renderer_d3d11.cpp 160 KB

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  1. /*
  2. * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx { namespace d3d11
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  11. struct PrimInfo
  12. {
  13. D3D11_PRIMITIVE_TOPOLOGY m_type;
  14. uint32_t m_min;
  15. uint32_t m_div;
  16. uint32_t m_sub;
  17. };
  18. static const PrimInfo s_primInfo[] =
  19. {
  20. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  21. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  22. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  23. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  24. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  25. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  26. };
  27. static const char* s_primName[] =
  28. {
  29. "TriList",
  30. "TriStrip",
  31. "Line",
  32. "LineStrip",
  33. "Point",
  34. };
  35. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  36. union Zero
  37. {
  38. Zero()
  39. {
  40. memset(this, 0, sizeof(Zero) );
  41. }
  42. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  43. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  44. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  45. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  46. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  47. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  48. };
  49. BX_PRAGMA_DIAGNOSTIC_PUSH();
  50. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  51. static const Zero s_zero;
  52. BX_PRAGMA_DIAGNOSTIC_POP();
  53. static const uint32_t s_checkMsaa[] =
  54. {
  55. 0,
  56. 2,
  57. 4,
  58. 8,
  59. 16,
  60. };
  61. static DXGI_SAMPLE_DESC s_msaa[] =
  62. {
  63. { 1, 0 },
  64. { 2, 0 },
  65. { 4, 0 },
  66. { 8, 0 },
  67. { 16, 0 },
  68. };
  69. static const D3D11_BLEND s_blendFactor[][2] =
  70. {
  71. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  72. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  73. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  74. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  75. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  76. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  77. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  78. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  79. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  80. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  81. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  82. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  83. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  84. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  85. };
  86. static const D3D11_BLEND_OP s_blendEquation[] =
  87. {
  88. D3D11_BLEND_OP_ADD,
  89. D3D11_BLEND_OP_SUBTRACT,
  90. D3D11_BLEND_OP_REV_SUBTRACT,
  91. D3D11_BLEND_OP_MIN,
  92. D3D11_BLEND_OP_MAX,
  93. };
  94. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  95. {
  96. D3D11_COMPARISON_FUNC(0), // ignored
  97. D3D11_COMPARISON_LESS,
  98. D3D11_COMPARISON_LESS_EQUAL,
  99. D3D11_COMPARISON_EQUAL,
  100. D3D11_COMPARISON_GREATER_EQUAL,
  101. D3D11_COMPARISON_GREATER,
  102. D3D11_COMPARISON_NOT_EQUAL,
  103. D3D11_COMPARISON_NEVER,
  104. D3D11_COMPARISON_ALWAYS,
  105. };
  106. static const D3D11_STENCIL_OP s_stencilOp[] =
  107. {
  108. D3D11_STENCIL_OP_ZERO,
  109. D3D11_STENCIL_OP_KEEP,
  110. D3D11_STENCIL_OP_REPLACE,
  111. D3D11_STENCIL_OP_INCR,
  112. D3D11_STENCIL_OP_INCR_SAT,
  113. D3D11_STENCIL_OP_DECR,
  114. D3D11_STENCIL_OP_DECR_SAT,
  115. D3D11_STENCIL_OP_INVERT,
  116. };
  117. static const D3D11_CULL_MODE s_cullMode[] =
  118. {
  119. D3D11_CULL_NONE,
  120. D3D11_CULL_FRONT,
  121. D3D11_CULL_BACK,
  122. };
  123. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  124. {
  125. D3D11_TEXTURE_ADDRESS_WRAP,
  126. D3D11_TEXTURE_ADDRESS_MIRROR,
  127. D3D11_TEXTURE_ADDRESS_CLAMP,
  128. D3D11_TEXTURE_ADDRESS_BORDER,
  129. };
  130. /*
  131. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  132. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  133. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  134. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  135. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  136. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  137. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  138. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  139. * D3D11_FILTER_ANISOTROPIC = 0x55,
  140. *
  141. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  142. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  143. *
  144. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  145. * 0x10 // MIN_LINEAR
  146. * 0x04 // MAG_LINEAR
  147. * 0x01 // MIP_LINEAR
  148. */
  149. static const uint8_t s_textureFilter[3][3] =
  150. {
  151. {
  152. 0x10, // min linear
  153. 0x00, // min point
  154. 0x55, // anisotropic
  155. },
  156. {
  157. 0x04, // mag linear
  158. 0x00, // mag point
  159. 0x55, // anisotropic
  160. },
  161. {
  162. 0x01, // mip linear
  163. 0x00, // mip point
  164. 0x55, // anisotropic
  165. },
  166. };
  167. struct TextureFormatInfo
  168. {
  169. DXGI_FORMAT m_fmt;
  170. DXGI_FORMAT m_fmtSrv;
  171. DXGI_FORMAT m_fmtDsv;
  172. DXGI_FORMAT m_fmtSrgb;
  173. };
  174. static const TextureFormatInfo s_textureFormat[] =
  175. {
  176. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  177. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  178. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  179. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  180. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  181. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  182. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  186. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  187. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  189. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  190. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  191. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  192. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  193. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  194. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  195. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  196. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  197. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  198. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  199. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  200. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  201. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  202. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  203. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  204. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  205. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  206. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  207. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  208. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  209. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  210. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  211. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  212. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  213. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  214. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  215. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  216. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  217. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  218. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  219. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  220. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  221. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  222. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  223. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  224. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  225. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  226. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  227. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  228. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  229. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  230. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  231. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  232. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  233. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  234. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  235. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  236. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  237. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  238. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  239. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  240. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  241. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  242. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  243. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  244. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  245. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  246. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  247. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  248. };
  249. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  250. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  251. {
  252. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  253. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  254. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  255. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  256. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  257. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  258. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  259. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  260. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  261. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  262. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  263. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  264. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  265. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  266. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  267. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  268. };
  269. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  270. static const DXGI_FORMAT s_attribType[][4][2] =
  271. {
  272. { // Uint8
  273. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  274. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  275. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  276. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  277. },
  278. { // Uint10
  279. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  280. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  281. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  282. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  283. },
  284. { // Int16
  285. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  286. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  287. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  288. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  289. },
  290. { // Half
  291. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  292. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  293. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  294. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  295. },
  296. { // Float
  297. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  298. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  299. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  300. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  301. },
  302. };
  303. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  304. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  305. {
  306. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  307. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  308. {
  309. if (UINT16_MAX != _decl.m_attributes[attr])
  310. {
  311. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  312. if (0 == _decl.m_attributes[attr])
  313. {
  314. elem->AlignedByteOffset = 0;
  315. }
  316. else
  317. {
  318. uint8_t num;
  319. AttribType::Enum type;
  320. bool normalized;
  321. bool asInt;
  322. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  323. elem->Format = s_attribType[type][num-1][normalized];
  324. elem->AlignedByteOffset = _decl.m_offset[attr];
  325. }
  326. ++elem;
  327. }
  328. }
  329. return elem;
  330. }
  331. struct TextureStage
  332. {
  333. TextureStage()
  334. {
  335. clear();
  336. }
  337. void clear()
  338. {
  339. memset(m_srv, 0, sizeof(m_srv) );
  340. memset(m_sampler, 0, sizeof(m_sampler) );
  341. }
  342. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  343. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  344. };
  345. BX_PRAGMA_DIAGNOSTIC_PUSH();
  346. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  347. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  348. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  349. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  350. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  351. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  352. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  353. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  354. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  355. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  356. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  357. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  358. enum D3D11_FORMAT_SUPPORT2
  359. {
  360. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  361. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  362. };
  363. static const GUID s_deviceIIDs[] =
  364. {
  365. IID_IDXGIDevice3,
  366. IID_IDXGIDevice2,
  367. IID_IDXGIDevice1,
  368. IID_IDXGIDevice0,
  369. };
  370. template <typename Ty>
  371. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  372. {
  373. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  374. {
  375. char temp[2048];
  376. va_list argList;
  377. va_start(argList, _format);
  378. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  379. va_end(argList);
  380. temp[size] = '\0';
  381. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  382. }
  383. }
  384. BX_PRAGMA_DIAGNOSTIC_POP();
  385. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  386. {
  387. uint8_t temp[28];
  388. D3D11_BUFFER_DESC desc;
  389. desc.ByteWidth = sizeof(temp);
  390. desc.Usage = D3D11_USAGE_STAGING;
  391. desc.BindFlags = 0;
  392. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  393. desc.MiscFlags = 0;
  394. desc.StructureByteStride = 0;
  395. D3D11_SUBRESOURCE_DATA initData;
  396. initData.pSysMem = &temp;
  397. initData.SysMemPitch = sizeof(temp);
  398. initData.SysMemSlicePitch = 0;
  399. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  400. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  401. bx::write(&writer, UINT32_C(0x00010000) );
  402. bx::write(&writer, UINT32_C(0) );
  403. bx::write(&writer, UINT32_C(0) );
  404. ID3D11Buffer* buffer;
  405. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  406. if (SUCCEEDED(hr) )
  407. {
  408. buffer->Release();
  409. bx::MemoryReader reader(&temp, sizeof(temp) );
  410. bx::skip(&reader, 16);
  411. uint32_t version;
  412. bx::read(&reader, version);
  413. uint32_t driverVersion;
  414. bx::read(&reader, driverVersion);
  415. return version <= driverVersion;
  416. }
  417. return false;
  418. };
  419. enum AGS_RETURN_CODE
  420. {
  421. AGS_SUCCESS,
  422. AGS_INVALID_ARGS,
  423. AGS_OUT_OF_MEMORY,
  424. AGS_ERROR_MISSING_DLL,
  425. AGS_ERROR_LEGACY_DRIVER,
  426. AGS_EXTENSION_NOT_SUPPORTED,
  427. AGS_ADL_FAILURE,
  428. };
  429. enum AGS_DRIVER_EXTENSION
  430. {
  431. AGS_EXTENSION_QUADLIST = 1 << 0,
  432. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  433. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  434. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  435. };
  436. struct AGSDriverVersionInfo
  437. {
  438. char strDriverVersion[256];
  439. char strCatalystVersion[256];
  440. char strCatalystWebLink[256];
  441. };
  442. struct AGSContext;
  443. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  444. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  445. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  446. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  447. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  448. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  449. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  450. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  451. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  452. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  453. static PFN_AGS_INIT agsInit;
  454. static PFN_AGS_DEINIT agsDeInit;
  455. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  456. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  457. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  458. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  459. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  460. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  461. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  462. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  463. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  464. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  465. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  466. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  467. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  468. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  469. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  470. #if USE_D3D11_DYNAMIC_LIB
  471. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  472. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  473. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  474. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  475. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  476. static PFN_GET_DEBUG_INTERFACE DXGIGetDebugInterface;
  477. static PFN_GET_DEBUG_INTERFACE1 DXGIGetDebugInterface1;
  478. #endif // USE_D3D11_DYNAMIC_LIB
  479. struct RendererContextD3D11 : public RendererContextI
  480. {
  481. RendererContextD3D11()
  482. : m_d3d9dll(NULL)
  483. , m_d3d11dll(NULL)
  484. , m_dxgidll(NULL)
  485. , m_dxgidebugdll(NULL)
  486. , m_renderdocdll(NULL)
  487. , m_agsdll(NULL)
  488. , m_ags(NULL)
  489. , m_driverType(D3D_DRIVER_TYPE_NULL)
  490. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  491. , m_adapter(NULL)
  492. , m_factory(NULL)
  493. , m_swapChain(NULL)
  494. , m_lost(0)
  495. , m_numWindows(0)
  496. , m_device(NULL)
  497. , m_deviceCtx(NULL)
  498. , m_infoQueue(NULL)
  499. , m_backBufferColor(NULL)
  500. , m_backBufferDepthStencil(NULL)
  501. , m_currentColor(NULL)
  502. , m_currentDepthStencil(NULL)
  503. , m_captureTexture(NULL)
  504. , m_captureResolve(NULL)
  505. , m_wireframe(false)
  506. , m_flags(BGFX_RESET_NONE)
  507. , m_maxAnisotropy(1)
  508. , m_currentProgram(NULL)
  509. , m_vsChanges(0)
  510. , m_fsChanges(0)
  511. , m_rtMsaa(false)
  512. , m_ovrRtv(NULL)
  513. , m_ovrDsv(NULL)
  514. {
  515. m_fbh.idx = invalidHandle;
  516. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  517. memset(&m_scd, 0, sizeof(m_scd) );
  518. memset(&m_windows, 0xff, sizeof(m_windows) );
  519. }
  520. ~RendererContextD3D11()
  521. {
  522. }
  523. bool init()
  524. {
  525. struct ErrorState
  526. {
  527. enum Enum
  528. {
  529. Default,
  530. LoadedD3D11,
  531. LoadedDXGI,
  532. CreatedDXGIFactory,
  533. };
  534. };
  535. ErrorState::Enum errorState = ErrorState::Default;
  536. // Must be before device creation, and before RenderDoc.
  537. m_ovr.init();
  538. if (!m_ovr.isInitialized() )
  539. {
  540. m_renderdocdll = loadRenderDoc();
  541. }
  542. m_fbh.idx = invalidHandle;
  543. memset(m_uniforms, 0, sizeof(m_uniforms) );
  544. memset(&m_resolution, 0, sizeof(m_resolution) );
  545. m_ags = NULL;
  546. m_agsdll = bx::dlopen(
  547. #if BX_ARCH_32BIT
  548. "amd_ags_x86.dll"
  549. #else
  550. "amd_ags_x64.dll"
  551. #endif // BX_ARCH_32BIT
  552. );
  553. if (NULL != m_agsdll)
  554. {
  555. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsdll, "agsInit");
  556. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsdll, "agsDeInit");
  557. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetCrossfireGPUCount");
  558. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetTotalGPUCount");
  559. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsdll, "agsGetGPUMemorySize");
  560. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsdll, "agsGetDriverVersionInfo");
  561. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsdll, "agsDriverExtensions_Init");
  562. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsdll, "agsDriverExtensions_DeInit");
  563. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  564. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  565. bool agsSupported = true
  566. && NULL != agsInit
  567. && NULL != agsDeInit
  568. && NULL != agsGetCrossfireGPUCount
  569. && NULL != agsGetTotalGPUCount
  570. && NULL != agsGetGPUMemorySize
  571. && NULL != agsGetDriverVersionInfo
  572. && NULL != agsDriverExtensions_Init
  573. && NULL != agsDriverExtensions_DeInit
  574. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  575. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  576. ;
  577. if (agsSupported)
  578. {
  579. AGS_RETURN_CODE result = agsInit(&m_ags);
  580. agsSupported = AGS_SUCCESS == result;
  581. if (agsSupported)
  582. {
  583. AGSDriverVersionInfo vi;
  584. result = agsGetDriverVersionInfo(m_ags, &vi);
  585. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  586. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  587. int32_t numCrossfireGPUs = 0;
  588. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  589. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  590. int32_t numGPUs = 0;
  591. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  592. BX_TRACE(" Num GPUs: %d", numGPUs);
  593. for (int32_t ii = 0; ii < numGPUs; ++ii)
  594. {
  595. long long memSize;
  596. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  597. if (AGS_SUCCESS == result)
  598. {
  599. char memSizeStr[16];
  600. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  601. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  602. }
  603. }
  604. }
  605. }
  606. BX_WARN(!agsSupported, "AMD/AGS supported.");
  607. if (!agsSupported)
  608. {
  609. if (NULL != m_ags)
  610. {
  611. agsDeInit(m_ags);
  612. m_ags = NULL;
  613. }
  614. bx::dlclose(m_agsdll);
  615. m_agsdll = NULL;
  616. }
  617. }
  618. #if USE_D3D11_DYNAMIC_LIB
  619. m_d3d11dll = bx::dlopen("d3d11.dll");
  620. BX_WARN(NULL != m_d3d11dll, "Failed to load d3d11.dll.");
  621. if (NULL == m_d3d11dll)
  622. {
  623. goto error;
  624. }
  625. errorState = ErrorState::LoadedD3D11;
  626. m_d3d9dll = NULL;
  627. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  628. {
  629. // D3D11_1.h has ID3DUserDefinedAnnotation
  630. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  631. m_d3d9dll = bx::dlopen("d3d9.dll");
  632. if (NULL != m_d3d9dll)
  633. {
  634. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  635. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  636. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  637. BX_CHECK(NULL != D3DPERF_SetMarker
  638. && NULL != D3DPERF_BeginEvent
  639. && NULL != D3DPERF_EndEvent
  640. , "Failed to initialize PIX events."
