renderer_d3d11.cpp 141 KB

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  1. /*
  2. * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx { namespace d3d11
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  11. struct PrimInfo
  12. {
  13. D3D11_PRIMITIVE_TOPOLOGY m_type;
  14. uint32_t m_min;
  15. uint32_t m_div;
  16. uint32_t m_sub;
  17. };
  18. static const PrimInfo s_primInfo[] =
  19. {
  20. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  21. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  22. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  23. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  24. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  25. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  26. };
  27. static const char* s_primName[] =
  28. {
  29. "TriList",
  30. "TriStrip",
  31. "Line",
  32. "LineStrip",
  33. "Point",
  34. };
  35. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  36. union Zero
  37. {
  38. Zero()
  39. {
  40. memset(this, 0, sizeof(Zero) );
  41. }
  42. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  43. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  44. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  45. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  46. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  47. };
  48. BX_PRAGMA_DIAGNOSTIC_PUSH();
  49. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  50. static const Zero s_zero;
  51. BX_PRAGMA_DIAGNOSTIC_POP();
  52. static const uint32_t s_checkMsaa[] =
  53. {
  54. 0,
  55. 2,
  56. 4,
  57. 8,
  58. 16,
  59. };
  60. static DXGI_SAMPLE_DESC s_msaa[] =
  61. {
  62. { 1, 0 },
  63. { 2, 0 },
  64. { 4, 0 },
  65. { 8, 0 },
  66. { 16, 0 },
  67. };
  68. static const D3D11_BLEND s_blendFactor[][2] =
  69. {
  70. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  71. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  72. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  73. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  74. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  75. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  76. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  77. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  78. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  79. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  80. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  81. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  82. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  83. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  84. };
  85. static const D3D11_BLEND_OP s_blendEquation[] =
  86. {
  87. D3D11_BLEND_OP_ADD,
  88. D3D11_BLEND_OP_SUBTRACT,
  89. D3D11_BLEND_OP_REV_SUBTRACT,
  90. D3D11_BLEND_OP_MIN,
  91. D3D11_BLEND_OP_MAX,
  92. };
  93. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  94. {
  95. D3D11_COMPARISON_FUNC(0), // ignored
  96. D3D11_COMPARISON_LESS,
  97. D3D11_COMPARISON_LESS_EQUAL,
  98. D3D11_COMPARISON_EQUAL,
  99. D3D11_COMPARISON_GREATER_EQUAL,
  100. D3D11_COMPARISON_GREATER,
  101. D3D11_COMPARISON_NOT_EQUAL,
  102. D3D11_COMPARISON_NEVER,
  103. D3D11_COMPARISON_ALWAYS,
  104. };
  105. static const D3D11_STENCIL_OP s_stencilOp[] =
  106. {
  107. D3D11_STENCIL_OP_ZERO,
  108. D3D11_STENCIL_OP_KEEP,
  109. D3D11_STENCIL_OP_REPLACE,
  110. D3D11_STENCIL_OP_INCR,
  111. D3D11_STENCIL_OP_INCR_SAT,
  112. D3D11_STENCIL_OP_DECR,
  113. D3D11_STENCIL_OP_DECR_SAT,
  114. D3D11_STENCIL_OP_INVERT,
  115. };
  116. static const D3D11_CULL_MODE s_cullMode[] =
  117. {
  118. D3D11_CULL_NONE,
  119. D3D11_CULL_FRONT,
  120. D3D11_CULL_BACK,
  121. };
  122. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  123. {
  124. D3D11_TEXTURE_ADDRESS_WRAP,
  125. D3D11_TEXTURE_ADDRESS_MIRROR,
  126. D3D11_TEXTURE_ADDRESS_CLAMP,
  127. };
  128. /*
  129. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  130. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  131. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  132. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  133. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  134. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  135. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  136. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  137. * D3D11_FILTER_ANISOTROPIC = 0x55,
  138. *
  139. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  140. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  141. *
  142. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  143. * 0x10 // MIN_LINEAR
  144. * 0x04 // MAG_LINEAR
  145. * 0x01 // MIP_LINEAR
  146. */
  147. static const uint8_t s_textureFilter[3][3] =
  148. {
  149. {
  150. 0x10, // min linear
  151. 0x00, // min point
  152. 0x55, // anisotropic
  153. },
  154. {
  155. 0x04, // mag linear
  156. 0x00, // mag point
  157. 0x55, // anisotropic
  158. },
  159. {
  160. 0x01, // mip linear
  161. 0x00, // mip point
  162. 0x55, // anisotropic
  163. },
  164. };
  165. struct TextureFormatInfo
  166. {
  167. DXGI_FORMAT m_fmt;
  168. DXGI_FORMAT m_fmtSrv;
  169. DXGI_FORMAT m_fmtDsv;
  170. DXGI_FORMAT m_fmtSrgb;
  171. };
  172. static const TextureFormatInfo s_textureFormat[] =
  173. {
  174. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  175. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  176. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  177. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  178. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  179. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  180. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  186. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  187. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  189. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  190. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  191. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  192. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  193. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  194. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  195. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  196. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32
  197. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  198. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  199. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  200. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  201. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32
  202. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  203. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  204. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  205. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  206. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  207. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32
  208. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  209. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  210. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  211. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  212. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  213. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  214. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  215. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  216. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  217. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  218. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  219. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  220. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  221. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  222. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  223. };
  224. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  225. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  226. {
  227. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  228. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  229. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  230. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  231. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  232. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  233. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  234. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  235. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  236. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  237. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  238. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  239. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  240. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  241. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  242. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  243. };
  244. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  245. static const DXGI_FORMAT s_attribType[][4][2] =
  246. {
  247. { // Uint8
  248. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  249. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  250. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  251. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  252. },
  253. { // Uint10
  254. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  255. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  256. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  257. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  258. },
  259. { // Int16
  260. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  261. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  262. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  263. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  264. },
  265. { // Half
  266. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  267. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  268. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  269. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  270. },
  271. { // Float
  272. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  273. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  274. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  275. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  276. },
  277. };
  278. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  279. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  280. {
  281. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  282. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  283. {
  284. if (UINT16_MAX != _decl.m_attributes[attr])
  285. {
  286. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  287. if (0 == _decl.m_attributes[attr])
  288. {
  289. elem->AlignedByteOffset = 0;
  290. }
  291. else
  292. {
  293. uint8_t num;
  294. AttribType::Enum type;
  295. bool normalized;
