4406. {
  4407. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4408. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4409. dsvDesc.ViewDimension = 1 < msaa.Count
  4410. ? D3D11_DSV_DIMENSION_TEXTURE2DMS
  4411. : D3D11_DSV_DIMENSION_TEXTURE2D
  4412. ;
  4413. dsvDesc.Flags = 0;
  4414. dsvDesc.Texture2D.MipSlice = m_attachment[ii].mip;
  4415. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(
  4416. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4417. , &dsvDesc
  4418. , &m_dsv
  4419. ) );
  4420. }
  4421. break;
  4422. case TextureD3D11::TextureCube:
  4423. {
  4424. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4425. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4426. if (1 < msaa.Count)
  4427. {
  4428. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4429. dsvDesc.Texture2DMSArray.ArraySize = 1;
  4430. dsvDesc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4431. }
  4432. else
  4433. {
  4434. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  4435. dsvDesc.Texture2DArray.ArraySize = 1;
  4436. dsvDesc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4437. dsvDesc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4438. }
  4439. dsvDesc.Flags = 0;
  4440. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  4441. }
  4442. break;
  4443. }
  4444. }
  4445. else
  4446. {
  4447. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4448. desc.Format = texture.getSrvFormat();
  4449. switch (texture.m_type)
  4450. {
  4451. default:
  4452. case TextureD3D11::Texture2D:
  4453. if (1 < msaa.Count)
  4454. {
  4455. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
  4456. }
  4457. else
  4458. {
  4459. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  4460. desc.Texture2D.MipSlice = m_attachment[ii].mip;
  4461. }
  4462. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(
  4463. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4464. , &desc
  4465. , &m_rtv[m_num]
  4466. ) );
  4467. break;
  4468. case TextureD3D11::TextureCube:
  4469. if (1 < msaa.Count)
  4470. {
  4471. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4472. desc.Texture2DMSArray.ArraySize = 1;
  4473. desc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4474. }
  4475. else
  4476. {
  4477. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4478. desc.Texture2DArray.ArraySize = 1;
  4479. desc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4480. desc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4481. }
  4482. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4483. break;
  4484. case TextureD3D11::Texture3D:
  4485. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
  4486. desc.Texture3D.MipSlice = m_attachment[ii].mip;
  4487. desc.Texture3D.WSize = 1;
  4488. desc.Texture3D.FirstWSlice = m_attachment[ii].layer;
  4489. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4490. break;
  4491. }
  4492. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  4493. m_num++;
  4494. }
  4495. }
  4496. }
  4497. }
  4498. }
  4499. void FrameBufferD3D11::resolve()
  4500. {
  4501. if (0 < m_numTh)
  4502. {
  4503. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4504. {
  4505. TextureHandle handle = m_attachment[ii].handle;
  4506. if (isValid(handle) )
  4507. {
  4508. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  4509. texture.resolve();
  4510. }
  4511. }
  4512. }
  4513. }
  4514. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  4515. {
  4516. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4517. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  4518. {
  4519. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4520. {
  4521. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4522. {
  4523. uint8_t index = _clear.m_index[ii];
  4524. if (NULL != m_rtv[ii]
  4525. && UINT8_MAX != index)
  4526. {
  4527. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  4528. }
  4529. }
  4530. }
  4531. else
  4532. {
  4533. float frgba[4] =
  4534. {
  4535. _clear.m_index[0]*1.0f/255.0f,
  4536. _clear.m_index[1]*1.0f/255.0f,
  4537. _clear.m_index[2]*1.0f/255.0f,
  4538. _clear.m_index[3]*1.0f/255.0f,
  4539. };
  4540. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4541. {
  4542. if (NULL != m_rtv[ii])
  4543. {
  4544. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  4545. }
  4546. }
  4547. }
  4548. }
  4549. if (NULL != m_dsv
  4550. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4551. {
  4552. DWORD flags = 0;
  4553. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  4554. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  4555. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  4556. }
  4557. }
  4558. void FrameBufferD3D11::set()
  4559. {
  4560. s_renderD3D11->m_deviceCtx->OMSetRenderTargets(m_num, m_rtv, m_dsv);
  4561. m_needPresent = UINT16_MAX != m_denseIdx;
  4562. s_renderD3D11->m_currentColor = m_rtv[0];
  4563. s_renderD3D11->m_currentDepthStencil = m_dsv;
  4564. }
  4565. HRESULT FrameBufferD3D11::present(uint32_t _syncInterval)
  4566. {
  4567. if (m_needPresent)
  4568. {
  4569. HRESULT hr = m_swapChain->Present(_syncInterval, 0);
  4570. hr = !isLost(hr) ? S_OK : hr;
  4571. m_needPresent = false;
  4572. return hr;
  4573. }
  4574. return S_OK;
  4575. }
  4576. void TimerQueryD3D11::postReset()
  4577. {
  4578. ID3D11Device* device = s_renderD3D11->m_device;
  4579. D3D11_QUERY_DESC qd;
  4580. qd.MiscFlags = 0;
  4581. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4582. {
  4583. Query& query = m_query[ii];
  4584. query.m_ready = false;
  4585. qd.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  4586. DX_CHECK(device->CreateQuery(&qd, &query.m_disjoint) );
  4587. qd.Query = D3D11_QUERY_TIMESTAMP;
  4588. DX_CHECK(device->CreateQuery(&qd, &query.m_begin) );
  4589. DX_CHECK(device->CreateQuery(&qd, &query.m_end) );
  4590. }
  4591. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4592. {
  4593. Result& result = m_result[ii];
  4594. result.reset();
  4595. }
  4596. m_control.reset();
  4597. }
  4598. void TimerQueryD3D11::preReset()
  4599. {
  4600. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4601. {
  4602. Query& query = m_query[ii];
