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renderer_d3d12.cpp 204 KB

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  1. /*
  2. * Copyright 2011-2018 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. #if !BX_PLATFORM_WINDOWS
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  15. PFN_PIX_GET_THREAD_INFO bgfx_PIXGetThreadInfo;
  16. PFN_PIX_EVENTS_REPLACE_BLOCK bgfx_PIXEventsReplaceBlock;
  17. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  18. namespace bgfx { namespace d3d12
  19. {
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. struct PrimInfo
  22. {
  23. D3D_PRIMITIVE_TOPOLOGY m_topology;
  24. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  25. uint32_t m_min;
  26. uint32_t m_div;
  27. uint32_t m_sub;
  28. };
  29. static const PrimInfo s_primInfo[] =
  30. {
  31. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  32. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  33. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  34. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  35. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  36. };
  37. static const char* s_primName[] =
  38. {
  39. "TriList",
  40. "TriStrip",
  41. "Line",
  42. "Point",
  43. };
  44. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  45. static const uint32_t s_checkMsaa[] =
  46. {
  47. 0,
  48. 2,
  49. 4,
  50. 8,
  51. 16,
  52. };
  53. static DXGI_SAMPLE_DESC s_msaa[] =
  54. {
  55. { 1, 0 },
  56. { 2, 0 },
  57. { 4, 0 },
  58. { 8, 0 },
  59. { 16, 0 },
  60. };
  61. static const D3D12_BLEND s_blendFactor[][2] =
  62. {
  63. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  64. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  65. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  66. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  67. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  68. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  69. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  70. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  71. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  72. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  73. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  74. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  75. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  76. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  77. };
  78. static const D3D12_BLEND_OP s_blendEquation[] =
  79. {
  80. D3D12_BLEND_OP_ADD,
  81. D3D12_BLEND_OP_SUBTRACT,
  82. D3D12_BLEND_OP_REV_SUBTRACT,
  83. D3D12_BLEND_OP_MIN,
  84. D3D12_BLEND_OP_MAX,
  85. };
  86. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  87. {
  88. D3D12_COMPARISON_FUNC(0), // ignored
  89. D3D12_COMPARISON_FUNC_LESS,
  90. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  91. D3D12_COMPARISON_FUNC_EQUAL,
  92. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  93. D3D12_COMPARISON_FUNC_GREATER,
  94. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  95. D3D12_COMPARISON_FUNC_NEVER,
  96. D3D12_COMPARISON_FUNC_ALWAYS,
  97. };
  98. static const D3D12_STENCIL_OP s_stencilOp[] =
  99. {
  100. D3D12_STENCIL_OP_ZERO,
  101. D3D12_STENCIL_OP_KEEP,
  102. D3D12_STENCIL_OP_REPLACE,
  103. D3D12_STENCIL_OP_INCR,
  104. D3D12_STENCIL_OP_INCR_SAT,
  105. D3D12_STENCIL_OP_DECR,
  106. D3D12_STENCIL_OP_DECR_SAT,
  107. D3D12_STENCIL_OP_INVERT,
  108. };
  109. static const D3D12_CULL_MODE s_cullMode[] =
  110. {
  111. D3D12_CULL_MODE_NONE,
  112. D3D12_CULL_MODE_FRONT,
  113. D3D12_CULL_MODE_BACK,
  114. };
  115. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  116. {
  117. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  118. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  119. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  120. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  121. };
  122. /*
  123. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  124. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  125. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  126. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  127. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  128. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  129. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  130. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  131. * D3D11_FILTER_ANISOTROPIC = 0x55,
  132. *
  133. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  134. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  135. *
  136. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  137. * 0x10 // MIN_LINEAR
  138. * 0x04 // MAG_LINEAR
  139. * 0x01 // MIP_LINEAR
  140. */
  141. static const uint8_t s_textureFilter[3][3] =
  142. {
  143. {
  144. 0x10, // min linear
  145. 0x00, // min point
  146. 0x55, // anisotropic
  147. },
  148. {
  149. 0x04, // mag linear
  150. 0x00, // mag point
  151. 0x55, // anisotropic
  152. },
  153. {
  154. 0x01, // mip linear
  155. 0x00, // mip point
  156. 0x55, // anisotropic
  157. },
  158. };
  159. struct TextureFormatInfo
  160. {
  161. DXGI_FORMAT m_fmt;
  162. DXGI_FORMAT m_fmtSrv;
  163. DXGI_FORMAT m_fmtDsv;
  164. DXGI_FORMAT m_fmtSrgb;
  165. };
  166. static const TextureFormatInfo s_textureFormat[] =
  167. {
  168. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  169. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  170. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  171. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  172. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  173. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  174. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  186. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  187. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  188. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  189. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  190. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  191. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  192. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  193. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  194. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  195. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  196. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  197. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  198. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  199. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  200. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  201. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  202. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  203. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  204. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  205. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  206. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  207. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  208. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  209. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  210. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  211. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  212. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  213. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  214. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  215. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  216. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  217. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  218. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  219. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  220. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  221. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  222. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  223. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  224. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  225. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  226. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  227. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  228. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  229. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  230. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  231. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  232. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  233. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  234. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  235. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  236. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  237. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  238. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  239. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  240. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  241. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  242. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  243. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  244. };
  245. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  246. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  247. {
  248. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  249. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  250. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  251. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  254. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  255. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  256. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  257. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  258. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  259. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  260. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  261. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  262. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  263. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  264. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  265. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  266. };
  267. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  268. static const DXGI_FORMAT s_attribType[][4][2] =
  269. {
  270. { // Uint8
  271. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  272. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  273. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  274. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  275. },
  276. { // Uint10
  277. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  278. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  279. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  280. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  281. },
  282. { // Int16
  283. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  284. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  285. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  286. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  287. },
  288. { // Half
  289. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  290. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  291. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  292. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  293. },
  294. { // Float
  295. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  296. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  297. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  298. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  299. },
  300. };
  301. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  302. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(uint8_t _stream, D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  303. {
  304. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  305. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  306. {
  307. if (UINT16_MAX != _decl.m_attributes[attr])
  308. {
  309. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  310. elem->InputSlot = _stream;
  311. if (0 == _decl.m_attributes[attr])
  312. {
  313. elem->AlignedByteOffset = 0;
  314. }
  315. else
  316. {
  317. uint8_t num;
  318. AttribType::Enum type;
  319. bool normalized;
  320. bool asInt;
  321. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  322. elem->Format = s_attribType[type][num-1][normalized];
  323. elem->AlignedByteOffset = _decl.m_offset[attr];
  324. }
  325. ++elem;
  326. }
  327. }
  328. return elem;
  329. }
  330. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  331. {
  332. D3D12_RESOURCE_BARRIER barrier;
  333. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  334. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  335. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  336. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  337. barrier.Transition.StateBefore = _stateBefore;
  338. barrier.Transition.StateAfter = _stateAfter;
  339. _commandList->ResourceBarrier(1, &barrier);
  340. }
  341. BX_PRAGMA_DIAGNOSTIC_PUSH();
  342. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  343. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  344. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  345. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  346. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  347. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  348. static const GUID IID_ID3D12Debug1 = { 0xaffaa4ca, 0x63fe, 0x4d8e, { 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04 } };
  349. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  350. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  351. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  352. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  353. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  354. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  355. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  356. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  357. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  358. BX_PRAGMA_DIAGNOSTIC_POP();
  359. struct HeapProperty
  360. {
  361. enum Enum
  362. {
  363. Default,
  364. Texture,
  365. Upload,
  366. ReadBack,
  367. Count
  368. };
  369. D3D12_HEAP_PROPERTIES m_properties;
  370. D3D12_RESOURCE_STATES m_state;
  371. };
  372. static HeapProperty s_heapProperties[] =
  373. {
  374. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  375. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  376. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  377. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COPY_DEST },
  378. };
  379. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  380. static inline D3D12_HEAP_PROPERTIES ID3D12DeviceGetCustomHeapProperties(ID3D12Device *device, UINT nodeMask, D3D12_HEAP_TYPE heapType)
  381. {
  382. // NOTICE: gcc trick for return struct
  383. typedef void (STDMETHODCALLTYPE ID3D12Device::*GetCustomHeapProperties_f)(D3D12_HEAP_PROPERTIES *, UINT, D3D12_HEAP_TYPE);
  384. D3D12_HEAP_PROPERTIES ret;
  385. (device->*(GetCustomHeapProperties_f)(&ID3D12Device::GetCustomHeapProperties))(&ret, nodeMask, heapType);
  386. return ret;
  387. }
  388. static void initHeapProperties(ID3D12Device* _device, D3D12_HEAP_PROPERTIES& _properties)
  389. {
  390. if (D3D12_HEAP_TYPE_CUSTOM != _properties.Type)
  391. {
  392. _properties = ID3D12DeviceGetCustomHeapProperties(_device, 1, _properties.Type);
  393. }
  394. }
  395. static void initHeapProperties(ID3D12Device* _device)
  396. {
  397. initHeapProperties(_device, s_heapProperties[HeapProperty::Default ].m_properties);
  398. initHeapProperties(_device, s_heapProperties[HeapProperty::Texture ].m_properties);
  399. initHeapProperties(_device, s_heapProperties[HeapProperty::Upload ].m_properties);
  400. initHeapProperties(_device, s_heapProperties[HeapProperty::ReadBack].m_properties);
  401. }
  402. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, const D3D12_RESOURCE_DESC* _resourceDesc, const D3D12_CLEAR_VALUE* _clearValue, bool _memSet = false)
  403. {
  404. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  405. ID3D12Resource* resource;
  406. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  407. , D3D12_HEAP_FLAG_NONE
  408. , _resourceDesc
  409. , heapProperty.m_state
  410. , _clearValue
  411. , IID_ID3D12Resource
  412. , (void**)&resource
  413. ) );
  414. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  415. , _resourceDesc->Width
  416. );
  417. if (BX_ENABLED(BX_PLATFORM_XBOXONE)
  418. && _memSet)
  419. {
  420. void* ptr;
  421. DX_CHECK(resource->Map(0, NULL, &ptr) );
  422. D3D12_RESOURCE_ALLOCATION_INFO rai = _device->GetResourceAllocationInfo(1, 1, _resourceDesc);
  423. bx::memSet(ptr, 0, size_t(rai.SizeInBytes) );
  424. resource->Unmap(0, NULL);
  425. }
  426. return resource;
  427. }
  428. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  429. {
  430. D3D12_RESOURCE_DESC resourceDesc;
  431. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  432. resourceDesc.Alignment = 0;
  433. resourceDesc.Width = _size;
  434. resourceDesc.Height = 1;
  435. resourceDesc.DepthOrArraySize = 1;
  436. resourceDesc.MipLevels = 1;
  437. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  438. resourceDesc.SampleDesc.Count = 1;
  439. resourceDesc.SampleDesc.Quality = 0;
  440. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  441. resourceDesc.Flags = _flags;
  442. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  443. }
  444. inline bool isLost(HRESULT _hr)
  445. {
  446. return false
  447. || _hr == DXGI_ERROR_DEVICE_REMOVED
  448. || _hr == DXGI_ERROR_DEVICE_HUNG
  449. || _hr == DXGI_ERROR_DEVICE_RESET
  450. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  451. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  452. ;
  453. }
  454. static const char* getLostReason(HRESULT _hr)
  455. {
  456. switch (_hr)
  457. {
  458. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  459. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  460. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  461. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  462. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  463. // The calling application should re-create the device and continue.
  464. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  465. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  466. // suspect, and the application should not continue.
  467. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  468. // A resource is not available at the time of the call, but may become available later.
  469. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  470. case S_OK: return "S_OK";
  471. default: break;
  472. }
  473. return "Unknown HRESULT?";
  474. }
  475. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  476. {
  477. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  478. {
  479. char temp[2048];
  480. va_list argList;
  481. va_start(argList, _format);
  482. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  483. va_end(argList);
  484. temp[size] = '\0';
  485. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  486. mbstowcs(wtemp, temp, size+1);
  487. _object->SetName(wtemp);
  488. }
  489. }
  490. #if USE_D3D12_DYNAMIC_LIB
  491. static PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES D3D12EnableExperimentalFeatures;
  492. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  493. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  494. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  495. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  496. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  497. #endif // USE_D3D12_DYNAMIC_LIB
  498. inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  499. {
  500. #if BX_COMPILER_MSVC
  501. return _heap->GetCPUDescriptorHandleForHeapStart();
  502. #else
  503. D3D12_CPU_DESCRIPTOR_HANDLE handle;
  504. typedef void (WINAPI ID3D12DescriptorHeap::*PFN_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(D3D12_CPU_DESCRIPTOR_HANDLE *);
  505. (_heap->*(PFN_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(&ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart) )(&handle);
  506. return handle;
  507. #endif // BX_COMPILER_MSVC
  508. }
  509. inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  510. {
  511. #if BX_COMPILER_MSVC
  512. return _heap->GetGPUDescriptorHandleForHeapStart();
  513. #else
  514. D3D12_GPU_DESCRIPTOR_HANDLE handle;
  515. typedef void (WINAPI ID3D12DescriptorHeap::*PFN_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(D3D12_GPU_DESCRIPTOR_HANDLE *);
  516. (_heap->*(PFN_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(&ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart) )(&handle);
  517. return handle;
  518. #endif // BX_COMPILER_MSVC
  519. }
  520. inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
  521. {
  522. #if BX_COMPILER_MSVC
  523. return _resource->GetDesc();
  524. #else
  525. typedef void (STDMETHODCALLTYPE ID3D12Resource::*PFN_GET_GET_DESC)(D3D12_RESOURCE_DESC*);
  526. D3D12_RESOURCE_DESC desc;
  527. (_resource->*(PFN_GET_GET_DESC)(&ID3D12Resource::GetDesc))(&desc);
  528. return desc;
  529. #endif // BX_COMPILER_MSVC
  530. }
  531. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  532. static PIXEventsThreadInfo s_pixEventsThreadInfo;
  533. PIXEventsThreadInfo* WINAPI stubPIXGetThreadInfo()
  534. {
  535. return &s_pixEventsThreadInfo;
  536. }
  537. uint64_t WINAPI stubPIXEventsReplaceBlock(bool _getEarliestTime)
  538. {
  539. BX_UNUSED(_getEarliestTime);
  540. return 0;
  541. }
  542. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  543. struct RendererContextD3D12 : public RendererContextI
  544. {
  545. RendererContextD3D12()
  546. : m_d3d12dll(NULL)
  547. , m_renderdocdll(NULL)
  548. , m_winPixEvent(NULL)
  549. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  550. , m_wireframe(false)
  551. , m_lost(false)
  552. , m_maxAnisotropy(1)
  553. , m_depthClamp(false)
  554. , m_fsChanges(0)
  555. , m_vsChanges(0)
  556. , m_backBufferColorIdx(0)
  557. , m_rtMsaa(false)
  558. , m_directAccessSupport(false)
  559. {
  560. }
  561. ~RendererContextD3D12()
  562. {
  563. }
  564. bool init(const Init& _init)
  565. {
  566. struct ErrorState
  567. {
  568. enum Enum
  569. {
  570. Default,
  571. LoadedKernel32,
  572. LoadedD3D12,
  573. LoadedDXGI,
  574. CreatedDXGIFactory,
  575. CreatedCommandQueue,
  576. };
  577. };
  578. ErrorState::Enum errorState = ErrorState::Default;
  579. // LUID luid;
  580. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  581. m_winPixEvent = bx::dlopen("WinPixEventRuntime.dll");
  582. if (NULL != m_winPixEvent)
  583. {
  584. bgfx_PIXGetThreadInfo = (PFN_PIX_GET_THREAD_INFO )bx::dlsym(m_winPixEvent, "PIXGetThreadInfo");
  585. bgfx_PIXEventsReplaceBlock = (PFN_PIX_EVENTS_REPLACE_BLOCK)bx::dlsym(m_winPixEvent, "PIXEventsReplaceBlock");
  586. }
  587. if (NULL == bgfx_PIXGetThreadInfo
  588. || NULL == bgfx_PIXEventsReplaceBlock)
  589. {
  590. bgfx_PIXGetThreadInfo = stubPIXGetThreadInfo;
  591. bgfx_PIXEventsReplaceBlock = stubPIXEventsReplaceBlock;
  592. }
  593. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  594. m_renderdocdll = loadRenderDoc();
  595. setGraphicsDebuggerPresent(NULL != m_renderdocdll || NULL != m_winPixEvent);
  596. m_fbh.idx = kInvalidHandle;
  597. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  598. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  599. #if USE_D3D12_DYNAMIC_LIB
  600. m_kernel32dll = bx::dlopen("kernel32.dll");
  601. if (NULL == m_kernel32dll)
  602. {
  603. BX_TRACE("Init error: Failed to load kernel32.dll.");
  604. goto error;
  605. }
  606. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  607. if (NULL == CreateEventExA)
  608. {
  609. BX_TRACE("Init error: Function CreateEventExA not found.");
  610. goto error;
  611. }
  612. errorState = ErrorState::LoadedKernel32;
  613. m_nvapi.init();
  614. m_d3d12dll = bx::dlopen("d3d12.dll");
  615. if (NULL == m_d3d12dll)
  616. {
  617. BX_TRACE("Init error: Failed to load d3d12.dll.");
  618. goto error;
  619. }
  620. errorState = ErrorState::LoadedD3D12;
  621. D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)bx::dlsym(m_d3d12dll, "D3D12EnableExperimentalFeatures");
  622. BX_WARN(NULL != D3D12EnableExperimentalFeatures, "Function D3D12EnableExperimentalFeatures not found.");
  623. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  624. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  625. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  626. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  627. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  628. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  629. if (NULL == D3D12CreateDevice
  630. || NULL == D3D12GetDebugInterface
  631. || NULL == D3D12SerializeRootSignature)
  632. {
  633. BX_TRACE("Init error: Function not found.");
  634. goto error;
  635. }
  636. #endif // USE_D3D12_DYNAMIC_LIB
  637. if (!m_dxgi.init(g_caps) )
  638. {
  639. goto error;
  640. }
  641. errorState = ErrorState::LoadedDXGI;
  642. HRESULT hr;
  643. if (BX_ENABLED(BGFX_CONFIG_DEBUG||BGFX_CONFIG_DEBUG_PIX) )
  644. {
  645. ID3D12Debug* debug0;
  646. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug0);
  647. if (SUCCEEDED(hr) )
  648. {
  649. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  650. {
  651. debug0->EnableDebugLayer();
  652. #if BX_PLATFORM_WINDOWS
  653. {
  654. ID3D12Debug1* debug1;
  655. hr = debug0->QueryInterface(IID_ID3D12Debug1, (void**)&debug1);
  656. if (SUCCEEDED(hr) )
  657. {
  658. // debug1->SetEnableGPUBasedValidation(true);
  659. // debug1->SetEnableSynchronizedCommandQueueValidation(true);
  660. }
  661. DX_RELEASE(debug1, 1);
  662. }
  663. #elif BX_PLATFORM_XBOXONE
  664. debug0->SetProcessDebugFlags(D3D12_PROCESS_DEBUG_FLAG_DEBUG_LAYER_ENABLED);
  665. #endif // BX_PLATFORM_WINDOWS
  666. }
  667. #if BX_PLATFORM_XBOXONE
  668. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  669. {
  670. // https://github.com/Microsoft/Xbox-ATG-Samples/blob/76d236e3bd372aceec18b2ad0556a7879dbd9628/XDKSamples/IntroGraphics/SimpleTriangle12/DeviceResources.cpp#L67
  671. debug0->SetProcessDebugFlags(D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED);
  672. }
  673. #endif // BX_PLATFORM_XBOXONE
  674. DX_RELEASE(debug0, 0);
  675. }
  676. }
  677. {
  678. D3D_FEATURE_LEVEL featureLevel[] =
  679. {
  680. D3D_FEATURE_LEVEL_12_1,
  681. D3D_FEATURE_LEVEL_12_0,
  682. D3D_FEATURE_LEVEL_11_1,
  683. D3D_FEATURE_LEVEL_11_0,
  684. };
  685. hr = E_FAIL;
  686. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  687. {
  688. hr = D3D12CreateDevice(m_dxgi.m_adapter
  689. , featureLevel[ii]
  690. , IID_ID3D12Device
  691. , (void**)&m_device
  692. );
  693. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  694. , (featureLevel[ii] >> 12) & 0xf
  695. , (featureLevel[ii] >> 8) & 0xf
  696. );
  697. m_featureLevel = featureLevel[ii];
  698. }
  699. }
  700. if (FAILED(hr) )
  701. {
  702. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  703. if (BX_ENABLED(BX_PLATFORM_WINRT) )
  704. {
  705. BX_TRACE("Hint: Change UWP app to game?");
  706. }
  707. goto error;
  708. }
  709. m_dxgi.update(m_device);
  710. if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
  711. {
  712. m_nvapi.shutdown();
  713. }
  714. {
  715. uint32_t numNodes = m_device->GetNodeCount();
  716. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  717. for (uint32_t ii = 0; ii < numNodes; ++ii)
  718. {
  719. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  720. architecture.NodeIndex = ii;
  721. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  722. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  723. , ii
  724. , architecture.TileBasedRenderer
  725. , architecture.UMA
  726. , architecture.CacheCoherentUMA
  727. );
  728. if (0 == ii)
  729. {
  730. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  731. }
  732. }
  733. }
  734. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  735. BX_TRACE("D3D12 options:")
  736. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  737. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  738. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  739. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  740. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  741. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  742. initHeapProperties(m_device);
  743. m_cmd.init(m_device);
  744. errorState = ErrorState::CreatedCommandQueue;
  745. if (NULL == g_platformData.backBuffer)
  746. {
  747. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  748. m_scd.width = _init.resolution.width;
  749. m_scd.height = _init.resolution.height;
  750. m_scd.format = DXGI_FORMAT_R8G8B8A8_UNORM;
  751. m_scd.stereo = false;
  752. updateMsaa(m_scd.format);
  753. m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  754. m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  755. m_scd.bufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  756. m_scd.scaling = 0 == g_platformData.ndt
  757. ? DXGI_SCALING_NONE
  758. : DXGI_SCALING_STRETCH
  759. ;
  760. m_scd.swapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  761. m_scd.alphaMode = DXGI_ALPHA_MODE_IGNORE;
  762. m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  763. m_scd.nwh = g_platformData.nwh;
  764. m_scd.ndt = g_platformData.ndt;
  765. m_scd.windowed = true;
  766. m_backBufferColorIdx = m_scd.bufferCount-1;
  767. hr = m_dxgi.createSwapChain(
  768. getDeviceForSwapChain()
  769. , m_scd
  770. , &m_swapChain
  771. );
  772. m_msaaRt = NULL;
  773. if (FAILED(hr) )
  774. {
  775. BX_TRACE("Init error: Unable to create Direct3D12 swap chain.");
  776. goto error;
  777. }
  778. else
  779. {
  780. m_resolution = _init.resolution;
  781. m_resolution.reset = _init.resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  782. m_textVideoMem.resize(false, _init.resolution.width, _init.resolution.height);
  783. m_textVideoMem.clear();
  784. }
  785. if (1 < m_scd.sampleDesc.Count)
  786. {
  787. D3D12_RESOURCE_DESC resourceDesc;
  788. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  789. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  790. resourceDesc.Width = m_scd.width;
  791. resourceDesc.Height = m_scd.height;
  792. resourceDesc.MipLevels = 1;
  793. resourceDesc.Format = m_scd.format;
  794. resourceDesc.SampleDesc = m_scd.sampleDesc;
  795. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  796. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  797. resourceDesc.DepthOrArraySize = 1;
  798. D3D12_CLEAR_VALUE clearValue;
  799. clearValue.Format = resourceDesc.Format;
  800. clearValue.Color[0] = 0.0f;
  801. clearValue.Color[1] = 0.0f;
  802. clearValue.Color[2] = 0.0f;
  803. clearValue.Color[3] = 0.0f;
  804. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  805. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  806. }
  807. }
  808. m_presentElapsed = 0;
  809. {
  810. m_resolution.width = _init.resolution.width;
  811. m_resolution.height = _init.resolution.height;
  812. m_numWindows = 1;
  813. #if BX_PLATFORM_WINDOWS
  814. DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  815. , 0
  816. | DXGI_MWA_NO_WINDOW_CHANGES
  817. | DXGI_MWA_NO_ALT_ENTER
  818. ) );
  819. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  820. {
  821. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  822. if (SUCCEEDED(hr) )
  823. {
  824. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  825. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  826. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  827. D3D12_INFO_QUEUE_FILTER filter;
  828. bx::memSet(&filter, 0, sizeof(filter) );
  829. D3D12_MESSAGE_CATEGORY catlist[] =
  830. {
  831. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  832. D3D12_MESSAGE_CATEGORY_EXECUTION,
  833. };
  834. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  835. filter.DenyList.pCategoryList = catlist;
  836. m_infoQueue->PushStorageFilter(&filter);
  837. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  838. }
  839. }
  840. #endif // BX_PLATFORM_WINDOWS
  841. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  842. rtvDescHeap.NumDescriptors = 0
  843. + BX_COUNTOF(m_backBufferColor)
  844. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  845. ;
  846. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  847. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  848. rtvDescHeap.NodeMask = 1;
  849. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  850. , IID_ID3D12DescriptorHeap
  851. , (void**)&m_rtvDescriptorHeap
  852. ) );
  853. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  854. dsvDescHeap.NumDescriptors = 0
  855. + 1 // reserved for depth backbuffer.