  296. bool asInt;
  297. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  298. elem->Format = s_attribType[type][num-1][normalized];
  299. elem->AlignedByteOffset = _decl.m_offset[attr];
  300. }
  301. ++elem;
  302. }
  303. }
  304. return elem;
  305. }
  306. struct TextureStage
  307. {
  308. TextureStage()
  309. {
  310. clear();
  311. }
  312. void clear()
  313. {
  314. memset(m_srv, 0, sizeof(m_srv) );
  315. memset(m_sampler, 0, sizeof(m_sampler) );
  316. }
  317. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  318. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  319. };
  320. BX_PRAGMA_DIAGNOSTIC_PUSH();
  321. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  322. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  323. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  324. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  325. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  326. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  327. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  328. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  329. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  330. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  331. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  332. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  333. enum D3D11_FORMAT_SUPPORT2
  334. {
  335. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  336. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  337. };
  338. static const GUID s_deviceIIDs[] =
  339. {
  340. IID_IDXGIDevice3,
  341. IID_IDXGIDevice2,
  342. IID_IDXGIDevice1,
  343. IID_IDXGIDevice0,
  344. };
  345. template <typename Ty>
  346. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  347. {
  348. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  349. {
  350. char temp[2048];
  351. va_list argList;
  352. va_start(argList, _format);
  353. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  354. va_end(argList);
  355. temp[size] = '\0';
  356. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  357. }
  358. }
  359. BX_PRAGMA_DIAGNOSTIC_POP();
  360. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  361. {
  362. uint8_t temp[28];
  363. D3D11_BUFFER_DESC desc;
  364. desc.ByteWidth = sizeof(temp);
  365. desc.Usage = D3D11_USAGE_STAGING;
  366. desc.BindFlags = 0;
  367. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  368. desc.MiscFlags = 0;
  369. desc.StructureByteStride = 0;
  370. D3D11_SUBRESOURCE_DATA initData;
  371. initData.pSysMem = &temp;
  372. initData.SysMemPitch = sizeof(temp);
  373. initData.SysMemSlicePitch = 0;
  374. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  375. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  376. bx::write(&writer, UINT32_C(0x00010000) );
  377. bx::write(&writer, UINT32_C(0) );
  378. bx::write(&writer, UINT32_C(0) );
  379. ID3D11Buffer* buffer;
  380. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  381. if (SUCCEEDED(hr) )
  382. {
  383. buffer->Release();
  384. bx::MemoryReader reader(&temp, sizeof(temp) );
  385. bx::skip(&reader, 16);
  386. uint32_t version;
  387. bx::read(&reader, version);
  388. uint32_t driverVersion;
  389. bx::read(&reader, driverVersion);
  390. return version <= driverVersion;
  391. }
  392. return false;
  393. };
  394. #if USE_D3D11_DYNAMIC_LIB
  395. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  396. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  397. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  398. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  399. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  400. static PFN_GET_DEBUG_INTERFACE DXGIGetDebugInterface;
  401. static PFN_GET_DEBUG_INTERFACE1 DXGIGetDebugInterface1;
  402. #endif // USE_D3D11_DYNAMIC_LIB
  403. struct RendererContextD3D11 : public RendererContextI
  404. {
  405. RendererContextD3D11()
  406. : m_d3d9dll(NULL)
  407. , m_d3d11dll(NULL)
  408. , m_dxgidll(NULL)
  409. , m_dxgidebugdll(NULL)
  410. , m_renderdocdll(NULL)
  411. , m_driverType(D3D_DRIVER_TYPE_NULL)
  412. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  413. , m_adapter(NULL)
  414. , m_factory(NULL)
  415. , m_swapChain(NULL)
  416. , m_lost(0)
  417. , m_numWindows(0)
  418. , m_device(NULL)
  419. , m_deviceCtx(NULL)
  420. , m_infoQueue(NULL)
  421. , m_backBufferColor(NULL)
  422. , m_backBufferDepthStencil(NULL)
  423. , m_currentColor(NULL)
  424. , m_currentDepthStencil(NULL)
  425. , m_captureTexture(NULL)
  426. , m_captureResolve(NULL)
  427. , m_wireframe(false)
  428. , m_flags(BGFX_RESET_NONE)
  429. , m_maxAnisotropy(1)
  430. , m_currentProgram(NULL)
  431. , m_vsChanges(0)
  432. , m_fsChanges(0)
  433. , m_rtMsaa(false)
  434. , m_ovrRtv(NULL)
  435. , m_ovrDsv(NULL)
  436. {
  437. m_fbh.idx = invalidHandle;
  438. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  439. memset(&m_scd, 0, sizeof(m_scd) );
  440. memset(&m_windows, 0xff, sizeof(m_windows) );
  441. }
  442. ~RendererContextD3D11()
  443. {
  444. }
  445. bool init()
  446. {
  447. uint32_t errorState = 0;
  448. // Must be before device creation, and before RenderDoc.
  449. m_ovr.init();
  450. if (!m_ovr.isInitialized() )
  451. {
  452. m_renderdocdll = loadRenderDoc();
  453. }
  454. m_fbh.idx = invalidHandle;
  455. memset(m_uniforms, 0, sizeof(m_uniforms) );
  456. memset(&m_resolution, 0, sizeof(m_resolution) );
  457. #if USE_D3D11_DYNAMIC_LIB
  458. m_d3d11dll = bx::dlopen("d3d11.dll");
  459. BX_WARN(NULL != m_d3d11dll, "Failed to load d3d11.dll.");
  460. if (NULL == m_d3d11dll)
  461. {
  462. goto error;
  463. }
  464. errorState = 1;
  465. m_d3d9dll = NULL;
  466. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  467. {
  468. // D3D11_1.h has ID3DUserDefinedAnnotation
  469. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  470. m_d3d9dll = bx::dlopen("d3d9.dll");
  471. if (NULL != m_d3d9dll)
  472. {
  473. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  474. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  475. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  476. BX_CHECK(NULL != D3DPERF_SetMarker
  477. && NULL != D3DPERF_BeginEvent
  478. && NULL != D3DPERF_EndEvent
  479. , "Failed to initialize PIX events."
  480. );
  481. }
  482. }
  483. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  484. BX_WARN(NULL != D3D11CreateDevice, "Function D3D11CreateDevice not found.");
  485. if (NULL == D3D11CreateDevice)
  486. {
  487. goto error;
  488. }
  489. m_dxgidll = bx::dlopen("dxgi.dll");
  490. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  491. if (NULL == m_dxgidll)
  492. {
  493. goto error;
  494. }
  495. errorState = 2;
  496. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  497. BX_WARN(NULL != CreateDXGIFactory, "Function CreateDXGIFactory not found.");
  498. if (NULL == CreateDXGIFactory)
  499. {
  500. goto error;
  501. }
  502. m_dxgidebugdll = bx::dlopen("dxgidebug.dll");
  503. if (NULL != m_dxgidebugdll)
  504. {
  505. DXGIGetDebugInterface = (PFN_GET_DEBUG_INTERFACE )bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface");
  506. DXGIGetDebugInterface1 = (PFN_GET_DEBUG_INTERFACE1)bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface1");
  507. if (NULL == DXGIGetDebugInterface
  508. && NULL == DXGIGetDebugInterface1)
  509. {
  510. bx::dlclose(m_dxgidebugdll);
  511. m_dxgidebugdll = NULL;
  512. }
  513. else
  514. {
  515. // Figure out how to access IDXGIInfoQueue on pre Win8...
  516. }
  517. }
  518. #endif // USE_D3D11_DYNAMIC_LIB
  519. HRESULT hr;
  520. IDXGIFactory* factory;
  521. #if BX_PLATFORM_WINRT
  522. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  523. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  524. #else
  525. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  526. #endif // BX_PLATFORM_WINRT
  527. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  528. if (FAILED(hr) )
  529. {
  530. goto error;
  531. }
  532. errorState = 3;
  533. m_device = (ID3D11Device*)g_platformData.context;
  534. if (NULL == m_device)
  535. {
  536. m_adapter = NULL;
  537. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  538. ? D3D_DRIVER_TYPE_WARP
  539. : D3D_DRIVER_TYPE_HARDWARE
  540. ;
  541. IDXGIAdapter* adapter;
  542. for (uint32_t ii = 0
  543. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  544. ; ++ii
  545. )
  546. {
  547. DXGI_ADAPTER_DESC desc;
  548. hr = adapter->GetDesc(&desc);
  549. if (SUCCEEDED(hr) )
  550. {
  551. BX_TRACE("Adapter #%d", ii);
  552. char description[BX_COUNTOF(desc.Description)];
  553. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  554. BX_TRACE("\tDescription: %s", description);
  555. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  556. , desc.VendorId
  557. , desc.DeviceId
  558. , desc.SubSysId
  559. , desc.Revision
  560. );
  561. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  562. , desc.DedicatedVideoMemory
  563. , desc.DedicatedSystemMemory
  564. , desc.SharedSystemMemory
  565. );
  566. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  567. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  568. ++g_caps.numGPUs;
  569. if (NULL == m_adapter)
  570. {
  571. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  572. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  573. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  574. {
  575. m_adapter = adapter;
  576. m_adapter->AddRef();
  577. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  578. }
  579. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  580. && 0 != strstr(description, "PerfHUD") )
  581. {
  582. m_adapter = adapter;
  583. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  584. }
  585. }
  586. }
  587. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  588. }
  589. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  590. D3D_FEATURE_LEVEL features[] =
  591. {
  592. D3D_FEATURE_LEVEL_11_1,
  593. D3D_FEATURE_LEVEL_11_0,
  594. D3D_FEATURE_LEVEL_10_1,
  595. D3D_FEATURE_LEVEL_10_0,
  596. D3D_FEATURE_LEVEL_9_3,
  597. D3D_FEATURE_LEVEL_9_2,
  598. D3D_FEATURE_LEVEL_9_1,
  599. };
  600. for (;;)
  601. {
  602. uint32_t flags = 0
  603. | D3D11_CREATE_DEVICE_SINGLETHREADED
  604. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  605. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  606. ;
  607. hr = E_FAIL;
  608. for (uint32_t ii = 0; ii < 3 && FAILED(hr);)
  609. {
  610. hr = D3D11CreateDevice(m_adapter
  611. , m_driverType
  612. , NULL
  613. , flags
  614. , &features[ii]
  615. , BX_COUNTOF(features)-ii
  616. , D3D11_SDK_VERSION
  617. , &m_device
  618. , &m_featureLevel
  619. , &m_deviceCtx
  620. );
  621. if (FAILED(hr)
  622. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  623. {
  624. // Try without debug in case D3D11 SDK Layers
  625. // is not present?