  641. );
  642. }
  643. }
  644. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  645. BX_WARN(NULL != D3D11CreateDevice, "Function D3D11CreateDevice not found.");
  646. if (NULL == D3D11CreateDevice)
  647. {
  648. goto error;
  649. }
  650. m_dxgidll = bx::dlopen("dxgi.dll");
  651. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  652. if (NULL == m_dxgidll)
  653. {
  654. goto error;
  655. }
  656. errorState = ErrorState::LoadedDXGI;
  657. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  658. BX_WARN(NULL != CreateDXGIFactory, "Function CreateDXGIFactory not found.");
  659. if (NULL == CreateDXGIFactory)
  660. {
  661. goto error;
  662. }
  663. m_dxgidebugdll = bx::dlopen("dxgidebug.dll");
  664. if (NULL != m_dxgidebugdll)
  665. {
  666. DXGIGetDebugInterface = (PFN_GET_DEBUG_INTERFACE )bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface");
  667. DXGIGetDebugInterface1 = (PFN_GET_DEBUG_INTERFACE1)bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface1");
  668. if (NULL == DXGIGetDebugInterface
  669. && NULL == DXGIGetDebugInterface1)
  670. {
  671. bx::dlclose(m_dxgidebugdll);
  672. m_dxgidebugdll = NULL;
  673. }
  674. else
  675. {
  676. // Figure out how to access IDXGIInfoQueue on pre Win8...
  677. }
  678. }
  679. #endif // USE_D3D11_DYNAMIC_LIB
  680. HRESULT hr;
  681. IDXGIFactory* factory;
  682. #if BX_PLATFORM_WINRT
  683. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  684. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  685. #else
  686. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  687. #endif // BX_PLATFORM_WINRT
  688. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  689. if (FAILED(hr) )
  690. {
  691. goto error;
  692. }
  693. errorState = ErrorState::CreatedDXGIFactory;
  694. m_device = (ID3D11Device*)g_platformData.context;
  695. if (NULL == m_device)
  696. {
  697. m_adapter = NULL;
  698. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  699. ? D3D_DRIVER_TYPE_WARP
  700. : D3D_DRIVER_TYPE_HARDWARE
  701. ;
  702. IDXGIAdapter* adapter;
  703. for (uint32_t ii = 0
  704. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  705. ; ++ii
  706. )
  707. {
  708. DXGI_ADAPTER_DESC desc;
  709. hr = adapter->GetDesc(&desc);
  710. if (SUCCEEDED(hr) )
  711. {
  712. BX_TRACE("Adapter #%d", ii);
  713. char description[BX_COUNTOF(desc.Description)];
  714. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  715. BX_TRACE("\tDescription: %s", description);
  716. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  717. , desc.VendorId
  718. , desc.DeviceId
  719. , desc.SubSysId
  720. , desc.Revision
  721. );
  722. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  723. , desc.DedicatedVideoMemory
  724. , desc.DedicatedSystemMemory
  725. , desc.SharedSystemMemory
  726. );
  727. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  728. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  729. ++g_caps.numGPUs;
  730. if (NULL == m_adapter)
  731. {
  732. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  733. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  734. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  735. {
  736. m_adapter = adapter;
  737. m_adapter->AddRef();
  738. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  739. }
  740. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  741. && 0 != strstr(description, "PerfHUD") )
  742. {
  743. m_adapter = adapter;
  744. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  745. }
  746. }
  747. }
  748. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  749. }
  750. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  751. D3D_FEATURE_LEVEL featureLevel[] =
  752. {
  753. D3D_FEATURE_LEVEL_11_1,
  754. D3D_FEATURE_LEVEL_11_0,
  755. D3D_FEATURE_LEVEL_10_1,
  756. D3D_FEATURE_LEVEL_10_0,
  757. D3D_FEATURE_LEVEL_9_3,
  758. D3D_FEATURE_LEVEL_9_2,
  759. D3D_FEATURE_LEVEL_9_1,
  760. };
  761. for (;;)
  762. {
  763. uint32_t flags = 0
  764. | D3D11_CREATE_DEVICE_SINGLETHREADED
  765. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  766. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  767. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  768. ;
  769. hr = E_FAIL;
  770. for (uint32_t ii = 0; ii < 3 && FAILED(hr);)
  771. {
  772. hr = D3D11CreateDevice(m_adapter
  773. , m_driverType
  774. , NULL
  775. , flags
  776. , &featureLevel[ii]
  777. , BX_COUNTOF(featureLevel)-ii
  778. , D3D11_SDK_VERSION
  779. , &m_device
  780. , &m_featureLevel
  781. , &m_deviceCtx
  782. );
  783. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  784. , (m_featureLevel >> 12) & 0xf
  785. , (m_featureLevel >> 8) & 0xf
  786. );
  787. if (FAILED(hr)
  788. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  789. {
  790. // Try without debug in case D3D11 SDK Layers
  791. // is not present?
  792. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  793. continue;
  794. }
  795. // Enable debug flags.
  796. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  797. ++ii;
  798. }
  799. if (FAILED(hr)
  800. && D3D_DRIVER_TYPE_WARP != m_driverType)
  801. {
  802. // Try with WARP
  803. m_driverType = D3D_DRIVER_TYPE_WARP;
  804. continue;
  805. }
  806. break;
  807. }
  808. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  809. if (FAILED(hr) )
  810. {
  811. goto error;
  812. }
  813. if (NULL != m_adapter)
  814. {
  815. DX_RELEASE(m_adapter, 2);
  816. }
  817. }
  818. else
  819. {
  820. m_device->GetImmediateContext(&m_deviceCtx);
  821. BX_WARN(NULL != m_deviceCtx, "Unable to create Direct3D11 device.");
  822. if (NULL == m_deviceCtx)
  823. {
  824. goto error;
  825. }
  826. }
  827. {
  828. IDXGIDevice* device = NULL;
  829. IDXGIAdapter* adapter = NULL;
  830. hr = E_FAIL;
  831. for (uint32_t ii = 0; ii < BX_COUNTOF(s_deviceIIDs) && FAILED(hr); ++ii)
  832. {
  833. hr = m_device->QueryInterface(s_deviceIIDs[ii], (void**)&device);
  834. BX_TRACE("D3D device 11.%d, hr %x", BX_COUNTOF(s_deviceIIDs)-1-ii, hr);
  835. if (SUCCEEDED(hr) )
  836. {
  837. #if BX_COMPILER_MSVC
  838. BX_PRAGMA_DIAGNOSTIC_PUSH();
  839. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  840. try
  841. {
  842. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  843. hr = device->GetAdapter(&adapter);
  844. }
  845. catch (...)
  846. {
  847. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_deviceIIDs)-1-ii);
  848. DX_RELEASE(device, 0);
  849. hr = E_FAIL;
  850. }
  851. BX_PRAGMA_DIAGNOSTIC_POP();
  852. #else
  853. hr = device->GetAdapter(&adapter);
  854. #endif // BX_COMPILER_MSVC
  855. }
  856. }
  857. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  858. if (FAILED(hr) )
  859. {
  860. goto error;
  861. }
  862. // GPA increases device ref count.
  863. // RenderDoc makes device ref count 0 here.
  864. //
  865. // This causes assert in debug. When debugger is present refcount
  866. // checks are off.
  867. IDXGIDevice* renderdoc;
  868. hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  869. if (SUCCEEDED(hr) )
  870. {
  871. setGraphicsDebuggerPresent(true);
  872. DX_RELEASE(renderdoc, 2);
  873. }
  874. else
  875. {
  876. setGraphicsDebuggerPresent(3 != getRefCount(device) );
  877. DX_RELEASE(device, 2);
  878. }
  879. hr = adapter->GetDesc(&m_adapterDesc);
  880. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  881. if (FAILED(hr) )
  882. {
  883. DX_RELEASE(adapter, 2);
  884. goto error;
  885. }
  886. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  887. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  888. : (uint16_t)m_adapterDesc.VendorId
  889. ;
  890. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  891. if (NULL == g_platformData.backBuffer)
  892. {
  893. #if BX_PLATFORM_WINRT
  894. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  895. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  896. DX_RELEASE(adapter, 2);
  897. if (FAILED(hr) )
  898. {
  899. goto error;
  900. }
  901. memset(&m_scd, 0, sizeof(m_scd) );
  902. m_scd.Width = BGFX_DEFAULT_WIDTH;
  903. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  904. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  905. m_scd.Stereo = false;
  906. m_scd.SampleDesc.Count = 1;
  907. m_scd.SampleDesc.Quality = 0;
  908. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  909. m_scd.BufferCount = 2;
  910. m_scd.Scaling = DXGI_SCALING_NONE;
  911. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  912. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  913. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  914. , (::IUnknown*)g_platformData.nwh
  915. , &m_scd
  916. , NULL
  917. , &m_swapChain
  918. );
  919. #else
  920. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  921. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  922. DX_RELEASE(adapter, 2);
  923. if (FAILED(hr) )
  924. {
  925. goto error;
  926. }
  927. memset(&m_scd, 0, sizeof(m_scd) );
  928. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  929. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  930. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  931. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  932. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  933. m_scd.SampleDesc.Count = 1;
  934. m_scd.SampleDesc.Quality = 0;
  935. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  936. m_scd.BufferCount = 1;
  937. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  938. m_scd.Windowed = true;
  939. hr = m_factory->CreateSwapChain(m_device
  940. , &m_scd
  941. , &m_swapChain
  942. );
  943. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  944. | DXGI_MWA_NO_WINDOW_CHANGES
  945. | DXGI_MWA_NO_ALT_ENTER
  946. ) );
  947. #endif // BX_PLATFORM_WINRT
  948. BX_WARN(SUCCEEDED(hr), "Failed to create swap chain.");
  949. if (FAILED(hr) )
  950. {
  951. goto error;
  952. }
  953. }
  954. else
  955. {
  956. memset(&m_scd, 0, sizeof(m_scd) );
  957. m_scd.SampleDesc.Count = 1;
  958. m_scd.SampleDesc.Quality = 0;
  959. setBufferSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  960. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  961. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  962. }
  963. }
  964. m_numWindows = 1;
  965. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  966. {
  967. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  968. if (SUCCEEDED(hr) )
  969. {
  970. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  971. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  972. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  973. D3D11_INFO_QUEUE_FILTER filter;
  974. memset(&filter, 0, sizeof(filter) );
  975. D3D11_MESSAGE_CATEGORY catlist[] =
  976. {
  977. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  978. };
  979. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  980. filter.DenyList.pCategoryList = catlist;
  981. m_infoQueue->PushStorageFilter(&filter);
  982. DX_RELEASE(m_infoQueue, 3);
  983. }
  984. }
  985. {
  986. UniformHandle handle = BGFX_INVALID_HANDLE;
  987. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  988. {
  989. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  990. }
  991. g_caps.supported |= (0
  992. | BGFX_CAPS_TEXTURE_3D
  993. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  994. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  995. | BGFX_CAPS_FRAGMENT_DEPTH
  996. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  997. | BGFX_CAPS_SWAP_CHAIN
  998. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  999. | BGFX_CAPS_DRAW_INDIRECT
  1000. );
  1001. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1002. {
  1003. g_caps.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1004. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1005. }
  1006. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1007. {
  1008. g_caps.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1009. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1010. }
  1011. else
  1012. {
  1013. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1014. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1015. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1016. }
  1017. // 32-bit indices only supported on 9_2+.
  1018. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1019. {
  1020. g_caps.supported |= BGFX_CAPS_INDEX32;
  1021. }
  1022. // Independent blend only supported on 10_1+.
  1023. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1024. {
  1025. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1026. }
  1027. // Compute support is optional on 10_0 and 10_1 targets.
  1028. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1029. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1030. {
  1031. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  1032. {
  1033. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  1034. };
  1035. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1036. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1037. if (SUCCEEDED(hr)
  1038. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1039. {
  1040. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1041. }
  1042. }
  1043. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1044. {
  1045. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1046. }
  1047. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1048. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1049. {
  1050. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1051. }
  1052. else
  1053. {
  1054. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  1055. {
  1056. BOOL SimpleInstancingSupported;
  1057. };
  1058. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1059. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  1060. if (SUCCEEDED(hr)
  1061. && data.SimpleInstancingSupported)
  1062. {
  1063. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1064. }
  1065. }
  1066. // shadow compare is optional on 9_1 through 9_3 targets
  1067. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1068. {
  1069. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  1070. {
  1071. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  1072. };
  1073. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1074. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  1075. if (SUCCEEDED(hr)
  1076. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1077. {
  1078. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1079. }
  1080. }
  1081. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1082. {
  1083. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1084. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  1085. ? s_textureFormat[ii].m_fmtDsv
  1086. : s_textureFormat[ii].m_fmt
  1087. ;
  1088. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1089. if (DXGI_FORMAT_UNKNOWN != fmt)
  1090. {
  1091. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1092. {
  1093. DXGI_FORMAT InFormat;
  1094. UINT OutFormatSupport;
  1095. };
  1096. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1097. data.InFormat = fmt;
  1098. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1099. if (SUCCEEDED(hr) )
  1100. {
  1101. support |= 0 != (data.OutFormatSupport & (0
  1102. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1103. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1104. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1105. ) )
  1106. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR
  1107. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1108. ;
  1109. support |= 0 != (data.OutFormatSupport & (0
  1110. | D3D11_FORMAT_SUPPORT_BUFFER
  1111. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1112. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1113. ) )
  1114. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1115. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1116. ;
  1117. support |= 0 != (data.OutFormatSupport & (0
  1118. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1119. ) )
  1120. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1121. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1122. ;
  1123. support |= 0 != (data.OutFormatSupport & (0
  1124. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1125. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1126. ) )
  1127. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1128. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1129. ;
  1130. support |= 0 != (data.OutFormatSupport & (0
  1131. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1132. ) )
  1133. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1134. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1135. ;
  1136. support |= 0 != (data.OutFormatSupport & (0
  1137. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1138. ) )
  1139. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1140. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1141. ;
  1142. }
  1143. else
  1144. {
  1145. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1146. }
  1147. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1148. {
  1149. // clear image flag for additional testing
  1150. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1151. data.InFormat = s_textureFormat[ii].m_fmt;
  1152. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  1153. if (SUCCEEDED(hr) )
  1154. {
  1155. support |= 0 != (data.OutFormatSupport & (0
  1156. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1157. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1158. ) )
  1159. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1160. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1161. ;
  1162. }
  1163. }
  1164. }
  1165. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1166. {
  1167. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1168. {
  1169. DXGI_FORMAT InFormat;
  1170. UINT OutFormatSupport;
  1171. };
  1172. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1173. data.InFormat = fmtSrgb;
  1174. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1175. if (SUCCEEDED(hr) )
  1176. {
  1177. support |= 0 != (data.OutFormatSupport & (0
  1178. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1179. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1180. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1181. ) )
  1182. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR_SRGB
  1183. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1184. ;
  1185. }
  1186. else
  1187. {
  1188. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1189. }
  1190. }
  1191. g_caps.formats[ii] = support;
  1192. }
  1193. // Init reserved part of view name.