  856. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  857. ;
  858. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  859. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  860. dsvDescHeap.NodeMask = 1;
  861. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  862. , IID_ID3D12DescriptorHeap
  863. , (void**)&m_dsvDescriptorHeap
  864. ) );
  865. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  866. {
  867. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  868. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  869. );
  870. }
  871. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  872. , 1024
  873. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  874. );
  875. D3D12_DESCRIPTOR_RANGE descRange[] =
  876. {
  877. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  878. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  879. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  880. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  881. };
  882. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  883. D3D12_ROOT_PARAMETER rootParameter[] =
  884. {
  885. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  886. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  887. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  888. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  889. };
  890. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  891. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  892. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  893. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  894. descRootSignature.pParameters = rootParameter;
  895. descRootSignature.NumStaticSamplers = 0;
  896. descRootSignature.pStaticSamplers = NULL;
  897. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  898. ID3DBlob* outBlob;
  899. ID3DBlob* errorBlob;
  900. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  901. , D3D_ROOT_SIGNATURE_VERSION_1
  902. , &outBlob
  903. , &errorBlob
  904. ) );
  905. DX_CHECK(m_device->CreateRootSignature(0
  906. , outBlob->GetBufferPointer()
  907. , outBlob->GetBufferSize()
  908. , IID_ID3D12RootSignature
  909. , (void**)&m_rootSignature
  910. ) );
  911. ///
  912. m_directAccessSupport = true
  913. && BX_ENABLED(BX_PLATFORM_XBOXONE)
  914. && m_architecture.UMA
  915. ;
  916. g_caps.supported |= ( 0
  917. | BGFX_CAPS_TEXTURE_3D
  918. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  919. | BGFX_CAPS_INSTANCING
  920. | BGFX_CAPS_DRAW_INDIRECT
  921. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  922. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  923. | BGFX_CAPS_FRAGMENT_DEPTH
  924. | BGFX_CAPS_BLEND_INDEPENDENT
  925. | BGFX_CAPS_COMPUTE
  926. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  927. | (m_directAccessSupport ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
  928. | (BX_ENABLED(BX_PLATFORM_WINDOWS) ? BGFX_CAPS_SWAP_CHAIN : 0)
  929. | BGFX_CAPS_TEXTURE_BLIT
  930. | BGFX_CAPS_TEXTURE_READ_BACK
  931. | BGFX_CAPS_OCCLUSION_QUERY
  932. | BGFX_CAPS_ALPHA_TO_COVERAGE
  933. | BGFX_CAPS_TEXTURE_2D_ARRAY
  934. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  935. );
  936. g_caps.limits.maxTextureSize = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  937. g_caps.limits.maxTextureLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  938. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  939. g_caps.limits.maxVertexStreams = BGFX_CONFIG_MAX_VERTEX_STREAMS;
  940. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  941. {
  942. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  943. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  944. ? s_textureFormat[ii].m_fmtDsv
  945. : s_textureFormat[ii].m_fmt
  946. ;
  947. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  948. if (DXGI_FORMAT_UNKNOWN != fmt)
  949. {
  950. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  951. data.Format = fmt;
  952. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  953. if (SUCCEEDED(hr) )
  954. {
  955. support |= 0 != (data.Support1 & (0
  956. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  957. ) )
  958. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  959. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  960. ;
  961. support |= 0 != (data.Support1 & (0
  962. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  963. ) )
  964. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  965. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  966. ;
  967. support |= 0 != (data.Support1 & (0
  968. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  969. ) )
  970. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  971. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  972. ;
  973. support |= 0 != (data.Support1 & (0
  974. | D3D12_FORMAT_SUPPORT1_BUFFER
  975. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  976. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  977. ) )
  978. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  979. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  980. ;
  981. support |= 0 != (data.Support1 & (0
  982. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  983. ) )
  984. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  985. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  986. ;
  987. support |= 0 != (data.Support1 & (0
  988. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  989. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  990. ) )
  991. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  992. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  993. ;
  994. support |= 0 != (data.Support1 & (0
  995. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  996. ) )
  997. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  998. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  999. ;
  1000. support |= 0 != (data.Support1 & (0
  1001. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  1002. ) )
  1003. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1004. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1005. ;
  1006. }
  1007. else
  1008. {
  1009. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1010. }
  1011. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1012. {
  1013. // clear image flag for additional testing
  1014. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1015. data.Format = s_textureFormat[ii].m_fmt;
  1016. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1017. if (SUCCEEDED(hr) )
  1018. {
  1019. support |= 0 != (data.Support2 & (0
  1020. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1021. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1022. ) )
  1023. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1024. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1025. ;
  1026. }
  1027. }
  1028. }
  1029. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1030. {
  1031. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1032. {
  1033. DXGI_FORMAT InFormat;
  1034. UINT OutFormatSupport;
  1035. };
  1036. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1037. data.Format = fmtSrgb;
  1038. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1039. if (SUCCEEDED(hr) )
  1040. {
  1041. support |= 0 != (data.Support1 & (0
  1042. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1043. ) )
  1044. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1045. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1046. ;
  1047. support |= 0 != (data.Support1 & (0
  1048. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1049. ) )
  1050. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1051. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1052. ;
  1053. support |= 0 != (data.Support1 & (0
  1054. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1055. ) )
  1056. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1057. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1058. ;
  1059. }
  1060. else
  1061. {
  1062. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1063. }
  1064. }
  1065. g_caps.formats[ii] = support;
  1066. }
  1067. // Init reserved part of view name.
  1068. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1069. {
  1070. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1071. }
  1072. postReset();
  1073. m_batch.create(4<<10);
  1074. m_batch.setIndirectMode(BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId);
  1075. m_gpuTimer.init();
  1076. m_occlusionQuery.init();
  1077. {
  1078. D3D12_INDIRECT_ARGUMENT_TYPE argType[] =
  1079. {
  1080. D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH,
  1081. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW,
  1082. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED,
  1083. };
  1084. D3D12_INDIRECT_ARGUMENT_DESC argDesc;
  1085. bx::memSet(&argDesc, 0, sizeof(argDesc) );
  1086. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1087. {
  1088. argDesc.Type = argType[ii];
  1089. D3D12_COMMAND_SIGNATURE_DESC commandSignatureDesc = { BGFX_CONFIG_DRAW_INDIRECT_STRIDE, 1, &argDesc, 1 };
  1090. m_commandSignature[ii] = NULL;
  1091. DX_CHECK(m_device->CreateCommandSignature(&commandSignatureDesc
  1092. , NULL
  1093. , IID_ID3D12CommandSignature
  1094. , (void**)&m_commandSignature[ii]
  1095. ) );
  1096. }
  1097. }
  1098. }
  1099. if (m_nvapi.isInitialized() )
  1100. {
  1101. finish();
  1102. m_commandList = m_cmd.alloc();
  1103. m_nvapi.initAftermath(m_device, m_commandList);
  1104. }
  1105. g_internalData.context = m_device;
  1106. return true;
  1107. error:
  1108. switch (errorState)
  1109. {
  1110. case ErrorState::CreatedCommandQueue:
  1111. m_cmd.shutdown();
  1112. BX_FALLTHROUGH;
  1113. case ErrorState::CreatedDXGIFactory:
  1114. DX_RELEASE(m_device, 0);
  1115. m_dxgi.shutdown();
  1116. BX_FALLTHROUGH;
  1117. #if USE_D3D12_DYNAMIC_LIB
  1118. case ErrorState::LoadedDXGI:
  1119. case ErrorState::LoadedD3D12:
  1120. bx::dlclose(m_d3d12dll);
  1121. BX_FALLTHROUGH;
  1122. case ErrorState::LoadedKernel32:
  1123. bx::dlclose(m_kernel32dll);
  1124. BX_FALLTHROUGH;
  1125. #endif // USE_D3D12_DYNAMIC_LIB
  1126. case ErrorState::Default:
  1127. default:
  1128. m_nvapi.shutdown();
  1129. unloadRenderDoc(m_renderdocdll);
  1130. bx::dlclose(m_winPixEvent);
  1131. m_winPixEvent = NULL;
  1132. break;
  1133. }
  1134. return false;
  1135. }
  1136. void shutdown()
  1137. {
  1138. m_cmd.finish();
  1139. m_batch.destroy();
  1140. preReset();
  1141. m_gpuTimer.shutdown();
  1142. m_occlusionQuery.shutdown();
  1143. m_samplerAllocator.destroy();
  1144. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1145. {
  1146. m_scratchBuffer[ii].destroy();
  1147. }
  1148. m_pipelineStateCache.invalidate();
  1149. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1150. {
  1151. m_indexBuffers[ii].destroy();
  1152. }
  1153. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1154. {
  1155. m_vertexBuffers[ii].destroy();
  1156. }
  1157. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1158. {
  1159. m_shaders[ii].destroy();
  1160. }
  1161. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1162. {
  1163. m_textures[ii].destroy();
  1164. }
  1165. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1166. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1167. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1168. {
  1169. DX_RELEASE(m_commandSignature[ii], 0);
  1170. }
  1171. DX_RELEASE(m_rootSignature, 0);
  1172. DX_RELEASE(m_msaaRt, 0);
  1173. DX_RELEASE(m_swapChain, 0);
  1174. m_cmd.shutdown();
  1175. DX_RELEASE(m_device, 0);
  1176. m_nvapi.shutdown();
  1177. m_dxgi.shutdown();
  1178. unloadRenderDoc(m_renderdocdll);
  1179. bx::dlclose(m_winPixEvent);
  1180. m_winPixEvent = NULL;
  1181. #if USE_D3D12_DYNAMIC_LIB
  1182. bx::dlclose(m_d3d12dll);
  1183. bx::dlclose(m_kernel32dll);
  1184. #endif // USE_D3D12_DYNAMIC_LIB
  1185. }
  1186. RendererType::Enum getRendererType() const override
  1187. {
  1188. return RendererType::Direct3D12;
  1189. }
  1190. const char* getRendererName() const override
  1191. {
  1192. return BGFX_RENDERER_DIRECT3D12_NAME;
  1193. }
  1194. bool isDeviceRemoved() override
  1195. {
  1196. return m_lost;
  1197. }
  1198. void flip(HMD& /*_hmd*/) override
  1199. {
  1200. if (NULL != m_swapChain
  1201. && !m_lost)
  1202. {
  1203. int64_t start = bx::getHPCounter();
  1204. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.bufferCount]);
  1205. HRESULT hr = S_OK;
  1206. uint32_t syncInterval = !!(m_resolution.reset & BGFX_RESET_VSYNC);
  1207. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1208. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1209. {
  1210. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  1211. hr = frameBuffer.present(syncInterval, flags);
  1212. }
  1213. if (SUCCEEDED(hr) )
  1214. {
  1215. hr = m_swapChain->Present(syncInterval, flags);
  1216. }
  1217. int64_t now = bx::getHPCounter();
  1218. m_presentElapsed = now - start;
  1219. m_lost = isLost(hr);
  1220. BGFX_FATAL(!m_lost
  1221. , bgfx::Fatal::DeviceLost
  1222. , "Device is lost. FAILED 0x%08x %s (%s)"
  1223. , hr
  1224. , getLostReason(hr)
  1225. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1226. );
  1227. }
  1228. }
  1229. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  1230. {
  1231. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1232. }
  1233. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1234. {
  1235. m_indexBuffers[_handle.idx].destroy();
  1236. }
  1237. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1238. {
  1239. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1240. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1241. dump(decl);
  1242. }
  1243. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1244. {
  1245. }
  1246. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1247. {
  1248. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1249. }
  1250. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1251. {
  1252. m_vertexBuffers[_handle.idx].destroy();
  1253. }
  1254. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1255. {
  1256. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1257. }
  1258. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1259. {
  1260. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1261. }
  1262. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1263. {
  1264. m_indexBuffers[_handle.idx].destroy();
  1265. }
  1266. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1267. {
  1268. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1269. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1270. }
  1271. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1272. {
  1273. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1274. }
  1275. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1276. {
  1277. m_vertexBuffers[_handle.idx].destroy();
  1278. }
  1279. void createShader(ShaderHandle _handle, const Memory* _mem) override
  1280. {
  1281. m_shaders[_handle.idx].create(_mem);
  1282. }
  1283. void destroyShader(ShaderHandle _handle) override
  1284. {
  1285. m_shaders[_handle.idx].destroy();
  1286. }
  1287. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1288. {
  1289. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1290. }
  1291. void destroyProgram(ProgramHandle _handle) override
  1292. {
  1293. m_program[_handle.idx].destroy();
  1294. }
  1295. void* createTexture(TextureHandle _handle, const Memory* _mem, uint32_t _flags, uint8_t _skip) override
  1296. {
  1297. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1298. }
  1299. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1300. {
  1301. }
  1302. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1303. {
  1304. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1305. }
  1306. void updateTextureEnd() override
  1307. {
  1308. }
  1309. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1310. {
  1311. const TextureD3D12& texture = m_textures[_handle.idx];
  1312. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1313. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1314. uint32_t numRows;
  1315. uint64_t total;
  1316. uint64_t srcPitch;
  1317. m_device->GetCopyableFootprints(&desc
  1318. , _mip
  1319. , 1
  1320. , 0
  1321. , &layout
  1322. , &numRows
  1323. , &srcPitch
  1324. , &total
  1325. );
  1326. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1327. D3D12_BOX box;
  1328. box.left = 0;
  1329. box.top = 0;
  1330. box.right = texture.m_width;
  1331. box.bottom = texture.m_height;
  1332. box.front = 0;
  1333. box.back = 1;
  1334. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1335. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1336. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1337. finish();
  1338. m_commandList = m_cmd.alloc();
  1339. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1340. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1341. uint8_t* src;
  1342. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1343. uint8_t* dst = (uint8_t*)_data;
  1344. uint32_t dstPitch = srcWidth*bpp/8;
  1345. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1346. D3D12_RANGE readRange = { 0, dstPitch*srcHeight };
  1347. readback->Map(0, &readRange, (void**)&src);
  1348. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1349. {
  1350. bx::memCopy(dst, src, pitch);
  1351. src += srcPitch;
  1352. dst += dstPitch;
  1353. }
  1354. D3D12_RANGE writeRange = { 0, 0 };
  1355. readback->Unmap(0, &writeRange);
  1356. DX_RELEASE(readback, 0);
  1357. }
  1358. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) override
  1359. {
  1360. TextureD3D12& texture = m_textures[_handle.idx];
  1361. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1362. const Memory* mem = alloc(size);
  1363. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1364. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1365. bx::write(&writer, magic);
  1366. TextureCreate tc;
  1367. tc.m_width = _width;
  1368. tc.m_height = _height;
  1369. tc.m_depth = 0;
  1370. tc.m_numLayers = 1;
  1371. tc.m_numMips = _numMips;
  1372. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1373. tc.m_cubeMap = false;
  1374. tc.m_mem = NULL;
  1375. bx::write(&writer, tc);
  1376. texture.destroy();
  1377. texture.create(mem, texture.m_flags, 0);
  1378. release(mem);
  1379. }
  1380. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1381. {
  1382. BX_UNUSED(_handle, _ptr);
  1383. }
  1384. uintptr_t getInternal(TextureHandle _handle) override
  1385. {
  1386. BX_UNUSED(_handle);
  1387. return 0;
  1388. }
  1389. void destroyTexture(TextureHandle _handle) override
  1390. {
  1391. m_textures[_handle.idx].destroy();
  1392. }
  1393. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1394. {
  1395. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1396. }
  1397. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) override
  1398. {
  1399. finishAll(true);
  1400. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1401. {
  1402. if (m_frameBuffers[ii].m_nwh == _nwh)
  1403. {
  1404. m_frameBuffers[ii].destroy();
  1405. }
  1406. }
  1407. uint16_t denseIdx = m_numWindows++;
  1408. m_windows[denseIdx] = _handle;
  1409. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1410. }
  1411. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1412. {
  1413. FrameBufferD3D12& frameBuffer = m_frameBuffers[_handle.idx];
  1414. if (NULL != frameBuffer.m_swapChain)
  1415. {
  1416. finishAll(true);
  1417. }
  1418. uint16_t denseIdx = frameBuffer.destroy();
  1419. if (UINT16_MAX != denseIdx)
  1420. {
  1421. --m_numWindows;
  1422. if (m_numWindows > 1)
  1423. {
  1424. FrameBufferHandle handle = m_windows[m_numWindows];
  1425. m_windows[denseIdx] = handle;
  1426. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1427. }
  1428. }
  1429. }
  1430. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1431. {
  1432. if (NULL != m_uniforms[_handle.idx])
  1433. {
  1434. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1435. }
  1436. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1437. void* data = BX_ALLOC(g_allocator, size);
  1438. bx::memSet(data, 0, size);
  1439. m_uniforms[_handle.idx] = data;
  1440. m_uniformReg.add(_handle, _name, data);
  1441. }
  1442. void destroyUniform(UniformHandle _handle) override
  1443. {
  1444. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1445. m_uniforms[_handle.idx] = NULL;
  1446. m_uniformReg.remove(_handle);
  1447. }
  1448. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1449. {
  1450. BX_UNUSED(_handle);
  1451. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.bufferCount;
  1452. m_cmd.finish(m_backBufferColorFence[idx]);
  1453. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1454. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1455. const uint32_t width = (uint32_t)desc.Width;
  1456. const uint32_t height = (uint32_t)desc.Height;
  1457. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1458. uint32_t numRows;
  1459. uint64_t total;
  1460. uint64_t pitch;
  1461. m_device->GetCopyableFootprints(&desc
  1462. , 0
  1463. , 1
  1464. , 0
  1465. , &layout
  1466. , &numRows
  1467. , &pitch
  1468. , &total
  1469. );
  1470. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1471. D3D12_BOX box;
  1472. box.left = 0;
  1473. box.top = 0;
  1474. box.right = width;
  1475. box.bottom = height;
  1476. box.front = 0;
  1477. box.back = 1;
  1478. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1479. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1480. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1481. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1482. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1483. finish();
  1484. m_commandList = m_cmd.alloc();
  1485. void* data;
  1486. readback->Map(0, NULL, (void**)&data);
  1487. bimg::imageSwizzleBgra8(
  1488. data
  1489. , layout.Footprint.RowPitch
  1490. , width
  1491. , height
  1492. , data
  1493. , layout.Footprint.RowPitch
  1494. );
  1495. g_callback->screenShot(_filePath
  1496. , width
  1497. , height
  1498. , layout.Footprint.RowPitch
  1499. , data
  1500. , (uint32_t)total
  1501. , false
  1502. );
  1503. readback->Unmap(0, NULL);
  1504. DX_RELEASE(readback, 0);
  1505. }
  1506. void updateViewName(ViewId _id, const char* _name) override
  1507. {
  1508. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1509. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1510. , _name
  1511. );
  1512. }
  1513. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1514. {
  1515. bx::memCopy(m_uniforms[_loc], _data, _size);
  1516. }
  1517. void setMarker(const char* _marker, uint32_t /*_size*/) override
  1518. {
  1519. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX))
  1520. {
  1521. PIX3_SETMARKER(m_commandList, D3DCOLOR_MARKER, _marker);
  1522. }
  1523. }
  1524. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1525. {
  1526. m_occlusionQuery.invalidate(_handle);
  1527. }
  1528. virtual void setName(Handle _handle, const char* _name) override
  1529. {
  1530. switch (_handle.type)
  1531. {
  1532. case Handle::Shader:
  1533. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, "%s", _name);
  1534. break;