  626. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  627. continue;
  628. }
  629. // Enable debug flags.
  630. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  631. ++ii;
  632. }
  633. if (FAILED(hr)
  634. && D3D_DRIVER_TYPE_WARP != m_driverType)
  635. {
  636. // Try with WARP
  637. m_driverType = D3D_DRIVER_TYPE_WARP;
  638. continue;
  639. }
  640. break;
  641. }
  642. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  643. if (FAILED(hr) )
  644. {
  645. goto error;
  646. }
  647. errorState = 4;
  648. if (NULL != m_adapter)
  649. {
  650. DX_RELEASE(m_adapter, 2);
  651. }
  652. }
  653. else
  654. {
  655. m_device->GetImmediateContext(&m_deviceCtx);
  656. BX_WARN(NULL != m_deviceCtx, "Unable to create Direct3D11 device.");
  657. if (NULL == m_deviceCtx)
  658. {
  659. goto error;
  660. }
  661. errorState = 4;
  662. }
  663. {
  664. IDXGIDevice* device = NULL;
  665. IDXGIAdapter* adapter = NULL;
  666. hr = E_FAIL;
  667. for (uint32_t ii = 0; ii < BX_COUNTOF(s_deviceIIDs) && FAILED(hr); ++ii)
  668. {
  669. hr = m_device->QueryInterface(s_deviceIIDs[ii], (void**)&device);
  670. BX_TRACE("D3D device 11.%d, hr %x", BX_COUNTOF(s_deviceIIDs)-1-ii, hr);
  671. if (SUCCEEDED(hr) )
  672. {
  673. #if BX_COMPILER_MSVC
  674. BX_PRAGMA_DIAGNOSTIC_PUSH();
  675. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  676. try
  677. {
  678. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  679. hr = device->GetAdapter(&adapter);
  680. }
  681. catch (...)
  682. {
  683. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_deviceIIDs)-1-ii);
  684. DX_RELEASE(device, 0);
  685. hr = E_FAIL;
  686. }
  687. BX_PRAGMA_DIAGNOSTIC_POP();
  688. #else
  689. hr = device->GetAdapter(&adapter);
  690. #endif // BX_COMPILER_MSVC
  691. }
  692. }
  693. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  694. if (FAILED(hr) )
  695. {
  696. goto error;
  697. }
  698. // GPA increases device ref count.
  699. // RenderDoc makes device ref count 0 here.
  700. //
  701. // This causes assert in debug. When debugger is present refcount
  702. // checks are off.
  703. IDXGIDevice* renderdoc;
  704. hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  705. if (SUCCEEDED(hr) )
  706. {
  707. setGraphicsDebuggerPresent(true);
  708. DX_RELEASE(renderdoc, 2);
  709. }
  710. else
  711. {
  712. setGraphicsDebuggerPresent(3 != getRefCount(device) );
  713. DX_RELEASE(device, 2);
  714. }
  715. hr = adapter->GetDesc(&m_adapterDesc);
  716. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  717. if (FAILED(hr) )
  718. {
  719. DX_RELEASE(adapter, 2);
  720. goto error;
  721. }
  722. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  723. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  724. : (uint16_t)m_adapterDesc.VendorId
  725. ;
  726. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  727. if (NULL == g_platformData.backBuffer)
  728. {
  729. #if BX_PLATFORM_WINRT
  730. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  731. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  732. DX_RELEASE(adapter, 2);
  733. if (FAILED(hr) )
  734. {
  735. goto error;
  736. }
  737. memset(&m_scd, 0, sizeof(m_scd) );
  738. m_scd.Width = BGFX_DEFAULT_WIDTH;
  739. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  740. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  741. m_scd.Stereo = false;
  742. m_scd.SampleDesc.Count = 1;
  743. m_scd.SampleDesc.Quality = 0;
  744. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  745. m_scd.BufferCount = 2;
  746. m_scd.Scaling = DXGI_SCALING_NONE;
  747. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  748. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  749. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  750. , (::IUnknown*)g_platformData.nwh
  751. , &m_scd
  752. , NULL
  753. , &m_swapChain
  754. );
  755. #else
  756. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  757. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 device.");
  758. DX_RELEASE(adapter, 2);
  759. if (FAILED(hr) )
  760. {
  761. goto error;
  762. }
  763. memset(&m_scd, 0, sizeof(m_scd) );
  764. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  765. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  766. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  767. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  768. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  769. m_scd.SampleDesc.Count = 1;
  770. m_scd.SampleDesc.Quality = 0;
  771. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  772. m_scd.BufferCount = 1;
  773. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  774. m_scd.Windowed = true;
  775. hr = m_factory->CreateSwapChain(m_device
  776. , &m_scd
  777. , &m_swapChain
  778. );
  779. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  780. | DXGI_MWA_NO_WINDOW_CHANGES
  781. | DXGI_MWA_NO_ALT_ENTER
  782. ) );
  783. #endif // BX_PLATFORM_WINRT
  784. BX_WARN(SUCCEEDED(hr), "Failed to create swap chain.");
  785. if (FAILED(hr) )
  786. {
  787. goto error;
  788. }
  789. errorState = 5;
  790. }
  791. else
  792. {
  793. memset(&m_scd, 0, sizeof(m_scd) );
  794. m_scd.SampleDesc.Count = 1;
  795. m_scd.SampleDesc.Quality = 0;
  796. setBufferSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  797. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  798. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  799. }
  800. }
  801. m_numWindows = 1;
  802. #if !defined(__MINGW32__)
  803. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  804. {
  805. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  806. if (SUCCEEDED(hr) )
  807. {
  808. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  809. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  810. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  811. D3D11_INFO_QUEUE_FILTER filter;
  812. memset(&filter, 0, sizeof(filter) );
  813. D3D11_MESSAGE_CATEGORY catlist[] =
  814. {
  815. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  816. };
  817. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  818. filter.DenyList.pCategoryList = catlist;
  819. m_infoQueue->PushStorageFilter(&filter);
  820. DX_RELEASE(m_infoQueue, 3);
  821. }
  822. }
  823. #endif // __MINGW__
  824. {
  825. UniformHandle handle = BGFX_INVALID_HANDLE;
  826. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  827. {
  828. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  829. }
  830. g_caps.supported |= (0
  831. | BGFX_CAPS_TEXTURE_3D
  832. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  833. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  834. | BGFX_CAPS_FRAGMENT_DEPTH
  835. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  836. | BGFX_CAPS_SWAP_CHAIN
  837. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  838. | BGFX_CAPS_DRAW_INDIRECT
  839. );
  840. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  841. {
  842. g_caps.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  843. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  844. }
  845. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  846. {
  847. g_caps.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  848. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  849. }
  850. else
  851. {
  852. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  853. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  854. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  855. }
  856. // 32-bit indices only supported on 9_2+.
  857. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  858. {
  859. g_caps.supported |= BGFX_CAPS_INDEX32;
  860. }
  861. // Independent blend only supported on 10_1+.
  862. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  863. {
  864. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  865. }
  866. // Compute support is optional on 10_0 and 10_1 targets.