  1194. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1195. {
  1196. char name[BGFX_CONFIG_MAX_VIEW_NAME_RESERVED+1];
  1197. bx::snprintf(name, sizeof(name), "%3d ", ii);
  1198. mbstowcs(s_viewNameW[ii], name, BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1199. }
  1200. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  1201. && NULL != m_infoQueue)
  1202. {
  1203. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1204. }
  1205. { //
  1206. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1207. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1208. if (NULL != m_ags)
  1209. {
  1210. uint32_t flags;
  1211. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1212. bool hasExtensions = AGS_SUCCESS == result;
  1213. if (hasExtensions
  1214. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1215. {
  1216. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1217. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1218. }
  1219. else
  1220. {
  1221. if (hasExtensions)
  1222. {
  1223. agsDriverExtensions_DeInit(m_ags);
  1224. }
  1225. agsDeInit(m_ags);
  1226. m_ags = NULL;
  1227. }
  1228. }
  1229. }
  1230. //
  1231. updateMsaa();
  1232. postReset();
  1233. }
  1234. return true;
  1235. error:
  1236. switch (errorState)
  1237. {
  1238. case ErrorState::CreatedDXGIFactory:
  1239. DX_RELEASE(m_swapChain, 0);
  1240. DX_RELEASE(m_deviceCtx, 0);
  1241. DX_RELEASE(m_device, 0);
  1242. DX_RELEASE(m_factory, 0);
  1243. case ErrorState::LoadedDXGI:
  1244. #if USE_D3D11_DYNAMIC_LIB
  1245. if (NULL != m_dxgidebugdll)
  1246. {
  1247. bx::dlclose(m_dxgidebugdll);
  1248. m_dxgidebugdll = NULL;
  1249. }
  1250. if (NULL != m_d3d9dll)
  1251. {
  1252. bx::dlclose(m_d3d9dll);
  1253. m_d3d9dll = NULL;
  1254. }
  1255. bx::dlclose(m_dxgidll);
  1256. m_dxgidll = NULL;
  1257. #endif // USE_D3D11_DYNAMIC_LIB
  1258. case ErrorState::LoadedD3D11:
  1259. #if USE_D3D11_DYNAMIC_LIB
  1260. bx::dlclose(m_d3d11dll);
  1261. m_d3d11dll = NULL;
  1262. #endif // USE_D3D11_DYNAMIC_LIB
  1263. case ErrorState::Default:
  1264. if (NULL != m_ags)
  1265. {
  1266. agsDeInit(m_ags);
  1267. }
  1268. bx::dlclose(m_agsdll);
  1269. m_agsdll = NULL;
  1270. unloadRenderDoc(m_renderdocdll);
  1271. m_ovr.shutdown();
  1272. break;
  1273. }
  1274. return false;
  1275. }
  1276. void shutdown()
  1277. {
  1278. preReset();
  1279. m_ovr.shutdown();
  1280. if (NULL != m_ags)
  1281. {
  1282. agsDeInit(m_ags);
  1283. m_ags = NULL;
  1284. }
  1285. bx::dlclose(m_agsdll);
  1286. m_agsdll = NULL;
  1287. m_deviceCtx->ClearState();
  1288. invalidateCache();
  1289. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1290. {
  1291. m_frameBuffers[ii].destroy();
  1292. }
  1293. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1294. {
  1295. m_indexBuffers[ii].destroy();
  1296. }
  1297. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1298. {
  1299. m_vertexBuffers[ii].destroy();
  1300. }
  1301. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1302. {
  1303. m_shaders[ii].destroy();
  1304. }
  1305. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1306. {
  1307. m_textures[ii].destroy();
  1308. }
  1309. DX_RELEASE(m_swapChain, 0);
  1310. DX_RELEASE(m_deviceCtx, 0);
  1311. DX_RELEASE(m_device, 0);
  1312. DX_RELEASE(m_factory, 0);
  1313. unloadRenderDoc(m_renderdocdll);
  1314. #if USE_D3D11_DYNAMIC_LIB
  1315. if (NULL != m_dxgidebugdll)
  1316. {
  1317. bx::dlclose(m_dxgidebugdll);
  1318. m_dxgidebugdll = NULL;
  1319. }
  1320. if (NULL != m_d3d9dll)
  1321. {
  1322. bx::dlclose(m_d3d9dll);
  1323. m_d3d9dll = NULL;
  1324. }
  1325. bx::dlclose(m_dxgidll);
  1326. m_dxgidll = NULL;
  1327. bx::dlclose(m_d3d11dll);
  1328. m_d3d11dll = NULL;
  1329. #endif // USE_D3D11_DYNAMIC_LIB
  1330. }
  1331. RendererType::Enum getRendererType() const BX_OVERRIDE
  1332. {
  1333. return RendererType::Direct3D11;
  1334. }
  1335. const char* getRendererName() const BX_OVERRIDE
  1336. {
  1337. return BGFX_RENDERER_DIRECT3D11_NAME;
  1338. }
  1339. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1340. {
  1341. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1342. }
  1343. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1344. {
  1345. m_indexBuffers[_handle.idx].destroy();
  1346. }
  1347. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1348. {
  1349. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1350. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1351. dump(decl);
  1352. }
  1353. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1354. {
  1355. }
  1356. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1357. {
  1358. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1359. }
  1360. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1361. {
  1362. m_vertexBuffers[_handle.idx].destroy();
  1363. }
  1364. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1365. {
  1366. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1367. }
  1368. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1369. {
  1370. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1371. }
  1372. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1373. {
  1374. m_indexBuffers[_handle.idx].destroy();
  1375. }
  1376. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1377. {
  1378. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1379. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1380. }
  1381. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1382. {
  1383. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1384. }
  1385. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1386. {
  1387. m_vertexBuffers[_handle.idx].destroy();
  1388. }
  1389. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1390. {
  1391. m_shaders[_handle.idx].create(_mem);
  1392. }
  1393. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1394. {
  1395. m_shaders[_handle.idx].destroy();
  1396. }
  1397. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1398. {
  1399. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1400. }
  1401. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1402. {
  1403. m_program[_handle.idx].destroy();
  1404. }
  1405. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1406. {
  1407. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1408. }
  1409. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1410. {
  1411. }
  1412. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1413. {
  1414. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1415. }
  1416. void updateTextureEnd() BX_OVERRIDE
  1417. {
  1418. }
  1419. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1420. {
  1421. TextureD3D11& texture = m_textures[_handle.idx];
  1422. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1423. const Memory* mem = alloc(size);
  1424. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1425. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1426. bx::write(&writer, magic);
  1427. TextureCreate tc;
  1428. tc.m_flags = texture.m_flags;
  1429. tc.m_width = _width;
  1430. tc.m_height = _height;
  1431. tc.m_sides = 0;
  1432. tc.m_depth = 0;
  1433. tc.m_numMips = 1;
  1434. tc.m_format = texture.m_requestedFormat;
  1435. tc.m_cubeMap = false;
  1436. tc.m_mem = NULL;
  1437. bx::write(&writer, tc);
  1438. texture.destroy();
  1439. texture.create(mem, tc.m_flags, 0);
  1440. release(mem);
  1441. }
  1442. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1443. {
  1444. m_textures[_handle.idx].destroy();
  1445. }
  1446. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1447. {
  1448. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1449. }
  1450. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1451. {
  1452. uint16_t denseIdx = m_numWindows++;
  1453. m_windows[denseIdx] = _handle;
  1454. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1455. }
  1456. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1457. {
  1458. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1459. if (UINT16_MAX != denseIdx)
  1460. {
  1461. --m_numWindows;
  1462. if (m_numWindows > 1)
  1463. {
  1464. FrameBufferHandle handle = m_windows[m_numWindows];
  1465. m_windows[denseIdx] = handle;
  1466. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1467. }
  1468. }
  1469. }
  1470. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1471. {
  1472. if (NULL != m_uniforms[_handle.idx])
  1473. {
  1474. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1475. }
  1476. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1477. void* data = BX_ALLOC(g_allocator, size);
  1478. memset(data, 0, size);
  1479. m_uniforms[_handle.idx] = data;
  1480. m_uniformReg.add(_handle, _name, data);
  1481. }
  1482. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1483. {
  1484. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1485. m_uniforms[_handle.idx] = NULL;
  1486. }
  1487. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1488. {
  1489. BX_WARN(NULL != m_swapChain, "Unable to capture screenshot %s.", _filePath);
  1490. if (NULL == m_swapChain)
  1491. {
  1492. return;
  1493. }
  1494. ID3D11Texture2D* backBuffer;
  1495. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1496. D3D11_TEXTURE2D_DESC backBufferDesc;
  1497. backBuffer->GetDesc(&backBufferDesc);
  1498. D3D11_TEXTURE2D_DESC desc;
  1499. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1500. desc.SampleDesc.Count = 1;
  1501. desc.SampleDesc.Quality = 0;
  1502. desc.Usage = D3D11_USAGE_STAGING;
  1503. desc.BindFlags = 0;
  1504. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1505. ID3D11Texture2D* texture;
  1506. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1507. if (SUCCEEDED(hr) )
  1508. {
  1509. if (backBufferDesc.SampleDesc.Count == 1)
  1510. {
  1511. m_deviceCtx->CopyResource(texture, backBuffer);
  1512. }
  1513. else
  1514. {
  1515. desc.Usage = D3D11_USAGE_DEFAULT;
  1516. desc.CPUAccessFlags = 0;
  1517. ID3D11Texture2D* resolve;
  1518. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1519. if (SUCCEEDED(hr) )
  1520. {
  1521. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1522. m_deviceCtx->CopyResource(texture, resolve);
  1523. DX_RELEASE(resolve, 0);
  1524. }
  1525. }
  1526. D3D11_MAPPED_SUBRESOURCE mapped;
  1527. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1528. imageSwizzleBgra8(backBufferDesc.Width
  1529. , backBufferDesc.Height
  1530. , mapped.RowPitch
  1531. , mapped.pData
  1532. , mapped.pData
  1533. );
  1534. g_callback->screenShot(_filePath
  1535. , backBufferDesc.Width
  1536. , backBufferDesc.Height
  1537. , mapped.RowPitch
  1538. , mapped.pData
  1539. , backBufferDesc.Height*mapped.RowPitch
  1540. , false
  1541. );
  1542. m_deviceCtx->Unmap(texture, 0);
  1543. DX_RELEASE(texture, 0);
  1544. }
  1545. DX_RELEASE(backBuffer, 0);
  1546. }
  1547. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1548. {
  1549. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1550. {
  1551. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1552. , _name
  1553. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1554. );
  1555. }
  1556. }
  1557. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1558. {
  1559. memcpy(m_uniforms[_loc], _data, _size);
  1560. }
  1561. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1562. {
  1563. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1564. {
  1565. uint32_t size = _size*sizeof(wchar_t);
  1566. wchar_t* name = (wchar_t*)alloca(size);
  1567. mbstowcs(name, _marker, size-2);
  1568. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  1569. }
  1570. }
  1571. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1572. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1573. {
  1574. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1575. uint32_t width = getBufferWidth();
  1576. uint32_t height = getBufferHeight();
  1577. if (m_ovr.isEnabled() )
  1578. {
  1579. m_ovr.getSize(width, height);
  1580. }
  1581. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1582. setFrameBuffer(fbh, false);
  1583. D3D11_VIEWPORT vp;
  1584. vp.TopLeftX = 0;
  1585. vp.TopLeftY = 0;
  1586. vp.Width = (float)width;
  1587. vp.Height = (float)height;
  1588. vp.MinDepth = 0.0f;
  1589. vp.MaxDepth = 1.0f;
  1590. deviceCtx->RSSetViewports(1, &vp);
  1591. uint64_t state = BGFX_STATE_RGB_WRITE
  1592. | BGFX_STATE_ALPHA_WRITE
  1593. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1594. ;
  1595. setBlendState(state);
  1596. setDepthStencilState(state);
  1597. setRasterizerState(state);
  1598. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1599. m_currentProgram = &program;
  1600. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1601. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1602. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1603. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1604. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1605. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1606. uint32_t stride = vertexDecl.m_stride;
  1607. uint32_t offset = 0;
  1608. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1609. setInputLayout(vertexDecl, program, 0);
  1610. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1611. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1612. float proj[16];
  1613. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1614. PredefinedUniform& predefined = program.m_predefined[0];
  1615. uint8_t flags = predefined.m_type;
  1616. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1617. commitShaderConstants();
  1618. m_textures[_blitter.m_texture.idx].commit(0, BGFX_SAMPLER_DEFAULT_FLAGS, NULL);
  1619. commitTextureStage();
  1620. }
  1621. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1622. {
  1623. const uint32_t numVertices = _numIndices*4/6;
  1624. if (0 < numVertices)
  1625. {
  1626. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1627. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data);
  1628. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1629. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1630. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1631. }
  1632. }
  1633. void preReset()
  1634. {
  1635. ovrPreReset();
  1636. m_gpuTimer.preReset();
  1637. if (NULL == g_platformData.backBufferDS)
  1638. {
  1639. DX_RELEASE(m_backBufferDepthStencil, 0);
  1640. }
  1641. if (NULL != m_swapChain)
  1642. {
  1643. DX_RELEASE(m_backBufferColor, 0);
  1644. }
  1645. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1646. {
  1647. m_frameBuffers[ii].preReset();
  1648. }
  1649. // invalidateCache();
  1650. capturePreReset();
  1651. }
  1652. void postReset()
  1653. {
  1654. if (NULL != m_swapChain)
  1655. {
  1656. ID3D11Texture2D* color;
  1657. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color) );
  1658. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1659. desc.ViewDimension = (m_flags & BGFX_RESET_MSAA_MASK)
  1660. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1661. : D3D11_RTV_DIMENSION_TEXTURE2D
  1662. ;
  1663. desc.Texture2D.MipSlice = 0;
  1664. desc.Format = (m_flags & BGFX_RESET_SRGB_BACKBUFFER)
  1665. ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
  1666. : DXGI_FORMAT_R8G8B8A8_UNORM
  1667. ;
  1668. DX_CHECK(m_device->CreateRenderTargetView(color, &desc, &m_backBufferColor) );
  1669. DX_RELEASE(color, 0);
  1670. }
  1671. m_gpuTimer.postReset();
  1672. ovrPostReset();
  1673. // If OVR doesn't create separate depth stencil view, create default one.
  1674. if (NULL == m_backBufferDepthStencil)
  1675. {
  1676. D3D11_TEXTURE2D_DESC dsd;
  1677. dsd.Width = getBufferWidth();
  1678. dsd.Height = getBufferHeight();
  1679. dsd.MipLevels = 1;
  1680. dsd.ArraySize = 1;
  1681. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1682. dsd.SampleDesc = m_scd.SampleDesc;
  1683. dsd.Usage = D3D11_USAGE_DEFAULT;
  1684. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1685. dsd.CPUAccessFlags = 0;
  1686. dsd.MiscFlags = 0;
  1687. ID3D11Texture2D* depthStencil;
  1688. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1689. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1690. DX_RELEASE(depthStencil, 0);
  1691. }
  1692. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1693. m_currentColor = m_backBufferColor;
  1694. m_currentDepthStencil = m_backBufferDepthStencil;
  1695. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1696. {
  1697. m_frameBuffers[ii].postReset();
  1698. }
  1699. capturePostReset();
  1700. }
  1701. static bool isLost(HRESULT _hr)
  1702. {
  1703. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1704. || DXGI_ERROR_DEVICE_HUNG == _hr
  1705. || DXGI_ERROR_DEVICE_RESET == _hr
  1706. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1707. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1708. ;
  1709. }
  1710. void flip(HMD& _hmd) BX_OVERRIDE
  1711. {
  1712. if (NULL != m_swapChain)
  1713. {
  1714. HRESULT hr = S_OK;
  1715. uint32_t syncInterval = BX_ENABLED(BX_PLATFORM_WINRT)
  1716. ? 1 // sync interval of 0 is not supported on WinRT
  1717. : !!(m_flags & BGFX_RESET_VSYNC)
  1718. ;
  1719. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1720. {
  1721. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  1722. }
  1723. if (SUCCEEDED(hr) )
  1724. {
  1725. if (!m_ovr.swap(_hmd) )
  1726. {
  1727. hr = m_swapChain->Present(syncInterval, 0);
  1728. }
  1729. }
  1730. if (FAILED(hr)
  1731. && isLost(hr) )
  1732. {
  1733. ++m_lost;
  1734. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1735. }
  1736. else
  1737. {
  1738. m_lost = 0;
  1739. }
  1740. }
  1741. }
  1742. void invalidateCache()
  1743. {
  1744. m_inputLayoutCache.invalidate();
  1745. m_blendStateCache.invalidate();
  1746. m_depthStencilStateCache.invalidate();
  1747. m_rasterizerStateCache.invalidate();
  1748. m_samplerStateCache.invalidate();
  1749. m_srvUavLru.invalidate();
  1750. }
  1751. void invalidateCompute()
  1752. {
  1753. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1754. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1755. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  1756. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1757. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  1758. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1759. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  1760. }
  1761. void updateMsaa()
  1762. {
  1763. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1764. {
  1765. uint32_t msaa = s_checkMsaa[ii];
  1766. uint32_t quality = 0;
  1767. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  1768. if (SUCCEEDED(hr)
  1769. && 0 < quality)
  1770. {
  1771. s_msaa[ii].Count = msaa;
  1772. s_msaa[ii].Quality = quality - 1;
  1773. last = ii;
  1774. }
  1775. else
  1776. {
  1777. s_msaa[ii] = s_msaa[last];
  1778. }
  1779. }
  1780. }
  1781. void updateResolution(const Resolution& _resolution)
  1782. {
  1783. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  1784. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1785. {
  1786. m_maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  1787. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  1788. : D3D11_REQ_MAXANISOTROPY
  1789. ;
  1790. }
  1791. else
  1792. {
  1793. m_maxAnisotropy = 1;
  1794. }
  1795. uint32_t flags = _resolution.m_flags & ~(BGFX_RESET_HMD_RECENTER | BGFX_RESET_MAXANISOTROPY);
  1796. if ( getBufferWidth() != _resolution.m_width
  1797. || getBufferHeight() != _resolution.m_height
  1798. || m_flags != flags)
  1799. {
  1800. bool resize = true
  1801. && !BX_ENABLED(BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  1802. && (m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  1803. ;
  1804. m_flags = flags;
  1805. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1806. m_textVideoMem.clear();
  1807. m_resolution = _resolution;
  1808. m_resolution.m_flags = flags;
  1809. setBufferSize(_resolution.m_width, _resolution.m_height);
  1810. preReset();
  1811. if (NULL == m_swapChain)
  1812. {
  1813. // Updated backbuffer if it changed in PlatformData.