  1535. case Handle::Texture:
  1536. setDebugObjectName(m_textures[_handle.idx].m_ptr, "%s", _name);
  1537. break;
  1538. default:
  1539. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1540. break;
  1541. }
  1542. }
  1543. void submitBlit(BlitState& _bs, uint16_t _view);
  1544. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1545. void blitSetup(TextVideoMemBlitter& _blitter) override
  1546. {
  1547. const uint32_t width = m_scd.width;
  1548. const uint32_t height = m_scd.height;
  1549. setFrameBuffer(BGFX_INVALID_HANDLE, false);
  1550. D3D12_VIEWPORT vp;
  1551. vp.TopLeftX = 0;
  1552. vp.TopLeftY = 0;
  1553. vp.Width = (float)width;
  1554. vp.Height = (float)height;
  1555. vp.MinDepth = 0.0f;
  1556. vp.MaxDepth = 1.0f;
  1557. m_commandList->RSSetViewports(1, &vp);
  1558. D3D12_RECT rc;
  1559. rc.left = 0;
  1560. rc.top = 0;
  1561. rc.right = width;
  1562. rc.bottom = height;
  1563. m_commandList->RSSetScissorRects(1, &rc);
  1564. const uint64_t state = 0
  1565. | BGFX_STATE_WRITE_RGB
  1566. | BGFX_STATE_WRITE_A
  1567. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1568. ;
  1569. const VertexDecl* decls[1] = { &m_vertexDecls[_blitter.m_vb->decl.idx] };
  1570. ID3D12PipelineState* pso = getPipelineState(state
  1571. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1572. , 1
  1573. , decls
  1574. , _blitter.m_program.idx
  1575. , 0
  1576. );
  1577. m_commandList->SetPipelineState(pso);
  1578. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1579. float proj[16];
  1580. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1581. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1582. uint8_t flags = predefined.m_type;
  1583. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1584. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1585. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1586. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1587. ID3D12DescriptorHeap* heaps[] =
  1588. {
  1589. m_samplerAllocator.getHeap(),
  1590. scratchBuffer.getHeap(),
  1591. };
  1592. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1593. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1594. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1595. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1596. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1597. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1598. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1599. scratchBuffer.allocSrv(srvHandle, texture);
  1600. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1601. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1602. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1603. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1604. viewDesc.BufferLocation = vb.m_gpuVA;
  1605. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1606. viewDesc.SizeInBytes = vb.m_size;
  1607. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1608. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1609. D3D12_INDEX_BUFFER_VIEW ibv;
  1610. ibv.Format = DXGI_FORMAT_R16_UINT;
  1611. ibv.BufferLocation = ib.m_gpuVA;
  1612. ibv.SizeInBytes = ib.m_size;
  1613. m_commandList->IASetIndexBuffer(&ibv);
  1614. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1615. }
  1616. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1617. {
  1618. const uint32_t numVertices = _numIndices*4/6;
  1619. if (0 < numVertices)
  1620. {
  1621. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1622. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1623. m_commandList->DrawIndexedInstanced(_numIndices
  1624. , 1
  1625. , 0
  1626. , 0
  1627. , 0
  1628. );
  1629. }
  1630. }
  1631. void preReset()
  1632. {
  1633. finishAll();
  1634. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1635. {
  1636. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1637. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1638. #else
  1639. DX_RELEASE(m_backBufferColor[ii], 1);
  1640. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1641. }
  1642. DX_RELEASE(m_backBufferDepthStencil, 0);
  1643. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1644. {
  1645. m_frameBuffers[ii].preReset();
  1646. }
  1647. invalidateCache();
  1648. // capturePreReset();
  1649. }
  1650. void postReset()
  1651. {
  1652. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1653. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1654. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1655. {
  1656. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1657. handle.ptr += ii * rtvDescriptorSize;
  1658. DX_CHECK(m_swapChain->GetBuffer(ii
  1659. , IID_ID3D12Resource
  1660. , (void**)&m_backBufferColor[ii]
  1661. ) );
  1662. m_device->CreateRenderTargetView(
  1663. NULL == m_msaaRt
  1664. ? m_backBufferColor[ii]
  1665. : m_msaaRt
  1666. , NULL
  1667. , handle
  1668. );
  1669. if (BX_ENABLED(BX_PLATFORM_XBOXONE) )
  1670. {
  1671. ID3D12Resource* resource = m_backBufferColor[ii];
  1672. BX_CHECK(DXGI_FORMAT_R8G8B8A8_UNORM == m_scd.format, "");
  1673. const uint32_t size = m_scd.width*m_scd.height*4;
  1674. void* ptr;
  1675. DX_CHECK(resource->Map(0, NULL, &ptr) );
  1676. bx::memSet(ptr, 0, size);
  1677. resource->Unmap(0, NULL);
  1678. }
  1679. }
  1680. D3D12_RESOURCE_DESC resourceDesc;
  1681. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1682. resourceDesc.Alignment = 1 < m_scd.sampleDesc.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  1683. resourceDesc.Width = bx::uint32_max(m_resolution.width, 1);
  1684. resourceDesc.Height = bx::uint32_max(m_resolution.height, 1);
  1685. resourceDesc.DepthOrArraySize = 1;
  1686. resourceDesc.MipLevels = 1;
  1687. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1688. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1689. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1690. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1691. D3D12_CLEAR_VALUE clearValue;
  1692. clearValue.Format = resourceDesc.Format;
  1693. clearValue.DepthStencil.Depth = 1.0f;
  1694. clearValue.DepthStencil.Stencil = 0;
  1695. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1696. m_device->CreateDepthStencilView(m_backBufferDepthStencil, NULL, getCPUHandleHeapStart(m_dsvDescriptorHeap));
  1697. m_commandList = m_cmd.alloc();
  1698. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1699. {
  1700. m_frameBuffers[ii].postReset();
  1701. }
  1702. if (NULL != m_msaaRt)
  1703. {
  1704. setResourceBarrier(m_commandList
  1705. , m_msaaRt
  1706. , D3D12_RESOURCE_STATE_COMMON
  1707. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  1708. );
  1709. }
  1710. // capturePostReset();
  1711. }
  1712. void invalidateCache()
  1713. {
  1714. m_pipelineStateCache.invalidate();
  1715. m_samplerStateCache.invalidate();
  1716. m_samplerAllocator.reset();
  1717. }
  1718. void updateMsaa(DXGI_FORMAT _format) const
  1719. {
  1720. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1721. {
  1722. uint32_t msaa = s_checkMsaa[ii];
  1723. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1724. bx::memSet(&data, 0, sizeof(msaa) );
  1725. data.Format = _format;
  1726. data.SampleCount = msaa;
  1727. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1728. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1729. if (SUCCEEDED(hr)
  1730. && 0 < data.NumQualityLevels)
  1731. {
  1732. s_msaa[ii].Count = data.SampleCount;
  1733. s_msaa[ii].Quality = data.NumQualityLevels-1;
  1734. last = ii;
  1735. }
  1736. else
  1737. {
  1738. s_msaa[ii] = s_msaa[last];
  1739. }
  1740. }
  1741. }
  1742. IUnknown* getDeviceForSwapChain() const
  1743. {
  1744. # if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1745. return m_cmd.m_commandQueue;
  1746. # else
  1747. return m_device;
  1748. # endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1749. }
  1750. bool updateResolution(const Resolution& _resolution)
  1751. {
  1752. if (!!(_resolution.reset & BGFX_RESET_MAXANISOTROPY) )
  1753. {
  1754. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1755. }
  1756. else
  1757. {
  1758. m_maxAnisotropy = 1;
  1759. }
  1760. bool depthClamp = !!(_resolution.reset & BGFX_RESET_DEPTH_CLAMP);
  1761. if (m_depthClamp != depthClamp)
  1762. {
  1763. m_depthClamp = depthClamp;
  1764. m_pipelineStateCache.invalidate();
  1765. }
  1766. const uint32_t maskFlags = ~(0
  1767. | BGFX_RESET_HMD_RECENTER
  1768. | BGFX_RESET_MAXANISOTROPY
  1769. | BGFX_RESET_DEPTH_CLAMP
  1770. | BGFX_RESET_SUSPEND
  1771. );
  1772. if (m_resolution.width != _resolution.width
  1773. || m_resolution.height != _resolution.height
  1774. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  1775. {
  1776. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  1777. bool resize = true
  1778. && BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  1779. && (m_resolution.reset&BGFX_RESET_MSAA_MASK) == (_resolution.reset&BGFX_RESET_MSAA_MASK)
  1780. ;
  1781. m_resolution = _resolution;
  1782. m_resolution.reset = flags;
  1783. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  1784. m_textVideoMem.clear();
  1785. m_scd.width = _resolution.width;
  1786. m_scd.height = _resolution.height;
  1787. preReset();
  1788. DX_RELEASE(m_msaaRt, 0);
  1789. BX_UNUSED(resize);
  1790. if (resize)
  1791. {
  1792. #if BX_PLATFORM_WINDOWS
  1793. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1794. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1795. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1796. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1797. DX_CHECK(m_swapChain->ResizeBuffers1(
  1798. m_scd.bufferCount
  1799. , m_scd.width
  1800. , m_scd.height
  1801. , m_scd.format
  1802. , m_scd.flags
  1803. , nodeMask
  1804. , presentQueue
  1805. ) );
  1806. #elif BX_PLATFORM_WINRT
  1807. DX_CHECK(m_swapChain->ResizeBuffers(
  1808. m_scd.bufferCount
  1809. , m_scd.width
  1810. , m_scd.height
  1811. , m_scd.format
  1812. , m_scd.flags
  1813. ) );
  1814. m_backBufferColorIdx = m_scd.BufferCount-1;
  1815. #endif // BX_PLATFORM_WINDOWS
  1816. }
  1817. else
  1818. {
  1819. updateMsaa(m_scd.format);
  1820. m_scd.sampleDesc = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1821. DX_RELEASE(m_swapChain, 0);
  1822. HRESULT hr;
  1823. hr = m_dxgi.createSwapChain(
  1824. getDeviceForSwapChain()
  1825. , m_scd
  1826. , &m_swapChain
  1827. );
  1828. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1829. }
  1830. if (1 < m_scd.sampleDesc.Count)
  1831. {
  1832. D3D12_RESOURCE_DESC resourceDesc;
  1833. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1834. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  1835. resourceDesc.Width = m_scd.width;
  1836. resourceDesc.Height = m_scd.height;
  1837. resourceDesc.MipLevels = 1;
  1838. resourceDesc.Format = m_scd.format;
  1839. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1840. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1841. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  1842. resourceDesc.DepthOrArraySize = 1;
  1843. D3D12_CLEAR_VALUE clearValue;
  1844. clearValue.Format = resourceDesc.Format;
  1845. clearValue.Color[0] = 0.0f;
  1846. clearValue.Color[1] = 0.0f;
  1847. clearValue.Color[2] = 0.0f;
  1848. clearValue.Color[3] = 0.0f;
  1849. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  1850. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  1851. }
  1852. postReset();
  1853. }
  1854. return false;
  1855. }
  1856. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1857. {
  1858. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1859. {
  1860. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1861. m_fsChanges += _numRegs;
  1862. }
  1863. else
  1864. {
  1865. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1866. m_vsChanges += _numRegs;
  1867. }
  1868. }
  1869. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1870. {
  1871. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1872. }
  1873. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1874. {
  1875. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1876. }
  1877. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1878. {
  1879. const ProgramD3D12& program = m_program[_programIdx];
  1880. uint32_t total = bx::strideAlign(0
  1881. + program.m_vsh->m_size
  1882. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1883. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1884. );
  1885. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1886. {
  1887. uint32_t size = program.m_vsh->m_size;
  1888. bx::memCopy(data, m_vsScratch, size);
  1889. data += size;
  1890. m_vsChanges = 0;
  1891. }
  1892. if (NULL != program.m_fsh)
  1893. {
  1894. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  1895. m_fsChanges = 0;
  1896. }
  1897. }
  1898. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh)
  1899. {
  1900. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1901. if (NULL != frameBuffer.m_swapChain)
  1902. {
  1903. #if BX_PLATFORM_WINDOWS
  1904. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  1905. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1906. return getRtv(_fbh, idx);
  1907. #endif // BX_PLATFORM_WINDOWS
  1908. }
  1909. return getRtv(_fbh, 0);
  1910. }
  1911. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh, uint8_t _attachment)
  1912. {
  1913. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1914. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1915. D3D12_CPU_DESCRIPTOR_HANDLE result =
  1916. {
  1917. rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS + _attachment) * rtvDescriptorSize
  1918. };
  1919. return result;
  1920. }
  1921. D3D12_CPU_DESCRIPTOR_HANDLE getDsv(FrameBufferHandle _fbh) const
  1922. {
  1923. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  1924. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1925. D3D12_CPU_DESCRIPTOR_HANDLE result = { dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize };
  1926. return result;
  1927. }
  1928. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1929. {
  1930. if (isValid(m_fbh)
  1931. && m_fbh.idx != _fbh.idx)
  1932. {
  1933. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1934. if (NULL == frameBuffer.m_swapChain)
  1935. {
  1936. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1937. {
  1938. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1939. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1940. }
  1941. if (isValid(frameBuffer.m_depth) )
  1942. {
  1943. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1944. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  1945. if (!writeOnly)
  1946. {
  1947. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1948. }
  1949. }
  1950. }
  1951. }
  1952. if (!isValid(_fbh) )
  1953. {
  1954. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1955. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1956. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1957. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  1958. m_currentColor = &m_rtvHandle;
  1959. m_currentDepthStencil = &m_dsvHandle;
  1960. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  1961. }
  1962. else
  1963. {
  1964. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1965. if (0 < frameBuffer.m_num)
  1966. {
  1967. m_rtvHandle = getRtv(_fbh);
  1968. m_currentColor = &m_rtvHandle;
  1969. }
  1970. else
  1971. {
  1972. m_currentColor = NULL;
  1973. }
  1974. if (isValid(frameBuffer.m_depth) )
  1975. {
  1976. m_dsvHandle = getDsv(_fbh);
  1977. m_currentDepthStencil = &m_dsvHandle;
  1978. }
  1979. else
  1980. {
  1981. m_currentDepthStencil = NULL;
  1982. }
  1983. if (NULL != frameBuffer.m_swapChain)
  1984. {
  1985. frameBuffer.m_needPresent = true;
  1986. }
  1987. else
  1988. {
  1989. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1990. {
  1991. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1992. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1993. }
  1994. if (isValid(frameBuffer.m_depth) )
  1995. {
  1996. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1997. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1998. }
  1999. }
  2000. m_commandList->OMSetRenderTargets(
  2001. frameBuffer.m_num
  2002. , m_currentColor
  2003. , true
  2004. , m_currentDepthStencil
  2005. );
  2006. }
  2007. m_fbh = _fbh;
  2008. m_rtMsaa = _msaa;
  2009. }
  2010. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  2011. {
  2012. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2013. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2014. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  2015. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2016. drt->LogicOpEnable = false;
  2017. {
  2018. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  2019. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  2020. const uint32_t srcRGB = (blend ) & 0xf;
  2021. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2022. const uint32_t srcA = (blend >> 8) & 0xf;
  2023. const uint32_t dstA = (blend >> 12) & 0xf;
  2024. const uint32_t equRGB = (equation ) & 0x7;
  2025. const uint32_t equA = (equation >> 3) & 0x7;
  2026. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2027. drt->DestBlend = s_blendFactor[dstRGB][0];
  2028. drt->BlendOp = s_blendEquation[equRGB];
  2029. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2030. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2031. drt->BlendOpAlpha = s_blendEquation[equA];
  2032. }
  2033. uint8_t writeMask = 0;
  2034. writeMask |= (_state & BGFX_STATE_WRITE_R) ? D3D12_COLOR_WRITE_ENABLE_RED : 0;
  2035. writeMask |= (_state & BGFX_STATE_WRITE_G) ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0;
  2036. writeMask |= (_state & BGFX_STATE_WRITE_B) ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0;
  2037. writeMask |= (_state & BGFX_STATE_WRITE_A) ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0;
  2038. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2039. drt->RenderTargetWriteMask = writeMask;
  2040. if (_desc.IndependentBlendEnable)
  2041. {
  2042. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2043. {
  2044. drt = &_desc.RenderTarget[ii];
  2045. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2046. drt->LogicOpEnable = false;
  2047. const uint32_t src = (rgba ) & 0xf;
  2048. const uint32_t dst = (rgba >> 4) & 0xf;
  2049. const uint32_t equation = (rgba >> 8) & 0x7;
  2050. drt->SrcBlend = s_blendFactor[src][0];
  2051. drt->DestBlend = s_blendFactor[dst][0];
  2052. drt->BlendOp = s_blendEquation[equation];
  2053. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2054. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2055. drt->BlendOpAlpha = s_blendEquation[equation];
  2056. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2057. drt->RenderTargetWriteMask = writeMask;
  2058. }
  2059. }
  2060. else
  2061. {
  2062. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2063. {
  2064. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  2065. }
  2066. }
  2067. }
  2068. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  2069. {
  2070. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  2071. _desc.FillMode = _wireframe
  2072. ? D3D12_FILL_MODE_WIREFRAME
  2073. : D3D12_FILL_MODE_SOLID
  2074. ;
  2075. _desc.CullMode = s_cullMode[cull];
  2076. _desc.FrontCounterClockwise = false;
  2077. _desc.DepthBias = 0;
  2078. _desc.DepthBiasClamp = 0.0f;
  2079. _desc.SlopeScaledDepthBias = 0.0f;
  2080. _desc.DepthClipEnable = !m_depthClamp;
  2081. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2082. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2083. _desc.ForcedSampleCount = 0;
  2084. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2085. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  2086. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2087. ;
  2088. }
  2089. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  2090. {
  2091. const uint32_t fstencil = unpackStencil(0, _stencil);
  2092. bx::memSet(&_desc, 0, sizeof(_desc) );
  2093. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2094. _desc.DepthEnable = 0 != func;
  2095. _desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state)
  2096. ? D3D12_DEPTH_WRITE_MASK_ALL
  2097. : D3D12_DEPTH_WRITE_MASK_ZERO
  2098. ;
  2099. _desc.DepthFunc = s_cmpFunc[func];
  2100. uint32_t bstencil = unpackStencil(1, _stencil);
  2101. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2102. bstencil = frontAndBack ? bstencil : fstencil;
  2103. _desc.StencilEnable = 0 != _stencil;
  2104. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2105. _desc.StencilWriteMask = 0xff;
  2106. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2107. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2108. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2109. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2110. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2111. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2112. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2113. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2114. }
  2115. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, uint8_t _numStreams, const VertexDecl** _vertexDecls, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2116. {
  2117. uint16_t attrMask[Attrib::Count];
  2118. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask));
  2119. D3D12_INPUT_ELEMENT_DESC* elem = _vertexElements;
  2120. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2121. {
  2122. VertexDecl decl;
  2123. bx::memCopy(&decl, _vertexDecls[stream], sizeof(VertexDecl));
  2124. const bool last = stream == _numStreams-1;
  2125. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2126. {
  2127. uint16_t mask = attrMask[ii];
  2128. uint16_t attr = (decl.m_attributes[ii] & mask);
  2129. if (0 == attr
  2130. || UINT16_MAX == attr)
  2131. {
  2132. decl.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2133. }
  2134. else
  2135. {
  2136. attrMask[ii] = 0;
  2137. }
  2138. }
  2139. elem = fillVertexDecl(stream, elem, decl);
  2140. }
  2141. uint32_t num = uint32_t(elem-_vertexElements);
  2142. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2143. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2144. {
  2145. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2146. uint32_t jj;
  2147. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2148. for (jj = 0; jj < num; ++jj)
  2149. {
  2150. curr = &_vertexElements[jj];
  2151. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2152. && curr->SemanticIndex == index)
  2153. {
  2154. break;
  2155. }
  2156. }
  2157. if (jj == num)
  2158. {
  2159. curr = elem;
  2160. ++elem;
  2161. }
  2162. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2163. curr->InputSlot = 1;
  2164. curr->SemanticIndex = index;
  2165. curr->AlignedByteOffset = ii*16;
  2166. }
  2167. return uint32_t(elem-_vertexElements);
  2168. }
  2169. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2170. {
  2171. const VertexDecl* decls[1] = { &_vertexDecl };
  2172. return setInputLayout(_vertexElements, BX_COUNTOF(decls), decls, _program, _numInstanceData);
  2173. }
  2174. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2175. {
  2176. union { void* ptr; uint32_t offset; } cast = { _userData };