  4603. DX_RELEASE(query.m_disjoint, 0);
  4604. DX_RELEASE(query.m_begin, 0);
  4605. DX_RELEASE(query.m_end, 0);
  4606. }
  4607. }
  4608. uint32_t TimerQueryD3D11::begin(uint32_t _resultIdx)
  4609. {
  4610. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4611. while (0 == m_control.reserve(1) )
  4612. {
  4613. update();
  4614. }
  4615. Result& result = m_result[_resultIdx];
  4616. ++result.m_pending;
  4617. const uint32_t idx = m_control.m_current;
  4618. Query& query = m_query[idx];
  4619. query.m_resultIdx = _resultIdx;
  4620. query.m_ready = false;
  4621. deviceCtx->Begin(query.m_disjoint);
  4622. deviceCtx->End(query.m_begin);
  4623. m_control.commit(1);
  4624. return idx;
  4625. }
  4626. void TimerQueryD3D11::end(uint32_t _idx)
  4627. {
  4628. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4629. Query& query = m_query[_idx];
  4630. query.m_ready = true;
  4631. deviceCtx->End(query.m_end);
  4632. deviceCtx->End(query.m_disjoint);
  4633. while (update() )
  4634. {
  4635. }
  4636. }
  4637. bool TimerQueryD3D11::update()
  4638. {
  4639. if (0 != m_control.available() )
  4640. {
  4641. Query& query = m_query[m_control.m_read];
  4642. if (!query.m_ready)
  4643. {
  4644. return false;
  4645. }
  4646. uint64_t timeEnd;
  4647. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4648. HRESULT hr = deviceCtx->GetData(query.m_end, &timeEnd, sizeof(timeEnd), D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4649. if (S_OK == hr
  4650. || isLost(hr) )
  4651. {
  4652. m_control.consume(1);
  4653. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  4654. {
  4655. UINT64 Frequency;
  4656. BOOL Disjoint;
  4657. };
  4658. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  4659. DX_CHECK(deviceCtx->GetData(query.m_disjoint, &disjoint, sizeof(disjoint), 0) );
  4660. uint64_t timeBegin;
  4661. DX_CHECK(deviceCtx->GetData(query.m_begin, &timeBegin, sizeof(timeBegin), 0) );
  4662. Result& result = m_result[query.m_resultIdx];
  4663. --result.m_pending;
  4664. result.m_frequency = disjoint.Frequency;
  4665. result.m_begin = timeBegin;
  4666. result.m_end = timeEnd;
  4667. return true;
  4668. }
  4669. }
  4670. return false;
  4671. }
  4672. void OcclusionQueryD3D11::postReset()
  4673. {
  4674. ID3D11Device* device = s_renderD3D11->m_device;
  4675. D3D11_QUERY_DESC desc;
  4676. desc.Query = D3D11_QUERY_OCCLUSION;
  4677. desc.MiscFlags = 0;
  4678. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4679. {
  4680. Query& query = m_query[ii];
  4681. DX_CHECK(device->CreateQuery(&desc, &query.m_ptr) );
  4682. }
  4683. }
  4684. void OcclusionQueryD3D11::preReset()
  4685. {
  4686. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4687. {
  4688. Query& query = m_query[ii];
  4689. DX_RELEASE(query.m_ptr, 0);
  4690. }
  4691. }
  4692. void OcclusionQueryD3D11::begin(Frame* _render, OcclusionQueryHandle _handle)
  4693. {
  4694. while (0 == m_control.reserve(1) )
  4695. {
  4696. resolve(_render, true);
  4697. }
  4698. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4699. Query& query = m_query[m_control.m_current];
  4700. deviceCtx->Begin(query.m_ptr);
  4701. query.m_handle = _handle;
  4702. }
  4703. void OcclusionQueryD3D11::end()
  4704. {
  4705. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4706. Query& query = m_query[m_control.m_current];
  4707. deviceCtx->End(query.m_ptr);
  4708. m_control.commit(1);
  4709. }
  4710. void OcclusionQueryD3D11::resolve(Frame* _render, bool _wait)
  4711. {
  4712. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4713. while (0 != m_control.available() )
  4714. {
  4715. Query& query = m_query[m_control.m_read];
  4716. if (isValid(query.m_handle) )
  4717. {
  4718. uint64_t result = 0;
  4719. HRESULT hr = deviceCtx->GetData(query.m_ptr, &result, sizeof(result), _wait ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4720. if (S_FALSE == hr)
  4721. {
  4722. break;
  4723. }
  4724. _render->m_occlusion[query.m_handle.idx] = int32_t(result);
  4725. }
  4726. m_control.consume(1);
  4727. }
  4728. }
  4729. void OcclusionQueryD3D11::invalidate(OcclusionQueryHandle _handle)
  4730. {
  4731. const uint32_t size = m_control.m_size;
  4732. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4733. {
  4734. Query& query = m_query[(m_control.m_read + ii) % size];
  4735. if (query.m_handle.idx == _handle.idx)
  4736. {
  4737. query.m_handle.idx = bgfx::kInvalidHandle;
  4738. }
  4739. }
  4740. }
  4741. void RendererContextD3D11::submitBlit(BlitState& _bs, uint16_t _view)
  4742. {
  4743. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4744. while (_bs.hasItem(_view) )
  4745. {
  4746. const BlitItem& blit = _bs.advance();
  4747. const TextureD3D11& src = m_textures[blit.m_src.idx];
  4748. const TextureD3D11& dst = m_textures[blit.m_dst.idx];
  4749. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4750. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4751. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4752. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4753. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4754. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4755. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4756. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4757. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4758. if (TextureD3D11::Texture3D == src.m_type)
  4759. {
  4760. D3D11_BOX box;
  4761. box.left = blit.m_srcX;
  4762. box.top = blit.m_srcY;
  4763. box.front = blit.m_srcZ;
  4764. box.right = blit.m_srcX + width;
  4765. box.bottom = blit.m_srcY + height;;
  4766. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4767. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4768. , blit.m_dstMip
  4769. , blit.m_dstX
  4770. , blit.m_dstY
  4771. , blit.m_dstZ
  4772. , src.m_ptr
  4773. , blit.m_srcMip
  4774. , &box
  4775. );
  4776. }
  4777. else
  4778. {
  4779. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4780. BX_CHECK(!depthStencil
  4781. || (width == src.m_width && height == src.m_height)
  4782. , "When blitting depthstencil surface, source resolution must match destination."