  1814. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1815. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1816. }
  1817. else
  1818. {
  1819. if (resize)
  1820. {
  1821. DX_CHECK(m_swapChain->ResizeBuffers(2
  1822. , getBufferWidth()
  1823. , getBufferHeight()
  1824. , getBufferFormat()
  1825. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  1826. ) );
  1827. }
  1828. else
  1829. {
  1830. updateMsaa();
  1831. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1832. DX_RELEASE(m_swapChain, 0);
  1833. SwapChainDesc* scd = &m_scd;
  1834. SwapChainDesc swapChainScd;
  1835. if (0 != (m_flags & BGFX_RESET_HMD)
  1836. && m_ovr.isInitialized() )
  1837. {
  1838. swapChainScd = m_scd;
  1839. swapChainScd.SampleDesc = s_msaa[0];
  1840. scd = &swapChainScd;
  1841. }
  1842. #if BX_PLATFORM_WINRT
  1843. HRESULT hr;
  1844. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1845. , (::IUnknown*)g_platformData.nwh
  1846. , scd
  1847. , NULL
  1848. , &m_swapChain
  1849. );
  1850. #else
  1851. HRESULT hr;
  1852. hr = m_factory->CreateSwapChain(m_device
  1853. , scd
  1854. , &m_swapChain
  1855. );
  1856. #endif // BX_PLATFORM_WINRT
  1857. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1858. }
  1859. }
  1860. postReset();
  1861. }
  1862. if (recenter)
  1863. {
  1864. m_ovr.recenter();
  1865. }
  1866. }
  1867. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1868. {
  1869. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1870. {
  1871. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1872. m_fsChanges += _numRegs;
  1873. }
  1874. else
  1875. {
  1876. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1877. m_vsChanges += _numRegs;
  1878. }
  1879. }
  1880. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1881. {
  1882. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1883. }
  1884. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1885. {
  1886. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1887. }
  1888. void commitShaderConstants()
  1889. {
  1890. if (0 < m_vsChanges)
  1891. {
  1892. if (NULL != m_currentProgram->m_vsh->m_buffer)
  1893. {
  1894. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  1895. }
  1896. m_vsChanges = 0;
  1897. }
  1898. if (0 < m_fsChanges)
  1899. {
  1900. if (NULL != m_currentProgram->m_fsh->m_buffer)
  1901. {
  1902. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  1903. }
  1904. m_fsChanges = 0;
  1905. }
  1906. }
  1907. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1908. {
  1909. if (isValid(m_fbh)
  1910. && m_fbh.idx != _fbh.idx
  1911. && m_rtMsaa)
  1912. {
  1913. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1914. frameBuffer.resolve();
  1915. }
  1916. if (!isValid(_fbh) )
  1917. {
  1918. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1919. m_currentColor = m_backBufferColor;
  1920. m_currentDepthStencil = m_backBufferDepthStencil;
  1921. }
  1922. else
  1923. {
  1924. invalidateTextureStage();
  1925. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  1926. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  1927. m_currentColor = frameBuffer.m_rtv[0];
  1928. m_currentDepthStencil = frameBuffer.m_dsv;
  1929. }
  1930. m_fbh = _fbh;
  1931. m_rtMsaa = _msaa;
  1932. }
  1933. void clear(const Clear& _clear, const float _palette[][4])
  1934. {
  1935. if (isValid(m_fbh) )
  1936. {
  1937. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1938. frameBuffer.clear(_clear, _palette);
  1939. }
  1940. else
  1941. {
  1942. if (NULL != m_currentColor
  1943. && BGFX_CLEAR_COLOR & _clear.m_flags)
  1944. {
  1945. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1946. {
  1947. uint8_t index = _clear.m_index[0];
  1948. if (UINT8_MAX != index)
  1949. {
  1950. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  1951. }
  1952. }
  1953. else
  1954. {
  1955. float frgba[4] =
  1956. {
  1957. _clear.m_index[0]*1.0f/255.0f,
  1958. _clear.m_index[1]*1.0f/255.0f,
  1959. _clear.m_index[2]*1.0f/255.0f,
  1960. _clear.m_index[3]*1.0f/255.0f,
  1961. };
  1962. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  1963. }
  1964. }
  1965. if (NULL != m_currentDepthStencil
  1966. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  1967. {
  1968. DWORD flags = 0;
  1969. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  1970. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  1971. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  1972. }
  1973. }
  1974. }
  1975. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  1976. {
  1977. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  1978. layoutHash ^= _numInstanceData;
  1979. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  1980. if (NULL == layout)
  1981. {
  1982. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1983. VertexDecl decl;
  1984. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1985. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  1986. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1987. {
  1988. uint16_t mask = attrMask[ii];
  1989. uint16_t attr = (decl.m_attributes[ii] & mask);
  1990. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1991. }
  1992. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  1993. uint32_t num = uint32_t(elem-vertexElements);
  1994. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  1995. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1996. {
  1997. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1998. uint32_t jj;
  1999. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2000. for (jj = 0; jj < num; ++jj)
  2001. {
  2002. curr = &vertexElements[jj];
  2003. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  2004. && curr->SemanticIndex == index)
  2005. {
  2006. break;
  2007. }
  2008. }
  2009. if (jj == num)
  2010. {
  2011. curr = elem;
  2012. ++elem;
  2013. }
  2014. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2015. curr->InputSlot = 1;
  2016. curr->SemanticIndex = index;
  2017. curr->AlignedByteOffset = ii*16;
  2018. }
  2019. num = uint32_t(elem-vertexElements);
  2020. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2021. , num
  2022. , _program.m_vsh->m_code->data
  2023. , _program.m_vsh->m_code->size
  2024. , &layout
  2025. ) );
  2026. m_inputLayoutCache.add(layoutHash, layout);
  2027. }
  2028. m_deviceCtx->IASetInputLayout(layout);
  2029. }
  2030. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2031. {
  2032. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2033. bx::HashMurmur2A murmur;
  2034. murmur.begin();
  2035. murmur.add(_state);
  2036. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  2037. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  2038. bool hasFactor = f0 == (_state & f0)
  2039. || f1 == (_state & f1)
  2040. ;
  2041. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2042. if (hasFactor)
  2043. {
  2044. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2045. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2046. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2047. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2048. }
  2049. else
  2050. {
  2051. murmur.add(_rgba);
  2052. }
  2053. uint32_t hash = murmur.end();
  2054. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2055. if (NULL == bs)
  2056. {
  2057. D3D11_BLEND_DESC desc;
  2058. memset(&desc, 0, sizeof(desc) );
  2059. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2060. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2061. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2062. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  2063. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2064. const uint32_t srcRGB = (blend ) & 0xf;
  2065. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2066. const uint32_t srcA = (blend >> 8) & 0xf;
  2067. const uint32_t dstA = (blend >> 12) & 0xf;
  2068. const uint32_t equRGB = (equation ) & 0x7;
  2069. const uint32_t equA = (equation >> 3) & 0x7;
  2070. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2071. drt->DestBlend = s_blendFactor[dstRGB][0];
  2072. drt->BlendOp = s_blendEquation[equRGB];
  2073. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2074. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2075. drt->BlendOpAlpha = s_blendEquation[equA];
  2076. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE)
  2077. ? D3D11_COLOR_WRITE_ENABLE_ALPHA
  2078. : 0
  2079. ;
  2080. writeMask |= (_state&BGFX_STATE_RGB_WRITE)
  2081. ? D3D11_COLOR_WRITE_ENABLE_RED
  2082. | D3D11_COLOR_WRITE_ENABLE_GREEN
  2083. | D3D11_COLOR_WRITE_ENABLE_BLUE
  2084. : 0
  2085. ;
  2086. drt->RenderTargetWriteMask = writeMask;
  2087. if (desc.IndependentBlendEnable)
  2088. {
  2089. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2090. {
  2091. drt = &desc.RenderTarget[ii];
  2092. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2093. const uint32_t src = (rgba ) & 0xf;
  2094. const uint32_t dst = (rgba >> 4) & 0xf;
  2095. const uint32_t equ = (rgba >> 8) & 0x7;
  2096. drt->SrcBlend = s_blendFactor[src][0];
  2097. drt->DestBlend = s_blendFactor[dst][0];
  2098. drt->BlendOp = s_blendEquation[equ];
  2099. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2100. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2101. drt->BlendOpAlpha = s_blendEquation[equ];
  2102. drt->RenderTargetWriteMask = writeMask;
  2103. }
  2104. }
  2105. else
  2106. {
  2107. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2108. {
  2109. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2110. }
  2111. }
  2112. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2113. m_blendStateCache.add(hash, bs);
  2114. }
  2115. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2116. }
  2117. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2118. {
  2119. _state &= BGFX_D3D11_DEPTH_STENCIL_MASK;
  2120. uint32_t fstencil = unpackStencil(0, _stencil);
  2121. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2122. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2123. bx::HashMurmur2A murmur;
  2124. murmur.begin();
  2125. murmur.add(_state);
  2126. murmur.add(_stencil);
  2127. uint32_t hash = murmur.end();
  2128. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2129. if (NULL == dss)
  2130. {
  2131. D3D11_DEPTH_STENCIL_DESC desc;
  2132. memset(&desc, 0, sizeof(desc) );
  2133. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2134. desc.DepthEnable = 0 != func;
  2135. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2136. desc.DepthFunc = s_cmpFunc[func];
  2137. uint32_t bstencil = unpackStencil(1, _stencil);
  2138. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2139. bstencil = frontAndBack ? bstencil : fstencil;
  2140. desc.StencilEnable = 0 != _stencil;
  2141. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2142. desc.StencilWriteMask = 0xff;
  2143. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2144. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2145. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2146. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2147. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2148. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2149. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2150. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2151. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2152. m_depthStencilStateCache.add(hash, dss);
  2153. }
  2154. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2155. }
  2156. void setDebugWireframe(bool _wireframe)
  2157. {
  2158. if (m_wireframe != _wireframe)
  2159. {
  2160. m_wireframe = _wireframe;
  2161. m_rasterizerStateCache.invalidate();
  2162. }
  2163. }
  2164. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2165. {
  2166. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  2167. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2168. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2169. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2170. if (NULL == rs)
  2171. {
  2172. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2173. D3D11_RASTERIZER_DESC desc;
  2174. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2175. desc.CullMode = s_cullMode[cull];
  2176. desc.FrontCounterClockwise = false;
  2177. desc.DepthBias = 0;
  2178. desc.DepthBiasClamp = 0.0f;
  2179. desc.SlopeScaledDepthBias = 0.0f;
  2180. desc.DepthClipEnable = m_featureLevel <= D3D_FEATURE_LEVEL_9_3; // disabling depth clip is only supported on 10_0+
  2181. desc.ScissorEnable = _scissor;
  2182. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2183. desc.AntialiasedLineEnable = false;
  2184. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2185. m_rasterizerStateCache.add(_state, rs);
  2186. }
  2187. m_deviceCtx->RSSetState(rs);
  2188. }
  2189. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2190. {
  2191. const uint32_t index = (_flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2192. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  2193. uint32_t hash;
  2194. ID3D11SamplerState* sampler;
  2195. if (!needBorderColor(_flags) )
  2196. {
  2197. bx::HashMurmur2A murmur;
  2198. murmur.begin();
  2199. murmur.add(_flags);
  2200. murmur.add(-1);
  2201. hash = murmur.end();
  2202. _rgba = s_zero.m_zerof;
  2203. sampler = m_samplerStateCache.find(hash);
  2204. }
  2205. else
  2206. {
  2207. bx::HashMurmur2A murmur;
  2208. murmur.begin();
  2209. murmur.add(_flags);
  2210. murmur.add(index);
  2211. hash = murmur.end();
  2212. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2213. sampler = m_samplerStateCache.find(hash);
  2214. if (NULL != sampler)
  2215. {
  2216. D3D11_SAMPLER_DESC sd;
  2217. sampler->GetDesc(&sd);
  2218. if (0 != memcmp(_rgba, sd.BorderColor, 16) )
  2219. {
  2220. // Sampler will be released when updated sampler
  2221. // is added to cache.