  867. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  868. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  869. {
  870. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  871. {
  872. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  873. };
  874. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  875. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  876. if (SUCCEEDED(hr)
  877. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  878. {
  879. g_caps.supported |= BGFX_CAPS_COMPUTE;
  880. }
  881. }
  882. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  883. {
  884. g_caps.supported |= BGFX_CAPS_COMPUTE;
  885. }
  886. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  887. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  888. {
  889. g_caps.supported |= BGFX_CAPS_INSTANCING;
  890. }
  891. else
  892. {
  893. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  894. {
  895. BOOL SimpleInstancingSupported;
  896. };
  897. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  898. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  899. if (SUCCEEDED(hr)
  900. && data.SimpleInstancingSupported)
  901. {
  902. g_caps.supported |= BGFX_CAPS_INSTANCING;
  903. }
  904. }
  905. // shadow compare is optional on 9_1 through 9_3 targets
  906. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  907. {
  908. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  909. {
  910. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  911. };
  912. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  913. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  914. if (SUCCEEDED(hr)
  915. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  916. {
  917. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  918. }
  919. }
  920. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  921. {
  922. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  923. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  924. ? s_textureFormat[ii].m_fmtDsv
  925. : s_textureFormat[ii].m_fmt
  926. ;
  927. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  928. if (DXGI_FORMAT_UNKNOWN != fmt)
  929. {
  930. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  931. {
  932. DXGI_FORMAT InFormat;
  933. UINT OutFormatSupport;
  934. };
  935. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  936. data.InFormat = fmt;
  937. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  938. if (SUCCEEDED(hr) )
  939. {
  940. support |= 0 != (data.OutFormatSupport & (0
  941. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  942. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  943. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  944. ) )
  945. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR
  946. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  947. ;
  948. support |= 0 != (data.OutFormatSupport & (0
  949. | D3D11_FORMAT_SUPPORT_BUFFER
  950. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  951. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  952. ) )
  953. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  954. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  955. ;
  956. support |= 0 != (data.OutFormatSupport & (0
  957. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  958. ) )
  959. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  960. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  961. ;
  962. support |= 0 != (data.OutFormatSupport & (0
  963. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  964. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  965. ) )
  966. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  967. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  968. ;
  969. }
  970. else
  971. {
  972. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  973. }
  974. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  975. {
  976. // clear image flag for additional testing
  977. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  978. data.InFormat = s_textureFormat[ii].m_fmt;
  979. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  980. if (SUCCEEDED(hr) )
  981. {
  982. support |= 0 != (data.OutFormatSupport & (0
  983. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  984. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  985. ) )
  986. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  987. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  988. ;
  989. }
  990. }
  991. }
  992. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  993. {
  994. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  995. {
  996. DXGI_FORMAT InFormat;
  997. UINT OutFormatSupport;
  998. };
  999. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1000. data.InFormat = fmtSrgb;
  1001. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1002. if (SUCCEEDED(hr) )
  1003. {
  1004. support |= 0 != (data.OutFormatSupport & (0
  1005. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1006. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1007. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1008. ) )
  1009. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR_SRGB
  1010. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1011. ;
  1012. }
  1013. else
  1014. {
  1015. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1016. }
  1017. }
  1018. g_caps.formats[ii] = support;
  1019. }
  1020. // Init reserved part of view name.
  1021. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1022. {
  1023. char name[BGFX_CONFIG_MAX_VIEW_NAME_RESERVED+1];
  1024. bx::snprintf(name, sizeof(name), "%3d ", ii);
  1025. mbstowcs(s_viewNameW[ii], name, BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1026. }
  1027. #if !defined(__MINGW32__)
  1028. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  1029. && NULL != m_infoQueue)
  1030. {
  1031. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1032. }
  1033. #endif // !defined(__MINGW32__)
  1034. updateMsaa();
  1035. postReset();
  1036. }
  1037. return true;
  1038. error:
  1039. switch (errorState)
  1040. {
  1041. default:
  1042. case 5:
  1043. DX_RELEASE(m_swapChain, 0);
  1044. case 4:
  1045. DX_RELEASE(m_deviceCtx, 0);
  1046. DX_RELEASE(m_device, 0);
  1047. case 3:
  1048. DX_RELEASE(m_factory, 0);
  1049. case 2:
  1050. #if USE_D3D11_DYNAMIC_LIB
  1051. if (NULL != m_dxgidebugdll)
  1052. {
  1053. bx::dlclose(m_dxgidebugdll);
  1054. m_dxgidebugdll = NULL;
  1055. }
  1056. if (NULL != m_d3d9dll)
  1057. {
  1058. bx::dlclose(m_d3d9dll);
  1059. m_d3d9dll = NULL;
  1060. }
  1061. bx::dlclose(m_dxgidll);
  1062. m_dxgidll = NULL;
  1063. #endif // USE_D3D11_DYNAMIC_LIB
  1064. case 1:
  1065. #if USE_D3D11_DYNAMIC_LIB
  1066. bx::dlclose(m_d3d11dll);
  1067. m_d3d11dll = NULL;
  1068. #endif // USE_D3D11_DYNAMIC_LIB
  1069. case 0:
  1070. unloadRenderDoc(m_renderdocdll);
  1071. m_ovr.shutdown();
  1072. break;
  1073. }
  1074. return false;
  1075. }
  1076. void shutdown()
  1077. {
  1078. preReset();
  1079. m_ovr.shutdown();
  1080. m_deviceCtx->ClearState();
  1081. invalidateCache();
  1082. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1083. {
  1084. m_indexBuffers[ii].destroy();
  1085. }
  1086. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1087. {
  1088. m_vertexBuffers[ii].destroy();
  1089. }
  1090. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1091. {
  1092. m_shaders[ii].destroy();
  1093. }
  1094. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1095. {
  1096. m_textures[ii].destroy();
  1097. }
  1098. DX_RELEASE(m_swapChain, 0);
  1099. DX_RELEASE(m_deviceCtx, 0);
  1100. DX_RELEASE(m_device, 0);
  1101. DX_RELEASE(m_factory, 0);
  1102. unloadRenderDoc(m_renderdocdll);
  1103. #if USE_D3D11_DYNAMIC_LIB
  1104. if (NULL != m_dxgidebugdll)
  1105. {
  1106. bx::dlclose(m_dxgidebugdll);
  1107. m_dxgidebugdll = NULL;
  1108. }
  1109. if (NULL != m_d3d9dll)
  1110. {
  1111. bx::dlclose(m_d3d9dll);
  1112. m_d3d9dll = NULL;
  1113. }
  1114. bx::dlclose(m_dxgidll);
  1115. m_dxgidll = NULL;
  1116. bx::dlclose(m_d3d11dll);
  1117. m_d3d11dll = NULL;
  1118. #endif // USE_D3D11_DYNAMIC_LIB
  1119. }
  1120. RendererType::Enum getRendererType() const BX_OVERRIDE
  1121. {
  1122. return RendererType::Direct3D11;
  1123. }
  1124. const char* getRendererName() const BX_OVERRIDE
  1125. {
  1126. return BGFX_RENDERER_DIRECT3D11_NAME;
  1127. }
  1128. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1129. {
  1130. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1131. }
  1132. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1133. {
  1134. m_indexBuffers[_handle.idx].destroy();
  1135. }
  1136. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1137. {
  1138. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1139. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1140. dump(decl);
  1141. }
  1142. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1143. {
  1144. }
  1145. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1146. {
  1147. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1148. }
  1149. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1150. {
  1151. m_vertexBuffers[_handle.idx].destroy();
  1152. }
  1153. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1154. {
  1155. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1156. }
  1157. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1158. {
  1159. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1160. }
  1161. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1162. {
  1163. m_indexBuffers[_handle.idx].destroy();
  1164. }
  1165. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1166. {
  1167. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1168. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1169. }
  1170. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1171. {
  1172. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1173. }