  4783. );
  4784. D3D11_BOX box;
  4785. box.left = blit.m_srcX;
  4786. box.top = blit.m_srcY;
  4787. box.front = 0;
  4788. box.right = blit.m_srcX + width;
  4789. box.bottom = blit.m_srcY + height;
  4790. box.back = 1;
  4791. const uint32_t srcZ = TextureD3D11::TextureCube == src.m_type
  4792. ? blit.m_srcZ
  4793. : 0
  4794. ;
  4795. const uint32_t dstZ = TextureD3D11::TextureCube == dst.m_type
  4796. ? blit.m_dstZ
  4797. : 0
  4798. ;
  4799. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4800. , dstZ*dst.m_numMips+blit.m_dstMip
  4801. , blit.m_dstX
  4802. , blit.m_dstY
  4803. , 0
  4804. , src.m_ptr
  4805. , srcZ*src.m_numMips+blit.m_srcMip
  4806. , depthStencil ? NULL : &box
  4807. );
  4808. }
  4809. }
  4810. }
  4811. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  4812. {
  4813. if (m_lost
  4814. || updateResolution(_render->m_resolution) )
  4815. {
  4816. return;
  4817. }
  4818. if (_render->m_capture)
  4819. {
  4820. renderDocTriggerCapture();
  4821. }
  4822. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"rendererSubmit");
  4823. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4824. int64_t timeBegin = bx::getHPCounter();
  4825. int64_t captureElapsed = 0;
  4826. uint32_t frameQueryIdx = UINT32_MAX;
  4827. if (m_timerQuerySupport)
  4828. {
  4829. frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4830. }
  4831. if (0 < _render->m_iboffset)
  4832. {
  4833. TransientIndexBuffer* ib = _render->m_transientIb;
  4834. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  4835. }
  4836. if (0 < _render->m_vboffset)
  4837. {
  4838. TransientVertexBuffer* vb = _render->m_transientVb;
  4839. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  4840. }
  4841. _render->sort();
  4842. RenderDraw currentState;
  4843. currentState.clear();
  4844. currentState.m_stateFlags = BGFX_STATE_NONE;
  4845. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4846. RenderBind currentBind;
  4847. currentBind.clear();
  4848. _render->m_hmdInitialized = m_ovr.isInitialized();
  4849. const bool hmdEnabled = m_ovr.isEnabled();
  4850. static ViewState viewState;
  4851. viewState.reset(_render, hmdEnabled);
  4852. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4853. bool scissorEnabled = false;
  4854. setDebugWireframe(wireframe);
  4855. uint16_t programIdx = kInvalidHandle;
  4856. SortKey key;
  4857. uint16_t view = UINT16_MAX;
  4858. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4859. BlitState bs(_render);
  4860. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4861. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4862. PrimInfo prim = s_primInfo[primIndex];
  4863. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4864. bool wasCompute = false;
  4865. bool viewHasScissor = false;
  4866. Rect viewScissorRect;
  4867. viewScissorRect.clear();
  4868. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4869. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4870. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4871. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  4872. uint32_t statsNumIndices = 0;
  4873. uint32_t statsKeyType[2] = {};
  4874. Profiler<TimerQueryD3D11> profiler(
  4875. _render
  4876. , m_gpuTimer
  4877. , s_viewName
  4878. , m_timerQuerySupport
  4879. );
  4880. m_occlusionQuery.resolve(_render);
  4881. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4882. {
  4883. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  4884. // if we don't do this we'll only see one frame of output and then nothing
  4885. FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
  4886. setFrameBuffer(invalid, true, false);
  4887. bool viewRestart = false;
  4888. uint8_t eye = 0;
  4889. uint8_t restartState = 0;
  4890. viewState.m_rect = _render->m_view[0].m_rect;
  4891. int32_t numItems = _render->m_numRenderItems;
  4892. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4893. {
  4894. const uint64_t encodedKey = _render->m_sortKeys[item];
  4895. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4896. statsKeyType[isCompute]++;
  4897. const bool viewChanged = 0
  4898. || key.m_view != view
  4899. || item == numItems
  4900. ;
  4901. const uint32_t itemIdx = _render->m_sortValues[item];
  4902. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4903. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4904. ++item;
  4905. if (viewChanged)
  4906. {
  4907. if (1 == restartState)
  4908. {
  4909. restartState = 2;
  4910. item = restartItem;
  4911. restartItem = numItems;
  4912. view = UINT16_MAX;
  4913. continue;
  4914. }
  4915. view = key.m_view;
  4916. programIdx = kInvalidHandle;
  4917. if (_render->m_view[view].m_fbh.idx != fbh.idx)
  4918. {
  4919. fbh = _render->m_view[view].m_fbh;
  4920. setFrameBuffer(fbh);
  4921. }
  4922. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_view[view].m_flags & BGFX_VIEW_STEREO) ) );
  4923. viewRestart &= hmdEnabled;
  4924. if (viewRestart)
  4925. {
  4926. if (0 == restartState)
  4927. {
  4928. restartState = 1;
  4929. restartItem = item - 1;
  4930. }
  4931. eye = (restartState - 1) & 1;
  4932. restartState &= 1;
  4933. }
  4934. else
  4935. {
  4936. eye = 0;
  4937. }
  4938. PIX_ENDEVENT();
  4939. if (item > 1)
  4940. {
  4941. profiler.end();
  4942. }
  4943. profiler.begin(view);
  4944. viewState.m_rect = _render->m_view[view].m_rect;