  2222. sampler = NULL;
  2223. }
  2224. }
  2225. }
  2226. if (NULL == sampler)
  2227. {
  2228. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2229. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2230. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2231. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2232. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2233. D3D11_SAMPLER_DESC sd;
  2234. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2235. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2236. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2237. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2238. sd.MipLODBias = 0.0f;
  2239. sd.MaxAnisotropy = m_maxAnisotropy;
  2240. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2241. sd.BorderColor[0] = _rgba[0];
  2242. sd.BorderColor[1] = _rgba[1];
  2243. sd.BorderColor[2] = _rgba[2];
  2244. sd.BorderColor[3] = _rgba[3];
  2245. sd.MinLOD = 0;
  2246. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2247. m_device->CreateSamplerState(&sd, &sampler);
  2248. DX_CHECK_REFCOUNT(sampler, 1);
  2249. m_samplerStateCache.add(hash, sampler);
  2250. }
  2251. return sampler;
  2252. }
  2253. DXGI_FORMAT getBufferFormat()
  2254. {
  2255. #if BX_PLATFORM_WINRT
  2256. return m_scd.Format;
  2257. #else
  2258. return m_scd.BufferDesc.Format;
  2259. #endif
  2260. }
  2261. uint32_t getBufferWidth()
  2262. {
  2263. #if BX_PLATFORM_WINRT
  2264. return m_scd.Width;
  2265. #else
  2266. return m_scd.BufferDesc.Width;
  2267. #endif
  2268. }
  2269. uint32_t getBufferHeight()
  2270. {
  2271. #if BX_PLATFORM_WINRT
  2272. return m_scd.Height;
  2273. #else
  2274. return m_scd.BufferDesc.Height;
  2275. #endif
  2276. }
  2277. void setBufferSize(uint32_t _width, uint32_t _height)
  2278. {
  2279. #if BX_PLATFORM_WINRT
  2280. m_scd.Width = _width;
  2281. m_scd.Height = _height;
  2282. #else
  2283. m_scd.BufferDesc.Width = _width;
  2284. m_scd.BufferDesc.Height = _height;
  2285. #endif
  2286. }
  2287. void commitTextureStage()
  2288. {
  2289. // vertex texture fetch not supported on 9_1 through 9_3
  2290. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2291. {
  2292. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2293. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2294. }
  2295. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2296. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2297. }
  2298. void invalidateTextureStage()
  2299. {
  2300. m_textureStage.clear();
  2301. commitTextureStage();
  2302. }
  2303. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2304. {
  2305. bx::HashMurmur2A murmur;
  2306. murmur.begin();
  2307. murmur.add(_handle);
  2308. murmur.add(_mip);
  2309. murmur.add(0);
  2310. uint32_t hash = murmur.end();
  2311. IUnknown** ptr = m_srvUavLru.find(hash);
  2312. ID3D11UnorderedAccessView* uav;
  2313. if (NULL == ptr)
  2314. {
  2315. TextureD3D11& texture = m_textures[_handle.idx];
  2316. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2317. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2318. switch (texture.m_type)
  2319. {
  2320. case TextureD3D11::Texture2D:
  2321. case TextureD3D11::TextureCube:
  2322. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2323. desc.Texture2D.MipSlice = _mip;
  2324. break;
  2325. case TextureD3D11::Texture3D:
  2326. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2327. desc.Texture3D.MipSlice = _mip;
  2328. desc.Texture3D.FirstWSlice = 0;
  2329. desc.Texture3D.WSize = UINT32_MAX;
  2330. break;
  2331. }
  2332. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2333. m_srvUavLru.add(hash, uav, _handle.idx);
  2334. }
  2335. else
  2336. {
  2337. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2338. }
  2339. return uav;
  2340. }
  2341. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip)
  2342. {
  2343. bx::HashMurmur2A murmur;
  2344. murmur.begin();
  2345. murmur.add(_handle);
  2346. murmur.add(_mip);
  2347. murmur.add(0);
  2348. uint32_t hash = murmur.end();
  2349. IUnknown** ptr = m_srvUavLru.find(hash);
  2350. ID3D11ShaderResourceView* srv;
  2351. if (NULL == ptr)
  2352. {
  2353. TextureD3D11& texture = m_textures[_handle.idx];
  2354. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2355. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2356. switch (texture.m_type)
  2357. {
  2358. case TextureD3D11::Texture2D:
  2359. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  2360. desc.Texture2D.MostDetailedMip = _mip;
  2361. desc.Texture2D.MipLevels = 1;
  2362. break;
  2363. case TextureD3D11::TextureCube:
  2364. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2365. desc.TextureCube.MostDetailedMip = _mip;
  2366. desc.TextureCube.MipLevels = 1;
  2367. break;
  2368. case TextureD3D11::Texture3D:
  2369. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2370. desc.Texture3D.MostDetailedMip = _mip;
  2371. desc.Texture3D.MipLevels = 1;
  2372. break;
  2373. }
  2374. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2375. m_srvUavLru.add(hash, srv, _handle.idx);
  2376. }
  2377. else
  2378. {
  2379. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2380. }
  2381. return srv;
  2382. }
  2383. void ovrPostReset()
  2384. {
  2385. #if BGFX_CONFIG_USE_OVR
  2386. if (m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  2387. {
  2388. ovrD3D11Config config;
  2389. config.D3D11.Header.API = ovrRenderAPI_D3D11;
  2390. # if OVR_VERSION > OVR_VERSION_043
  2391. config.D3D11.Header.BackBufferSize.w = m_scd.BufferDesc.Width;
  2392. config.D3D11.Header.BackBufferSize.h = m_scd.BufferDesc.Height;
  2393. config.D3D11.pBackBufferUAV = NULL;
  2394. # else
  2395. config.D3D11.Header.RTSize.w = m_scd.BufferDesc.Width;
  2396. config.D3D11.Header.RTSize.h = m_scd.BufferDesc.Height;
  2397. # endif // OVR_VERSION > OVR_VERSION_042
  2398. config.D3D11.Header.Multisample = 0;
  2399. config.D3D11.pDevice = m_device;
  2400. config.D3D11.pDeviceContext = m_deviceCtx;
  2401. config.D3D11.pBackBufferRT = m_backBufferColor;
  2402. config.D3D11.pSwapChain = m_swapChain;
  2403. if (m_ovr.postReset(g_platformData.nwh, &config.Config, !!(m_flags & BGFX_RESET_HMD_DEBUG) ) )
  2404. {
  2405. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  2406. const Memory* mem = alloc(size);
  2407. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  2408. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  2409. bx::write(&writer, magic);
  2410. TextureCreate tc;
  2411. tc.m_flags = BGFX_TEXTURE_RT|( ((m_flags & BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT) << BGFX_TEXTURE_RT_MSAA_SHIFT);
  2412. tc.m_width = m_ovr.m_rtSize.w;
  2413. tc.m_height = m_ovr.m_rtSize.h;
  2414. tc.m_sides = 0;
  2415. tc.m_depth = 0;
  2416. tc.m_numMips = 1;
  2417. tc.m_format = uint8_t(bgfx::TextureFormat::BGRA8);
  2418. tc.m_cubeMap = false;
  2419. tc.m_mem = NULL;
  2420. bx::write(&writer, tc);
  2421. m_ovrRT.create(mem, tc.m_flags, 0);
  2422. release(mem);
  2423. DX_CHECK(m_device->CreateRenderTargetView(m_ovrRT.m_ptr, NULL, &m_ovrRtv) );
  2424. D3D11_TEXTURE2D_DESC dsd;
  2425. dsd.Width = m_ovr.m_rtSize.w;
  2426. dsd.Height = m_ovr.m_rtSize.h;
  2427. dsd.MipLevels = 1;
  2428. dsd.ArraySize = 1;
  2429. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2430. dsd.SampleDesc = m_scd.SampleDesc;
  2431. dsd.Usage = D3D11_USAGE_DEFAULT;
  2432. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  2433. dsd.CPUAccessFlags = 0;
  2434. dsd.MiscFlags = 0;
  2435. ID3D11Texture2D* depthStencil;
  2436. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  2437. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_ovrDsv) );
  2438. DX_RELEASE(depthStencil, 0);
  2439. ovrD3D11Texture texture;
  2440. texture.D3D11.Header.API = ovrRenderAPI_D3D11;
  2441. texture.D3D11.Header.TextureSize = m_ovr.m_rtSize;
  2442. texture.D3D11.pTexture = m_ovrRT.m_texture2d;
  2443. texture.D3D11.pSRView = m_ovrRT.m_srv;
  2444. m_ovr.postReset(texture.Texture);
  2445. bx::xchg(m_ovrRtv, m_backBufferColor);
  2446. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  2447. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  2448. }
  2449. }
  2450. #endif // BGFX_CONFIG_USE_OVR
  2451. }
  2452. void ovrPreReset()
  2453. {
  2454. #if BGFX_CONFIG_USE_OVR
  2455. m_ovr.preReset();
  2456. if (NULL != m_ovrRtv)
  2457. {
  2458. bx::xchg(m_ovrRtv, m_backBufferColor);
  2459. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  2460. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  2461. DX_RELEASE(m_ovrRtv, 0);
  2462. DX_RELEASE(m_ovrDsv, 0);
  2463. m_ovrRT.destroy();
  2464. }
  2465. #endif // BGFX_CONFIG_USE_OVR
  2466. }
  2467. void capturePostReset()
  2468. {
  2469. if (m_flags&BGFX_RESET_CAPTURE)
  2470. {
  2471. ID3D11Texture2D* backBuffer;
  2472. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2473. D3D11_TEXTURE2D_DESC backBufferDesc;
  2474. backBuffer->GetDesc(&backBufferDesc);
  2475. D3D11_TEXTURE2D_DESC desc;
  2476. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  2477. desc.SampleDesc.Count = 1;
  2478. desc.SampleDesc.Quality = 0;
  2479. desc.Usage = D3D11_USAGE_STAGING;
  2480. desc.BindFlags = 0;
  2481. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2482. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2483. if (SUCCEEDED(hr) )
  2484. {
  2485. if (backBufferDesc.SampleDesc.Count != 1)
  2486. {
  2487. desc.Usage = D3D11_USAGE_DEFAULT;
  2488. desc.CPUAccessFlags = 0;
  2489. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2490. }
  2491. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2492. }
  2493. DX_RELEASE(backBuffer, 0);
  2494. }
  2495. }
  2496. void capturePreReset()
  2497. {
  2498. if (NULL != m_captureTexture)
  2499. {
  2500. g_callback->captureEnd();
  2501. }
  2502. DX_RELEASE(m_captureResolve, 0);
  2503. DX_RELEASE(m_captureTexture, 0);
  2504. }
  2505. void capture()
  2506. {
  2507. if (NULL != m_captureTexture)
  2508. {
  2509. ID3D11Texture2D* backBuffer;
  2510. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2511. if (NULL == m_captureResolve)
  2512. {
  2513. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2514. }
  2515. else
  2516. {
  2517. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat() );
  2518. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2519. }
  2520. D3D11_MAPPED_SUBRESOURCE mapped;
  2521. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2522. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  2523. m_deviceCtx->Unmap(m_captureTexture, 0);
  2524. DX_RELEASE(backBuffer, 0);
  2525. }
  2526. }
  2527. void commit(UniformBuffer& _uniformBuffer)
  2528. {
  2529. _uniformBuffer.reset();
  2530. for (;;)
  2531. {
  2532. uint32_t opcode = _uniformBuffer.read();
  2533. if (UniformType::End == opcode)
  2534. {
  2535. break;
  2536. }
  2537. UniformType::Enum type;
  2538. uint16_t loc;
  2539. uint16_t num;
  2540. uint16_t copy;
  2541. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2542. const char* data;
  2543. if (copy)
  2544. {
  2545. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2546. }
  2547. else
  2548. {
  2549. UniformHandle handle;
  2550. memcpy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2551. data = (const char*)m_uniforms[handle.idx];
  2552. }
  2553. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2554. case UniformType::_uniform: \
  2555. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2556. { \
  2557. setShaderUniform(uint8_t(type), loc, data, num); \
  2558. } \
  2559. break;
  2560. switch ( (uint32_t)type)
  2561. {
  2562. case UniformType::Mat3:
  2563. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  2564. {
  2565. float* value = (float*)data;
  2566. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2567. {
  2568. Matrix4 mtx;
  2569. mtx.un.val[ 0] = value[0];
  2570. mtx.un.val[ 1] = value[1];
  2571. mtx.un.val[ 2] = value[2];
  2572. mtx.un.val[ 3] = 0.0f;
  2573. mtx.un.val[ 4] = value[3];
  2574. mtx.un.val[ 5] = value[4];
  2575. mtx.un.val[ 6] = value[5];
  2576. mtx.un.val[ 7] = 0.0f;
  2577. mtx.un.val[ 8] = value[6];
  2578. mtx.un.val[ 9] = value[7];
  2579. mtx.un.val[10] = value[8];
  2580. mtx.un.val[11] = 0.0f;
  2581. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2582. }
  2583. }
  2584. break;
  2585. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2586. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2587. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2588. case UniformType::End:
  2589. break;
  2590. default:
  2591. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2592. break;
  2593. }
  2594. #undef CASE_IMPLEMENT_UNIFORM
  2595. }
  2596. }
  2597. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2598. {
  2599. uint32_t width;
  2600. uint32_t height;
  2601. if (isValid(m_fbh) )
  2602. {
  2603. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  2604. width = fb.m_width;
  2605. height = fb.m_height;
  2606. }
  2607. else
  2608. {
  2609. width = getBufferWidth();
  2610. height = getBufferHeight();
  2611. }
  2612. if (0 == _rect.m_x
  2613. && 0 == _rect.m_y
  2614. && width == _rect.m_width
  2615. && height == _rect.m_height)
  2616. {
  2617. clear(_clear, _palette);
  2618. }
  2619. else
  2620. {
  2621. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2622. uint64_t state = 0;
  2623. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  2624. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  2625. uint64_t stencil = 0;
  2626. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2627. | BGFX_STENCIL_TEST_ALWAYS
  2628. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2629. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2630. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2631. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2632. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2633. : 0
  2634. ;
  2635. setBlendState(state);
  2636. setDepthStencilState(state, stencil);
  2637. setRasterizerState(state);
  2638. uint32_t numMrt = 1;
  2639. FrameBufferHandle fbh = m_fbh;
  2640. if (isValid(fbh) )
  2641. {
  2642. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  2643. numMrt = bx::uint32_max(1, fb.m_num);
  2644. }
  2645. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2646. m_currentProgram = &program;
  2647. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  2648. deviceCtx->VSSetConstantBuffers(0, 1, s_zero.m_buffer);
  2649. if (NULL != m_currentColor)
  2650. {
  2651. const ShaderD3D11* fsh = program.m_fsh;
  2652. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2653. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2654. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2655. {
  2656. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2657. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2658. {
  2659. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  2660. memcpy(mrtClear[ii], _palette[index], 16);
  2661. }
  2662. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  2663. }
  2664. else
  2665. {
  2666. float rgba[4] =
  2667. {
  2668. _clear.m_index[0]*1.0f/255.0f,
  2669. _clear.m_index[1]*1.0f/255.0f,
  2670. _clear.m_index[2]*1.0f/255.0f,
  2671. _clear.m_index[3]*1.0f/255.0f,
  2672. };
  2673. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  2674. }
  2675. }
  2676. else
  2677. {
  2678. deviceCtx->PSSetShader(NULL, NULL, 0);
  2679. }
  2680. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  2681. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  2682. const uint32_t stride = vertexDecl.m_stride;
  2683. const uint32_t offset = 0;
  2684. {
  2685. struct Vertex
  2686. {
  2687. float m_x;
  2688. float m_y;
  2689. float m_z;
  2690. };
  2691. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  2692. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  2693. const float depth = _clear.m_depth;
  2694. vertex->m_x = -1.0f;
  2695. vertex->m_y = -1.0f;
  2696. vertex->m_z = depth;
  2697. vertex++;
  2698. vertex->m_x = 1.0f;
  2699. vertex->m_y = -1.0f;
  2700. vertex->m_z = depth;
  2701. vertex++;
  2702. vertex->m_x = -1.0f;
  2703. vertex->m_y = 1.0f;
  2704. vertex->m_z = depth;
  2705. vertex++;
  2706. vertex->m_x = 1.0f;
  2707. vertex->m_y = 1.0f;
  2708. vertex->m_z = depth;
  2709. }
  2710. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  2711. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2712. setInputLayout(vertexDecl, program, 0);
  2713. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  2714. deviceCtx->Draw(4, 0);
  2715. }
  2716. }
  2717. void* m_d3d9dll;
  2718. void* m_d3d11dll;
  2719. void* m_dxgidll;
  2720. void* m_dxgidebugdll;
  2721. void* m_renderdocdll;
  2722. void* m_agsdll;
  2723. AGSContext* m_ags;
  2724. D3D_DRIVER_TYPE m_driverType;
  2725. D3D_FEATURE_LEVEL m_featureLevel;
  2726. IDXGIAdapter* m_adapter;
  2727. DXGI_ADAPTER_DESC m_adapterDesc;
  2728. #if BX_PLATFORM_WINRT
  2729. IDXGIFactory2* m_factory;
  2730. IDXGISwapChain1* m_swapChain;
  2731. #else
  2732. IDXGIFactory* m_factory;
  2733. IDXGISwapChain* m_swapChain;
  2734. #endif // BX_PLATFORM_WINRT
  2735. uint16_t m_lost;
  2736. uint16_t m_numWindows;
  2737. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2738. ID3D11Device* m_device;
  2739. ID3D11DeviceContext* m_deviceCtx;
  2740. ID3D11InfoQueue* m_infoQueue;
  2741. TimerQueryD3D11 m_gpuTimer;
  2742. ID3D11RenderTargetView* m_backBufferColor;
  2743. ID3D11DepthStencilView* m_backBufferDepthStencil;
  2744. ID3D11RenderTargetView* m_currentColor;
  2745. ID3D11DepthStencilView* m_currentDepthStencil;
  2746. ID3D11Texture2D* m_captureTexture;
  2747. ID3D11Texture2D* m_captureResolve;
  2748. Resolution m_resolution;
  2749. bool m_wireframe;
  2750. #if BX_PLATFORM_WINRT
  2751. typedef DXGI_SWAP_CHAIN_DESC1 SwapChainDesc;
  2752. #else
  2753. typedef DXGI_SWAP_CHAIN_DESC SwapChainDesc;
  2754. #endif // BX_PLATFORM_WINRT
  2755. SwapChainDesc m_scd;
  2756. uint32_t m_flags;
  2757. uint32_t m_maxAnisotropy;
  2758. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2759. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2760. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2761. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2762. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2763. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2764. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2765. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2766. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2767. UniformRegistry m_uniformReg;
  2768. ViewState m_viewState;
  2769. StateCacheT<ID3D11BlendState> m_blendStateCache;
  2770. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  2771. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  2772. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  2773. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  2774. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  2775. TextVideoMem m_textVideoMem;
  2776. TextureStage m_textureStage;
  2777. ProgramD3D11* m_currentProgram;