  1174. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1175. {
  1176. m_vertexBuffers[_handle.idx].destroy();
  1177. }
  1178. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1179. {
  1180. m_shaders[_handle.idx].create(_mem);
  1181. }
  1182. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1183. {
  1184. m_shaders[_handle.idx].destroy();
  1185. }
  1186. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1187. {
  1188. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1189. }
  1190. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1191. {
  1192. m_program[_handle.idx].destroy();
  1193. }
  1194. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1195. {
  1196. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1197. }
  1198. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1199. {
  1200. }
  1201. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1202. {
  1203. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1204. }
  1205. void updateTextureEnd() BX_OVERRIDE
  1206. {
  1207. }
  1208. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1209. {
  1210. TextureD3D11& texture = m_textures[_handle.idx];
  1211. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1212. const Memory* mem = alloc(size);
  1213. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1214. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1215. bx::write(&writer, magic);
  1216. TextureCreate tc;
  1217. tc.m_flags = texture.m_flags;
  1218. tc.m_width = _width;
  1219. tc.m_height = _height;
  1220. tc.m_sides = 0;
  1221. tc.m_depth = 0;
  1222. tc.m_numMips = 1;
  1223. tc.m_format = texture.m_requestedFormat;
  1224. tc.m_cubeMap = false;
  1225. tc.m_mem = NULL;
  1226. bx::write(&writer, tc);
  1227. texture.destroy();
  1228. texture.create(mem, tc.m_flags, 0);
  1229. release(mem);
  1230. }
  1231. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1232. {
  1233. m_textures[_handle.idx].destroy();
  1234. }
  1235. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1236. {
  1237. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1238. }
  1239. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1240. {
  1241. uint16_t denseIdx = m_numWindows++;
  1242. m_windows[denseIdx] = _handle;
  1243. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1244. }
  1245. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1246. {
  1247. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1248. if (UINT16_MAX != denseIdx)
  1249. {
  1250. --m_numWindows;
  1251. if (m_numWindows > 1)
  1252. {
  1253. FrameBufferHandle handle = m_windows[m_numWindows];
  1254. m_windows[denseIdx] = handle;
  1255. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1256. }
  1257. }
  1258. }
  1259. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1260. {
  1261. if (NULL != m_uniforms[_handle.idx])
  1262. {
  1263. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1264. }
  1265. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1266. void* data = BX_ALLOC(g_allocator, size);
  1267. memset(data, 0, size);
  1268. m_uniforms[_handle.idx] = data;
  1269. m_uniformReg.add(_handle, _name, data);
  1270. }
  1271. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1272. {
  1273. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1274. m_uniforms[_handle.idx] = NULL;
  1275. }
  1276. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1277. {
  1278. BX_WARN(NULL != m_swapChain, "Unable to capture screenshot %s.", _filePath);
  1279. if (NULL == m_swapChain)
  1280. {
  1281. return;
  1282. }
  1283. ID3D11Texture2D* backBuffer;
  1284. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1285. D3D11_TEXTURE2D_DESC backBufferDesc;
  1286. backBuffer->GetDesc(&backBufferDesc);
  1287. D3D11_TEXTURE2D_DESC desc;
  1288. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1289. desc.SampleDesc.Count = 1;
  1290. desc.SampleDesc.Quality = 0;
  1291. desc.Usage = D3D11_USAGE_STAGING;
  1292. desc.BindFlags = 0;
  1293. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1294. ID3D11Texture2D* texture;
  1295. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1296. if (SUCCEEDED(hr) )
  1297. {
  1298. if (backBufferDesc.SampleDesc.Count == 1)
  1299. {
  1300. m_deviceCtx->CopyResource(texture, backBuffer);
  1301. }
  1302. else
  1303. {
  1304. desc.Usage = D3D11_USAGE_DEFAULT;
  1305. desc.CPUAccessFlags = 0;
  1306. ID3D11Texture2D* resolve;
  1307. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1308. if (SUCCEEDED(hr) )
  1309. {
  1310. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1311. m_deviceCtx->CopyResource(texture, resolve);
  1312. DX_RELEASE(resolve, 0);
  1313. }
  1314. }
  1315. D3D11_MAPPED_SUBRESOURCE mapped;
  1316. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1317. imageSwizzleBgra8(backBufferDesc.Width
  1318. , backBufferDesc.Height
  1319. , mapped.RowPitch
  1320. , mapped.pData
  1321. , mapped.pData
  1322. );
  1323. g_callback->screenShot(_filePath
  1324. , backBufferDesc.Width
  1325. , backBufferDesc.Height
  1326. , mapped.RowPitch
  1327. , mapped.pData
  1328. , backBufferDesc.Height*mapped.RowPitch
  1329. , false
  1330. );
  1331. m_deviceCtx->Unmap(texture, 0);
  1332. DX_RELEASE(texture, 0);
  1333. }
  1334. DX_RELEASE(backBuffer, 0);
  1335. }
  1336. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1337. {
  1338. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1339. {
  1340. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1341. , _name
  1342. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1343. );
  1344. }
  1345. }
  1346. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1347. {
  1348. memcpy(m_uniforms[_loc], _data, _size);
  1349. }
  1350. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1351. {
  1352. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1353. {
  1354. uint32_t size = _size*sizeof(wchar_t);
  1355. wchar_t* name = (wchar_t*)alloca(size);
  1356. mbstowcs(name, _marker, size-2);
  1357. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  1358. }
  1359. }
  1360. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1361. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1362. {
  1363. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1364. uint32_t width = getBufferWidth();
  1365. uint32_t height = getBufferHeight();
  1366. if (m_ovr.isEnabled() )
  1367. {
  1368. m_ovr.getSize(width, height);
  1369. }
  1370. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1371. setFrameBuffer(fbh, false);
  1372. D3D11_VIEWPORT vp;
  1373. vp.TopLeftX = 0;
  1374. vp.TopLeftY = 0;
  1375. vp.Width = (float)width;
  1376. vp.Height = (float)height;
  1377. vp.MinDepth = 0.0f;
  1378. vp.MaxDepth = 1.0f;
  1379. deviceCtx->RSSetViewports(1, &vp);
  1380. uint64_t state = BGFX_STATE_RGB_WRITE
  1381. | BGFX_STATE_ALPHA_WRITE
  1382. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1383. ;
  1384. setBlendState(state);
  1385. setDepthStencilState(state);
  1386. setRasterizerState(state);
  1387. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1388. m_currentProgram = &program;
  1389. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1390. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1391. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1392. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1393. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1394. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1395. uint32_t stride = vertexDecl.m_stride;
  1396. uint32_t offset = 0;
  1397. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1398. setInputLayout(vertexDecl, program, 0);
  1399. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1400. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1401. float proj[16];
  1402. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1403. PredefinedUniform& predefined = program.m_predefined[0];
  1404. uint8_t flags = predefined.m_type;
  1405. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1406. commitShaderConstants();
  1407. m_textures[_blitter.m_texture.idx].commit(0);
  1408. commitTextureStage();
  1409. }
  1410. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1411. {
  1412. const uint32_t numVertices = _numIndices*4/6;
  1413. if (0 < numVertices)
  1414. {
  1415. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1416. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data);
  1417. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1418. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1419. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1420. }
  1421. }
  1422. void preReset()
  1423. {
  1424. ovrPreReset();
  1425. m_gpuTimer.preReset();
  1426. if (NULL == g_platformData.backBufferDS)
  1427. {
  1428. DX_RELEASE(m_backBufferDepthStencil, 0);
  1429. }
  1430. if (NULL != m_swapChain)
  1431. {
  1432. DX_RELEASE(m_backBufferColor, 0);
  1433. }
  1434. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1435. {
  1436. m_frameBuffers[ii].preReset();
  1437. }
  1438. // invalidateCache();
  1439. capturePreReset();
  1440. }
  1441. void postReset()
  1442. {
  1443. if (NULL != m_swapChain)
  1444. {
  1445. ID3D11Texture2D* color;
  1446. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color) );
  1447. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1448. desc.ViewDimension = (m_flags & BGFX_RESET_MSAA_MASK)
  1449. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1450. : D3D11_RTV_DIMENSION_TEXTURE2D
  1451. ;
  1452. desc.Texture2D.MipSlice = 0;
  1453. desc.Format = (m_flags & BGFX_RESET_SRGB_BACKBUFFER)
  1454. ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
  1455. : DXGI_FORMAT_R8G8B8A8_UNORM
  1456. ;
  1457. DX_CHECK(m_device->CreateRenderTargetView(color, &desc, &m_backBufferColor) );
  1458. DX_RELEASE(color, 0);
  1459. }
  1460. m_gpuTimer.postReset();
  1461. ovrPostReset();
  1462. // If OVR doesn't create separate depth stencil view, create default one.