  4945. if (viewRestart)
  4946. {
  4947. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4948. {
  4949. wchar_t* viewNameW = s_viewNameW[view];
  4950. viewNameW[3] = L' ';
  4951. viewNameW[4] = eye ? L'R' : L'L';
  4952. PIX_BEGINEVENT(0 == ( (view*2+eye)&1)
  4953. ? D3DCOLOR_VIEW_L
  4954. : D3DCOLOR_VIEW_R
  4955. , viewNameW
  4956. );
  4957. }
  4958. if (m_ovr.isEnabled() )
  4959. {
  4960. m_ovr.getViewport(eye, &viewState.m_rect);
  4961. }
  4962. else
  4963. {
  4964. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  4965. viewState.m_rect.m_width /= 2;
  4966. }
  4967. }
  4968. else
  4969. {
  4970. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4971. {
  4972. wchar_t* viewNameW = s_viewNameW[view];
  4973. viewNameW[3] = L' ';
  4974. viewNameW[4] = L' ';
  4975. PIX_BEGINEVENT(D3DCOLOR_VIEW, viewNameW);
  4976. }
  4977. }
  4978. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4979. viewHasScissor = !scissorRect.isZero();
  4980. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  4981. D3D11_VIEWPORT vp;
  4982. vp.TopLeftX = viewState.m_rect.m_x;
  4983. vp.TopLeftY = viewState.m_rect.m_y;
  4984. vp.Width = viewState.m_rect.m_width;
  4985. vp.Height = viewState.m_rect.m_height;
  4986. vp.MinDepth = 0.0f;
  4987. vp.MaxDepth = 1.0f;
  4988. deviceCtx->RSSetViewports(1, &vp);
  4989. Clear& clr = _render->m_view[view].m_clear;
  4990. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  4991. {
  4992. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  4993. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  4994. }
  4995. submitBlit(bs, view);
  4996. }
  4997. if (isCompute)
  4998. {
  4999. if (!wasCompute)
  5000. {
  5001. wasCompute = true;
  5002. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5003. {
  5004. wchar_t* viewNameW = s_viewNameW[view];
  5005. viewNameW[3] = L'C';
  5006. PIX_ENDEVENT();
  5007. PIX_BEGINEVENT(D3DCOLOR_COMPUTE, viewNameW);
  5008. }
  5009. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5010. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  5011. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  5012. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  5013. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  5014. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  5015. }
  5016. const RenderCompute& compute = renderItem.compute;
  5017. if (0 != eye
  5018. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  5019. {
  5020. continue;
  5021. }
  5022. bool programChanged = false;
  5023. bool constantsChanged = compute.m_uniformBegin < compute.m_uniformEnd;
  5024. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_uniformBegin, compute.m_uniformEnd);
  5025. if (key.m_program != programIdx)
  5026. {
  5027. programIdx = key.m_program;
  5028. ProgramD3D11& program = m_program[key.m_program];
  5029. m_currentProgram = &program;
  5030. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  5031. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  5032. programChanged =
  5033. constantsChanged = true;
  5034. }
  5035. if (kInvalidHandle != programIdx)
  5036. {
  5037. ProgramD3D11& program = m_program[programIdx];
  5038. if (constantsChanged)
  5039. {
  5040. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5041. if (NULL != vcb)
  5042. {
  5043. commit(*vcb);
  5044. }
  5045. }
  5046. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  5047. if (constantsChanged
  5048. || program.m_numPredefined > 0)
  5049. {
  5050. commitShaderConstants();
  5051. }
  5052. }
  5053. BX_UNUSED(programChanged);
  5054. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5055. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5056. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5057. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  5058. {
  5059. const Binding& bind = renderBind.m_bind[ii];
  5060. if (kInvalidHandle != bind.m_idx)
  5061. {
  5062. switch (bind.m_type)
  5063. {
  5064. case Binding::Image:
  5065. case Binding::Texture:
  5066. {
  5067. TextureD3D11& texture = m_textures[bind.m_idx];
  5068. if (Access::Read != bind.m_un.m_compute.m_access)
  5069. {
  5070. uav[ii] = 0 == bind.m_un.m_compute.m_mip
  5071. ? texture.m_uav
  5072. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_un.m_compute.m_mip)
  5073. ;
  5074. }
  5075. else
  5076. {
  5077. srv[ii] = s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_un.m_compute.m_mip, true);
  5078. sampler[ii] = s_renderD3D11->getSamplerState(texture.m_flags, NULL);
  5079. }
  5080. }
  5081. break;
  5082. case Binding::IndexBuffer:
  5083. case Binding::VertexBuffer:
  5084. {
  5085. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  5086. ? m_indexBuffers[bind.m_idx]
  5087. : m_vertexBuffers[bind.m_idx]
  5088. ;
  5089. if (Access::Read != bind.m_un.m_compute.m_access)
  5090. {
  5091. uav[ii] = buffer.m_uav;
  5092. }
  5093. else
  5094. {
  5095. srv[ii] = buffer.m_srv;
  5096. }
  5097. }
  5098. break;
  5099. }
  5100. }
  5101. }
  5102. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  5103. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  5104. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  5105. if (isValid(compute.m_indirectBuffer) )
  5106. {
  5107. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  5108. ID3D11Buffer* ptr = vb.m_ptr;