  2177. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2178. {
  2179. DxbcOperand& operand = _instruction.operand[ii];
  2180. if (DxbcOperandType::ConstantBuffer == operand.type)
  2181. {
  2182. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2183. && 0 == operand.regIndex[0])
  2184. {
  2185. for (uint32_t jj = 1; jj < operand.numAddrModes; ++jj)
  2186. {
  2187. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[jj]
  2188. || DxbcOperandAddrMode::RegImm32 == operand.addrMode[jj])
  2189. {
  2190. operand.regIndex[jj] += cast.offset;
  2191. }
  2192. else if (0 != cast.offset)
  2193. {
  2194. operand.subOperand[jj].regIndex = operand.regIndex[jj];
  2195. operand.addrMode[jj] = DxbcOperandAddrMode::RegImm32;
  2196. operand.regIndex[jj] = cast.offset;
  2197. }
  2198. }
  2199. }
  2200. }
  2201. }
  2202. }
  2203. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  2204. {
  2205. ProgramD3D12& program = m_program[_programIdx];
  2206. const uint32_t hash = program.m_vsh->m_hash;
  2207. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2208. if (BX_LIKELY(NULL != pso) )
  2209. {
  2210. return pso;
  2211. }
  2212. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2213. bx::memSet(&desc, 0, sizeof(desc) );
  2214. desc.pRootSignature = m_rootSignature;
  2215. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2216. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2217. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2218. , IID_ID3D12PipelineState
  2219. , (void**)&pso
  2220. ) );
  2221. m_pipelineStateCache.add(hash, pso);
  2222. return pso;
  2223. }
  2224. ID3D12PipelineState* getPipelineState(
  2225. uint64_t _state
  2226. , uint64_t _stencil
  2227. , uint8_t _numStreams
  2228. , const VertexDecl** _vertexDecls
  2229. , uint16_t _programIdx
  2230. , uint8_t _numInstanceData
  2231. )
  2232. {
  2233. ProgramD3D12& program = m_program[_programIdx];
  2234. _state &= 0
  2235. | BGFX_STATE_WRITE_RGB
  2236. | BGFX_STATE_WRITE_A
  2237. | BGFX_STATE_WRITE_Z
  2238. | BGFX_STATE_DEPTH_TEST_MASK
  2239. | BGFX_STATE_BLEND_MASK
  2240. | BGFX_STATE_BLEND_EQUATION_MASK
  2241. | BGFX_STATE_BLEND_INDEPENDENT
  2242. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2243. | BGFX_STATE_CULL_MASK
  2244. | BGFX_STATE_MSAA
  2245. | BGFX_STATE_LINEAA
  2246. | BGFX_STATE_CONSERVATIVE_RASTER
  2247. | BGFX_STATE_PT_MASK
  2248. ;
  2249. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2250. VertexDecl decl;
  2251. bx::memCopy(&decl, _vertexDecls[0], sizeof(VertexDecl) );
  2252. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2253. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2254. {
  2255. uint16_t mask = attrMask[ii];
  2256. uint16_t attr = (decl.m_attributes[ii] & mask);
  2257. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2258. }
  2259. bx::HashMurmur2A murmur;
  2260. murmur.begin();
  2261. murmur.add(_state);
  2262. murmur.add(_stencil);
  2263. murmur.add(program.m_vsh->m_hash);
  2264. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2265. if (NULL != program.m_fsh)
  2266. {
  2267. murmur.add(program.m_fsh->m_hash);
  2268. }
  2269. for (uint32_t ii = 0; ii < _numStreams; ++ii)
  2270. {
  2271. murmur.add(_vertexDecls[ii]->m_hash);
  2272. }
  2273. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  2274. murmur.add(m_fbh.idx);
  2275. murmur.add(_numInstanceData);
  2276. const uint32_t hash = murmur.end();
  2277. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2278. if (NULL != pso)
  2279. {
  2280. return pso;
  2281. }
  2282. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2283. bx::memSet(&desc, 0, sizeof(desc) );
  2284. desc.pRootSignature = m_rootSignature;
  2285. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2286. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2287. const Memory* temp = NULL;
  2288. if (NULL != program.m_fsh)
  2289. {
  2290. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2291. DxbcContext dxbc;
  2292. bx::Error err;
  2293. read(&rd, dxbc, &err);
  2294. bool patchShader = !dxbc.shader.aon9;
  2295. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2296. && patchShader)
  2297. {
  2298. union { uint32_t offset; void* ptr; } cast = { 0 };
  2299. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2300. temp = alloc(uint32_t(dxbc.shader.byteCode.size() )+1024);
  2301. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2302. int32_t size = write(&wr, dxbc, &err);
  2303. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2304. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2305. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2306. if (!patchShader)
  2307. {
  2308. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2309. {
  2310. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2311. {
  2312. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2313. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2314. break;
  2315. }
  2316. }
  2317. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2318. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2319. }
  2320. release(temp);
  2321. temp = NULL;
  2322. }
  2323. if (patchShader)
  2324. {
  2325. union { uint32_t offset; void* ptr; } cast =
  2326. {
  2327. uint32_t(program.m_vsh->m_size)/16
  2328. };
  2329. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2330. temp = alloc(uint32_t(dxbc.shader.byteCode.size() )+1024);
  2331. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2332. int32_t size = write(&wr, dxbc, &err);
  2333. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2334. desc.PS.pShaderBytecode = temp->data;
  2335. desc.PS.BytecodeLength = size;
  2336. }
  2337. else
  2338. {
  2339. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2340. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2341. }
  2342. }
  2343. else
  2344. {
  2345. desc.PS.pShaderBytecode = NULL;
  2346. desc.PS.BytecodeLength = 0;
  2347. }
  2348. desc.DS.pShaderBytecode = NULL;
  2349. desc.DS.BytecodeLength = 0;
  2350. desc.HS.pShaderBytecode = NULL;
  2351. desc.HS.BytecodeLength = 0;
  2352. desc.GS.pShaderBytecode = NULL;
  2353. desc.GS.BytecodeLength = 0;
  2354. desc.StreamOutput.pSODeclaration = NULL;
  2355. desc.StreamOutput.NumEntries = 0;
  2356. desc.StreamOutput.pBufferStrides = NULL;
  2357. desc.StreamOutput.NumStrides = 0;
  2358. desc.StreamOutput.RasterizedStream = 0;
  2359. setBlendState(desc.BlendState, _state);
  2360. desc.SampleMask = UINT32_MAX;
  2361. setRasterizerState(desc.RasterizerState, _state);
  2362. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2363. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2364. desc.InputLayout.NumElements = setInputLayout(vertexElements, _numStreams, _vertexDecls, program, _numInstanceData);
  2365. desc.InputLayout.pInputElementDescs = vertexElements;
  2366. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2367. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2368. if (isValid(m_fbh) )
  2369. {
  2370. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2371. if (NULL == frameBuffer.m_swapChain)
  2372. {
  2373. desc.NumRenderTargets = frameBuffer.m_num;
  2374. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2375. {
  2376. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2377. }
  2378. if (isValid(frameBuffer.m_depth) )
  2379. {
  2380. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2381. }
  2382. else
  2383. {
  2384. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2385. }
  2386. }
  2387. else
  2388. {
  2389. desc.NumRenderTargets = 1;
  2390. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2391. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2392. }
  2393. }
  2394. else
  2395. {
  2396. desc.NumRenderTargets = 1;
  2397. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2398. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2399. }
  2400. desc.SampleDesc = m_scd.sampleDesc;
  2401. uint32_t length = g_callback->cacheReadSize(hash);
  2402. bool cached = length > 0;
  2403. void* cachedData = NULL;
  2404. if (cached)
  2405. {
  2406. cachedData = BX_ALLOC(g_allocator, length);
  2407. if (g_callback->cacheRead(hash, cachedData, length) )
  2408. {
  2409. BX_TRACE("Loading cached PSO (size %d).", length);
  2410. bx::MemoryReader reader(cachedData, length);
  2411. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2412. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2413. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2414. , IID_ID3D12PipelineState
  2415. , (void**)&pso
  2416. );
  2417. if (FAILED(hr) )
  2418. {
  2419. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  2420. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2421. }
  2422. }
  2423. }
  2424. if (NULL == pso)
  2425. {
  2426. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2427. , IID_ID3D12PipelineState
  2428. , (void**)&pso
  2429. ) );
  2430. }
  2431. BGFX_FATAL(NULL != pso, Fatal::InvalidShader, "Failed to create PSO!");
  2432. m_pipelineStateCache.add(hash, pso);
  2433. if (NULL != temp)
  2434. {
  2435. release(temp);
  2436. }
  2437. ID3DBlob* blob;
  2438. HRESULT hr = pso->GetCachedBlob(&blob);
  2439. if (SUCCEEDED(hr) )
  2440. {
  2441. void* data = blob->GetBufferPointer();
  2442. length = (uint32_t)blob->GetBufferSize();
  2443. g_callback->cacheWrite(hash, data, length);
  2444. DX_RELEASE(blob, 0);
  2445. }
  2446. if (NULL != cachedData)
  2447. {
  2448. BX_FREE(g_allocator, cachedData);
  2449. }
  2450. return pso;
  2451. }
  2452. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2453. {
  2454. bx::HashMurmur2A murmur;
  2455. murmur.begin();
  2456. murmur.add(_flags, _num * sizeof(uint32_t) );
  2457. uint32_t hash = murmur.end();
  2458. uint16_t sampler = m_samplerStateCache.find(hash);
  2459. if (UINT16_MAX == sampler)
  2460. {
  2461. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2462. m_samplerStateCache.add(hash, sampler);
  2463. }
  2464. return sampler;
  2465. }
  2466. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2467. {
  2468. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2469. }
  2470. void commit(UniformBuffer& _uniformBuffer)
  2471. {
  2472. _uniformBuffer.reset();
  2473. for (;;)
  2474. {
  2475. uint32_t opcode = _uniformBuffer.read();
  2476. if (UniformType::End == opcode)
  2477. {
  2478. break;
  2479. }
  2480. UniformType::Enum type;
  2481. uint16_t loc;
  2482. uint16_t num;
  2483. uint16_t copy;
  2484. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2485. const char* data;
  2486. if (copy)
  2487. {
  2488. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2489. }
  2490. else
  2491. {
  2492. UniformHandle handle;
  2493. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2494. data = (const char*)m_uniforms[handle.idx];
  2495. }
  2496. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2497. case UniformType::_uniform: \
  2498. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2499. { \
  2500. setShaderUniform(uint8_t(type), loc, data, num); \
  2501. } \
  2502. break;
  2503. switch ( (uint32_t)type)
  2504. {
  2505. case UniformType::Mat3:
  2506. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2507. {
  2508. float* value = (float*)data;
  2509. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2510. {
  2511. Matrix4 mtx;
  2512. mtx.un.val[ 0] = value[0];
  2513. mtx.un.val[ 1] = value[1];
  2514. mtx.un.val[ 2] = value[2];
  2515. mtx.un.val[ 3] = 0.0f;
  2516. mtx.un.val[ 4] = value[3];
  2517. mtx.un.val[ 5] = value[4];
  2518. mtx.un.val[ 6] = value[5];
  2519. mtx.un.val[ 7] = 0.0f;
  2520. mtx.un.val[ 8] = value[6];
  2521. mtx.un.val[ 9] = value[7];
  2522. mtx.un.val[10] = value[8];
  2523. mtx.un.val[11] = 0.0f;
  2524. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2525. }
  2526. }
  2527. break;
  2528. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2529. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2530. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2531. case UniformType::End:
  2532. break;
  2533. default:
  2534. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2535. break;
  2536. }
  2537. #undef CASE_IMPLEMENT_UNIFORM
  2538. }
  2539. }
  2540. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2541. {
  2542. if (isValid(m_fbh) )
  2543. {
  2544. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2545. frameBuffer.clear(m_commandList, _clear, _palette);
  2546. }
  2547. else
  2548. {
  2549. if (NULL != m_currentColor
  2550. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2551. {
  2552. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2553. {
  2554. uint8_t index = _clear.m_index[0];
  2555. if (UINT8_MAX != index)
  2556. {
  2557. m_commandList->ClearRenderTargetView(*m_currentColor
  2558. , _palette[index]
  2559. , _num
  2560. , _rect
  2561. );
  2562. }
  2563. }
  2564. else
  2565. {
  2566. float frgba[4] =
  2567. {
  2568. _clear.m_index[0] * 1.0f / 255.0f,
  2569. _clear.m_index[1] * 1.0f / 255.0f,
  2570. _clear.m_index[2] * 1.0f / 255.0f,
  2571. _clear.m_index[3] * 1.0f / 255.0f,
  2572. };
  2573. m_commandList->ClearRenderTargetView(*m_currentColor
  2574. , frgba
  2575. , _num
  2576. , _rect
  2577. );
  2578. }
  2579. }
  2580. if (NULL != m_currentDepthStencil
  2581. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2582. {
  2583. uint32_t flags = 0;
  2584. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2585. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2586. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2587. , D3D12_CLEAR_FLAGS(flags)
  2588. , _clear.m_depth
  2589. , _clear.m_stencil
  2590. , _num
  2591. , _rect
  2592. );
  2593. }
  2594. }
  2595. }
  2596. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2597. {
  2598. uint32_t width;
  2599. uint32_t height;
  2600. if (isValid(m_fbh) )
  2601. {
  2602. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2603. width = fb.m_width;
  2604. height = fb.m_height;
  2605. }
  2606. else
  2607. {
  2608. width = m_scd.width;
  2609. height = m_scd.height;
  2610. }
  2611. if (0 == _rect.m_x
  2612. && 0 == _rect.m_y
  2613. && width == _rect.m_width
  2614. && height == _rect.m_height)
  2615. {
  2616. clear(_clear, _palette);
  2617. }
  2618. else
  2619. {
  2620. D3D12_RECT rect;
  2621. rect.left = _rect.m_x;
  2622. rect.top = _rect.m_y;
  2623. rect.right = _rect.m_x + _rect.m_width;
  2624. rect.bottom = _rect.m_y + _rect.m_height;
  2625. clear(_clear, _palette, &rect, 1);
  2626. }
  2627. }
  2628. uint64_t kick()
  2629. {
  2630. uint64_t fence = m_cmd.kick();
  2631. m_commandList = m_cmd.alloc();
  2632. return fence;
  2633. }
  2634. void finish()
  2635. {
  2636. m_cmd.kick();
  2637. m_cmd.finish();
  2638. m_commandList = NULL;
  2639. }
  2640. void finishAll(bool _alloc = false)
  2641. {
  2642. uint64_t fence = m_cmd.kick();
  2643. m_cmd.finish(fence, true);
  2644. m_commandList = _alloc ? m_cmd.alloc() : NULL;
  2645. }
  2646. Dxgi m_dxgi;
  2647. NvApi m_nvapi;
  2648. void* m_kernel32dll;
  2649. void* m_d3d12dll;
  2650. void* m_renderdocdll;
  2651. void* m_winPixEvent;
  2652. D3D_FEATURE_LEVEL m_featureLevel;
  2653. D3D_DRIVER_TYPE m_driverType;
  2654. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2655. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2656. Dxgi::SwapChainI* m_swapChain;
  2657. ID3D12Resource* m_msaaRt;
  2658. #if BX_PLATFORM_WINDOWS
  2659. ID3D12InfoQueue* m_infoQueue;
  2660. #endif // BX_PLATFORM_WINDOWS
  2661. int64_t m_presentElapsed;
  2662. uint16_t m_numWindows;
  2663. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2664. ID3D12Device* m_device;
  2665. TimerQueryD3D12 m_gpuTimer;
  2666. OcclusionQueryD3D12 m_occlusionQuery;
  2667. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2668. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2669. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2670. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2671. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2672. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2673. ID3D12Resource* m_backBufferColor[4];
  2674. uint64_t m_backBufferColorFence[4];
  2675. ID3D12Resource* m_backBufferDepthStencil;
  2676. ScratchBufferD3D12 m_scratchBuffer[4];
  2677. DescriptorAllocatorD3D12 m_samplerAllocator;
  2678. ID3D12RootSignature* m_rootSignature;
  2679. ID3D12CommandSignature* m_commandSignature[3];
  2680. CommandQueueD3D12 m_cmd;
  2681. BatchD3D12 m_batch;
  2682. ID3D12GraphicsCommandList* m_commandList;
  2683. Resolution m_resolution;
  2684. bool m_wireframe;
  2685. bool m_lost;
  2686. SwapChainDesc m_scd;
  2687. uint32_t m_maxAnisotropy;
  2688. bool m_depthClamp;
  2689. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2690. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2691. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2692. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2693. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2694. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2695. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2696. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2697. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2698. UniformRegistry m_uniformReg;
  2699. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2700. StateCache m_samplerStateCache;
  2701. TextVideoMem m_textVideoMem;
  2702. uint8_t m_fsScratch[64<<10];
  2703. uint8_t m_vsScratch[64<<10];
  2704. uint32_t m_fsChanges;
  2705. uint32_t m_vsChanges;
  2706. FrameBufferHandle m_fbh;
  2707. uint32_t m_backBufferColorIdx;
  2708. bool m_rtMsaa;
  2709. bool m_directAccessSupport;
  2710. };
  2711. static RendererContextD3D12* s_renderD3D12;
  2712. RendererContextI* rendererCreate(const Init& _init)
  2713. {
  2714. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2715. if (!s_renderD3D12->init(_init) )
  2716. {
  2717. BX_DELETE(g_allocator, s_renderD3D12);
  2718. s_renderD3D12 = NULL;
  2719. }
  2720. return s_renderD3D12;
  2721. }
  2722. void rendererDestroy()
  2723. {
  2724. s_renderD3D12->shutdown();
  2725. BX_DELETE(g_allocator, s_renderD3D12);
  2726. s_renderD3D12 = NULL;
  2727. }
  2728. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2729. {
  2730. m_size = _size;
  2731. ID3D12Device* device = s_renderD3D12->m_device;
  2732. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2733. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2734. desc.NumDescriptors = _maxDescriptors;
  2735. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2736. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2737. desc.NodeMask = 1;
  2738. DX_CHECK(device->CreateDescriptorHeap(&desc
  2739. , IID_ID3D12DescriptorHeap
  2740. , (void**)&m_heap
  2741. ) );
  2742. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2743. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2744. D3D12_RANGE readRange = { 0, 0 };
  2745. m_upload->Map(0, &readRange, (void**)&m_data);
  2746. reset(m_gpuHandle);
  2747. }
  2748. void ScratchBufferD3D12::destroy()
  2749. {
  2750. D3D12_RANGE writeRange = { 0, 0 };
  2751. m_upload->Unmap(0, &writeRange);
  2752. DX_RELEASE(m_upload, 0);
  2753. DX_RELEASE(m_heap, 0);
  2754. }
  2755. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2756. {
  2757. m_pos = 0;
  2758. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2759. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2760. _gpuHandle = m_gpuHandle;
  2761. }
  2762. void ScratchBufferD3D12::allocEmpty(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2763. {
  2764. m_cpuHandle.ptr += m_incrementSize;
  2765. _gpuHandle = m_gpuHandle;
  2766. m_gpuHandle.ptr += m_incrementSize;
  2767. }
  2768. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2769. {
  2770. _gpuAddress = m_gpuVA + m_pos;
  2771. void* data = &m_data[m_pos];
  2772. m_pos += BX_ALIGN_256(_size);
  2773. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2774. // desc.BufferLocation = _gpuAddress;
  2775. // desc.SizeInBytes = _size;
  2776. // ID3D12Device* device = s_renderD3D12->m_device;
  2777. // device->CreateConstantBufferView(&desc
  2778. // , m_cpuHandle
  2779. // );
  2780. // m_cpuHandle.ptr += m_incrementSize;
  2781. // m_gpuHandle.ptr += m_incrementSize;
  2782. return data;
  2783. }
  2784. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2785. {
  2786. ID3D12Device* device = s_renderD3D12->m_device;
  2787. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2788. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2789. if (0 != _mip)
  2790. {
  2791. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2792. srvd = &tmpSrvd;
  2793. switch (_texture.m_srvd.ViewDimension)
  2794. {
  2795. default:
  2796. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2797. srvd->Texture2D.MostDetailedMip = _mip;
  2798. srvd->Texture2D.MipLevels = 1;
  2799. srvd->Texture2D.PlaneSlice = 0;
  2800. srvd->Texture2D.ResourceMinLODClamp = 0;
  2801. break;
  2802. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2803. srvd->TextureCube.MostDetailedMip = _mip;
  2804. srvd->TextureCube.MipLevels = 1;
  2805. srvd->TextureCube.ResourceMinLODClamp = 0;
  2806. break;
  2807. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2808. srvd->Texture3D.MostDetailedMip = _mip;
  2809. srvd->Texture3D.MipLevels = 1;
  2810. srvd->Texture3D.ResourceMinLODClamp = 0;
  2811. break;
  2812. }
  2813. }
  2814. device->CreateShaderResourceView(_texture.m_ptr
  2815. , srvd
  2816. , m_cpuHandle
  2817. );
  2818. m_cpuHandle.ptr += m_incrementSize;
  2819. _gpuHandle = m_gpuHandle;
  2820. m_gpuHandle.ptr += m_incrementSize;
  2821. }
  2822. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2823. {
  2824. ID3D12Device* device = s_renderD3D12->m_device;
  2825. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2826. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2827. if (0 != _mip)
  2828. {
  2829. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2830. uavd = &tmpUavd;
  2831. switch (_texture.m_uavd.ViewDimension)
  2832. {
  2833. default:
  2834. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2835. uavd->Texture2D.MipSlice = _mip;
  2836. uavd->Texture2D.PlaneSlice = 0;
  2837. break;
  2838. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  2839. uavd->Texture2DArray.MipSlice = _mip;
  2840. uavd->Texture2DArray.PlaneSlice = 0;
  2841. break;
  2842. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2843. uavd->Texture3D.MipSlice = _mip;
  2844. break;
  2845. }
  2846. }
  2847. device->CreateUnorderedAccessView(_texture.m_ptr
  2848. , NULL
  2849. , uavd
  2850. , m_cpuHandle
  2851. );
  2852. m_cpuHandle.ptr += m_incrementSize;
  2853. _gpuHandle = m_gpuHandle;
  2854. m_gpuHandle.ptr += m_incrementSize;
  2855. }
  2856. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2857. {
  2858. ID3D12Device* device = s_renderD3D12->m_device;
  2859. device->CreateShaderResourceView(_buffer.m_ptr
  2860. , &_buffer.m_srvd
  2861. , m_cpuHandle
  2862. );
  2863. m_cpuHandle.ptr += m_incrementSize;
  2864. _gpuHandle = m_gpuHandle;
  2865. m_gpuHandle.ptr += m_incrementSize;
  2866. }
  2867. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2868. {
  2869. ID3D12Device* device = s_renderD3D12->m_device;
  2870. device->CreateUnorderedAccessView(_buffer.m_ptr