  1463. if (NULL == m_backBufferDepthStencil)
  1464. {
  1465. D3D11_TEXTURE2D_DESC dsd;
  1466. dsd.Width = getBufferWidth();
  1467. dsd.Height = getBufferHeight();
  1468. dsd.MipLevels = 1;
  1469. dsd.ArraySize = 1;
  1470. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1471. dsd.SampleDesc = m_scd.SampleDesc;
  1472. dsd.Usage = D3D11_USAGE_DEFAULT;
  1473. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1474. dsd.CPUAccessFlags = 0;
  1475. dsd.MiscFlags = 0;
  1476. ID3D11Texture2D* depthStencil;
  1477. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1478. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1479. DX_RELEASE(depthStencil, 0);
  1480. }
  1481. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1482. m_currentColor = m_backBufferColor;
  1483. m_currentDepthStencil = m_backBufferDepthStencil;
  1484. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1485. {
  1486. m_frameBuffers[ii].postReset();
  1487. }
  1488. capturePostReset();
  1489. }
  1490. static bool isLost(HRESULT _hr)
  1491. {
  1492. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1493. || DXGI_ERROR_DEVICE_HUNG == _hr
  1494. || DXGI_ERROR_DEVICE_RESET == _hr
  1495. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1496. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1497. ;
  1498. }
  1499. void flip(HMD& _hmd) BX_OVERRIDE
  1500. {
  1501. if (NULL != m_swapChain)
  1502. {
  1503. HRESULT hr = S_OK;
  1504. uint32_t syncInterval = BX_ENABLED(BX_PLATFORM_WINRT)
  1505. ? 1 // sync interval of 0 is not supported on WinRT
  1506. : !!(m_flags & BGFX_RESET_VSYNC)
  1507. ;
  1508. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1509. {
  1510. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  1511. }
  1512. if (SUCCEEDED(hr) )
  1513. {
  1514. if (!m_ovr.swap(_hmd) )
  1515. {
  1516. hr = m_swapChain->Present(syncInterval, 0);
  1517. }
  1518. }
  1519. if (FAILED(hr)
  1520. && isLost(hr) )
  1521. {
  1522. ++m_lost;
  1523. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1524. }
  1525. else
  1526. {
  1527. m_lost = 0;
  1528. }
  1529. }
  1530. }
  1531. void invalidateCache()
  1532. {
  1533. m_inputLayoutCache.invalidate();
  1534. m_blendStateCache.invalidate();
  1535. m_depthStencilStateCache.invalidate();
  1536. m_rasterizerStateCache.invalidate();
  1537. m_samplerStateCache.invalidate();
  1538. }
  1539. void invalidateCompute()
  1540. {
  1541. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1542. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1543. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  1544. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1545. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  1546. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1547. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  1548. }
  1549. void updateMsaa()
  1550. {
  1551. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1552. {
  1553. uint32_t msaa = s_checkMsaa[ii];
  1554. uint32_t quality = 0;
  1555. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  1556. if (SUCCEEDED(hr)
  1557. && 0 < quality)
  1558. {
  1559. s_msaa[ii].Count = msaa;
  1560. s_msaa[ii].Quality = quality - 1;
  1561. last = ii;
  1562. }
  1563. else
  1564. {
  1565. s_msaa[ii] = s_msaa[last];
  1566. }
  1567. }
  1568. }
  1569. void updateResolution(const Resolution& _resolution)
  1570. {
  1571. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  1572. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1573. {
  1574. m_maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  1575. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  1576. : D3D11_REQ_MAXANISOTROPY
  1577. ;
  1578. }
  1579. else
  1580. {
  1581. m_maxAnisotropy = 1;
  1582. }
  1583. uint32_t flags = _resolution.m_flags & ~(BGFX_RESET_HMD_RECENTER | BGFX_RESET_MAXANISOTROPY);
  1584. if ( getBufferWidth() != _resolution.m_width
  1585. || getBufferHeight() != _resolution.m_height
  1586. || m_flags != flags)
  1587. {
  1588. bool resize = true
  1589. && !BX_ENABLED(BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  1590. && (m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  1591. ;
  1592. m_flags = flags;
  1593. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1594. m_textVideoMem.clear();
  1595. m_resolution = _resolution;
  1596. m_resolution.m_flags = flags;
  1597. setBufferSize(_resolution.m_width, _resolution.m_height);
  1598. preReset();
  1599. if (NULL == m_swapChain)
  1600. {
  1601. // Updated backbuffer if it changed in PlatformData.
  1602. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1603. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1604. }
  1605. else
  1606. {
  1607. if (resize)
  1608. {
  1609. DX_CHECK(m_swapChain->ResizeBuffers(2
  1610. , getBufferWidth()
  1611. , getBufferHeight()
  1612. , getBufferFormat()
  1613. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  1614. ) );
  1615. }
  1616. else
  1617. {
  1618. updateMsaa();
  1619. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1620. DX_RELEASE(m_swapChain, 0);
  1621. SwapChainDesc* scd = &m_scd;
  1622. SwapChainDesc swapChainScd;
  1623. if (0 != (m_flags & BGFX_RESET_HMD)
  1624. && m_ovr.isInitialized() )
  1625. {
  1626. swapChainScd = m_scd;
  1627. swapChainScd.SampleDesc = s_msaa[0];
  1628. scd = &swapChainScd;
  1629. }
  1630. #if BX_PLATFORM_WINRT
  1631. HRESULT hr;
  1632. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1633. , (::IUnknown*)g_platformData.nwh
  1634. , scd
  1635. , NULL
  1636. , &m_swapChain
  1637. );
  1638. #else
  1639. HRESULT hr;
  1640. hr = m_factory->CreateSwapChain(m_device
  1641. , scd
  1642. , &m_swapChain
  1643. );
  1644. #endif // BX_PLATFORM_WINRT
  1645. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1646. }
  1647. }
  1648. postReset();
  1649. }
  1650. if (recenter)
  1651. {
  1652. m_ovr.recenter();
  1653. }
  1654. }
  1655. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1656. {
  1657. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1658. {
  1659. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1660. m_fsChanges += _numRegs;
  1661. }
  1662. else
  1663. {
  1664. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1665. m_vsChanges += _numRegs;
  1666. }
  1667. }
  1668. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1669. {
  1670. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1671. }
  1672. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1673. {
  1674. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1675. }
  1676. void commitShaderConstants()
  1677. {
  1678. if (0 < m_vsChanges)
  1679. {
  1680. if (NULL != m_currentProgram->m_vsh->m_buffer)
  1681. {
  1682. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  1683. }
  1684. m_vsChanges = 0;
  1685. }
  1686. if (0 < m_fsChanges)
  1687. {
  1688. if (NULL != m_currentProgram->m_fsh->m_buffer)
  1689. {
  1690. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  1691. }
  1692. m_fsChanges = 0;
  1693. }
  1694. }
  1695. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1696. {
  1697. if (isValid(m_fbh)
  1698. && m_fbh.idx != _fbh.idx
  1699. && m_rtMsaa)
  1700. {
  1701. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1702. frameBuffer.resolve();
  1703. }
  1704. if (!isValid(_fbh) )
  1705. {
  1706. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1707. m_currentColor = m_backBufferColor;
  1708. m_currentDepthStencil = m_backBufferDepthStencil;
  1709. }
  1710. else
  1711. {
  1712. invalidateTextureStage();
  1713. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  1714. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  1715. m_currentColor = frameBuffer.m_rtv[0];
  1716. m_currentDepthStencil = frameBuffer.m_dsv;
  1717. }
  1718. m_fbh = _fbh;
  1719. m_rtMsaa = _msaa;
  1720. }
  1721. void clear(const Clear& _clear, const float _palette[][4])
  1722. {
  1723. if (isValid(m_fbh) )
  1724. {
  1725. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1726. frameBuffer.clear(_clear, _palette);
  1727. }
  1728. else
  1729. {
  1730. if (NULL != m_currentColor
  1731. && BGFX_CLEAR_COLOR & _clear.m_flags)
  1732. {
  1733. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1734. {
  1735. uint8_t index = _clear.m_index[0];
  1736. if (UINT8_MAX != index)