  5109. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  5110. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5111. : compute.m_numIndirect
  5112. ;
  5113. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  5114. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  5115. {
  5116. deviceCtx->DispatchIndirect(ptr, args);
  5117. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  5118. }
  5119. }
  5120. else
  5121. {
  5122. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  5123. }
  5124. continue;
  5125. }
  5126. bool resetState = viewChanged || wasCompute;
  5127. if (wasCompute)
  5128. {
  5129. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5130. {
  5131. wchar_t* viewNameW = s_viewNameW[view];
  5132. viewNameW[3] = L' ';
  5133. PIX_ENDEVENT();
  5134. PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  5135. }
  5136. programIdx = kInvalidHandle;
  5137. m_currentProgram = NULL;
  5138. invalidateCompute();
  5139. }
  5140. const RenderDraw& draw = renderItem.draw;
  5141. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5142. if (isValid(draw.m_occlusionQuery)
  5143. && !hasOcclusionQuery
  5144. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  5145. {
  5146. continue;
  5147. }
  5148. const uint64_t newFlags = draw.m_stateFlags;
  5149. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5150. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  5151. currentState.m_stateFlags = newFlags;
  5152. const uint64_t newStencil = draw.m_stencil;
  5153. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  5154. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  5155. currentState.m_stencil = newStencil;
  5156. if (resetState)
  5157. {
  5158. wasCompute = false;
  5159. currentState.clear();
  5160. currentState.m_scissor = !draw.m_scissor;
  5161. changedFlags = BGFX_STATE_MASK;
  5162. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5163. currentState.m_stateFlags = newFlags;
  5164. currentState.m_stencil = newStencil;
  5165. currentBind.clear();
  5166. setBlendState(newFlags);
  5167. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  5168. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5169. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5170. }
  5171. if (prim.m_type != s_primInfo[primIndex].m_type)
  5172. {
  5173. prim = s_primInfo[primIndex];
  5174. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5175. }
  5176. uint16_t scissor = draw.m_scissor;
  5177. if (currentState.m_scissor != scissor)
  5178. {
  5179. currentState.m_scissor = scissor;
  5180. if (UINT16_MAX == scissor)
  5181. {
  5182. scissorEnabled = viewHasScissor;
  5183. if (viewHasScissor)
  5184. {
  5185. D3D11_RECT rc;
  5186. rc.left = viewScissorRect.m_x;
  5187. rc.top = viewScissorRect.m_y;
  5188. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5189. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5190. deviceCtx->RSSetScissorRects(1, &rc);
  5191. }
  5192. }
  5193. else
  5194. {
  5195. Rect scissorRect;
  5196. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5197. if (scissorRect.isZeroArea() )
  5198. {
  5199. continue;
  5200. }
  5201. scissorEnabled = true;
  5202. D3D11_RECT rc;
  5203. rc.left = scissorRect.m_x;
  5204. rc.top = scissorRect.m_y;
  5205. rc.right = scissorRect.m_x + scissorRect.m_width;
  5206. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5207. deviceCtx->RSSetScissorRects(1, &rc);
  5208. }
  5209. setRasterizerState(newFlags, wireframe, scissorEnabled);
  5210. }
  5211. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  5212. {
  5213. setDepthStencilState(newFlags, newStencil);
  5214. }
  5215. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  5216. {
  5217. setBlendState(newFlags, draw.m_rgba);
  5218. currentState.m_rgba = draw.m_rgba;
  5219. }
  5220. if ( (0
  5221. | BGFX_STATE_CULL_MASK
  5222. | BGFX_STATE_ALPHA_REF_MASK
  5223. | BGFX_STATE_PT_MASK
  5224. | BGFX_STATE_POINT_SIZE_MASK
  5225. | BGFX_STATE_MSAA
  5226. | BGFX_STATE_LINEAA
  5227. | BGFX_STATE_CONSERVATIVE_RASTER
  5228. ) & changedFlags)
  5229. {
  5230. if ( (0
  5231. | BGFX_STATE_CULL_MASK
  5232. | BGFX_STATE_MSAA
  5233. | BGFX_STATE_LINEAA
  5234. | BGFX_STATE_CONSERVATIVE_RASTER
  5235. ) & changedFlags)
  5236. {
  5237. setRasterizerState(newFlags, wireframe, scissorEnabled);
  5238. }
  5239. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5240. {
  5241. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5242. viewState.m_alphaRef = ref/255.0f;
  5243. }
  5244. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5245. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5246. if (prim.m_type != s_primInfo[primIndex].m_type)
  5247. {
  5248. prim = s_primInfo[primIndex];
  5249. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5250. }
  5251. }
  5252. bool programChanged = false;
  5253. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5254. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_uniformBegin, draw.m_uniformEnd);
  5255. if (key.m_program != programIdx)
  5256. {
  5257. programIdx = key.m_program;
  5258. if (kInvalidHandle == programIdx)
  5259. {
  5260. m_currentProgram = NULL;
  5261. deviceCtx->VSSetShader(NULL, NULL, 0);
  5262. deviceCtx->PSSetShader(NULL, NULL, 0);
  5263. }
  5264. else
  5265. {
  5266. ProgramD3D11& program = m_program[programIdx];
  5267. m_currentProgram = &program;
  5268. const ShaderD3D11* vsh = program.m_vsh;