  2871. , NULL
  2872. , &_buffer.m_uavd
  2873. , m_cpuHandle
  2874. );
  2875. m_cpuHandle.ptr += m_incrementSize;
  2876. _gpuHandle = m_gpuHandle;
  2877. m_gpuHandle.ptr += m_incrementSize;
  2878. }
  2879. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2880. {
  2881. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2882. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2883. ID3D12Device* device = s_renderD3D12->m_device;
  2884. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2885. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2886. desc.NumDescriptors = _maxDescriptors;
  2887. desc.Type = _type;
  2888. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2889. desc.NodeMask = 1;
  2890. DX_CHECK(device->CreateDescriptorHeap(&desc
  2891. , IID_ID3D12DescriptorHeap
  2892. , (void**)&m_heap
  2893. ) );
  2894. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2895. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2896. }
  2897. void DescriptorAllocatorD3D12::destroy()
  2898. {
  2899. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2900. DX_RELEASE(m_heap, 0);
  2901. }
  2902. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2903. {
  2904. uint16_t idx = m_handleAlloc->alloc();
  2905. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2906. ID3D12Device* device = s_renderD3D12->m_device;
  2907. device->CreateShaderResourceView(_ptr
  2908. , _desc
  2909. , cpuHandle
  2910. );
  2911. return idx;
  2912. }
  2913. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2914. {
  2915. uint16_t idx = m_handleAlloc->alloc();
  2916. ID3D12Device* device = s_renderD3D12->m_device;
  2917. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  2918. for (uint32_t ii = 0; ii < _num; ++ii)
  2919. {
  2920. uint32_t flags = _flags[ii];
  2921. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2922. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2923. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2924. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2925. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2926. D3D12_SAMPLER_DESC sd;
  2927. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2928. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2929. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2930. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2931. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2932. sd.MaxAnisotropy = maxAnisotropy;
  2933. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2934. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2935. if (NULL != _palette
  2936. && needBorderColor(flags) )
  2937. {
  2938. const float* rgba = _palette[index];
  2939. sd.BorderColor[0] = rgba[0];
  2940. sd.BorderColor[1] = rgba[1];
  2941. sd.BorderColor[2] = rgba[2];
  2942. sd.BorderColor[3] = rgba[3];
  2943. }
  2944. else
  2945. {
  2946. sd.BorderColor[0] = 0.0f;
  2947. sd.BorderColor[1] = 0.0f;
  2948. sd.BorderColor[2] = 0.0f;
  2949. sd.BorderColor[3] = 0.0f;
  2950. }
  2951. sd.MinLOD = 0;
  2952. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2953. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2954. {
  2955. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2956. };
  2957. device->CreateSampler(&sd, cpuHandle);
  2958. }
  2959. return idx;
  2960. }
  2961. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  2962. {
  2963. m_handleAlloc->free(_idx);
  2964. }
  2965. void DescriptorAllocatorD3D12::reset()
  2966. {
  2967. uint16_t max = m_handleAlloc->getMaxHandles();
  2968. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2969. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2970. }
  2971. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  2972. {
  2973. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2974. return gpuHandle;
  2975. }
  2976. void CommandQueueD3D12::init(ID3D12Device* _device)
  2977. {
  2978. D3D12_COMMAND_QUEUE_DESC queueDesc;
  2979. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  2980. queueDesc.Priority = 0;
  2981. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  2982. queueDesc.NodeMask = 1;
  2983. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  2984. , IID_ID3D12CommandQueue
  2985. , (void**)&m_commandQueue
  2986. ) );
  2987. m_completedFence = 0;
  2988. m_currentFence = 0;
  2989. DX_CHECK(_device->CreateFence(0
  2990. , D3D12_FENCE_FLAG_NONE
  2991. , IID_ID3D12Fence
  2992. , (void**)&m_fence
  2993. ) );
  2994. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2995. {
  2996. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  2997. , IID_ID3D12CommandAllocator
  2998. , (void**)&m_commandList[ii].m_commandAllocator
  2999. ) );
  3000. DX_CHECK(_device->CreateCommandList(0
  3001. , D3D12_COMMAND_LIST_TYPE_DIRECT
  3002. , m_commandList[ii].m_commandAllocator
  3003. , NULL
  3004. , IID_ID3D12GraphicsCommandList
  3005. , (void**)&m_commandList[ii].m_commandList
  3006. ) );
  3007. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  3008. }
  3009. }
  3010. void CommandQueueD3D12::shutdown()
  3011. {
  3012. finish(UINT64_MAX, true);
  3013. DX_RELEASE(m_fence, 0);
  3014. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3015. {
  3016. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  3017. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  3018. }
  3019. DX_RELEASE(m_commandQueue, 0);
  3020. }
  3021. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  3022. {
  3023. while (0 == m_control.reserve(1) )
  3024. {
  3025. consume();
  3026. }
  3027. CommandList& commandList = m_commandList[m_control.m_current];
  3028. DX_CHECK(commandList.m_commandAllocator->Reset() );
  3029. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  3030. return commandList.m_commandList;
  3031. }
  3032. uint64_t CommandQueueD3D12::kick()
  3033. {
  3034. CommandList& commandList = m_commandList[m_control.m_current];
  3035. DX_CHECK(commandList.m_commandList->Close() );
  3036. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  3037. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  3038. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  3039. const uint64_t fence = m_currentFence++;
  3040. m_commandQueue->Signal(m_fence, fence);
  3041. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  3042. m_control.commit(1);
  3043. return fence;
  3044. }
  3045. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  3046. {
  3047. while (0 < m_control.available() )
  3048. {
  3049. consume();
  3050. if (!_finishAll
  3051. && _waitFence <= m_completedFence)
  3052. {
  3053. return;
  3054. }
  3055. }
  3056. BX_CHECK(0 == m_control.available(), "");
  3057. }
  3058. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  3059. {
  3060. if (0 < m_control.available() )
  3061. {
  3062. if (consume(0)
  3063. && _waitFence <= m_completedFence)
  3064. {
  3065. return true;
  3066. }
  3067. }
  3068. return false;
  3069. }
  3070. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  3071. {
  3072. m_release[m_control.m_current].push_back(_ptr);
  3073. }
  3074. bool CommandQueueD3D12::consume(uint32_t _ms)
  3075. {
  3076. CommandList& commandList = m_commandList[m_control.m_read];
  3077. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  3078. {
  3079. CloseHandle(commandList.m_event);
  3080. commandList.m_event = NULL;
  3081. m_completedFence = m_fence->GetCompletedValue();
  3082. BX_WARN(UINT64_MAX != m_completedFence, "D3D12: Device lost.");
  3083. m_commandQueue->Wait(m_fence, m_completedFence);
  3084. ResourceArray& ra = m_release[m_control.m_read];
  3085. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  3086. {
  3087. DX_RELEASE(*it, 0);
  3088. }
  3089. ra.clear();
  3090. m_control.consume(1);
  3091. return true;
  3092. }
  3093. return false;
  3094. }
  3095. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  3096. {
  3097. m_maxDrawPerBatch = _maxDrawPerBatch;
  3098. setSeqMode(false);
  3099. setIndirectMode(true);
  3100. ID3D12Device* device = s_renderD3D12->m_device;
  3101. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  3102. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  3103. {
  3104. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3105. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3106. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3107. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3108. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3109. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3110. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  3111. };
  3112. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  3113. {
  3114. sizeof(DrawIndirectCommand),
  3115. BX_COUNTOF(drawArgDesc),
  3116. drawArgDesc,
  3117. 1,
  3118. };
  3119. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  3120. , rootSignature
  3121. , IID_ID3D12CommandSignature
  3122. , (void**)&m_commandSignature[Draw]
  3123. ) );
  3124. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  3125. {
  3126. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3127. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3128. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3129. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3130. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3131. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  3132. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3133. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  3134. };
  3135. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  3136. {
  3137. sizeof(DrawIndexedIndirectCommand),
  3138. BX_COUNTOF(drawIndexedArgDesc),
  3139. drawIndexedArgDesc,
  3140. 1,
  3141. };
  3142. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  3143. , rootSignature
  3144. , IID_ID3D12CommandSignature
  3145. , (void**)&m_commandSignature[DrawIndexed]
  3146. ) );
  3147. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  3148. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  3149. uint32_t cmdSize = bx::max<uint32_t>(sizeof(DrawIndirectCommand), sizeof(DrawIndexedIndirectCommand) );
  3150. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3151. {
  3152. m_indirect[ii].create(m_maxDrawPerBatch*cmdSize
  3153. , NULL
  3154. , BGFX_BUFFER_DRAW_INDIRECT
  3155. , false
  3156. , cmdSize
  3157. );
  3158. }
  3159. }
  3160. void BatchD3D12::destroy()
  3161. {
  3162. BX_FREE(g_allocator, m_cmds[0]);
  3163. BX_FREE(g_allocator, m_cmds[1]);
  3164. DX_RELEASE(m_commandSignature[0], 0);
  3165. DX_RELEASE(m_commandSignature[1], 0);
  3166. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3167. {
  3168. m_indirect[ii].destroy();
  3169. }
  3170. }
  3171. template<typename Ty>
  3172. Ty& BatchD3D12::getCmd(Enum _type)
  3173. {
  3174. uint32_t index = m_num[_type];
  3175. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  3176. m_num[_type]++;
  3177. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3178. return *cmd;
  3179. }
  3180. uint8_t fill(ID3D12GraphicsCommandList* _commandList, D3D12_VERTEX_BUFFER_VIEW* _vbv, const RenderDraw& _draw, uint32_t& numVertices)
  3181. {
  3182. uint8_t numStreams = 0;
  3183. numVertices = _draw.m_numVertices;
  3184. for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  3185. ; 0 != streamMask
  3186. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  3187. )
  3188. {
  3189. streamMask >>= ntz;
  3190. idx += ntz;
  3191. const Stream& stream = _draw.m_stream[idx];
  3192. uint16_t handle = stream.m_handle.idx;
  3193. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3194. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3195. uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
  3196. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
  3197. uint32_t stride = vertexDecl.m_stride;
  3198. D3D12_VERTEX_BUFFER_VIEW& vbv = _vbv[numStreams];
  3199. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3200. vbv.StrideInBytes = vertexDecl.m_stride;
  3201. vbv.SizeInBytes = vb.m_size;
  3202. numVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3203. ? vb.m_size/stride
  3204. : _draw.m_numVertices
  3205. , numVertices
  3206. );
  3207. }
  3208. return numStreams;
  3209. }
  3210. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3211. {
  3212. if (isValid(_draw.m_indirectBuffer) )
  3213. {
  3214. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, _cbv);
  3215. D3D12_VERTEX_BUFFER_VIEW vbvs[BGFX_CONFIG_MAX_VERTEX_STREAMS+1];
  3216. uint32_t numVertices;
  3217. uint8_t numStreams = fill(_commandList, vbvs, _draw, numVertices);
  3218. if (isValid(_draw.m_instanceDataBuffer) )
  3219. {
  3220. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3221. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3222. D3D12_VERTEX_BUFFER_VIEW& vbv = vbvs[numStreams++];
  3223. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3224. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3225. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3226. }
  3227. _commandList->IASetVertexBuffers(0
  3228. , numStreams
  3229. , vbvs
  3230. );
  3231. const VertexBufferD3D12& indirect = s_renderD3D12->m_vertexBuffers[_draw.m_indirectBuffer.idx];
  3232. const uint32_t numDrawIndirect = UINT16_MAX == _draw.m_numIndirect
  3233. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3234. : _draw.m_numIndirect
  3235. ;
  3236. uint32_t numIndices = 0;
  3237. if (isValid(_draw.m_indexBuffer) )
  3238. {
  3239. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3240. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3241. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3242. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3243. numIndices = UINT32_MAX == _draw.m_numIndices
  3244. ? ib.m_size / indexSize
  3245. : _draw.m_numIndices
  3246. ;
  3247. D3D12_INDEX_BUFFER_VIEW ibv;
  3248. ibv.BufferLocation = ib.m_gpuVA;
  3249. ibv.SizeInBytes = ib.m_size;
  3250. ibv.Format = hasIndex16
  3251. ? DXGI_FORMAT_R16_UINT
  3252. : DXGI_FORMAT_R32_UINT
  3253. ;
  3254. _commandList->IASetIndexBuffer(&ibv);
  3255. _commandList->ExecuteIndirect(
  3256. s_renderD3D12->m_commandSignature[2]
  3257. , numDrawIndirect
  3258. , indirect.m_ptr
  3259. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3260. , NULL
  3261. , 0
  3262. );
  3263. }
  3264. else
  3265. {
  3266. _commandList->ExecuteIndirect(
  3267. s_renderD3D12->m_commandSignature[1]
  3268. , numDrawIndirect
  3269. , indirect.m_ptr
  3270. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3271. , NULL
  3272. , 0
  3273. );
  3274. }
  3275. return numIndices;
  3276. }
  3277. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3278. uint32_t numIndices = 0;
  3279. if (Draw == type)
  3280. {
  3281. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3282. cmd.cbv = _cbv;
  3283. uint32_t numVertices;
  3284. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3285. if (isValid(_draw.m_instanceDataBuffer) )
  3286. {
  3287. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3288. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3289. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3290. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3291. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3292. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3293. }
  3294. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3295. {
  3296. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3297. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3298. }
  3299. cmd.args.InstanceCount = _draw.m_numInstances;
  3300. cmd.args.VertexCountPerInstance = numVertices;
  3301. cmd.args.StartVertexLocation = 0;
  3302. cmd.args.StartInstanceLocation = 0;
  3303. }
  3304. else
  3305. {
  3306. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3307. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3308. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3309. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3310. numIndices = UINT32_MAX == _draw.m_numIndices
  3311. ? ib.m_size / indexSize
  3312. : _draw.m_numIndices
  3313. ;
  3314. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3315. cmd.cbv = _cbv;
  3316. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3317. cmd.ibv.SizeInBytes = ib.m_size;
  3318. cmd.ibv.Format = hasIndex16
  3319. ? DXGI_FORMAT_R16_UINT
  3320. : DXGI_FORMAT_R32_UINT
  3321. ;
  3322. uint32_t numVertices;
  3323. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3324. if (isValid(_draw.m_instanceDataBuffer) )
  3325. {
  3326. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3327. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3328. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3329. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3330. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3331. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3332. }
  3333. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3334. {
  3335. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3336. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3337. }
  3338. cmd.args.IndexCountPerInstance = numIndices;
  3339. cmd.args.InstanceCount = _draw.m_numInstances;
  3340. cmd.args.StartIndexLocation = _draw.m_startIndex;
  3341. cmd.args.BaseVertexLocation = 0;
  3342. cmd.args.StartInstanceLocation = 0;
  3343. }
  3344. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3345. {
  3346. flush(_commandList, type);
  3347. }
  3348. return numIndices;
  3349. }
  3350. static const uint32_t s_indirectCommandSize[] =
  3351. {
  3352. sizeof(BatchD3D12::DrawIndirectCommand),
  3353. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3354. };
  3355. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3356. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3357. {
  3358. uint32_t num = m_num[_type];
  3359. if (0 != num)
  3360. {
  3361. m_num[_type] = 0;
  3362. if (m_minIndirect < num)
  3363. {
  3364. m_stats.m_numIndirect[_type]++;
  3365. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3366. m_currIndirect %= BX_COUNTOF(m_indirect);
  3367. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3368. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3369. , num
  3370. , indirect.m_ptr
  3371. , 0
  3372. , NULL
  3373. , 0
  3374. );
  3375. }
  3376. else
  3377. {
  3378. m_stats.m_numImmediate[_type]++;
  3379. if (Draw == _type)
  3380. {
  3381. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3382. for (uint32_t ii = 0; ii < num; ++ii)
  3383. {
  3384. const DrawIndirectCommand& cmd = cmds[ii];
  3385. if (m_current.cbv != cmd.cbv)
  3386. {
  3387. m_current.cbv = cmd.cbv;
  3388. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3389. }
  3390. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3391. {
  3392. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3393. _commandList->IASetVertexBuffers(0
  3394. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3395. , cmd.vbv
  3396. );
  3397. }
  3398. _commandList->DrawInstanced(
  3399. cmd.args.VertexCountPerInstance
  3400. , cmd.args.InstanceCount
  3401. , cmd.args.StartVertexLocation
  3402. , cmd.args.StartInstanceLocation
  3403. );
  3404. }
  3405. }
  3406. else
  3407. {
  3408. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3409. for (uint32_t ii = 0; ii < num; ++ii)
  3410. {
  3411. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3412. if (m_current.cbv != cmd.cbv)
  3413. {
  3414. m_current.cbv = cmd.cbv;
  3415. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3416. }
  3417. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3418. {
  3419. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3420. _commandList->IASetVertexBuffers(0
  3421. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3422. , cmd.vbv
  3423. );
  3424. }
  3425. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3426. {
  3427. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3428. _commandList->IASetIndexBuffer(&cmd.ibv);
  3429. }
  3430. _commandList->DrawIndexedInstanced(
  3431. cmd.args.IndexCountPerInstance
  3432. , cmd.args.InstanceCount
  3433. , cmd.args.StartIndexLocation
  3434. , cmd.args.BaseVertexLocation
  3435. , cmd.args.StartInstanceLocation
  3436. );
  3437. }
  3438. }
  3439. }
  3440. }
  3441. }
  3442. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3443. {
  3444. flush(_commandList, Draw);
  3445. flush(_commandList, DrawIndexed);
  3446. if (_clean)
  3447. {
  3448. bx::memSet(&m_current, 0, sizeof(m_current) );
  3449. }
  3450. }
  3451. void BatchD3D12::begin()
  3452. {
  3453. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3454. bx::memSet(&m_current, 0, sizeof(m_current) );
  3455. }
  3456. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3457. {
  3458. flush(_commandList);
  3459. }
  3460. struct UavFormat
  3461. {
  3462. DXGI_FORMAT format[3];
  3463. uint32_t stride;
  3464. };
  3465. static const UavFormat s_uavFormat[] =
  3466. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3467. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3468. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3469. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3470. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3471. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3472. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3473. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3474. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3475. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3476. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3477. };
  3478. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3479. {
  3480. m_size = _size;
  3481. m_flags = _flags;
  3482. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3483. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3484. m_dynamic = NULL == _data || needUav;
  3485. DXGI_FORMAT format;
  3486. uint32_t stride;
  3487. uint32_t flags = needUav
  3488. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3489. : D3D12_RESOURCE_FLAG_NONE
  3490. ;
  3491. if (drawIndirect)
  3492. {
  3493. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3494. stride = 16;
  3495. }
  3496. else
  3497. {
  3498. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3499. if (0 == uavFormat)
  3500. {
  3501. if (_vertex)
  3502. {
  3503. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3504. stride = 16;
  3505. }
  3506. else
  3507. {
  3508. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3509. {
  3510. format = DXGI_FORMAT_R16_UINT;
  3511. stride = 2;
  3512. }
  3513. else
  3514. {
  3515. format = DXGI_FORMAT_R32_UINT;
  3516. stride = 4;
  3517. }
  3518. }
  3519. }
  3520. else
  3521. {
  3522. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3523. format = s_uavFormat[uavFormat].format[uavType];
  3524. stride = s_uavFormat[uavFormat].stride;
  3525. }
  3526. }
  3527. stride = 0 == _stride ? stride : _stride;
  3528. m_srvd.Format = format;
  3529. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3530. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3531. m_srvd.Buffer.FirstElement = 0;
  3532. m_srvd.Buffer.NumElements = m_size / stride;
  3533. m_srvd.Buffer.StructureByteStride = 0;
  3534. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3535. m_uavd.Format = format;
  3536. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3537. m_uavd.Buffer.FirstElement = 0;