  1737. {
  1738. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  1739. }
  1740. }
  1741. else
  1742. {
  1743. float frgba[4] =
  1744. {
  1745. _clear.m_index[0]*1.0f/255.0f,
  1746. _clear.m_index[1]*1.0f/255.0f,
  1747. _clear.m_index[2]*1.0f/255.0f,
  1748. _clear.m_index[3]*1.0f/255.0f,
  1749. };
  1750. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  1751. }
  1752. }
  1753. if (NULL != m_currentDepthStencil
  1754. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  1755. {
  1756. DWORD flags = 0;
  1757. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  1758. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  1759. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  1760. }
  1761. }
  1762. }
  1763. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  1764. {
  1765. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  1766. layoutHash ^= _numInstanceData;
  1767. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  1768. if (NULL == layout)
  1769. {
  1770. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1771. VertexDecl decl;
  1772. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1773. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  1774. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1775. {
  1776. uint16_t mask = attrMask[ii];
  1777. uint16_t attr = (decl.m_attributes[ii] & mask);
  1778. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1779. }
  1780. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  1781. uint32_t num = uint32_t(elem-vertexElements);
  1782. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  1783. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1784. {
  1785. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1786. uint32_t jj;
  1787. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  1788. for (jj = 0; jj < num; ++jj)
  1789. {
  1790. curr = &vertexElements[jj];
  1791. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1792. && curr->SemanticIndex == index)
  1793. {
  1794. break;
  1795. }
  1796. }
  1797. if (jj == num)
  1798. {
  1799. curr = elem;
  1800. ++elem;
  1801. }
  1802. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  1803. curr->InputSlot = 1;
  1804. curr->SemanticIndex = index;
  1805. curr->AlignedByteOffset = ii*16;
  1806. }
  1807. num = uint32_t(elem-vertexElements);
  1808. DX_CHECK(m_device->CreateInputLayout(vertexElements
  1809. , num
  1810. , _program.m_vsh->m_code->data
  1811. , _program.m_vsh->m_code->size
  1812. , &layout
  1813. ) );
  1814. m_inputLayoutCache.add(layoutHash, layout);
  1815. }
  1816. m_deviceCtx->IASetInputLayout(layout);
  1817. }
  1818. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  1819. {
  1820. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  1821. bx::HashMurmur2A murmur;
  1822. murmur.begin();
  1823. murmur.add(_state);
  1824. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  1825. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  1826. bool hasFactor = f0 == (_state & f0)
  1827. || f1 == (_state & f1)
  1828. ;
  1829. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  1830. if (hasFactor)
  1831. {
  1832. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  1833. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  1834. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  1835. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  1836. }
  1837. else
  1838. {
  1839. murmur.add(_rgba);
  1840. }
  1841. uint32_t hash = murmur.end();
  1842. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  1843. if (NULL == bs)
  1844. {
  1845. D3D11_BLEND_DESC desc;
  1846. memset(&desc, 0, sizeof(desc) );
  1847. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1848. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1849. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1850. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  1851. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  1852. const uint32_t srcRGB = (blend ) & 0xf;
  1853. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1854. const uint32_t srcA = (blend >> 8) & 0xf;
  1855. const uint32_t dstA = (blend >> 12) & 0xf;
  1856. const uint32_t equRGB = (equation ) & 0x7;
  1857. const uint32_t equA = (equation >> 3) & 0x7;
  1858. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1859. drt->DestBlend = s_blendFactor[dstRGB][0];
  1860. drt->BlendOp = s_blendEquation[equRGB];
  1861. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1862. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1863. drt->BlendOpAlpha = s_blendEquation[equA];
  1864. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE)
  1865. ? D3D11_COLOR_WRITE_ENABLE_ALPHA
  1866. : 0
  1867. ;
  1868. writeMask |= (_state&BGFX_STATE_RGB_WRITE)
  1869. ? D3D11_COLOR_WRITE_ENABLE_RED
  1870. | D3D11_COLOR_WRITE_ENABLE_GREEN
  1871. | D3D11_COLOR_WRITE_ENABLE_BLUE
  1872. : 0
  1873. ;
  1874. drt->RenderTargetWriteMask = writeMask;
  1875. if (desc.IndependentBlendEnable)
  1876. {
  1877. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1878. {
  1879. drt = &desc.RenderTarget[ii];
  1880. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1881. const uint32_t src = (rgba ) & 0xf;
  1882. const uint32_t dst = (rgba >> 4) & 0xf;
  1883. const uint32_t equation = (rgba >> 8) & 0x7;
  1884. drt->SrcBlend = s_blendFactor[src][0];
  1885. drt->DestBlend = s_blendFactor[dst][0];
  1886. drt->BlendOp = s_blendEquation[equation];
  1887. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1888. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1889. drt->BlendOpAlpha = s_blendEquation[equation];
  1890. drt->RenderTargetWriteMask = writeMask;
  1891. }
  1892. }
  1893. else
  1894. {
  1895. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1896. {
  1897. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  1898. }
  1899. }
  1900. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  1901. m_blendStateCache.add(hash, bs);
  1902. }
  1903. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  1904. }
  1905. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  1906. {
  1907. _state &= BGFX_D3D11_DEPTH_STENCIL_MASK;
  1908. uint32_t fstencil = unpackStencil(0, _stencil);
  1909. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  1910. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1911. bx::HashMurmur2A murmur;
  1912. murmur.begin();
  1913. murmur.add(_state);
  1914. murmur.add(_stencil);
  1915. uint32_t hash = murmur.end();
  1916. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  1917. if (NULL == dss)
  1918. {
  1919. D3D11_DEPTH_STENCIL_DESC desc;
  1920. memset(&desc, 0, sizeof(desc) );
  1921. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1922. desc.DepthEnable = 0 != func;
  1923. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  1924. desc.DepthFunc = s_cmpFunc[func];
  1925. uint32_t bstencil = unpackStencil(1, _stencil);
  1926. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1927. bstencil = frontAndBack ? bstencil : fstencil;
  1928. desc.StencilEnable = 0 != _stencil;
  1929. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1930. desc.StencilWriteMask = 0xff;
  1931. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1932. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1933. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1934. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1935. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1936. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1937. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1938. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1939. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  1940. m_depthStencilStateCache.add(hash, dss);
  1941. }
  1942. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  1943. }
  1944. void setDebugWireframe(bool _wireframe)
  1945. {
  1946. if (m_wireframe != _wireframe)
  1947. {
  1948. m_wireframe = _wireframe;
  1949. m_rasterizerStateCache.invalidate();
  1950. }
  1951. }
  1952. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  1953. {
  1954. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  1955. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  1956. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  1957. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  1958. if (NULL == rs)