  5269. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  5270. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  5271. const ShaderD3D11* fsh = program.m_fsh;
  5272. if (NULL != m_currentColor
  5273. || fsh->m_hasDepthOp)
  5274. {
  5275. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  5276. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  5277. }
  5278. else
  5279. {
  5280. deviceCtx->PSSetShader(NULL, NULL, 0);
  5281. }
  5282. }
  5283. programChanged =
  5284. constantsChanged = true;
  5285. }
  5286. if (kInvalidHandle != programIdx)
  5287. {
  5288. ProgramD3D11& program = m_program[programIdx];
  5289. if (constantsChanged)
  5290. {
  5291. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5292. if (NULL != vcb)
  5293. {
  5294. commit(*vcb);
  5295. }
  5296. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5297. if (NULL != fcb)
  5298. {
  5299. commit(*fcb);
  5300. }
  5301. }
  5302. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  5303. if (constantsChanged
  5304. || program.m_numPredefined > 0)
  5305. {
  5306. commitShaderConstants();
  5307. }
  5308. }
  5309. {
  5310. uint32_t changes = 0;
  5311. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5312. {
  5313. const Binding& bind = renderBind.m_bind[stage];
  5314. Binding& current = currentBind.m_bind[stage];
  5315. if (current.m_idx != bind.m_idx
  5316. || current.m_type != bind.m_type
  5317. || current.m_un.m_draw.m_textureFlags != bind.m_un.m_draw.m_textureFlags
  5318. || programChanged)
  5319. {
  5320. if (kInvalidHandle != bind.m_idx)
  5321. {
  5322. switch (bind.m_type)
  5323. {
  5324. case Binding::Texture:
  5325. {
  5326. TextureD3D11& texture = m_textures[bind.m_idx];
  5327. texture.commit(stage, bind.m_un.m_draw.m_textureFlags, _render->m_colorPalette);
  5328. }
  5329. break;
  5330. case Binding::IndexBuffer:
  5331. case Binding::VertexBuffer:
  5332. {
  5333. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  5334. ? m_indexBuffers[bind.m_idx]
  5335. : m_vertexBuffers[bind.m_idx]
  5336. ;
  5337. m_textureStage.m_srv[stage] = buffer.m_srv;
  5338. m_textureStage.m_sampler[stage] = NULL;
  5339. }
  5340. break;
  5341. }
  5342. }
  5343. else
  5344. {
  5345. m_textureStage.m_srv[stage] = NULL;
  5346. m_textureStage.m_sampler[stage] = NULL;
  5347. }
  5348. ++changes;
  5349. }
  5350. current = bind;
  5351. }
  5352. if (0 < changes)
  5353. {
  5354. commitTextureStage();
  5355. }
  5356. }
  5357. bool vertexStreamChanged = hasVertexStreamChanged(currentState, draw);
  5358. if (programChanged
  5359. || vertexStreamChanged)
  5360. {
  5361. currentState.m_streamMask = draw.m_streamMask;
  5362. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5363. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5364. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5365. ID3D11Buffer* buffers[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5366. uint32_t strides[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5367. uint32_t offsets[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5368. const VertexDecl* decls[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5369. uint32_t numVertices = draw.m_numVertices;
  5370. uint8_t numStreams = 0;
  5371. for (uint32_t idx = 0, streamMask = draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  5372. ; 0 != streamMask
  5373. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  5374. )
  5375. {
  5376. streamMask >>= ntz;
  5377. idx += ntz;
  5378. currentState.m_stream[idx].m_decl = draw.m_stream[idx].m_decl;
  5379. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5380. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5381. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5382. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  5383. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[idx].m_decl.idx : vb.m_decl.idx;
  5384. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5385. uint32_t stride = vertexDecl.m_stride;
  5386. buffers[numStreams] = vb.m_ptr;
  5387. strides[numStreams] = stride;
  5388. offsets[numStreams] = draw.m_stream[idx].m_startVertex * stride;
  5389. decls[numStreams] = &vertexDecl;
  5390. numVertices = bx::uint32_min(UINT32_MAX == draw.m_numVertices
  5391. ? vb.m_size/stride
  5392. : draw.m_numVertices
  5393. , numVertices
  5394. );
  5395. }
  5396. currentState.m_numVertices = numVertices;
  5397. if (0 < numStreams)
  5398. {
  5399. deviceCtx->IASetVertexBuffers(0, numStreams, buffers, strides, offsets);
  5400. if (isValid(draw.m_instanceDataBuffer) )
  5401. {
  5402. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5403. uint32_t instStride = draw.m_instanceDataStride;
  5404. deviceCtx->IASetVertexBuffers(numStreams, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5405. setInputLayout(numStreams, decls, m_program[programIdx], draw.m_instanceDataStride/16);
  5406. }
  5407. else
  5408. {
  5409. deviceCtx->IASetVertexBuffers(numStreams, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5410. setInputLayout(numStreams, decls, m_program[programIdx], 0);
  5411. }
  5412. }
  5413. else
  5414. {
  5415. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5416. }
  5417. }
  5418. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  5419. {
  5420. currentState.m_indexBuffer = draw.m_indexBuffer;
  5421. uint16_t handle = draw.m_indexBuffer.idx;
  5422. if (kInvalidHandle != handle)