  2778. uint8_t m_vsScratch[64<<10];
  2779. uint8_t m_fsScratch[64<<10];
  2780. uint32_t m_vsChanges;
  2781. uint32_t m_fsChanges;
  2782. FrameBufferHandle m_fbh;
  2783. bool m_rtMsaa;
  2784. OVR m_ovr;
  2785. TextureD3D11 m_ovrRT;
  2786. ID3D11RenderTargetView* m_ovrRtv;
  2787. ID3D11DepthStencilView* m_ovrDsv;
  2788. };
  2789. static RendererContextD3D11* s_renderD3D11;
  2790. RendererContextI* rendererCreate()
  2791. {
  2792. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  2793. if (!s_renderD3D11->init() )
  2794. {
  2795. BX_DELETE(g_allocator, s_renderD3D11);
  2796. s_renderD3D11 = NULL;
  2797. }
  2798. return s_renderD3D11;
  2799. }
  2800. void rendererDestroy()
  2801. {
  2802. s_renderD3D11->shutdown();
  2803. BX_DELETE(g_allocator, s_renderD3D11);
  2804. s_renderD3D11 = NULL;
  2805. }
  2806. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2807. {
  2808. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2809. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  2810. {
  2811. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  2812. _offset += _stride;
  2813. }
  2814. }
  2815. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2816. {
  2817. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2818. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  2819. {
  2820. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  2821. _offset += _stride;
  2822. }
  2823. }
  2824. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2825. {
  2826. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  2827. }
  2828. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2829. {
  2830. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  2831. }
  2832. struct UavFormat
  2833. {
  2834. DXGI_FORMAT format[3];
  2835. uint32_t stride;
  2836. };
  2837. static const UavFormat s_uavFormat[] =
  2838. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  2839. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  2840. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  2841. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  2842. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  2843. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  2844. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  2845. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  2846. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  2847. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  2848. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  2849. };
  2850. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  2851. {
  2852. m_uav = NULL;
  2853. m_size = _size;
  2854. m_flags = _flags;
  2855. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  2856. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  2857. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  2858. m_dynamic = NULL == _data && !needUav;
  2859. D3D11_BUFFER_DESC desc;
  2860. desc.ByteWidth = _size;
  2861. desc.BindFlags = 0
  2862. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  2863. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  2864. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  2865. ;
  2866. desc.MiscFlags = 0
  2867. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  2868. ;
  2869. desc.StructureByteStride = 0;
  2870. DXGI_FORMAT format;
  2871. uint32_t stride;
  2872. if (drawIndirect)
  2873. {
  2874. format = DXGI_FORMAT_R32G32B32A32_UINT;
  2875. stride = 16;
  2876. }
  2877. else
  2878. {
  2879. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  2880. if (0 == uavFormat)
  2881. {
  2882. if (_vertex)
  2883. {
  2884. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  2885. stride = 16;
  2886. }
  2887. else
  2888. {
  2889. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  2890. {
  2891. format = DXGI_FORMAT_R16_UINT;
  2892. stride = 2;
  2893. }
  2894. else
  2895. {
  2896. format = DXGI_FORMAT_R32_UINT;
  2897. stride = 4;
  2898. }
  2899. }
  2900. }
  2901. else
  2902. {
  2903. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  2904. format = s_uavFormat[uavFormat].format[uavType];
  2905. stride = s_uavFormat[uavFormat].stride;
  2906. }
  2907. }
  2908. ID3D11Device* device = s_renderD3D11->m_device;
  2909. if (needUav)
  2910. {
  2911. desc.Usage = D3D11_USAGE_DEFAULT;
  2912. desc.CPUAccessFlags = 0;
  2913. desc.StructureByteStride = _stride;
  2914. DX_CHECK(device->CreateBuffer(&desc
  2915. , NULL
  2916. , &m_ptr
  2917. ) );
  2918. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  2919. uavd.Format = format;
  2920. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  2921. uavd.Buffer.FirstElement = 0;
  2922. uavd.Buffer.NumElements = m_size / stride;
  2923. uavd.Buffer.Flags = 0;
  2924. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  2925. , &uavd
  2926. , &m_uav
  2927. ) );
  2928. }
  2929. else if (m_dynamic)
  2930. {
  2931. desc.Usage = D3D11_USAGE_DYNAMIC;
  2932. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2933. DX_CHECK(device->CreateBuffer(&desc
  2934. , NULL
  2935. , &m_ptr
  2936. ) );
  2937. }
  2938. else
  2939. {
  2940. desc.Usage = D3D11_USAGE_IMMUTABLE;
  2941. desc.CPUAccessFlags = 0;
  2942. D3D11_SUBRESOURCE_DATA srd;
  2943. srd.pSysMem = _data;
  2944. srd.SysMemPitch = 0;
  2945. srd.SysMemSlicePitch = 0;
  2946. DX_CHECK(device->CreateBuffer(&desc
  2947. , &srd
  2948. , &m_ptr
  2949. ) );
  2950. }
  2951. if (needSrv)
  2952. {
  2953. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2954. srvd.Format = format;
  2955. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  2956. srvd.Buffer.FirstElement = 0;
  2957. srvd.Buffer.NumElements = m_size / stride;
  2958. DX_CHECK(device->CreateShaderResourceView(m_ptr
  2959. , &srvd
  2960. , &m_srv
  2961. ) );
  2962. }
  2963. }
  2964. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  2965. {
  2966. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2967. BX_CHECK(m_dynamic, "Must be dynamic!");
  2968. #if 0
  2969. BX_UNUSED(_discard);
  2970. ID3D11Device* device = s_renderD3D11->m_device;
  2971. D3D11_BUFFER_DESC desc;
  2972. desc.ByteWidth = _size;
  2973. desc.Usage = D3D11_USAGE_STAGING;
  2974. desc.BindFlags = 0;
  2975. desc.MiscFlags = 0;
  2976. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2977. desc.StructureByteStride = 0;
  2978. D3D11_SUBRESOURCE_DATA srd;
  2979. srd.pSysMem = _data;
  2980. srd.SysMemPitch = 0;
  2981. srd.SysMemSlicePitch = 0;
  2982. ID3D11Buffer* ptr;
  2983. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  2984. D3D11_BOX box;
  2985. box.left = 0;
  2986. box.top = 0;
  2987. box.front = 0;
  2988. box.right = _size;
  2989. box.bottom = 1;
  2990. box.back = 1;
  2991. deviceCtx->CopySubresourceRegion(m_ptr
  2992. , 0
  2993. , _offset
  2994. , 0
  2995. , 0
  2996. , ptr
  2997. , 0
  2998. , &box
  2999. );
  3000. DX_RELEASE(ptr, 0);
  3001. #else
  3002. D3D11_MAPPED_SUBRESOURCE mapped;
  3003. BX_UNUSED(_discard);
  3004. D3D11_MAP type = D3D11_MAP_WRITE_DISCARD;
  3005. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  3006. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3007. deviceCtx->Unmap(m_ptr, 0);
  3008. #endif // 0
  3009. }
  3010. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3011. {
  3012. m_decl = _declHandle;
  3013. uint16_t stride = isValid(_declHandle)
  3014. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  3015. : 0
  3016. ;
  3017. BufferD3D11::create(_size, _data, _flags, stride, true);
  3018. }
  3019. static bool hasDepthOp(const void* _code, uint32_t _size)
  3020. {
  3021. bx::MemoryReader rd(_code, _size);
  3022. DxbcContext dxbc;
  3023. read(&rd, dxbc);
  3024. struct FindDepthOp
  3025. {
  3026. FindDepthOp()
  3027. : m_found(false)
  3028. {
  3029. }
  3030. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3031. {
  3032. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3033. if (_instruction.opcode == DxbcOpcode::DISCARD
  3034. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3035. {
  3036. out.m_found = true;
  3037. return false;
  3038. }
  3039. return true;
  3040. }
  3041. bool m_found;
  3042. } find;
  3043. parse(dxbc.shader, FindDepthOp::find, &find);
  3044. return find.m_found;
  3045. }
  3046. void ShaderD3D11::create(const Memory* _mem)
  3047. {
  3048. bx::MemoryReader reader(_mem->data, _mem->size);
  3049. uint32_t magic;
  3050. bx::read(&reader, magic);
  3051. switch (magic)
  3052. {
  3053. case BGFX_CHUNK_MAGIC_CSH:
  3054. case BGFX_CHUNK_MAGIC_FSH:
  3055. case BGFX_CHUNK_MAGIC_VSH:
  3056. break;
  3057. default:
  3058. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3059. break;
  3060. }
  3061. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3062. uint32_t iohash;
  3063. bx::read(&reader, iohash);
  3064. uint16_t count;
  3065. bx::read(&reader, count);
  3066. m_numPredefined = 0;
  3067. m_numUniforms = count;
  3068. BX_TRACE("%s Shader consts %d"
  3069. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3070. , count
  3071. );
  3072. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3073. if (0 < count)
  3074. {
  3075. for (uint32_t ii = 0; ii < count; ++ii)
  3076. {
  3077. uint8_t nameSize;
  3078. bx::read(&reader, nameSize);
  3079. char name[256];
  3080. bx::read(&reader, &name, nameSize);
  3081. name[nameSize] = '\0';
  3082. uint8_t type;
  3083. bx::read(&reader, type);
  3084. uint8_t num;
  3085. bx::read(&reader, num);
  3086. uint16_t regIndex;
  3087. bx::read(&reader, regIndex);
  3088. uint16_t regCount;
  3089. bx::read(&reader, regCount);
  3090. const char* kind = "invalid";
  3091. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3092. if (PredefinedUniform::Count != predefined)
  3093. {
  3094. kind = "predefined";
  3095. m_predefined[m_numPredefined].m_loc = regIndex;
  3096. m_predefined[m_numPredefined].m_count = regCount;
  3097. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3098. m_numPredefined++;
  3099. }
  3100. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3101. {
  3102. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3103. BX_CHECK(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3104. if (NULL != info)
  3105. {
  3106. if (NULL == m_constantBuffer)
  3107. {
  3108. m_constantBuffer = UniformBuffer::create(1024);
  3109. }
  3110. kind = "user";
  3111. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3112. }
  3113. }
  3114. else
  3115. {
  3116. kind = "sampler";
  3117. }
  3118. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3119. , kind
  3120. , name
  3121. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3122. , num
  3123. , regIndex
  3124. , regCount
  3125. );
  3126. BX_UNUSED(kind);
  3127. }
  3128. if (NULL != m_constantBuffer)
  3129. {
  3130. m_constantBuffer->finish();
  3131. }
  3132. }
  3133. uint16_t shaderSize;
  3134. bx::read(&reader, shaderSize);
  3135. const DWORD* code = (const DWORD*)reader.getDataPtr();
  3136. bx::skip(&reader, shaderSize+1);
  3137. if (BGFX_CHUNK_MAGIC_FSH == magic)
  3138. {
  3139. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3140. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3141. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3142. }
  3143. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  3144. {
  3145. m_hash = bx::hashMurmur2A(code, shaderSize);
  3146. m_code = copy(code, shaderSize);
  3147. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3148. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3149. }
  3150. else
  3151. {
  3152. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3153. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3154. }
  3155. uint8_t numAttrs;
  3156. bx::read(&reader, numAttrs);
  3157. memset(m_attrMask, 0, sizeof(m_attrMask) );
  3158. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3159. {
  3160. uint16_t id;
  3161. bx::read(&reader, id);
  3162. Attrib::Enum attr = idToAttrib(id);
  3163. if (Attrib::Count != attr)
  3164. {
  3165. m_attrMask[attr] = UINT16_MAX;
  3166. }
  3167. }
  3168. uint16_t size;
  3169. bx::read(&reader, size);
  3170. if (0 < size)
  3171. {
  3172. D3D11_BUFFER_DESC desc;
  3173. desc.ByteWidth = (size + 0xf) & ~0xf;
  3174. desc.Usage = D3D11_USAGE_DEFAULT;
  3175. desc.CPUAccessFlags = 0;
  3176. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3177. desc.MiscFlags = 0;
  3178. desc.StructureByteStride = 0;
  3179. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3180. }
  3181. }
  3182. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3183. {
  3184. ImageContainer imageContainer;
  3185. if (imageParse(imageContainer, _mem->data, _mem->size) )
  3186. {
  3187. uint8_t numMips = imageContainer.m_numMips;
  3188. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3189. numMips -= startLod;
  3190. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  3191. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3192. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3193. m_flags = _flags;
  3194. m_requestedFormat = (uint8_t)imageContainer.m_format;
  3195. m_textureFormat = (uint8_t)imageContainer.m_format;
  3196. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  3197. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  3198. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3199. if (convert)
  3200. {
  3201. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  3202. bpp = 32;
  3203. }
  3204. if (imageContainer.m_cubeMap)
  3205. {
  3206. m_type = TextureCube;
  3207. }
  3208. else if (imageContainer.m_depth > 1)
  3209. {
  3210. m_type = Texture3D;
  3211. }
  3212. else
  3213. {
  3214. m_type = Texture2D;
  3215. }
  3216. m_numMips = numMips;
  3217. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  3218. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3219. uint32_t kk = 0;
  3220. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  3221. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3222. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  3223. , getHandle()
  3224. , getName( (TextureFormat::Enum)m_textureFormat)
  3225. , getName( (TextureFormat::Enum)m_requestedFormat)
  3226. , textureWidth
  3227. , textureHeight
  3228. , imageContainer.m_cubeMap ? "x6" : ""
  3229. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3230. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3231. );
  3232. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  3233. {
  3234. uint32_t width = textureWidth;
  3235. uint32_t height = textureHeight;
  3236. uint32_t depth = imageContainer.m_depth;
  3237. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  3238. {
  3239. width = bx::uint32_max(1, width);
  3240. height = bx::uint32_max(1, height);
  3241. depth = bx::uint32_max(1, depth);
  3242. ImageMip mip;
  3243. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3244. {
  3245. srd[kk].pSysMem = mip.m_data;
  3246. if (convert)
  3247. {
  3248. uint32_t srcpitch = mip.m_width*bpp/8;
  3249. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  3250. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3251. srd[kk].pSysMem = temp;
  3252. srd[kk].SysMemPitch = srcpitch;
  3253. }
  3254. else if (compressed)
  3255. {
  3256. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3257. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3258. }
  3259. else
  3260. {
  3261. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3262. }
  3263. if (swizzle)
  3264. {
  3265. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  3266. }
  3267. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3268. ++kk;
  3269. }
  3270. width >>= 1;
  3271. height >>= 1;
  3272. depth >>= 1;
  3273. }
  3274. }
  3275. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  3276. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3277. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3278. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB) || imageContainer.m_srgb;
  3279. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3280. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3281. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3282. memset(&srvd, 0, sizeof(srvd) );
  3283. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3284. if (swizzle)
  3285. {
  3286. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  3287. srvd.Format = format;
  3288. }
  3289. else if (srgb)
  3290. {
  3291. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  3292. srvd.Format = format;
  3293. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  3294. }
  3295. if (format == DXGI_FORMAT_UNKNOWN)
  3296. {
  3297. // not swizzled and not sRGB, or sRGB unsupported
  3298. format = s_textureFormat[m_textureFormat].m_fmt;
  3299. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3300. }
  3301. switch (m_type)
  3302. {
  3303. case Texture2D:
  3304. case TextureCube:
  3305. {
  3306. D3D11_TEXTURE2D_DESC desc;
  3307. desc.Width = textureWidth;
  3308. desc.Height = textureHeight;
  3309. desc.MipLevels = numMips;
  3310. desc.Format = format;
  3311. desc.SampleDesc = msaa;
  3312. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3313. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  3314. desc.CPUAccessFlags = 0;
  3315. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  3316. {
  3317. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  3318. desc.Usage = D3D11_USAGE_DEFAULT;
  3319. }
  3320. else if (renderTarget)
  3321. {
  3322. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3323. desc.Usage = D3D11_USAGE_DEFAULT;
  3324. }
  3325. if (computeWrite)
  3326. {
  3327. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3328. desc.Usage = D3D11_USAGE_DEFAULT;
  3329. }
  3330. if (imageContainer.m_cubeMap)
  3331. {
  3332. desc.ArraySize = 6;
  3333. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  3334. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  3335. srvd.TextureCube.MipLevels = numMips;
  3336. }
  3337. else
  3338. {
  3339. desc.ArraySize = 1;
  3340. desc.MiscFlags = 0;
  3341. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  3342. srvd.Texture2D.MipLevels = numMips;
  3343. }
  3344. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  3345. }
  3346. break;
  3347. case Texture3D:
  3348. {
  3349. D3D11_TEXTURE3D_DESC desc;
  3350. desc.Width = textureWidth;
  3351. desc.Height = textureHeight;
  3352. desc.Depth = imageContainer.m_depth;
  3353. desc.MipLevels = imageContainer.m_numMips;
  3354. desc.Format = format;
  3355. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3356. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  3357. desc.CPUAccessFlags = 0;
  3358. desc.MiscFlags = 0;
  3359. if (computeWrite)
  3360. {
  3361. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3362. desc.Usage = D3D11_USAGE_DEFAULT;
  3363. }
  3364. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  3365. srvd.Texture3D.MipLevels = numMips;
  3366. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  3367. }
  3368. break;
  3369. }
  3370. if (!bufferOnly)
  3371. {