  3538. m_uavd.Buffer.NumElements = m_size / stride;
  3539. m_uavd.Buffer.StructureByteStride = 0;
  3540. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3541. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3542. ID3D12Device* device = s_renderD3D12->m_device;
  3543. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3544. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3545. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3546. setState(commandList, drawIndirect
  3547. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3548. : D3D12_RESOURCE_STATE_GENERIC_READ
  3549. );
  3550. if (!m_dynamic)
  3551. {
  3552. update(commandList, 0, _size, _data);
  3553. }
  3554. }
  3555. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3556. {
  3557. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3558. uint8_t* data;
  3559. D3D12_RANGE readRange = { 0, 0 };
  3560. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  3561. bx::memCopy(data, _data, _size);
  3562. D3D12_RANGE writeRange = { 0, _size };
  3563. staging->Unmap(0, &writeRange);
  3564. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3565. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3566. setState(_commandList, state);
  3567. s_renderD3D12->m_cmd.release(staging);
  3568. }
  3569. void BufferD3D12::destroy()
  3570. {
  3571. if (NULL != m_ptr)
  3572. {
  3573. s_renderD3D12->m_cmd.release(m_ptr);
  3574. m_dynamic = false;
  3575. m_state = D3D12_RESOURCE_STATE_COMMON;
  3576. }
  3577. }
  3578. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3579. {
  3580. if (m_state != _state)
  3581. {
  3582. setResourceBarrier(_commandList
  3583. , m_ptr
  3584. , m_state
  3585. , _state
  3586. );
  3587. bx::xchg(m_state, _state);
  3588. }
  3589. return _state;
  3590. }
  3591. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3592. {
  3593. BufferD3D12::create(_size, _data, _flags, true);
  3594. m_decl = _declHandle;
  3595. }
  3596. void ShaderD3D12::create(const Memory* _mem)
  3597. {
  3598. bx::MemoryReader reader(_mem->data, _mem->size);
  3599. uint32_t magic;
  3600. bx::read(&reader, magic);
  3601. switch (magic)
  3602. {
  3603. case BGFX_CHUNK_MAGIC_CSH:
  3604. case BGFX_CHUNK_MAGIC_FSH:
  3605. case BGFX_CHUNK_MAGIC_VSH:
  3606. break;
  3607. default:
  3608. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3609. break;
  3610. }
  3611. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3612. uint32_t iohash;
  3613. bx::read(&reader, iohash);
  3614. uint16_t count;
  3615. bx::read(&reader, count);
  3616. m_numPredefined = 0;
  3617. m_numUniforms = count;
  3618. BX_TRACE("%s Shader consts %d"
  3619. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3620. , count
  3621. );
  3622. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3623. if (0 < count)
  3624. {
  3625. for (uint32_t ii = 0; ii < count; ++ii)
  3626. {
  3627. uint8_t nameSize = 0;
  3628. bx::read(&reader, nameSize);
  3629. char name[256] = {};
  3630. bx::read(&reader, &name, nameSize);
  3631. name[nameSize] = '\0';
  3632. uint8_t type = 0;
  3633. bx::read(&reader, type);
  3634. uint8_t num = 0;
  3635. bx::read(&reader, num);
  3636. uint16_t regIndex = 0;
  3637. bx::read(&reader, regIndex);
  3638. uint16_t regCount = 0;
  3639. bx::read(&reader, regCount);
  3640. const char* kind = "invalid";
  3641. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3642. if (PredefinedUniform::Count != predefined)
  3643. {
  3644. kind = "predefined";
  3645. m_predefined[m_numPredefined].m_loc = regIndex;
  3646. m_predefined[m_numPredefined].m_count = regCount;
  3647. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3648. m_numPredefined++;
  3649. }
  3650. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3651. {
  3652. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3653. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3654. if (NULL != info)
  3655. {
  3656. if (NULL == m_constantBuffer)
  3657. {
  3658. m_constantBuffer = UniformBuffer::create(1024);
  3659. }
  3660. kind = "user";
  3661. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3662. }
  3663. }
  3664. else
  3665. {
  3666. kind = "sampler";
  3667. }
  3668. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3669. , kind
  3670. , name
  3671. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3672. , num
  3673. , regIndex
  3674. , regCount
  3675. );
  3676. BX_UNUSED(kind);
  3677. }
  3678. if (NULL != m_constantBuffer)
  3679. {
  3680. m_constantBuffer->finish();
  3681. }
  3682. }
  3683. uint32_t shaderSize;
  3684. bx::read(&reader, shaderSize);
  3685. const void* code = reader.getDataPtr();
  3686. bx::skip(&reader, shaderSize+1);
  3687. m_code = copy(code, shaderSize);
  3688. uint8_t numAttrs = 0;
  3689. bx::read(&reader, numAttrs);
  3690. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3691. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3692. {
  3693. uint16_t id;
  3694. bx::read(&reader, id);
  3695. Attrib::Enum attr = idToAttrib(id);
  3696. if (Attrib::Count != attr)
  3697. {
  3698. m_attrMask[attr] = UINT16_MAX;
  3699. }
  3700. }
  3701. bx::HashMurmur2A murmur;
  3702. murmur.begin();
  3703. murmur.add(iohash);
  3704. murmur.add(code, shaderSize);
  3705. murmur.add(numAttrs);
  3706. murmur.add(m_attrMask, numAttrs);
  3707. m_hash = murmur.end();
  3708. bx::read(&reader, m_size);
  3709. }
  3710. void* TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3711. {
  3712. bimg::ImageContainer imageContainer;
  3713. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3714. {
  3715. uint8_t numMips = imageContainer.m_numMips;
  3716. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3717. numMips -= startLod;
  3718. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3719. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3720. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3721. const uint16_t numLayers = imageContainer.m_numLayers;
  3722. m_flags = _flags;
  3723. m_width = textureWidth;
  3724. m_height = textureHeight;
  3725. m_depth = imageContainer.m_depth;
  3726. m_requestedFormat = uint8_t(imageContainer.m_format);
  3727. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3728. const bool convert = m_textureFormat != m_requestedFormat;
  3729. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3730. if (imageContainer.m_cubeMap)
  3731. {
  3732. m_type = TextureCube;
  3733. }
  3734. else if (imageContainer.m_depth > 1)
  3735. {
  3736. m_type = Texture3D;
  3737. }
  3738. else
  3739. {
  3740. m_type = Texture2D;
  3741. }
  3742. m_numMips = numMips;
  3743. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3744. const uint32_t numSrd = numSides * numMips;
  3745. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3746. uint32_t kk = 0;
  3747. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3748. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3749. uint32_t blockWidth = 1;
  3750. uint32_t blockHeight = 1;
  3751. if (convert && compressed)
  3752. {
  3753. blockWidth = blockInfo.blockWidth;
  3754. blockHeight = blockInfo.blockHeight;
  3755. }
  3756. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3757. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3758. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3759. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3760. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3761. , this - s_renderD3D12->m_textures
  3762. , getName( (TextureFormat::Enum)m_textureFormat)
  3763. , getName( (TextureFormat::Enum)m_requestedFormat)
  3764. , textureWidth
  3765. , textureHeight
  3766. , imageContainer.m_cubeMap ? "x6" : ""
  3767. , renderTarget ? 'x' : ' '
  3768. , writeOnly ? 'x' : ' '
  3769. , computeWrite ? 'x' : ' '
  3770. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3771. );
  3772. for (uint8_t side = 0; side < numSides; ++side)
  3773. {
  3774. uint32_t width = textureWidth;
  3775. uint32_t height = textureHeight;
  3776. uint32_t depth = imageContainer.m_depth;
  3777. for (uint8_t lod = 0; lod < numMips; ++lod)
  3778. {
  3779. width = bx::uint32_max(blockWidth, width);
  3780. height = bx::uint32_max(blockHeight, height);
  3781. depth = bx::uint32_max(1, depth);
  3782. bimg::ImageMip mip;
  3783. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3784. {
  3785. if (convert)
  3786. {
  3787. const uint32_t pitch = bx::strideAlign(bx::max<uint32_t>(width, 4)*bpp/8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3788. const uint32_t slice = bx::strideAlign(bx::max<uint32_t>(height, 4)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3789. const uint32_t size = slice*depth;
  3790. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3791. bimg::imageDecodeToBgra8(temp
  3792. , mip.m_data
  3793. , mip.m_width
  3794. , mip.m_height
  3795. , pitch
  3796. , mip.m_format
  3797. );
  3798. srd[kk].pData = temp;
  3799. srd[kk].RowPitch = pitch;
  3800. srd[kk].SlicePitch = slice;
  3801. }
  3802. else if (compressed)
  3803. {
  3804. const uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3805. const uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3806. const uint32_t size = slice*depth;
  3807. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3808. bimg::imageCopy(temp
  3809. , mip.m_height/blockInfo.blockHeight
  3810. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3811. , depth
  3812. , mip.m_data
  3813. , pitch
  3814. );
  3815. srd[kk].pData = temp;
  3816. srd[kk].RowPitch = pitch;
  3817. srd[kk].SlicePitch = slice;
  3818. }
  3819. else
  3820. {
  3821. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3822. const uint32_t slice = bx::strideAlign(mip.m_height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3823. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice*depth);
  3824. bimg::imageCopy(temp
  3825. , mip.m_height
  3826. , mip.m_width*mip.m_bpp/8
  3827. , depth
  3828. , mip.m_data
  3829. , pitch
  3830. );
  3831. srd[kk].pData = temp;
  3832. srd[kk].RowPitch = pitch;
  3833. srd[kk].SlicePitch = slice;
  3834. }
  3835. ++kk;
  3836. }
  3837. width >>= 1;
  3838. height >>= 1;
  3839. depth >>= 1;
  3840. }
  3841. }
  3842. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3843. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3844. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  3845. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3846. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3847. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3848. if (swizzle)
  3849. {
  3850. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3851. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3852. }
  3853. m_uavd.Format = m_srvd.Format;
  3854. ID3D12Device* device = s_renderD3D12->m_device;
  3855. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3856. D3D12_RESOURCE_DESC resourceDesc;
  3857. resourceDesc.Alignment = 1 < msaa.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  3858. resourceDesc.Width = textureWidth;
  3859. resourceDesc.Height = textureHeight;
  3860. resourceDesc.MipLevels = numMips;
  3861. resourceDesc.Format = format;
  3862. resourceDesc.SampleDesc = msaa;
  3863. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3864. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3865. resourceDesc.DepthOrArraySize = numSides;
  3866. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3867. D3D12_CLEAR_VALUE* clearValue = NULL;
  3868. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3869. {
  3870. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3871. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3872. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3873. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3874. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3875. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3876. clearValue->DepthStencil.Depth = 1.0f;
  3877. clearValue->DepthStencil.Stencil = 0;
  3878. }
  3879. else if (renderTarget)
  3880. {
  3881. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3882. state |= D3D12_RESOURCE_STATE_RENDER_TARGET;
  3883. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3884. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3885. clearValue->Format = resourceDesc.Format;
  3886. clearValue->Color[0] = 0.0f;
  3887. clearValue->Color[1] = 0.0f;
  3888. clearValue->Color[2] = 0.0f;
  3889. clearValue->Color[3] = 0.0f;
  3890. }
  3891. if (writeOnly)
  3892. {
  3893. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3894. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3895. }
  3896. if (computeWrite)
  3897. {
  3898. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3899. }
  3900. if (blit)
  3901. {
  3902. state = D3D12_RESOURCE_STATE_COPY_DEST;
  3903. }
  3904. const bool directAccess = s_renderD3D12->m_directAccessSupport
  3905. && !renderTarget
  3906. // && !readBack
  3907. && !blit
  3908. && !writeOnly
  3909. ;
  3910. switch (m_type)
  3911. {
  3912. case Texture2D:
  3913. case TextureCube:
  3914. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3915. if (imageContainer.m_cubeMap)
  3916. {
  3917. if (1 < numLayers)
  3918. {
  3919. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  3920. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  3921. m_srvd.TextureCubeArray.MipLevels = numMips;
  3922. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  3923. m_srvd.TextureCubeArray.NumCubes = numLayers;
  3924. }
  3925. else
  3926. {
  3927. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3928. m_srvd.TextureCube.MostDetailedMip = 0;
  3929. m_srvd.TextureCube.MipLevels = numMips;
  3930. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3931. }
  3932. }
  3933. else
  3934. {
  3935. if (1 < numLayers)
  3936. {
  3937. m_srvd.ViewDimension = 1 < msaa.Count
  3938. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  3939. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  3940. ;
  3941. m_srvd.Texture2DArray.MostDetailedMip = 0;
  3942. m_srvd.Texture2DArray.MipLevels = numMips;
  3943. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  3944. m_srvd.Texture2DArray.ArraySize = numLayers;
  3945. }
  3946. else
  3947. {
  3948. m_srvd.ViewDimension = 1 < msaa.Count
  3949. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  3950. : D3D12_SRV_DIMENSION_TEXTURE2D
  3951. ;
  3952. m_srvd.Texture2D.MostDetailedMip = 0;
  3953. m_srvd.Texture2D.MipLevels = numMips;
  3954. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3955. }
  3956. }
  3957. if (1 < numLayers)
  3958. {
  3959. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3960. m_uavd.Texture2DArray.MipSlice = 0;
  3961. m_uavd.Texture2DArray.PlaneSlice = 0;
  3962. }
  3963. else
  3964. {
  3965. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3966. m_uavd.Texture2D.MipSlice = 0;
  3967. m_uavd.Texture2D.PlaneSlice = 0;
  3968. }
  3969. if (TextureCube == m_type)
  3970. {
  3971. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3972. m_uavd.Texture2DArray.MipSlice = 0;
  3973. m_uavd.Texture2DArray.ArraySize = 6;
  3974. }
  3975. break;
  3976. case Texture3D:
  3977. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3978. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  3979. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  3980. m_srvd.Texture3D.MostDetailedMip = 0;
  3981. m_srvd.Texture3D.MipLevels = numMips;
  3982. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  3983. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  3984. m_uavd.Texture3D.MipSlice = 0;
  3985. m_uavd.Texture3D.FirstWSlice = 0;
  3986. m_uavd.Texture3D.WSize = 0;
  3987. break;
  3988. }
  3989. m_ptr = createCommittedResource(device, HeapProperty::Texture, &resourceDesc, clearValue, renderTarget);
  3990. if (directAccess)
  3991. {
  3992. DX_CHECK(m_ptr->Map(0, NULL, &m_directAccessPtr) );
  3993. }
  3994. if (kk != 0)
  3995. {
  3996. uint64_t uploadBufferSize;
  3997. device->GetCopyableFootprints(&resourceDesc, 0, numSrd, 0, NULL, NULL, NULL, &uploadBufferSize);
  3998. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, uint32_t(uploadBufferSize) );
  3999. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4000. uint64_t result = UpdateSubresources(commandList
  4001. , m_ptr
  4002. , staging
  4003. , 0
  4004. , 0
  4005. , numSrd
  4006. , srd
  4007. );
  4008. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  4009. BX_TRACE("Update subresource %" PRId64, result);
  4010. setState(commandList, state);
  4011. s_renderD3D12->m_cmd.release(staging);
  4012. }
  4013. else
  4014. {
  4015. setState(commandList, state);
  4016. }
  4017. if (0 != kk)
  4018. {
  4019. kk = 0;
  4020. for (uint8_t side = 0; side < numSides; ++side)
  4021. {
  4022. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  4023. {
  4024. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  4025. ++kk;
  4026. }
  4027. }
  4028. }
  4029. }
  4030. return m_directAccessPtr;
  4031. }
  4032. void TextureD3D12::destroy()
  4033. {
  4034. if (NULL != m_ptr)
  4035. {
  4036. if (NULL != m_directAccessPtr)
  4037. {
  4038. D3D12_RANGE writeRange = { 0, 0 };
  4039. m_ptr->Unmap(0, &writeRange);
  4040. m_directAccessPtr = NULL;
  4041. }
  4042. s_renderD3D12->m_cmd.release(m_ptr);
  4043. m_ptr = NULL;
  4044. m_state = D3D12_RESOURCE_STATE_COMMON;
  4045. }
  4046. }
  4047. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4048. {
  4049. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4050. const uint32_t subres = _mip + (_side * m_numMips);
  4051. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4052. const uint32_t rectpitch = _rect.m_width*bpp/8;
  4053. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4054. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  4055. desc.Height = _rect.m_height;
  4056. uint32_t numRows;
  4057. uint64_t totalBytes;
  4058. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  4059. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  4060. , subres
  4061. , 1
  4062. , 0
  4063. , &layout
  4064. , &numRows
  4065. , NULL
  4066. , &totalBytes
  4067. );
  4068. const uint32_t rowPitch = layout.Footprint.RowPitch;
  4069. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  4070. uint8_t* data;
  4071. D3D12_RANGE readRange = { 0, 0 };
  4072. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  4073. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  4074. {
  4075. bx::memCopy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  4076. }
  4077. D3D12_RANGE writeRange = { 0, _rect.m_height*srcpitch };
  4078. staging->Unmap(0, &writeRange);
  4079. D3D12_BOX box;
  4080. box.left = 0;
  4081. box.top = 0;
  4082. box.right = box.left + _rect.m_width;
  4083. box.bottom = box.top + _rect.m_height;
  4084. box.front = _z;
  4085. box.back = _z+_depth;
  4086. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  4087. dst.SubresourceIndex = subres;
  4088. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  4089. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  4090. setState(_commandList, state);
  4091. s_renderD3D12->m_cmd.release(staging);
  4092. }
  4093. void TextureD3D12::resolve()
  4094. {
  4095. }
  4096. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  4097. {
  4098. if (m_state != _state)
  4099. {
  4100. setResourceBarrier(_commandList
  4101. , m_ptr
  4102. , m_state
  4103. , _state
  4104. );
  4105. bx::xchg(m_state, _state);
  4106. }
  4107. return _state;
  4108. }
  4109. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  4110. {
  4111. m_denseIdx = UINT16_MAX;
  4112. m_numTh = _num;
  4113. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4114. postReset();
  4115. }
  4116. void FrameBufferD3D12::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  4117. {
  4118. BX_UNUSED(_nwh, _width, _height, _depthFormat);
  4119. #if BX_PLATFORM_WINDOWS
  4120. SwapChainDesc scd;
  4121. bx::memCopy(&scd, &s_renderD3D12->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  4122. scd.width = _width;
  4123. scd.height = _height;
  4124. scd.nwh = _nwh;
  4125. HRESULT hr;
  4126. hr = s_renderD3D12->m_dxgi.createSwapChain(
  4127. s_renderD3D12->getDeviceForSwapChain()
  4128. , scd
  4129. , &m_swapChain
  4130. );
  4131. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4132. m_state = D3D12_RESOURCE_STATE_PRESENT;
  4133. ID3D12Device* device = s_renderD3D12->m_device;
  4134. FrameBufferHandle fbh = { uint16_t(this - s_renderD3D12->m_frameBuffers) };
  4135. for (uint32_t ii = 0, num = scd.bufferCount; ii < num; ++ii)
  4136. {
  4137. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = s_renderD3D12->getRtv(fbh, uint8_t(ii) );
  4138. ID3D12Resource* colorBuffer;
  4139. DX_CHECK(m_swapChain->GetBuffer(ii
  4140. , IID_ID3D12Resource
  4141. , (void**)&colorBuffer
  4142. ) );
  4143. device->CreateRenderTargetView(colorBuffer, NULL, rtvHandle);
  4144. DX_RELEASE(colorBuffer, 0);
  4145. }
  4146. #endif // BX_PLATFORM_WINDOWS
  4147. m_nwh = _nwh;
  4148. m_denseIdx = _denseIdx;
  4149. m_num = 1;
  4150. }
  4151. uint16_t FrameBufferD3D12::destroy()
  4152. {
  4153. DX_RELEASE(m_swapChain, 0);
  4154. m_nwh = NULL;
  4155. m_numTh = 0;
  4156. m_needPresent = false;
  4157. m_depth.idx = bgfx::kInvalidHandle;
  4158. uint16_t denseIdx = m_denseIdx;
  4159. m_denseIdx = UINT16_MAX;
  4160. return denseIdx;
  4161. }
  4162. HRESULT FrameBufferD3D12::present(uint32_t _syncInterval, uint32_t _flags)
  4163. {
  4164. if (m_needPresent)
  4165. {
  4166. HRESULT hr = m_swapChain->Present(_syncInterval, _flags);
  4167. hr = !isLost(hr) ? S_OK : hr;
  4168. m_needPresent = false;
  4169. return hr;
  4170. }
  4171. return S_OK;
  4172. }
  4173. void FrameBufferD3D12::preReset()
  4174. {
  4175. }
  4176. void FrameBufferD3D12::postReset()
  4177. {
  4178. if (m_numTh != 0)
  4179. {
  4180. ID3D12Device* device = s_renderD3D12->m_device;
  4181. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4182. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4183. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4184. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4185. m_width = 0;
  4186. m_height = 0;
  4187. m_depth.idx = bgfx::kInvalidHandle;
  4188. m_num = 0;
  4189. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4190. {
  4191. TextureHandle handle = m_attachment[ii].handle;
  4192. if (isValid(handle) )
  4193. {
  4194. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  4195. if (0 == m_width)
  4196. {
  4197. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  4198. m_width = uint32_t(desc.Width);
  4199. m_height = uint32_t(desc.Height);
  4200. }
  4201. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4202. {
  4203. BX_CHECK(!isValid(m_depth), "");
  4204. m_depth = handle;
  4205. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4206. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4207. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4208. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  4209. BX_UNUSED(blockInfo);
  4210. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4211. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  4212. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4213. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  4214. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  4215. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  4216. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  4217. ;