  5423. {
  5424. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  5425. deviceCtx->IASetIndexBuffer(ib.m_ptr
  5426. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  5427. , 0
  5428. );
  5429. }
  5430. else
  5431. {
  5432. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  5433. }
  5434. }
  5435. if (0 != currentState.m_streamMask)
  5436. {
  5437. uint32_t numVertices = currentState.m_numVertices;
  5438. uint32_t numIndices = 0;
  5439. uint32_t numPrimsSubmitted = 0;
  5440. uint32_t numInstances = 0;
  5441. uint32_t numPrimsRendered = 0;
  5442. uint32_t numDrawIndirect = 0;
  5443. if (hasOcclusionQuery)
  5444. {
  5445. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  5446. }
  5447. if (isValid(draw.m_indirectBuffer) )
  5448. {
  5449. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  5450. ID3D11Buffer* ptr = vb.m_ptr;
  5451. if (isValid(draw.m_indexBuffer) )
  5452. {
  5453. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5454. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5455. : draw.m_numIndirect
  5456. ;
  5457. multiDrawIndexedInstancedIndirect(numDrawIndirect
  5458. , ptr
  5459. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5460. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5461. );
  5462. }
  5463. else
  5464. {
  5465. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5466. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5467. : draw.m_numIndirect
  5468. ;
  5469. multiDrawInstancedIndirect(numDrawIndirect
  5470. , ptr
  5471. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5472. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5473. );
  5474. }
  5475. }
  5476. else
  5477. {
  5478. if (isValid(draw.m_indexBuffer) )
  5479. {
  5480. if (UINT32_MAX == draw.m_numIndices)
  5481. {
  5482. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  5483. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  5484. numIndices = ib.m_size/indexSize;
  5485. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5486. numInstances = draw.m_numInstances;
  5487. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5488. if (numInstances > 1)
  5489. {
  5490. deviceCtx->DrawIndexedInstanced(numIndices
  5491. , draw.m_numInstances
  5492. , 0
  5493. , 0
  5494. , 0
  5495. );
  5496. }
  5497. else
  5498. {
  5499. deviceCtx->DrawIndexed(numIndices
  5500. , 0
  5501. , 0
  5502. );
  5503. }
  5504. }
  5505. else if (prim.m_min <= draw.m_numIndices)
  5506. {
  5507. numIndices = draw.m_numIndices;
  5508. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5509. numInstances = draw.m_numInstances;
  5510. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5511. if (numInstances > 1)
  5512. {
  5513. deviceCtx->DrawIndexedInstanced(numIndices
  5514. , draw.m_numInstances
  5515. , draw.m_startIndex
  5516. , 0
  5517. , 0
  5518. );
  5519. }
  5520. else
  5521. {
  5522. deviceCtx->DrawIndexed(numIndices
  5523. , draw.m_startIndex
  5524. , 0
  5525. );
  5526. }
  5527. }
  5528. }
  5529. else
  5530. {
  5531. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  5532. numInstances = draw.m_numInstances;
  5533. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5534. if (numInstances > 1)
  5535. {
  5536. deviceCtx->DrawInstanced(numVertices
  5537. , draw.m_numInstances
  5538. , 0
  5539. , 0
  5540. );
  5541. }
  5542. else
  5543. {
  5544. deviceCtx->Draw(numVertices
  5545. , 0
  5546. );
  5547. }
  5548. }
  5549. if (hasOcclusionQuery)
  5550. {
  5551. m_occlusionQuery.end();
  5552. }
  5553. }
  5554. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5555. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5556. statsNumInstances[primIndex] += numInstances;
  5557. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  5558. statsNumIndices += numIndices;
  5559. }
  5560. }
  5561. if (wasCompute)
  5562. {
  5563. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5564. {
  5565. wchar_t* viewNameW = s_viewNameW[view];
  5566. viewNameW[3] = L'C';
  5567. PIX_ENDEVENT();
  5568. PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  5569. }
  5570. invalidateCompute();
  5571. }
  5572. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5573. if (0 < _render->m_numRenderItems)
  5574. {
  5575. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5576. {
  5577. deviceCtx->Flush();
  5578. }
  5579. captureElapsed = -bx::getHPCounter();
  5580. capture();
  5581. captureElapsed += bx::getHPCounter();
  5582. profiler.end();
  5583. }
  5584. }
  5585. PIX_ENDEVENT();
  5586. int64_t timeEnd = bx::getHPCounter();
  5587. int64_t frameTime = timeEnd - timeBegin;
  5588. static int64_t min = frameTime;
  5589. static int64_t max = frameTime;
  5590. min = min > frameTime ? frameTime : min;
  5591. max = max < frameTime ? frameTime : max;
  5592. static uint32_t maxGpuLatency = 0;
  5593. static double maxGpuElapsed = 0.0f;
  5594. double elapsedGpuMs = 0.0;
  5595. if (UINT32_MAX != frameQueryIdx)
  5596. {
  5597. m_gpuTimer.end(frameQueryIdx);
  5598. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5599. double toGpuMs = 1000.0 / double(result.m_frequency);
  5600. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5601. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5602. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5603. }
  5604. const int64_t timerFreq = bx::getHPFrequency();