  3372. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  3373. }
  3374. if (computeWrite)
  3375. {
  3376. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  3377. }
  3378. if (convert
  3379. && 0 != kk)
  3380. {
  3381. kk = 0;
  3382. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  3383. {
  3384. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3385. {
  3386. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  3387. ++kk;
  3388. }
  3389. }
  3390. }
  3391. }
  3392. }
  3393. void TextureD3D11::destroy()
  3394. {
  3395. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  3396. DX_RELEASE(m_srv, 0);
  3397. DX_RELEASE(m_uav, 0);
  3398. DX_RELEASE(m_ptr, 0);
  3399. }
  3400. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3401. {
  3402. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3403. D3D11_BOX box;
  3404. box.left = _rect.m_x;
  3405. box.top = _rect.m_y;
  3406. box.right = box.left + _rect.m_width;
  3407. box.bottom = box.top + _rect.m_height;
  3408. box.front = _z;
  3409. box.back = box.front + _depth;
  3410. const uint32_t subres = _mip + (_side * m_numMips);
  3411. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3412. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3413. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3414. const bool convert = m_textureFormat != m_requestedFormat;
  3415. uint8_t* data = _mem->data;
  3416. uint8_t* temp = NULL;
  3417. if (convert)
  3418. {
  3419. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  3420. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  3421. data = temp;
  3422. }
  3423. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  3424. if (NULL != temp)
  3425. {
  3426. BX_FREE(g_allocator, temp);
  3427. }
  3428. }
  3429. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  3430. {
  3431. TextureStage& ts = s_renderD3D11->m_textureStage;
  3432. ts.m_srv[_stage] = m_srv;
  3433. uint32_t flags = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  3434. ? _flags
  3435. : m_flags
  3436. ;
  3437. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  3438. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags
  3439. , _palette[index])
  3440. ;
  3441. }
  3442. void TextureD3D11::resolve()
  3443. {
  3444. }
  3445. TextureHandle TextureD3D11::getHandle() const
  3446. {
  3447. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  3448. return handle;
  3449. }
  3450. void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
  3451. {
  3452. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  3453. {
  3454. m_rtv[ii] = NULL;
  3455. }
  3456. m_dsv = NULL;
  3457. m_swapChain = NULL;
  3458. m_numTh = _num;
  3459. memcpy(m_th, _handles, _num*sizeof(TextureHandle) );
  3460. postReset();
  3461. }
  3462. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  3463. {
  3464. DXGI_SWAP_CHAIN_DESC scd;
  3465. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  3466. scd.BufferDesc.Width = _width;
  3467. scd.BufferDesc.Height = _height;
  3468. scd.OutputWindow = (HWND)_nwh;
  3469. ID3D11Device* device = s_renderD3D11->m_device;
  3470. HRESULT hr;
  3471. hr = s_renderD3D11->m_factory->CreateSwapChain(device
  3472. , &scd
  3473. , &m_swapChain
  3474. );
  3475. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  3476. ID3D11Resource* ptr;
  3477. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  3478. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  3479. DX_RELEASE(ptr, 0);
  3480. DXGI_FORMAT fmtDsv = isDepth(_depthFormat)
  3481. ? s_textureFormat[_depthFormat].m_fmtDsv
  3482. : DXGI_FORMAT_D24_UNORM_S8_UINT
  3483. ;
  3484. D3D11_TEXTURE2D_DESC dsd;
  3485. dsd.Width = scd.BufferDesc.Width;
  3486. dsd.Height = scd.BufferDesc.Height;
  3487. dsd.MipLevels = 1;
  3488. dsd.ArraySize = 1;
  3489. dsd.Format = fmtDsv;
  3490. dsd.SampleDesc = scd.SampleDesc;
  3491. dsd.Usage = D3D11_USAGE_DEFAULT;
  3492. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  3493. dsd.CPUAccessFlags = 0;
  3494. dsd.MiscFlags = 0;
  3495. ID3D11Texture2D* depthStencil;
  3496. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  3497. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  3498. DX_RELEASE(depthStencil, 0);
  3499. m_srv[0] = NULL;
  3500. m_denseIdx = _denseIdx;
  3501. m_num = 1;
  3502. }
  3503. uint16_t FrameBufferD3D11::destroy()
  3504. {
  3505. preReset(true);
  3506. DX_RELEASE(m_swapChain, 0);
  3507. m_num = 0;
  3508. m_numTh = 0;
  3509. uint16_t denseIdx = m_denseIdx;
  3510. m_denseIdx = UINT16_MAX;
  3511. return denseIdx;
  3512. }
  3513. void FrameBufferD3D11::preReset(bool _force)
  3514. {
  3515. if (0 < m_numTh
  3516. || _force)
  3517. {
  3518. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3519. {
  3520. DX_RELEASE(m_srv[ii], 0);
  3521. DX_RELEASE(m_rtv[ii], 0);
  3522. }
  3523. DX_RELEASE(m_dsv, 0);
  3524. }
  3525. }
  3526. void FrameBufferD3D11::postReset()
  3527. {
  3528. m_width = 0;
  3529. m_height = 0;
  3530. if (0 < m_numTh)
  3531. {
  3532. m_num = 0;
  3533. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3534. {
  3535. TextureHandle handle = m_th[ii];
  3536. if (isValid(handle) )
  3537. {
  3538. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  3539. if (0 == m_width)
  3540. {
  3541. switch (texture.m_type)
  3542. {
  3543. case TextureD3D11::Texture2D:
  3544. case TextureD3D11::TextureCube:
  3545. {
  3546. D3D11_TEXTURE2D_DESC desc;
  3547. texture.m_texture2d->GetDesc(&desc);
  3548. m_width = desc.Width;
  3549. m_height = desc.Height;
  3550. }
  3551. break;
  3552. case TextureD3D11::Texture3D:
  3553. {
  3554. D3D11_TEXTURE3D_DESC desc;
  3555. texture.m_texture3d->GetDesc(&desc);
  3556. m_width = desc.Width;
  3557. m_height = desc.Height;
  3558. }
  3559. break;
  3560. }
  3561. }
  3562. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3563. {
  3564. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  3565. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3566. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3567. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3568. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3569. dsvDesc.ViewDimension = 1 < msaa.Count ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
  3570. dsvDesc.Flags = 0;
  3571. dsvDesc.Texture2D.MipSlice = 0;
  3572. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  3573. }
  3574. else
  3575. {
  3576. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  3577. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  3578. m_num++;
  3579. }
  3580. }
  3581. }
  3582. }
  3583. }
  3584. void FrameBufferD3D11::resolve()
  3585. {
  3586. }
  3587. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  3588. {
  3589. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3590. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  3591. {
  3592. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3593. {
  3594. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3595. {
  3596. uint8_t index = _clear.m_index[ii];
  3597. if (NULL != m_rtv[ii]
  3598. && UINT8_MAX != index)
  3599. {
  3600. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  3601. }
  3602. }
  3603. }
  3604. else
  3605. {
  3606. float frgba[4] =
  3607. {
  3608. _clear.m_index[0]*1.0f/255.0f,
  3609. _clear.m_index[1]*1.0f/255.0f,
  3610. _clear.m_index[2]*1.0f/255.0f,
  3611. _clear.m_index[3]*1.0f/255.0f,
  3612. };
  3613. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3614. {
  3615. if (NULL != m_rtv[ii])
  3616. {
  3617. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  3618. }
  3619. }
  3620. }
  3621. }
  3622. if (NULL != m_dsv
  3623. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3624. {
  3625. DWORD flags = 0;
  3626. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  3627. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  3628. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  3629. }
  3630. }
  3631. void TimerQueryD3D11::postReset()
  3632. {
  3633. ID3D11Device* device = s_renderD3D11->m_device;
  3634. D3D11_QUERY_DESC query;
  3635. query.MiscFlags = 0;
  3636. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  3637. {
  3638. Frame& frame = m_frame[ii];
  3639. query.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  3640. DX_CHECK(device->CreateQuery(&query, &frame.m_disjoint) );
  3641. query.Query = D3D11_QUERY_TIMESTAMP;
  3642. DX_CHECK(device->CreateQuery(&query, &frame.m_start) );
  3643. DX_CHECK(device->CreateQuery(&query, &frame.m_end) );
  3644. }
  3645. m_elapsed = 0;
  3646. m_frequency = 1;
  3647. m_control.reset();
  3648. }
  3649. void TimerQueryD3D11::preReset()
  3650. {
  3651. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  3652. {
  3653. Frame& frame = m_frame[ii];
  3654. DX_RELEASE(frame.m_disjoint, 0);
  3655. DX_RELEASE(frame.m_start, 0);
  3656. DX_RELEASE(frame.m_end, 0);
  3657. }
  3658. }
  3659. void TimerQueryD3D11::begin()
  3660. {
  3661. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3662. while (0 == m_control.reserve(1) )
  3663. {
  3664. get();
  3665. }
  3666. Frame& frame = m_frame[m_control.m_current];
  3667. deviceCtx->Begin(frame.m_disjoint);
  3668. deviceCtx->End(frame.m_start);
  3669. }
  3670. void TimerQueryD3D11::end()
  3671. {
  3672. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3673. Frame& frame = m_frame[m_control.m_current];
  3674. deviceCtx->End(frame.m_end);
  3675. deviceCtx->End(frame.m_disjoint);
  3676. m_control.commit(1);
  3677. }
  3678. bool TimerQueryD3D11::get()
  3679. {
  3680. if (0 != m_control.available() )
  3681. {
  3682. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3683. Frame& frame = m_frame[m_control.m_read];
  3684. uint64_t finish;
  3685. HRESULT hr = deviceCtx->GetData(frame.m_end, &finish, sizeof(finish), 0);
  3686. if (S_OK == hr)
  3687. {
  3688. m_control.consume(1);
  3689. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  3690. {
  3691. UINT64 Frequency;
  3692. BOOL Disjoint;
  3693. };
  3694. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  3695. deviceCtx->GetData(frame.m_disjoint, &disjoint, sizeof(disjoint), 0);
  3696. uint64_t start;
  3697. deviceCtx->GetData(frame.m_start, &start, sizeof(start), 0);
  3698. m_frequency = disjoint.Frequency;
  3699. m_elapsed = finish - start;
  3700. return true;
  3701. }
  3702. }
  3703. return false;
  3704. }
  3705. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  3706. {
  3707. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  3708. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  3709. updateResolution(_render->m_resolution);
  3710. int64_t elapsed = -bx::getHPCounter();
  3711. int64_t captureElapsed = 0;
  3712. m_gpuTimer.begin();
  3713. if (0 < _render->m_iboffset)
  3714. {
  3715. TransientIndexBuffer* ib = _render->m_transientIb;
  3716. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  3717. }
  3718. if (0 < _render->m_vboffset)
  3719. {
  3720. TransientVertexBuffer* vb = _render->m_transientVb;
  3721. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  3722. }
  3723. _render->sort();
  3724. RenderDraw currentState;
  3725. currentState.clear();
  3726. currentState.m_flags = BGFX_STATE_NONE;
  3727. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3728. _render->m_hmdInitialized = m_ovr.isInitialized();
  3729. const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
  3730. ViewState& viewState = m_viewState;
  3731. viewState.reset(_render, hmdEnabled);
  3732. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  3733. bool scissorEnabled = false;
  3734. setDebugWireframe(wireframe);
  3735. uint16_t programIdx = invalidHandle;
  3736. SortKey key;
  3737. uint16_t view = UINT16_MAX;
  3738. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  3739. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3740. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  3741. PrimInfo prim = s_primInfo[primIndex];
  3742. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3743. bool wasCompute = false;
  3744. bool viewHasScissor = false;
  3745. Rect viewScissorRect;
  3746. viewScissorRect.clear();
  3747. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3748. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3749. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3750. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  3751. uint32_t statsNumIndices = 0;
  3752. uint32_t statsKeyType[2] = {};
  3753. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3754. {
  3755. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  3756. // if we don't do this we'll only see one frame of output and then nothing
  3757. setFrameBuffer(fbh);
  3758. bool viewRestart = false;
  3759. uint8_t eye = 0;
  3760. uint8_t restartState = 0;
  3761. viewState.m_rect = _render->m_rect[0];
  3762. int32_t numItems = _render->m_num;
  3763. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  3764. {
  3765. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  3766. statsKeyType[isCompute]++;
  3767. const bool viewChanged = 0
  3768. || key.m_view != view
  3769. || item == numItems
  3770. ;
  3771. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  3772. ++item;
  3773. if (viewChanged)
  3774. {
  3775. if (1 == restartState)
  3776. {
  3777. restartState = 2;
  3778. item = restartItem;
  3779. restartItem = numItems;
  3780. view = UINT16_MAX;
  3781. continue;
  3782. }
  3783. view = key.m_view;
  3784. programIdx = invalidHandle;
  3785. if (_render->m_fb[view].idx != fbh.idx)
  3786. {
  3787. fbh = _render->m_fb[view];
  3788. setFrameBuffer(fbh);
  3789. }
  3790. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  3791. viewRestart &= hmdEnabled;
  3792. if (viewRestart)
  3793. {
  3794. if (0 == restartState)
  3795. {
  3796. restartState = 1;
  3797. restartItem = item - 1;
  3798. }
  3799. eye = (restartState - 1) & 1;
  3800. restartState &= 1;
  3801. }
  3802. else
  3803. {
  3804. eye = 0;
  3805. }
  3806. PIX_ENDEVENT();
  3807. viewState.m_rect = _render->m_rect[view];
  3808. if (viewRestart)
  3809. {
  3810. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3811. {
  3812. wchar_t* viewNameW = s_viewNameW[view];
  3813. viewNameW[3] = L' ';
  3814. viewNameW[4] = eye ? L'R' : L'L';
  3815. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3816. }
  3817. if (m_ovr.isEnabled() )
  3818. {
  3819. m_ovr.getViewport(eye, &viewState.m_rect);
  3820. }
  3821. else
  3822. {
  3823. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  3824. viewState.m_rect.m_width /= 2;
  3825. }
  3826. }
  3827. else
  3828. {
  3829. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3830. {
  3831. wchar_t* viewNameW = s_viewNameW[view];
  3832. viewNameW[3] = L' ';
  3833. viewNameW[4] = L' ';
  3834. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3835. }
  3836. }
  3837. const Rect& scissorRect = _render->m_scissor[view];
  3838. viewHasScissor = !scissorRect.isZero();
  3839. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  3840. D3D11_VIEWPORT vp;
  3841. vp.TopLeftX = viewState.m_rect.m_x;
  3842. vp.TopLeftY = viewState.m_rect.m_y;
  3843. vp.Width = viewState.m_rect.m_width;
  3844. vp.Height = viewState.m_rect.m_height;
  3845. vp.MinDepth = 0.0f;
  3846. vp.MaxDepth = 1.0f;
  3847. deviceCtx->RSSetViewports(1, &vp);
  3848. Clear& clr = _render->m_clear[view];
  3849. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  3850. {
  3851. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  3852. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  3853. }
  3854. }
  3855. if (isCompute)
  3856. {
  3857. if (!wasCompute)
  3858. {
  3859. wasCompute = true;
  3860. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3861. {
  3862. wchar_t* viewNameW = s_viewNameW[view];
  3863. viewNameW[3] = L'C';
  3864. PIX_ENDEVENT();
  3865. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3866. }
  3867. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  3868. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  3869. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  3870. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  3871. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  3872. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  3873. }
  3874. const RenderCompute& compute = renderItem.compute;
  3875. if (0 != eye
  3876. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  3877. {
  3878. continue;
  3879. }
  3880. bool programChanged = false;
  3881. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  3882. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  3883. if (key.m_program != programIdx)
  3884. {
  3885. programIdx = key.m_program;
  3886. ProgramD3D11& program = m_program[key.m_program];
  3887. m_currentProgram = &program;
  3888. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  3889. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  3890. programChanged =
  3891. constantsChanged = true;
  3892. }
  3893. if (invalidHandle != programIdx)
  3894. {
  3895. ProgramD3D11& program = m_program[programIdx];
  3896. if (constantsChanged)
  3897. {
  3898. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  3899. if (NULL != vcb)
  3900. {
  3901. commit(*vcb);
  3902. }
  3903. }
  3904. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  3905. if (constantsChanged
  3906. || program.m_numPredefined > 0)
  3907. {
  3908. commitShaderConstants();
  3909. }
  3910. }
  3911. BX_UNUSED(programChanged);
  3912. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3913. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3914. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3915. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  3916. {
  3917. const Binding& bind = compute.m_bind[ii];
  3918. if (invalidHandle != bind.m_idx)
  3919. {
  3920. switch (bind.m_type)
  3921. {
  3922. case Binding::Image:
  3923. {
  3924. TextureD3D11& texture = m_textures[bind.m_idx];
  3925. if (Access::Read != bind.m_un.m_compute.m_access)
  3926. {
  3927. uav[ii] = 0 == bind.m_un.m_compute.m_mip
  3928. ? texture.m_uav
  3929. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_un.m_compute.m_mip)
  3930. ;
  3931. }
  3932. else
  3933. {
  3934. srv[ii] = 0 == bind.m_un.m_compute.m_mip
  3935. ? texture.m_srv
  3936. : s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_un.m_compute.m_mip)
  3937. ;
  3938. sampler[ii] = s_renderD3D11->getSamplerState(texture.m_flags, NULL);
  3939. }
  3940. }
  3941. break;
  3942. case Binding::IndexBuffer:
  3943. case Binding::VertexBuffer:
  3944. {
  3945. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  3946. ? m_indexBuffers[bind.m_idx]
  3947. : m_vertexBuffers[bind.m_idx]
  3948. ;
  3949. if (Access::Read != bind.m_un.m_compute.m_access)
  3950. {
  3951. uav[ii] = buffer.m_uav;
  3952. }
  3953. else
  3954. {
  3955. srv[ii] = buffer.m_srv;
  3956. }
  3957. }
  3958. break;
  3959. }
  3960. }
  3961. }
  3962. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  3963. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  3964. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  3965. if (isValid(compute.m_indirectBuffer) )