  4218. device->CreateDepthStencilView(texture.m_ptr
  4219. , &dsvDesc
  4220. , dsvDescriptor
  4221. );
  4222. s_renderD3D12->m_commandList->ClearDepthStencilView(
  4223. dsvDescriptor
  4224. , D3D12_CLEAR_FLAG_DEPTH|D3D12_CLEAR_FLAG_STENCIL
  4225. , 0.0f
  4226. , 0
  4227. , 0
  4228. , NULL
  4229. );
  4230. }
  4231. else
  4232. {
  4233. m_texture[m_num] = handle;
  4234. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  4235. D3D12_RENDER_TARGET_VIEW_DESC desc;
  4236. desc.Format = texture.m_srvd.Format;
  4237. switch (texture.m_type)
  4238. {
  4239. default:
  4240. case TextureD3D12::Texture2D:
  4241. // if (1 < msaa.Count)
  4242. // {
  4243. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  4244. // }
  4245. // else
  4246. {
  4247. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4248. desc.Texture2D.MipSlice = m_attachment[ii].mip;
  4249. desc.Texture2D.PlaneSlice = 0;
  4250. }
  4251. break;
  4252. case TextureD3D12::TextureCube:
  4253. // if (1 < msaa.Count)
  4254. // {
  4255. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4256. // desc.Texture2DMSArray.ArraySize = 1;
  4257. // desc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4258. // }
  4259. // else
  4260. {
  4261. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4262. desc.Texture2DArray.ArraySize = 1;
  4263. desc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4264. desc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4265. desc.Texture2DArray.PlaneSlice = 0;
  4266. }
  4267. break;
  4268. case TextureD3D12::Texture3D:
  4269. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  4270. desc.Texture3D.MipSlice = m_attachment[ii].mip;
  4271. desc.Texture3D.WSize = 1;
  4272. desc.Texture3D.FirstWSlice = m_attachment[ii].layer;
  4273. break;
  4274. }
  4275. device->CreateRenderTargetView(texture.m_ptr
  4276. , &desc
  4277. , rtv
  4278. );
  4279. float rgba[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
  4280. s_renderD3D12->m_commandList->ClearRenderTargetView(
  4281. rtv
  4282. , rgba
  4283. , 0
  4284. , NULL
  4285. );
  4286. m_num++;
  4287. }
  4288. }
  4289. }
  4290. }
  4291. }
  4292. void FrameBufferD3D12::resolve()
  4293. {
  4294. }
  4295. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  4296. {
  4297. ID3D12Device* device = s_renderD3D12->m_device;
  4298. FrameBufferHandle fbh = { (uint16_t)(this - s_renderD3D12->m_frameBuffers) };
  4299. D3D12_CPU_DESCRIPTOR_HANDLE rtv = s_renderD3D12->getRtv(fbh);
  4300. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4301. if (BGFX_CLEAR_COLOR & _clear.m_flags
  4302. && 0 != m_num)
  4303. {
  4304. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4305. {
  4306. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4307. {
  4308. uint8_t index = _clear.m_index[ii];
  4309. if (UINT8_MAX != index)
  4310. {
  4311. _commandList->ClearRenderTargetView(rtv
  4312. , _palette[index]
  4313. , _num
  4314. , _rect
  4315. );
  4316. rtv.ptr += rtvDescriptorSize;
  4317. }
  4318. }
  4319. }
  4320. else
  4321. {
  4322. float frgba[4] =
  4323. {
  4324. _clear.m_index[0]*1.0f/255.0f,
  4325. _clear.m_index[1]*1.0f/255.0f,
  4326. _clear.m_index[2]*1.0f/255.0f,
  4327. _clear.m_index[3]*1.0f/255.0f,
  4328. };
  4329. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4330. {
  4331. _commandList->ClearRenderTargetView(rtv
  4332. , frgba
  4333. , _num
  4334. , _rect
  4335. );
  4336. rtv.ptr += rtvDescriptorSize;
  4337. }
  4338. }
  4339. }
  4340. if (isValid(m_depth)
  4341. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4342. {
  4343. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4344. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4345. dsvDescriptor.ptr += (1 + fbh.idx) * dsvDescriptorSize;
  4346. DWORD flags = 0;
  4347. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  4348. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  4349. _commandList->ClearDepthStencilView(dsvDescriptor
  4350. , D3D12_CLEAR_FLAGS(flags)
  4351. , _clear.m_depth
  4352. , _clear.m_stencil
  4353. , _num
  4354. , _rect
  4355. );
  4356. }
  4357. }
  4358. D3D12_RESOURCE_STATES FrameBufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, uint8_t _idx, D3D12_RESOURCE_STATES _state)
  4359. {
  4360. if (m_state != _state)
  4361. {
  4362. ID3D12Resource* colorBuffer;
  4363. DX_CHECK(m_swapChain->GetBuffer(_idx
  4364. , IID_ID3D12Resource
  4365. , (void**)&colorBuffer
  4366. ) );
  4367. setResourceBarrier(_commandList
  4368. , colorBuffer
  4369. , m_state
  4370. , _state
  4371. );
  4372. DX_RELEASE(colorBuffer, 0);
  4373. bx::xchg(m_state, _state);
  4374. }
  4375. return _state;
  4376. }
  4377. void TimerQueryD3D12::init()
  4378. {
  4379. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4380. queryHeapDesc.Count = m_control.m_size * 2;
  4381. queryHeapDesc.NodeMask = 1;
  4382. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4383. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4384. , IID_ID3D12QueryHeap
  4385. , (void**)&m_queryHeap
  4386. ) );
  4387. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  4388. m_readback = createCommittedResource(s_renderD3D12->m_device
  4389. , HeapProperty::ReadBack
  4390. , size
  4391. );
  4392. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  4393. D3D12_RANGE range = { 0, size };
  4394. m_readback->Map(0, &range, (void**)&m_queryResult);
  4395. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4396. {
  4397. Result& result = m_result[ii];
  4398. result.reset();
  4399. }
  4400. m_control.reset();
  4401. }
  4402. void TimerQueryD3D12::shutdown()
  4403. {
  4404. D3D12_RANGE range = { 0, 0 };
  4405. m_readback->Unmap(0, &range);
  4406. DX_RELEASE(m_queryHeap, 0);
  4407. DX_RELEASE(m_readback, 0);
  4408. }
  4409. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx)
  4410. {
  4411. while (0 == m_control.reserve(1) )
  4412. {
  4413. m_control.consume(1);
  4414. }
  4415. Result& result = m_result[_resultIdx];
  4416. ++result.m_pending;
  4417. const uint32_t idx = m_control.m_current;
  4418. Query& query = m_query[idx];
  4419. query.m_resultIdx = _resultIdx;
  4420. query.m_ready = false;
  4421. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4422. uint32_t offset = idx * 2 + 0;
  4423. commandList->EndQuery(m_queryHeap
  4424. , D3D12_QUERY_TYPE_TIMESTAMP
  4425. , offset
  4426. );
  4427. m_control.commit(1);
  4428. return idx;
  4429. }
  4430. void TimerQueryD3D12::end(uint32_t _idx)
  4431. {
  4432. Query& query = m_query[_idx];
  4433. query.m_ready = true;
  4434. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  4435. uint32_t offset = _idx * 2;
  4436. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4437. commandList->EndQuery(m_queryHeap
  4438. , D3D12_QUERY_TYPE_TIMESTAMP
  4439. , offset + 1
  4440. );
  4441. commandList->ResolveQueryData(m_queryHeap
  4442. , D3D12_QUERY_TYPE_TIMESTAMP
  4443. , offset
  4444. , 2
  4445. , m_readback
  4446. , offset * sizeof(uint64_t)
  4447. );
  4448. while (update() )
  4449. {
  4450. }
  4451. }
  4452. bool TimerQueryD3D12::update()
  4453. {
  4454. if (0 != m_control.available() )
  4455. {
  4456. uint32_t idx = m_control.m_read;
  4457. Query& query = m_query[idx];
  4458. if (!query.m_ready)
  4459. {
  4460. return false;
  4461. }
  4462. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  4463. {
  4464. return false;
  4465. }
  4466. m_control.consume(1);
  4467. Result& result = m_result[query.m_resultIdx];
  4468. --result.m_pending;
  4469. uint32_t offset = idx * 2;
  4470. result.m_begin = m_queryResult[offset+0];
  4471. result.m_end = m_queryResult[offset+1];
  4472. return true;
  4473. }
  4474. return false;
  4475. }
  4476. void OcclusionQueryD3D12::init()
  4477. {
  4478. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4479. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4480. queryHeapDesc.NodeMask = 1;
  4481. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4482. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4483. , IID_ID3D12QueryHeap
  4484. , (void**)&m_queryHeap
  4485. ) );
  4486. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4487. m_readback = createCommittedResource(s_renderD3D12->m_device
  4488. , HeapProperty::ReadBack
  4489. , size
  4490. );
  4491. D3D12_RANGE range = { 0, size };
  4492. m_readback->Map(0, &range, (void**)&m_result);
  4493. }
  4494. void OcclusionQueryD3D12::shutdown()
  4495. {
  4496. D3D12_RANGE range = { 0, 0 };
  4497. m_readback->Unmap(0, &range);
  4498. DX_RELEASE(m_queryHeap, 0);
  4499. DX_RELEASE(m_readback, 0);
  4500. }
  4501. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4502. {
  4503. while (0 == m_control.reserve(1) )
  4504. {
  4505. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4506. if (isValid(handle) )
  4507. {
  4508. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4509. }
  4510. m_control.consume(1);
  4511. }
  4512. m_handle[m_control.m_current] = _handle;
  4513. _commandList->BeginQuery(m_queryHeap
  4514. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4515. , _handle.idx
  4516. );
  4517. }
  4518. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4519. {
  4520. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4521. _commandList->EndQuery(m_queryHeap
  4522. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4523. , handle.idx
  4524. );
  4525. _commandList->ResolveQueryData(m_queryHeap
  4526. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4527. , handle.idx
  4528. , 1
  4529. , m_readback
  4530. , handle.idx * sizeof(uint64_t)
  4531. );
  4532. m_control.commit(1);
  4533. }
  4534. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4535. {
  4536. const uint32_t size = m_control.m_size;
  4537. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4538. {
  4539. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4540. if (handle.idx == _handle.idx)
  4541. {
  4542. handle.idx = bgfx::kInvalidHandle;
  4543. }
  4544. }
  4545. }
  4546. struct Bind
  4547. {
  4548. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4549. uint16_t m_samplerStateIdx;
  4550. };
  4551. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4552. {
  4553. TextureHandle currentSrc = { kInvalidHandle };
  4554. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATES(UINT32_MAX);
  4555. while (_bs.hasItem(_view) )
  4556. {
  4557. const BlitItem& blit = _bs.advance();
  4558. TextureD3D12& src = m_textures[blit.m_src.idx];
  4559. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4560. if (currentSrc.idx != blit.m_src.idx)
  4561. {
  4562. if (D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4563. {
  4564. m_textures[currentSrc.idx].setState(m_commandList, state);
  4565. }
  4566. currentSrc = blit.m_src;
  4567. state = src.setState(m_commandList, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4568. }
  4569. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4570. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4571. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4572. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4573. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4574. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4575. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4576. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4577. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4578. if (TextureD3D12::Texture3D == src.m_type)
  4579. {
  4580. D3D12_BOX box;
  4581. box.left = blit.m_srcX;
  4582. box.top = blit.m_srcY;
  4583. box.front = blit.m_srcZ;
  4584. box.right = blit.m_srcX + width;
  4585. box.bottom = blit.m_srcY + height;;
  4586. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4587. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4588. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4589. m_commandList->CopyTextureRegion(&dstLocation
  4590. , blit.m_dstX
  4591. , blit.m_dstY
  4592. , blit.m_dstZ
  4593. , &srcLocation
  4594. , &box
  4595. );
  4596. }
  4597. else
  4598. {
  4599. D3D12_BOX box;
  4600. box.left = blit.m_srcX;
  4601. box.top = blit.m_srcY;
  4602. box.front = 0;
  4603. box.right = blit.m_srcX + width;
  4604. box.bottom = blit.m_srcY + height;;
  4605. box.back = 1;
  4606. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4607. ? blit.m_srcZ
  4608. : 0
  4609. ;
  4610. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4611. ? blit.m_dstZ
  4612. : 0
  4613. ;
  4614. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4615. dstLocation.pResource = dst.m_ptr;
  4616. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4617. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4618. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4619. srcLocation.pResource = src.m_ptr;
  4620. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4621. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4622. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4623. m_commandList->CopyTextureRegion(&dstLocation
  4624. , blit.m_dstX
  4625. , blit.m_dstY
  4626. , 0
  4627. , &srcLocation
  4628. , depthStencil ? NULL : &box
  4629. );
  4630. }
  4631. }
  4632. if (isValid(currentSrc)
  4633. && D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4634. {
  4635. m_textures[currentSrc.idx].setState(m_commandList, state);
  4636. }
  4637. }
  4638. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4639. {
  4640. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "rendererSubmit");
  4641. if (m_lost
  4642. || updateResolution(_render->m_resolution) )
  4643. {
  4644. return;
  4645. }
  4646. if (_render->m_capture)
  4647. {
  4648. renderDocTriggerCapture();
  4649. }
  4650. int64_t timeBegin = bx::getHPCounter();
  4651. int64_t captureElapsed = 0;
  4652. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4653. if (0 < _render->m_iboffset)
  4654. {
  4655. TransientIndexBuffer* ib = _render->m_transientIb;
  4656. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4657. }
  4658. if (0 < _render->m_vboffset)
  4659. {
  4660. TransientVertexBuffer* vb = _render->m_transientVb;
  4661. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4662. }
  4663. _render->sort();
  4664. RenderDraw currentState;
  4665. currentState.clear();
  4666. currentState.m_stateFlags = BGFX_STATE_NONE;
  4667. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4668. RenderBind currentBind;
  4669. currentBind.clear();
  4670. _render->m_hmdInitialized = false;
  4671. const bool hmdEnabled = false;
  4672. static ViewState viewState;
  4673. viewState.reset(_render, hmdEnabled);
  4674. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4675. // setDebugWireframe(wireframe);
  4676. uint16_t currentSamplerStateIdx = kInvalidHandle;
  4677. uint16_t currentProgramIdx = kInvalidHandle;
  4678. uint32_t currentBindHash = 0;
  4679. bool hasPredefined = false;
  4680. bool commandListChanged = false;
  4681. ID3D12PipelineState* currentPso = NULL;
  4682. SortKey key;
  4683. uint16_t view = UINT16_MAX;
  4684. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4685. BlitState bs(_render);
  4686. uint32_t blendFactor = 0;
  4687. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4688. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4689. PrimInfo prim = s_primInfo[primIndex];
  4690. bool wasCompute = false;
  4691. bool viewHasScissor = false;
  4692. bool restoreScissor = false;
  4693. Rect viewScissorRect;
  4694. viewScissorRect.clear();
  4695. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4696. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4697. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4698. uint32_t statsNumIndices = 0;
  4699. uint32_t statsKeyType[2] = {};
  4700. Profiler<TimerQueryD3D12> profiler(
  4701. _render
  4702. , m_gpuTimer
  4703. , s_viewName
  4704. );
  4705. #if BX_PLATFORM_WINDOWS
  4706. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4707. #else
  4708. m_backBufferColorIdx = (m_backBufferColorIdx+1) % m_scd.bufferCount;
  4709. #endif // BX_PLATFORM_WINDOWS
  4710. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4711. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4712. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4713. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4714. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4715. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4716. scratchBuffer.reset(gpuHandle);
  4717. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4718. StateCacheLru<Bind, 64> bindLru;
  4719. if (NULL != m_msaaRt)
  4720. {
  4721. setResourceBarrier(m_commandList
  4722. , m_msaaRt
  4723. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  4724. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4725. );
  4726. setResourceBarrier(m_commandList
  4727. , m_backBufferColor[m_backBufferColorIdx]
  4728. , D3D12_RESOURCE_STATE_PRESENT
  4729. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  4730. );
  4731. }
  4732. else
  4733. {
  4734. setResourceBarrier(m_commandList
  4735. , m_backBufferColor[m_backBufferColorIdx]
  4736. , D3D12_RESOURCE_STATE_PRESENT
  4737. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4738. );
  4739. }
  4740. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4741. {
  4742. setFrameBuffer(BGFX_INVALID_HANDLE, true);
  4743. m_batch.begin();
  4744. // uint8_t eye = 0;
  4745. // uint8_t restartState = 0;
  4746. viewState.m_rect = _render->m_view[0].m_rect;
  4747. int32_t numItems = _render->m_numRenderItems;
  4748. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4749. {
  4750. const uint64_t encodedKey = _render->m_sortKeys[item];
  4751. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4752. statsKeyType[isCompute]++;
  4753. const bool viewChanged = 0
  4754. || key.m_view != view
  4755. || item == numItems
  4756. ;
  4757. const uint32_t itemIdx = _render->m_sortValues[item];
  4758. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4759. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4760. ++item;
  4761. if (viewChanged)
  4762. {
  4763. m_batch.flush(m_commandList, true);
  4764. kick();
  4765. commandListChanged = true;
  4766. view = key.m_view;
  4767. currentPso = NULL;
  4768. currentSamplerStateIdx = kInvalidHandle;
  4769. currentProgramIdx = kInvalidHandle;
  4770. hasPredefined = false;
  4771. fbh = _render->m_view[view].m_fbh;
  4772. setFrameBuffer(fbh);
  4773. if (item > 1)
  4774. {
  4775. profiler.end();
  4776. }
  4777. profiler.begin(view);
  4778. viewState.m_rect = _render->m_view[view].m_rect;
  4779. const Rect& rect = _render->m_view[view].m_rect;
  4780. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4781. viewHasScissor = !scissorRect.isZero();
  4782. viewScissorRect = viewHasScissor ? scissorRect : rect;
  4783. D3D12_VIEWPORT vp;
  4784. vp.TopLeftX = rect.m_x;
  4785. vp.TopLeftY = rect.m_y;
  4786. vp.Width = rect.m_width;
  4787. vp.Height = rect.m_height;
  4788. vp.MinDepth = 0.0f;
  4789. vp.MaxDepth = 1.0f;
  4790. m_commandList->RSSetViewports(1, &vp);
  4791. D3D12_RECT rc;
  4792. rc.left = viewScissorRect.m_x;
  4793. rc.top = viewScissorRect.m_y;
  4794. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4795. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4796. m_commandList->RSSetScissorRects(1, &rc);
  4797. restoreScissor = false;
  4798. Clear& clr = _render->m_view[view].m_clear;
  4799. if (BGFX_CLEAR_NONE != clr.m_flags)
  4800. {
  4801. Rect clearRect = rect;
  4802. clearRect.setIntersect(rect, viewScissorRect);
  4803. clearQuad(clearRect, clr, _render->m_colorPalette);
  4804. }
  4805. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  4806. submitBlit(bs, view);
  4807. }
  4808. if (isCompute)
  4809. {
  4810. if (!wasCompute)
  4811. {
  4812. wasCompute = true;
  4813. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4814. {
  4815. char* viewName = s_viewName[view];
  4816. viewName[3] = L'C';
  4817. PIX3_ENDEVENT(m_commandList);
  4818. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_COMPUTE, viewName);
  4819. }
  4820. commandListChanged = true;
  4821. }
  4822. if (commandListChanged)
  4823. {
  4824. commandListChanged = false;
  4825. m_commandList->SetComputeRootSignature(m_rootSignature);
  4826. ID3D12DescriptorHeap* heaps[] = {
  4827. m_samplerAllocator.getHeap(),
  4828. scratchBuffer.getHeap(),
  4829. };
  4830. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4831. }
  4832. const RenderCompute& compute = renderItem.compute;
  4833. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4834. if (pso != currentPso)
  4835. {
  4836. currentPso = pso;
  4837. m_commandList->SetPipelineState(pso);
  4838. currentBindHash = 0;
  4839. }
  4840. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4841. if (currentBindHash != bindHash)
  4842. {
  4843. currentBindHash = bindHash;
  4844. Bind* bindCached = bindLru.find(bindHash);
  4845. if (NULL == bindCached)
  4846. {
  4847. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4848. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4849. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4850. {
  4851. const Binding& bind = renderBind.m_bind[ii];
  4852. if (kInvalidHandle != bind.m_idx)
  4853. {
  4854. switch (bind.m_type)
  4855. {
  4856. case Binding::Image:
  4857. case Binding::Texture:
  4858. {
  4859. TextureD3D12& texture = m_textures[bind.m_idx];
  4860. if (Access::Read != bind.m_un.m_compute.m_access)
  4861. {
  4862. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4863. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4864. }
  4865. else
  4866. {
  4867. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4868. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4869. samplerFlags[ii] = texture.m_flags;
  4870. }
  4871. }
  4872. break;
  4873. case Binding::IndexBuffer:
  4874. case Binding::VertexBuffer:
  4875. {
  4876. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4877. ? m_indexBuffers[bind.m_idx]
  4878. : m_vertexBuffers[bind.m_idx]
  4879. ;
  4880. if (Access::Read != bind.m_un.m_compute.m_access)
  4881. {
  4882. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4883. scratchBuffer.allocUav(srvHandle[ii], buffer);
  4884. }
  4885. else
  4886. {
  4887. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4888. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  4889. }
  4890. }
  4891. break;
  4892. }
  4893. }
  4894. }
  4895. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  4896. if (samplerStateIdx != currentSamplerStateIdx)
  4897. {
  4898. currentSamplerStateIdx = samplerStateIdx;
  4899. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4900. }
  4901. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4902. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4903. Bind bind;
  4904. bind.m_srvHandle = srvHandle[0];
  4905. bind.m_samplerStateIdx = samplerStateIdx;
  4906. bindLru.add(bindHash, bind, 0);
  4907. }
  4908. else
  4909. {
  4910. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4911. if (samplerStateIdx != currentSamplerStateIdx)
  4912. {
  4913. currentSamplerStateIdx = samplerStateIdx;
  4914. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4915. }