  5605. Stats& perfStats = _render->m_perfStats;
  5606. perfStats.cpuTimeBegin = timeBegin;
  5607. perfStats.cpuTimeEnd = timeEnd;
  5608. perfStats.cpuTimerFreq = timerFreq;
  5609. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5610. perfStats.gpuTimeBegin = result.m_begin;
  5611. perfStats.gpuTimeEnd = result.m_end;
  5612. perfStats.gpuTimerFreq = result.m_frequency;
  5613. perfStats.numDraw = statsKeyType[0];
  5614. perfStats.numCompute = statsKeyType[1];
  5615. perfStats.maxGpuLatency = maxGpuLatency;
  5616. m_nvapi.getMemoryInfo(perfStats.gpuMemoryUsed, perfStats.gpuMemoryMax);
  5617. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5618. {
  5619. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugstats");
  5620. m_needPresent = true;
  5621. TextVideoMem& tvm = m_textVideoMem;
  5622. static int64_t next = timeEnd;
  5623. if (timeEnd >= next)
  5624. {
  5625. next = timeEnd + timerFreq;
  5626. double freq = double(timerFreq);
  5627. double toMs = 1000.0/freq;
  5628. tvm.clear();
  5629. uint16_t pos = 0;
  5630. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  5631. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5632. , getRendererName()
  5633. , m_deviceInterfaceVersion
  5634. , (m_featureLevel >> 12) & 0xf
  5635. , (m_featureLevel >> 8) & 0xf
  5636. );
  5637. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  5638. char description[BX_COUNTOF(desc.Description)];
  5639. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5640. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5641. char dedicatedVideo[16];
  5642. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5643. char dedicatedSystem[16];
  5644. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5645. char sharedSystem[16];
  5646. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5647. char processMemoryUsed[16];
  5648. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5649. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5650. , dedicatedVideo
  5651. , dedicatedSystem
  5652. , sharedSystem
  5653. , processMemoryUsed
  5654. );
  5655. pos = 10;
  5656. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5657. , double(frameTime)*toMs
  5658. , double(min)*toMs
  5659. , double(max)*toMs
  5660. , freq/frameTime
  5661. );
  5662. char hmd[16];
  5663. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  5664. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5665. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  5666. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5667. , 0 != msaa ? '\xfe' : ' '
  5668. , 1<<msaa
  5669. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  5670. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5671. );
  5672. double elapsedCpuMs = double(frameTime)*toMs;
  5673. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  5674. , _render->m_numRenderItems
  5675. , statsKeyType[0]
  5676. , statsKeyType[1]
  5677. , elapsedCpuMs
  5678. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  5679. , maxGpuElapsed
  5680. , maxGpuLatency
  5681. );
  5682. maxGpuLatency = 0;
  5683. maxGpuElapsed = 0.0;
  5684. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  5685. {
  5686. tvm.printf(10, pos++, 0x8e, " %10s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  5687. , s_primName[ii]
  5688. , statsNumPrimsRendered[ii]
  5689. , statsNumInstances[ii]
  5690. , statsNumPrimsSubmitted[ii]
  5691. , statsNumDrawIndirect[ii]
  5692. );
  5693. }
  5694. if (NULL != m_renderdocdll)
  5695. {
  5696. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  5697. }
  5698. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  5699. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5700. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  5701. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  5702. pos++;
  5703. tvm.printf(10, pos++, 0x8e, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  5704. pos++;
  5705. tvm.printf(10, pos++, 0x8e, " State cache: ");
  5706. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  5707. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  5708. , m_blendStateCache.getCount()
  5709. , m_depthStencilStateCache.getCount()
  5710. , m_inputLayoutCache.getCount()
  5711. , m_rasterizerStateCache.getCount()
  5712. , m_samplerStateCache.getCount()
  5713. );
  5714. pos++;
  5715. double captureMs = double(captureElapsed)*toMs;
  5716. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  5717. uint8_t attr[2] = { 0x89, 0x8a };
  5718. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5719. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5720. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5721. min = frameTime;
  5722. max = frameTime;
  5723. }
  5724. blit(this, _textVideoMemBlitter, tvm);
  5725. PIX_ENDEVENT();
  5726. }
  5727. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5728. {
  5729. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugtext");
  5730. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5731. PIX_ENDEVENT();
  5732. }
  5733. }
  5734. } /* namespace d3d11 */ } // namespace bgfx
  5735. #else
  5736. namespace bgfx { namespace d3d11
  5737. {
  5738. RendererContextI* rendererCreate()
  5739. {
  5740. return NULL;
  5741. }
  5742. void rendererDestroy()
  5743. {
  5744. }
  5745. } /* namespace d3d11 */ } // namespace bgfx
  5746. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11