  3966. {
  3967. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  3968. ID3D11Buffer* ptr = vb.m_ptr;
  3969. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  3970. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3971. : compute.m_numIndirect
  3972. ;
  3973. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3974. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3975. {
  3976. deviceCtx->DispatchIndirect(ptr, args);
  3977. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3978. }
  3979. }
  3980. else
  3981. {
  3982. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  3983. }
  3984. continue;
  3985. }
  3986. bool resetState = viewChanged || wasCompute;
  3987. if (wasCompute)
  3988. {
  3989. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3990. {
  3991. wchar_t* viewNameW = s_viewNameW[view];
  3992. viewNameW[3] = L' ';
  3993. PIX_ENDEVENT();
  3994. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3995. }
  3996. wasCompute = false;
  3997. programIdx = invalidHandle;
  3998. m_currentProgram = NULL;
  3999. invalidateCompute();
  4000. }
  4001. const RenderDraw& draw = renderItem.draw;
  4002. const uint64_t newFlags = draw.m_flags;
  4003. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  4004. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  4005. currentState.m_flags = newFlags;
  4006. const uint64_t newStencil = draw.m_stencil;
  4007. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  4008. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  4009. currentState.m_stencil = newStencil;
  4010. if (resetState)
  4011. {
  4012. currentState.clear();
  4013. currentState.m_scissor = !draw.m_scissor;
  4014. changedFlags = BGFX_STATE_MASK;
  4015. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4016. currentState.m_flags = newFlags;
  4017. currentState.m_stencil = newStencil;
  4018. setBlendState(newFlags);
  4019. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  4020. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4021. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4022. }
  4023. if (prim.m_type != s_primInfo[primIndex].m_type)
  4024. {
  4025. prim = s_primInfo[primIndex];
  4026. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4027. }
  4028. uint16_t scissor = draw.m_scissor;
  4029. if (currentState.m_scissor != scissor)
  4030. {
  4031. currentState.m_scissor = scissor;
  4032. if (UINT16_MAX == scissor)
  4033. {
  4034. scissorEnabled = viewHasScissor;
  4035. if (viewHasScissor)
  4036. {
  4037. D3D11_RECT rc;
  4038. rc.left = viewScissorRect.m_x;
  4039. rc.top = viewScissorRect.m_y;
  4040. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4041. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4042. deviceCtx->RSSetScissorRects(1, &rc);
  4043. }
  4044. }
  4045. else
  4046. {
  4047. Rect scissorRect;
  4048. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  4049. scissorEnabled = true;
  4050. D3D11_RECT rc;
  4051. rc.left = scissorRect.m_x;
  4052. rc.top = scissorRect.m_y;
  4053. rc.right = scissorRect.m_x + scissorRect.m_width;
  4054. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4055. deviceCtx->RSSetScissorRects(1, &rc);
  4056. }
  4057. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4058. }
  4059. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  4060. {
  4061. setDepthStencilState(newFlags, newStencil);
  4062. }
  4063. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  4064. {
  4065. setBlendState(newFlags, draw.m_rgba);
  4066. currentState.m_rgba = draw.m_rgba;
  4067. }
  4068. if ( (0
  4069. | BGFX_STATE_CULL_MASK
  4070. | BGFX_STATE_ALPHA_REF_MASK
  4071. | BGFX_STATE_PT_MASK
  4072. | BGFX_STATE_POINT_SIZE_MASK
  4073. | BGFX_STATE_MSAA
  4074. ) & changedFlags)
  4075. {
  4076. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  4077. {
  4078. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4079. }
  4080. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4081. {
  4082. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4083. viewState.m_alphaRef = ref/255.0f;
  4084. }
  4085. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4086. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4087. if (prim.m_type != s_primInfo[primIndex].m_type)
  4088. {
  4089. prim = s_primInfo[primIndex];
  4090. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4091. }
  4092. }
  4093. bool programChanged = false;
  4094. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  4095. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  4096. if (key.m_program != programIdx)
  4097. {
  4098. programIdx = key.m_program;
  4099. if (invalidHandle == programIdx)
  4100. {
  4101. m_currentProgram = NULL;
  4102. deviceCtx->VSSetShader(NULL, NULL, 0);
  4103. deviceCtx->PSSetShader(NULL, NULL, 0);
  4104. }
  4105. else
  4106. {
  4107. ProgramD3D11& program = m_program[programIdx];
  4108. m_currentProgram = &program;
  4109. const ShaderD3D11* vsh = program.m_vsh;
  4110. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  4111. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  4112. const ShaderD3D11* fsh = program.m_fsh;
  4113. if (NULL != m_currentColor
  4114. || fsh->m_hasDepthOp)
  4115. {
  4116. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  4117. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  4118. }
  4119. else
  4120. {
  4121. deviceCtx->PSSetShader(NULL, NULL, 0);
  4122. }
  4123. }
  4124. programChanged =
  4125. constantsChanged = true;
  4126. }
  4127. if (invalidHandle != programIdx)
  4128. {
  4129. ProgramD3D11& program = m_program[programIdx];
  4130. if (constantsChanged)
  4131. {
  4132. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4133. if (NULL != vcb)
  4134. {
  4135. commit(*vcb);
  4136. }
  4137. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4138. if (NULL != fcb)
  4139. {
  4140. commit(*fcb);
  4141. }
  4142. }
  4143. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  4144. if (constantsChanged
  4145. || program.m_numPredefined > 0)
  4146. {
  4147. commitShaderConstants();
  4148. }
  4149. }
  4150. {
  4151. uint32_t changes = 0;
  4152. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4153. {
  4154. const Binding& bind = draw.m_bind[stage];
  4155. Binding& current = currentState.m_bind[stage];
  4156. if (current.m_idx != bind.m_idx
  4157. || current.m_un.m_draw.m_flags != bind.m_un.m_draw.m_flags
  4158. || programChanged)
  4159. {
  4160. if (invalidHandle != bind.m_idx)
  4161. {
  4162. TextureD3D11& texture = m_textures[bind.m_idx];
  4163. texture.commit(stage, bind.m_un.m_draw.m_flags, _render->m_colorPalette);
  4164. }
  4165. else
  4166. {
  4167. m_textureStage.m_srv[stage] = NULL;
  4168. m_textureStage.m_sampler[stage] = NULL;
  4169. }
  4170. ++changes;
  4171. }
  4172. current = bind;
  4173. }
  4174. if (0 < changes)
  4175. {
  4176. commitTextureStage();
  4177. }
  4178. }
  4179. if (programChanged
  4180. || currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx
  4181. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  4182. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  4183. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  4184. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  4185. {
  4186. currentState.m_vertexDecl = draw.m_vertexDecl;
  4187. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  4188. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  4189. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  4190. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  4191. uint16_t handle = draw.m_vertexBuffer.idx;
  4192. if (invalidHandle != handle)
  4193. {
  4194. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  4195. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4196. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  4197. uint32_t stride = vertexDecl.m_stride;
  4198. uint32_t offset = 0;
  4199. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  4200. if (isValid(draw.m_instanceDataBuffer) )
  4201. {
  4202. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  4203. uint32_t instStride = draw.m_instanceDataStride;
  4204. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  4205. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  4206. }
  4207. else
  4208. {
  4209. deviceCtx->IASetVertexBuffers(1, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4210. setInputLayout(vertexDecl, m_program[programIdx], 0);
  4211. }
  4212. }
  4213. else
  4214. {
  4215. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4216. }
  4217. }
  4218. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  4219. {
  4220. currentState.m_indexBuffer = draw.m_indexBuffer;
  4221. uint16_t handle = draw.m_indexBuffer.idx;
  4222. if (invalidHandle != handle)
  4223. {
  4224. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  4225. deviceCtx->IASetIndexBuffer(ib.m_ptr
  4226. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  4227. , 0
  4228. );
  4229. }
  4230. else
  4231. {
  4232. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4233. }
  4234. }
  4235. if (isValid(currentState.m_vertexBuffer) )
  4236. {
  4237. uint32_t numVertices = draw.m_numVertices;
  4238. if (UINT32_MAX == numVertices)
  4239. {
  4240. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  4241. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4242. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  4243. numVertices = vb.m_size/vertexDecl.m_stride;
  4244. }
  4245. uint32_t numIndices = 0;
  4246. uint32_t numPrimsSubmitted = 0;
  4247. uint32_t numInstances = 0;
  4248. uint32_t numPrimsRendered = 0;
  4249. uint32_t numDrawIndirect = 0;
  4250. if (isValid(draw.m_indirectBuffer) )
  4251. {
  4252. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  4253. ID3D11Buffer* ptr = vb.m_ptr;
  4254. if (isValid(draw.m_indexBuffer) )
  4255. {
  4256. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  4257. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4258. : draw.m_numIndirect
  4259. ;
  4260. multiDrawIndexedInstancedIndirect(numDrawIndirect
  4261. , ptr
  4262. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4263. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4264. );
  4265. }
  4266. else
  4267. {
  4268. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  4269. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4270. : draw.m_numIndirect
  4271. ;
  4272. multiDrawInstancedIndirect(numDrawIndirect
  4273. , ptr
  4274. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4275. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4276. );
  4277. }
  4278. }
  4279. else
  4280. {
  4281. if (isValid(draw.m_indexBuffer) )
  4282. {
  4283. if (UINT32_MAX == draw.m_numIndices)
  4284. {
  4285. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  4286. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  4287. numIndices = ib.m_size/indexSize;
  4288. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  4289. numInstances = draw.m_numInstances;
  4290. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4291. if (numInstances > 1)
  4292. {
  4293. deviceCtx->DrawIndexedInstanced(numIndices
  4294. , draw.m_numInstances
  4295. , 0
  4296. , draw.m_startVertex
  4297. , 0
  4298. );
  4299. }
  4300. else
  4301. {
  4302. deviceCtx->DrawIndexed(numIndices
  4303. , 0
  4304. , draw.m_startVertex
  4305. );
  4306. }
  4307. }
  4308. else if (prim.m_min <= draw.m_numIndices)
  4309. {
  4310. numIndices = draw.m_numIndices;
  4311. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  4312. numInstances = draw.m_numInstances;
  4313. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4314. if (numInstances > 1)
  4315. {
  4316. deviceCtx->DrawIndexedInstanced(numIndices
  4317. , draw.m_numInstances
  4318. , draw.m_startIndex
  4319. , draw.m_startVertex
  4320. , 0
  4321. );
  4322. }
  4323. else
  4324. {
  4325. deviceCtx->DrawIndexed(numIndices
  4326. , draw.m_startIndex
  4327. , draw.m_startVertex
  4328. );
  4329. }
  4330. }
  4331. }
  4332. else
  4333. {
  4334. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  4335. numInstances = draw.m_numInstances;
  4336. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4337. if (numInstances > 1)
  4338. {
  4339. deviceCtx->DrawInstanced(numVertices
  4340. , draw.m_numInstances
  4341. , draw.m_startVertex
  4342. , 0
  4343. );
  4344. }
  4345. else
  4346. {
  4347. deviceCtx->Draw(numVertices
  4348. , draw.m_startVertex
  4349. );
  4350. }
  4351. }
  4352. }
  4353. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4354. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4355. statsNumInstances[primIndex] += numInstances;
  4356. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  4357. statsNumIndices += numIndices;
  4358. }
  4359. }
  4360. if (wasCompute)
  4361. {
  4362. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4363. {
  4364. wchar_t* viewNameW = s_viewNameW[view];
  4365. viewNameW[3] = L'C';
  4366. PIX_ENDEVENT();
  4367. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4368. }
  4369. invalidateCompute();
  4370. }
  4371. if (0 < _render->m_num)
  4372. {
  4373. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  4374. {
  4375. deviceCtx->Flush();
  4376. }
  4377. captureElapsed = -bx::getHPCounter();
  4378. capture();
  4379. captureElapsed += bx::getHPCounter();
  4380. }
  4381. }
  4382. PIX_ENDEVENT();
  4383. int64_t now = bx::getHPCounter();
  4384. elapsed += now;
  4385. static int64_t last = now;
  4386. int64_t frameTime = now - last;
  4387. last = now;
  4388. static int64_t min = frameTime;
  4389. static int64_t max = frameTime;
  4390. min = min > frameTime ? frameTime : min;
  4391. max = max < frameTime ? frameTime : max;
  4392. static uint32_t maxGpuLatency = 0;
  4393. static double maxGpuElapsed = 0.0f;
  4394. double elapsedGpuMs = 0.0;
  4395. m_gpuTimer.end();
  4396. while (m_gpuTimer.get() )
  4397. {
  4398. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  4399. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  4400. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  4401. }
  4402. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  4403. const int64_t timerFreq = bx::getHPFrequency();
  4404. Stats& perfStats = _render->m_perfStats;
  4405. perfStats.cpuTime = frameTime;
  4406. perfStats.cpuTimerFreq = timerFreq;
  4407. perfStats.gpuTime = m_gpuTimer.m_elapsed;
  4408. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  4409. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  4410. {
  4411. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  4412. TextVideoMem& tvm = m_textVideoMem;
  4413. static int64_t next = now;
  4414. if (now >= next)
  4415. {
  4416. next = now + timerFreq;
  4417. double freq = double(bx::getHPFrequency() );
  4418. double toMs = 1000.0/freq;
  4419. tvm.clear();
  4420. uint16_t pos = 0;
  4421. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  4422. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4423. , getRendererName()
  4424. );
  4425. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  4426. char description[BX_COUNTOF(desc.Description)];
  4427. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  4428. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  4429. char dedicatedVideo[16];
  4430. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  4431. char dedicatedSystem[16];
  4432. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  4433. char sharedSystem[16];
  4434. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  4435. char processMemoryUsed[16];
  4436. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  4437. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  4438. , dedicatedVideo
  4439. , dedicatedSystem
  4440. , sharedSystem
  4441. , processMemoryUsed
  4442. );
  4443. pos = 10;
  4444. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4445. , double(frameTime)*toMs
  4446. , double(min)*toMs
  4447. , double(max)*toMs
  4448. , freq/frameTime
  4449. );
  4450. char hmd[16];
  4451. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4452. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4453. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  4454. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4455. , 0 != msaa ? '\xfe' : ' '
  4456. , 1<<msaa
  4457. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  4458. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  4459. );
  4460. double elapsedCpuMs = double(elapsed)*toMs;
  4461. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  4462. , _render->m_num
  4463. , statsKeyType[0]
  4464. , statsKeyType[1]
  4465. , elapsedCpuMs
  4466. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  4467. , maxGpuElapsed
  4468. , maxGpuLatency
  4469. );
  4470. maxGpuLatency = 0;
  4471. maxGpuElapsed = 0.0;
  4472. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4473. {
  4474. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  4475. , s_primName[ii]
  4476. , statsNumPrimsRendered[ii]
  4477. , statsNumInstances[ii]
  4478. , statsNumPrimsSubmitted[ii]
  4479. , statsNumDrawIndirect[ii]
  4480. );
  4481. }
  4482. if (NULL != m_renderdocdll)
  4483. {
  4484. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4485. }
  4486. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  4487. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  4488. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  4489. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  4490. pos++;
  4491. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4492. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  4493. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  4494. , m_blendStateCache.getCount()
  4495. , m_depthStencilStateCache.getCount()
  4496. , m_inputLayoutCache.getCount()
  4497. , m_rasterizerStateCache.getCount()
  4498. , m_samplerStateCache.getCount()
  4499. );
  4500. pos++;
  4501. double captureMs = double(captureElapsed)*toMs;
  4502. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  4503. uint8_t attr[2] = { 0x89, 0x8a };
  4504. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4505. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  4506. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  4507. min = frameTime;
  4508. max = frameTime;
  4509. }
  4510. blit(this, _textVideoMemBlitter, tvm);
  4511. PIX_ENDEVENT();
  4512. }
  4513. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4514. {
  4515. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  4516. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4517. PIX_ENDEVENT();
  4518. }
  4519. }
  4520. } /* namespace d3d11 */ } // namespace bgfx
  4521. #else
  4522. namespace bgfx { namespace d3d11
  4523. {
  4524. RendererContextI* rendererCreate()
  4525. {
  4526. return NULL;
  4527. }
  4528. void rendererDestroy()
  4529. {
  4530. }
  4531. } /* namespace d3d11 */ } // namespace bgfx
  4532. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11