  4916. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4917. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4918. }
  4919. }
  4920. bool constantsChanged = false;
  4921. if (compute.m_uniformBegin < compute.m_uniformEnd
  4922. || currentProgramIdx != key.m_program)
  4923. {
  4924. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  4925. currentProgramIdx = key.m_program;
  4926. ProgramD3D12& program = m_program[currentProgramIdx];
  4927. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4928. if (NULL != vcb)
  4929. {
  4930. commit(*vcb);
  4931. }
  4932. hasPredefined = 0 < program.m_numPredefined;
  4933. constantsChanged = true;
  4934. }
  4935. if (constantsChanged
  4936. || hasPredefined)
  4937. {
  4938. ProgramD3D12& program = m_program[currentProgramIdx];
  4939. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  4940. commitShaderConstants(key.m_program, gpuAddress);
  4941. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  4942. }
  4943. if (isValid(compute.m_indirectBuffer) )
  4944. {
  4945. const VertexBufferD3D12& indirect = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4946. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4947. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4948. : compute.m_numIndirect
  4949. ;
  4950. m_commandList->ExecuteIndirect(
  4951. s_renderD3D12->m_commandSignature[0]
  4952. , numDrawIndirect
  4953. , indirect.m_ptr
  4954. , compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4955. , NULL
  4956. , 0
  4957. );
  4958. }
  4959. else
  4960. {
  4961. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4962. }
  4963. continue;
  4964. }
  4965. bool resetState = viewChanged || wasCompute;
  4966. if (wasCompute)
  4967. {
  4968. wasCompute = false;
  4969. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4970. {
  4971. BX_UNUSED(s_viewName);
  4972. char* viewName = s_viewName[view];
  4973. viewName[3] = ' ';
  4974. PIX3_ENDEVENT(m_commandList);
  4975. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  4976. }
  4977. commandListChanged = true;
  4978. }
  4979. const RenderDraw& draw = renderItem.draw;
  4980. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4981. {
  4982. const bool occluded = true
  4983. && isValid(draw.m_occlusionQuery)
  4984. && !hasOcclusionQuery
  4985. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  4986. ;
  4987. if (occluded
  4988. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  4989. {
  4990. if (resetState)
  4991. {
  4992. currentState.clear();
  4993. currentState.m_scissor = !draw.m_scissor;
  4994. currentBind.clear();
  4995. commandListChanged = true;
  4996. }
  4997. continue;
  4998. }
  4999. }
  5000. const uint64_t newFlags = draw.m_stateFlags;
  5001. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5002. currentState.m_stateFlags = newFlags;
  5003. const uint64_t newStencil = draw.m_stencil;
  5004. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  5005. currentState.m_stencil = newStencil;
  5006. if (resetState)
  5007. {
  5008. wasCompute = false;
  5009. currentState.clear();
  5010. currentState.m_scissor = !draw.m_scissor;
  5011. changedFlags = BGFX_STATE_MASK;
  5012. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5013. currentState.m_stateFlags = newFlags;
  5014. currentState.m_stencil = newStencil;
  5015. currentBind.clear();
  5016. commandListChanged = true;
  5017. }
  5018. if (commandListChanged)
  5019. {
  5020. commandListChanged = false;
  5021. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  5022. ID3D12DescriptorHeap* heaps[] = {
  5023. m_samplerAllocator.getHeap(),
  5024. scratchBuffer.getHeap(),
  5025. };
  5026. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5027. currentPso = NULL;
  5028. currentBindHash = 0;
  5029. currentSamplerStateIdx = kInvalidHandle;
  5030. currentProgramIdx = kInvalidHandle;
  5031. currentState.clear();
  5032. currentState.m_scissor = !draw.m_scissor;
  5033. changedFlags = BGFX_STATE_MASK;
  5034. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5035. currentState.m_stateFlags = newFlags;
  5036. currentState.m_stencil = newStencil;
  5037. currentBind.clear();
  5038. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5039. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5040. }
  5041. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5042. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  5043. if (0 != draw.m_streamMask)
  5044. {
  5045. currentState.m_streamMask = draw.m_streamMask;
  5046. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5047. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5048. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5049. const uint64_t state = draw.m_stateFlags;
  5050. bool hasFactor = 0
  5051. || f0 == (state & f0)
  5052. || f1 == (state & f1)
  5053. || f2 == (state & f2)
  5054. || f3 == (state & f3)
  5055. ;
  5056. const VertexDecl* decls[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5057. uint8_t numStreams = 0;
  5058. for (uint32_t idx = 0, streamMask = draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  5059. ; 0 != streamMask
  5060. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  5061. )
  5062. {
  5063. streamMask >>= ntz;
  5064. idx += ntz;
  5065. currentState.m_stream[idx].m_decl = draw.m_stream[idx].m_decl;
  5066. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5067. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5068. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5069. const VertexBufferD3D12& vb = m_vertexBuffers[handle];
  5070. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[idx].m_decl.idx : vb.m_decl.idx;
  5071. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5072. decls[numStreams] = &vertexDecl;
  5073. }
  5074. ID3D12PipelineState* pso =
  5075. getPipelineState(state
  5076. , draw.m_stencil
  5077. , numStreams
  5078. , decls
  5079. , key.m_program
  5080. , uint8_t(draw.m_instanceDataStride/16)
  5081. );
  5082. uint16_t scissor = draw.m_scissor;
  5083. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5084. if (currentBindHash != bindHash
  5085. || 0 != changedStencil
  5086. || (hasFactor && blendFactor != draw.m_rgba)
  5087. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5088. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5089. || currentState.m_scissor != scissor
  5090. || pso != currentPso
  5091. || hasOcclusionQuery)
  5092. {
  5093. m_batch.flush(m_commandList);
  5094. }
  5095. if (currentBindHash != bindHash)
  5096. {
  5097. currentBindHash = bindHash;
  5098. Bind* bindCached = bindLru.find(bindHash);
  5099. if (NULL == bindCached)
  5100. {
  5101. uint32_t numSet = 0;
  5102. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5103. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5104. {
  5105. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5106. {
  5107. const Binding& bind = renderBind.m_bind[stage];
  5108. if (kInvalidHandle != bind.m_idx)
  5109. {
  5110. switch (bind.m_type)
  5111. {
  5112. case Binding::Texture:
  5113. {
  5114. TextureD3D12& texture = m_textures[bind.m_idx];
  5115. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5116. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5117. samplerFlags[stage] = (0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & bind.m_un.m_draw.m_textureFlags)
  5118. ? bind.m_un.m_draw.m_textureFlags
  5119. : texture.m_flags
  5120. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK | BGFX_TEXTURE_BORDER_COLOR_MASK | BGFX_TEXTURE_COMPARE_MASK)
  5121. ;
  5122. ++numSet;
  5123. }
  5124. break;
  5125. case Binding::IndexBuffer:
  5126. case Binding::VertexBuffer:
  5127. {
  5128. samplerFlags[stage] = 0;
  5129. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5130. ? m_indexBuffers[bind.m_idx]
  5131. : m_vertexBuffers[bind.m_idx]
  5132. ;
  5133. if (Access::Read != bind.m_un.m_compute.m_access)
  5134. {
  5135. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5136. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5137. }
  5138. else
  5139. {
  5140. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5141. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5142. }
  5143. ++numSet;
  5144. }
  5145. break;
  5146. }
  5147. }
  5148. else
  5149. {
  5150. scratchBuffer.allocEmpty(srvHandle[stage]);
  5151. samplerFlags[stage] = 0;
  5152. }
  5153. }
  5154. }
  5155. if (0 != numSet)
  5156. {
  5157. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  5158. if (samplerStateIdx != currentSamplerStateIdx)
  5159. {
  5160. currentSamplerStateIdx = samplerStateIdx;
  5161. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5162. }
  5163. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  5164. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  5165. Bind bind;
  5166. bind.m_srvHandle = srvHandle[0];
  5167. bind.m_samplerStateIdx = samplerStateIdx;
  5168. bindLru.add(bindHash, bind, 0);
  5169. }
  5170. }
  5171. else
  5172. {
  5173. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5174. if (samplerStateIdx != currentSamplerStateIdx)
  5175. {
  5176. currentSamplerStateIdx = samplerStateIdx;
  5177. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5178. }
  5179. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5180. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5181. }
  5182. }
  5183. if (0 != changedStencil)
  5184. {
  5185. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  5186. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  5187. m_commandList->OMSetStencilRef(ref);
  5188. }
  5189. if (hasFactor
  5190. && blendFactor != draw.m_rgba)
  5191. {
  5192. blendFactor = draw.m_rgba;
  5193. float bf[4];
  5194. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  5195. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  5196. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  5197. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  5198. m_commandList->OMSetBlendFactor(bf);
  5199. }
  5200. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5201. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5202. {
  5203. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5204. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5205. prim = s_primInfo[primIndex];
  5206. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  5207. }
  5208. if (currentState.m_scissor != scissor)
  5209. {
  5210. currentState.m_scissor = scissor;
  5211. if (UINT16_MAX == scissor)
  5212. {
  5213. if (restoreScissor
  5214. || viewHasScissor)
  5215. {
  5216. restoreScissor = false;
  5217. D3D12_RECT rc;
  5218. rc.left = viewScissorRect.m_x;
  5219. rc.top = viewScissorRect.m_y;
  5220. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5221. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5222. m_commandList->RSSetScissorRects(1, &rc);
  5223. }
  5224. }
  5225. else
  5226. {
  5227. restoreScissor = true;
  5228. Rect scissorRect;
  5229. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5230. if (scissorRect.isZeroArea() )
  5231. {
  5232. continue;
  5233. }
  5234. D3D12_RECT rc;
  5235. rc.left = scissorRect.m_x;
  5236. rc.top = scissorRect.m_y;
  5237. rc.right = scissorRect.m_x + scissorRect.m_width;
  5238. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5239. m_commandList->RSSetScissorRects(1, &rc);
  5240. }
  5241. }
  5242. if (pso != currentPso)
  5243. {
  5244. currentPso = pso;
  5245. m_commandList->SetPipelineState(pso);
  5246. }
  5247. if (constantsChanged
  5248. || currentProgramIdx != key.m_program
  5249. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5250. {
  5251. currentProgramIdx = key.m_program;
  5252. ProgramD3D12& program = m_program[currentProgramIdx];
  5253. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5254. if (NULL != vcb)
  5255. {
  5256. commit(*vcb);
  5257. }
  5258. if (NULL != program.m_fsh)
  5259. {
  5260. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5261. if (NULL != fcb)
  5262. {
  5263. commit(*fcb);
  5264. }
  5265. }
  5266. hasPredefined = 0 < program.m_numPredefined;
  5267. constantsChanged = true;
  5268. }
  5269. if (constantsChanged
  5270. || hasPredefined)
  5271. {
  5272. ProgramD3D12& program = m_program[currentProgramIdx];
  5273. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5274. viewState.m_alphaRef = ref/255.0f;
  5275. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  5276. commitShaderConstants(key.m_program, gpuAddress);
  5277. }
  5278. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  5279. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  5280. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5281. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5282. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5283. statsNumInstances[primIndex] += draw.m_numInstances;
  5284. statsNumIndices += numIndices;
  5285. if (hasOcclusionQuery)
  5286. {
  5287. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  5288. m_batch.flush(m_commandList);
  5289. m_occlusionQuery.end(m_commandList);
  5290. }
  5291. }
  5292. }
  5293. m_batch.end(m_commandList);
  5294. kick();
  5295. if (wasCompute)
  5296. {
  5297. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5298. {
  5299. char* viewName = s_viewName[view];
  5300. viewName[3] = L'C';
  5301. PIX3_ENDEVENT(m_commandList);
  5302. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  5303. }
  5304. }
  5305. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5306. if (0 < _render->m_numRenderItems)
  5307. {
  5308. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5309. {
  5310. // deviceCtx->Flush();
  5311. }
  5312. // captureElapsed = -bx::getHPCounter();
  5313. // capture();
  5314. // captureElapsed += bx::getHPCounter();
  5315. profiler.end();
  5316. }
  5317. }
  5318. PIX3_ENDEVENT(m_commandList);
  5319. int64_t timeEnd = bx::getHPCounter();
  5320. int64_t frameTime = timeEnd - timeBegin;
  5321. static int64_t min = frameTime;
  5322. static int64_t max = frameTime;
  5323. min = bx::int64_min(min, frameTime);
  5324. max = bx::int64_max(max, frameTime);
  5325. static uint32_t maxGpuLatency = 0;
  5326. static double maxGpuElapsed = 0.0f;
  5327. double elapsedGpuMs = 0.0;
  5328. static int64_t presentMin = m_presentElapsed;
  5329. static int64_t presentMax = m_presentElapsed;
  5330. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  5331. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  5332. if (UINT32_MAX != frameQueryIdx)
  5333. {
  5334. m_gpuTimer.end(frameQueryIdx);
  5335. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5336. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5337. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5338. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5339. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5340. }
  5341. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5342. const int64_t timerFreq = bx::getHPFrequency();
  5343. Stats& perfStats = _render->m_perfStats;
  5344. perfStats.cpuTimeBegin = timeBegin;
  5345. perfStats.cpuTimeEnd = timeEnd;
  5346. perfStats.cpuTimerFreq = timerFreq;
  5347. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5348. perfStats.gpuTimeBegin = result.m_begin;
  5349. perfStats.gpuTimeEnd = result.m_end;
  5350. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5351. perfStats.numDraw = statsKeyType[0];
  5352. perfStats.numCompute = statsKeyType[1];
  5353. perfStats.maxGpuLatency = maxGpuLatency;
  5354. perfStats.gpuMemoryMax = -INT64_MAX;
  5355. perfStats.gpuMemoryUsed = -INT64_MAX;
  5356. #if BX_PLATFORM_WINDOWS
  5357. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  5358. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  5359. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  5360. perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
  5361. perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
  5362. #endif // BX_PLATFORM_WINDOWS
  5363. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5364. {
  5365. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugstats");
  5366. // m_needPresent = true;
  5367. TextVideoMem& tvm = m_textVideoMem;
  5368. static int64_t next = timeEnd;
  5369. if (timeEnd >= next)
  5370. {
  5371. next = timeEnd + timerFreq;
  5372. double freq = double(timerFreq);
  5373. double toMs = 1000.0 / freq;
  5374. tvm.clear();
  5375. uint16_t pos = 0;
  5376. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  5377. , " %s (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5378. , getRendererName()
  5379. , (m_featureLevel >> 12) & 0xf
  5380. , (m_featureLevel >> 8) & 0xf
  5381. );
  5382. const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
  5383. char description[BX_COUNTOF(desc.Description)];
  5384. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5385. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5386. char dedicatedVideo[16];
  5387. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5388. char dedicatedSystem[16];
  5389. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5390. char sharedSystem[16];
  5391. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5392. char processMemoryUsed[16];
  5393. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5394. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5395. , dedicatedVideo
  5396. , dedicatedSystem
  5397. , sharedSystem
  5398. , processMemoryUsed
  5399. );
  5400. #if BX_PLATFORM_WINDOWS
  5401. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  5402. {
  5403. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  5404. char budget[16];
  5405. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  5406. char currentUsage[16];
  5407. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  5408. char availableForReservation[16];
  5409. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  5410. char currentReservation[16];
  5411. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  5412. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  5413. , 0 == ii ? "Local " : "Non-local"
  5414. , budget
  5415. , currentUsage
  5416. , availableForReservation
  5417. , currentReservation
  5418. );
  5419. }
  5420. #endif // BX_PLATFORM_WINDOWS
  5421. pos = 10;
  5422. tvm.printf(10, pos++, 0x8b, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5423. , double(frameTime)*toMs
  5424. , double(min)*toMs
  5425. , double(max)*toMs
  5426. , freq/frameTime
  5427. );
  5428. tvm.printf(10, pos++, 0x8b, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  5429. , double(m_presentElapsed)*toMs
  5430. , double(presentMin)*toMs
  5431. , double(presentMax)*toMs
  5432. );
  5433. char hmd[16];
  5434. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  5435. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5436. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  5437. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5438. , 0 != msaa ? '\xfe' : ' '
  5439. , 1<<msaa
  5440. , ", no-HMD "
  5441. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5442. );
  5443. double elapsedCpuMs = double(frameTime)*toMs;
  5444. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  5445. , _render->m_numRenderItems
  5446. , statsKeyType[0]
  5447. , statsKeyType[1]
  5448. , elapsedCpuMs
  5449. );
  5450. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  5451. {
  5452. tvm.printf(10, pos++, 0x8b, " %9s: %7d (#inst: %5d), submitted: %7d "
  5453. , s_primName[ii]
  5454. , statsNumPrimsRendered[ii]
  5455. , statsNumInstances[ii]
  5456. , statsNumPrimsSubmitted[ii]
  5457. );
  5458. }
  5459. tvm.printf(10, pos++, 0x8b, " Batch: %7dx%d indirect, %7d immediate "
  5460. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  5461. , m_batch.m_maxDrawPerBatch
  5462. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  5463. );
  5464. tvm.printf(10, pos++, 0x8b, " %7dx%d indirect, %7d immediate "
  5465. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  5466. , m_batch.m_maxDrawPerBatch
  5467. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  5468. );
  5469. if (NULL != m_renderdocdll)
  5470. {
  5471. tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
  5472. }
  5473. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  5474. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5475. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  5476. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  5477. pos++;
  5478. tvm.printf(10, pos++, 0x8b, " State cache: ");
  5479. tvm.printf(10, pos++, 0x8b, " PSO | Sampler | Bind | Queued ");
  5480. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d "
  5481. , m_pipelineStateCache.getCount()
  5482. , m_samplerStateCache.getCount()
  5483. , bindLru.getCount()
  5484. , m_cmd.m_control.available()
  5485. );
  5486. pos++;
  5487. double captureMs = double(captureElapsed)*toMs;
  5488. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  5489. uint8_t attr[2] = { 0x8c, 0x8a };
  5490. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5491. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5492. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5493. min = frameTime;
  5494. max = frameTime;
  5495. presentMin = m_presentElapsed;
  5496. presentMax = m_presentElapsed;
  5497. }
  5498. blit(this, _textVideoMemBlitter, tvm);
  5499. PIX3_ENDEVENT(m_commandList);
  5500. }
  5501. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5502. {
  5503. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugtext");
  5504. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5505. PIX3_ENDEVENT(m_commandList);
  5506. }
  5507. m_commandList->OMSetRenderTargets(0, NULL, false, NULL);
  5508. if (NULL != m_msaaRt)
  5509. {
  5510. setResourceBarrier(m_commandList
  5511. , m_msaaRt
  5512. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5513. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  5514. );
  5515. m_commandList->ResolveSubresource(m_backBufferColor[m_backBufferColorIdx], 0, m_msaaRt, 0, m_scd.format);
  5516. setResourceBarrier(m_commandList
  5517. , m_backBufferColor[m_backBufferColorIdx]
  5518. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  5519. , D3D12_RESOURCE_STATE_PRESENT
  5520. );
  5521. }
  5522. else
  5523. {
  5524. setResourceBarrier(m_commandList
  5525. , m_backBufferColor[m_backBufferColorIdx]
  5526. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5527. , D3D12_RESOURCE_STATE_PRESENT
  5528. );
  5529. }
  5530. #if BX_PLATFORM_WINDOWS
  5531. for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii)
  5532. {
  5533. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  5534. if (NULL != frameBuffer.m_swapChain)
  5535. {
  5536. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  5537. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_PRESENT);
  5538. }
  5539. }
  5540. #endif // BX_PLATFORM_WINDOWS
  5541. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  5542. }
  5543. } /* namespace d3d12 */ } // namespace bgfx
  5544. #else
  5545. namespace bgfx { namespace d3d12
  5546. {
  5547. RendererContextI* rendererCreate(const Init& _init)
  5548. {
  5549. BX_UNUSED(_init);
  5550. return NULL;
  5551. }
  5552. void rendererDestroy()
  5553. {
  5554. }
  5555. } /* namespace d3d12 */ } // namespace bgfx
  5556. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12