  1959. {
  1960. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  1961. D3D11_RASTERIZER_DESC desc;
  1962. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  1963. desc.CullMode = s_cullMode[cull];
  1964. desc.FrontCounterClockwise = false;
  1965. desc.DepthBias = 0;
  1966. desc.DepthBiasClamp = 0.0f;
  1967. desc.SlopeScaledDepthBias = 0.0f;
  1968. desc.DepthClipEnable = m_featureLevel <= D3D_FEATURE_LEVEL_9_3; // disabling depth clip is only supported on 10_0+
  1969. desc.ScissorEnable = _scissor;
  1970. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1971. desc.AntialiasedLineEnable = false;
  1972. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  1973. m_rasterizerStateCache.add(_state, rs);
  1974. }
  1975. m_deviceCtx->RSSetState(rs);
  1976. }
  1977. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  1978. {
  1979. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  1980. ID3D11SamplerState* sampler = m_samplerStateCache.find(_flags);
  1981. if (NULL == sampler)
  1982. {
  1983. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  1984. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  1985. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1986. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  1987. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  1988. D3D11_SAMPLER_DESC sd;
  1989. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  1990. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  1991. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  1992. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  1993. sd.MipLODBias = 0.0f;
  1994. sd.MaxAnisotropy = m_maxAnisotropy;
  1995. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  1996. sd.BorderColor[0] = 0.0f;
  1997. sd.BorderColor[1] = 0.0f;
  1998. sd.BorderColor[2] = 0.0f;
  1999. sd.BorderColor[3] = 0.0f;
  2000. sd.MinLOD = 0;
  2001. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2002. m_device->CreateSamplerState(&sd, &sampler);
  2003. DX_CHECK_REFCOUNT(sampler, 1);
  2004. m_samplerStateCache.add(_flags, sampler);
  2005. }
  2006. return sampler;
  2007. }
  2008. DXGI_FORMAT getBufferFormat()
  2009. {
  2010. #if BX_PLATFORM_WINRT
  2011. return m_scd.Format;
  2012. #else
  2013. return m_scd.BufferDesc.Format;
  2014. #endif
  2015. }
  2016. uint32_t getBufferWidth()
  2017. {
  2018. #if BX_PLATFORM_WINRT
  2019. return m_scd.Width;
  2020. #else
  2021. return m_scd.BufferDesc.Width;
  2022. #endif
  2023. }
  2024. uint32_t getBufferHeight()
  2025. {
  2026. #if BX_PLATFORM_WINRT
  2027. return m_scd.Height;
  2028. #else
  2029. return m_scd.BufferDesc.Height;
  2030. #endif
  2031. }
  2032. void setBufferSize(uint32_t _width, uint32_t _height)
  2033. {
  2034. #if BX_PLATFORM_WINRT
  2035. m_scd.Width = _width;
  2036. m_scd.Height = _height;
  2037. #else
  2038. m_scd.BufferDesc.Width = _width;
  2039. m_scd.BufferDesc.Height = _height;
  2040. #endif
  2041. }
  2042. void commitTextureStage()
  2043. {
  2044. // vertex texture fetch not supported on 9_1 through 9_3
  2045. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2046. {
  2047. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2048. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2049. }
  2050. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2051. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2052. }
  2053. void invalidateTextureStage()
  2054. {
  2055. m_textureStage.clear();
  2056. commitTextureStage();
  2057. }
  2058. void ovrPostReset()
  2059. {
  2060. #if BGFX_CONFIG_USE_OVR
  2061. if (m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  2062. {
  2063. ovrD3D11Config config;
  2064. config.D3D11.Header.API = ovrRenderAPI_D3D11;
  2065. # if OVR_VERSION > OVR_VERSION_043
  2066. config.D3D11.Header.BackBufferSize.w = m_scd.BufferDesc.Width;
  2067. config.D3D11.Header.BackBufferSize.h = m_scd.BufferDesc.Height;
  2068. config.D3D11.pBackBufferUAV = NULL;
  2069. # else
  2070. config.D3D11.Header.RTSize.w = m_scd.BufferDesc.Width;
  2071. config.D3D11.Header.RTSize.h = m_scd.BufferDesc.Height;
  2072. # endif // OVR_VERSION > OVR_VERSION_042
  2073. config.D3D11.Header.Multisample = 0;
  2074. config.D3D11.pDevice = m_device;
  2075. config.D3D11.pDeviceContext = m_deviceCtx;
  2076. config.D3D11.pBackBufferRT = m_backBufferColor;
  2077. config.D3D11.pSwapChain = m_swapChain;
  2078. if (m_ovr.postReset(g_platformData.nwh, &config.Config, !!(m_flags & BGFX_RESET_HMD_DEBUG) ) )
  2079. {
  2080. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  2081. const Memory* mem = alloc(size);
  2082. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  2083. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  2084. bx::write(&writer, magic);
  2085. TextureCreate tc;
  2086. tc.m_flags = BGFX_TEXTURE_RT|( ((m_flags & BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT) << BGFX_TEXTURE_RT_MSAA_SHIFT);
  2087. tc.m_width = m_ovr.m_rtSize.w;
  2088. tc.m_height = m_ovr.m_rtSize.h;
  2089. tc.m_sides = 0;
  2090. tc.m_depth = 0;
  2091. tc.m_numMips = 1;
  2092. tc.m_format = uint8_t(bgfx::TextureFormat::BGRA8);
  2093. tc.m_cubeMap = false;
  2094. tc.m_mem = NULL;
  2095. bx::write(&writer, tc);
  2096. m_ovrRT.create(mem, tc.m_flags, 0);
  2097. release(mem);
  2098. DX_CHECK(m_device->CreateRenderTargetView(m_ovrRT.m_ptr, NULL, &m_ovrRtv) );
  2099. D3D11_TEXTURE2D_DESC dsd;
  2100. dsd.Width = m_ovr.m_rtSize.w;
  2101. dsd.Height = m_ovr.m_rtSize.h;
  2102. dsd.MipLevels = 1;
  2103. dsd.ArraySize = 1;
  2104. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2105. dsd.SampleDesc = m_scd.SampleDesc;
  2106. dsd.Usage = D3D11_USAGE_DEFAULT;
  2107. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  2108. dsd.CPUAccessFlags = 0;
  2109. dsd.MiscFlags = 0;
  2110. ID3D11Texture2D* depthStencil;
  2111. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  2112. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_ovrDsv) );
  2113. DX_RELEASE(depthStencil, 0);
  2114. ovrD3D11Texture texture;
  2115. texture.D3D11.Header.API = ovrRenderAPI_D3D11;
  2116. texture.D3D11.Header.TextureSize = m_ovr.m_rtSize;
  2117. texture.D3D11.pTexture = m_ovrRT.m_texture2d;
  2118. texture.D3D11.pSRView = m_ovrRT.m_srv;
  2119. m_ovr.postReset(texture.Texture);
  2120. bx::xchg(m_ovrRtv, m_backBufferColor);
  2121. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  2122. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  2123. }
  2124. }
  2125. #endif // BGFX_CONFIG_USE_OVR
  2126. }
  2127. void ovrPreReset()
  2128. {
  2129. #if BGFX_CONFIG_USE_OVR
  2130. m_ovr.preReset();
  2131. if (NULL != m_ovrRtv)
  2132. {
  2133. bx::xchg(m_ovrRtv, m_backBufferColor);
  2134. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  2135. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  2136. DX_RELEASE(m_ovrRtv, 0);
  2137. DX_RELEASE(m_ovrDsv, 0);
  2138. m_ovrRT.destroy();
  2139. }
  2140. #endif // BGFX_CONFIG_USE_OVR
  2141. }
  2142. void capturePostReset()
  2143. {
  2144. if (m_flags&BGFX_RESET_CAPTURE)
  2145. {
  2146. ID3D11Texture2D* backBuffer;
  2147. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2148. D3D11_TEXTURE2D_DESC backBufferDesc;
  2149. backBuffer->GetDesc(&backBufferDesc);
  2150. D3D11_TEXTURE2D_DESC desc;
  2151. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  2152. desc.SampleDesc.Count = 1;
  2153. desc.SampleDesc.Quality = 0;
  2154. desc.Usage = D3D11_USAGE_STAGING;
  2155. desc.BindFlags = 0;
  2156. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2157. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2158. if (SUCCEEDED(hr) )
  2159. {
  2160. if (backBufferDesc.SampleDesc.Count != 1)
  2161. {
  2162. desc.Usage = D3D11_USAGE_DEFAULT;
  2163. desc.CPUAccessFlags = 0;
  2164. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2165. }
  2166. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2167. }
  2168. DX_RELEASE(backBuffer, 0);
  2169. }
  2170. }
  2171. void capturePreReset()
  2172. {
  2173. if (NULL != m_captureTexture)
  2174. {
  2175. g_callback->captureEnd();
  2176. }
  2177. DX_RELEASE(m_captureResolve, 0);
  2178. DX_RELEASE(m_captureTexture, 0);
  2179. }
  2180. void capture()
  2181. {
  2182. if (NULL != m_captureTexture)
  2183. {
  2184. ID3D11Texture2D* backBuffer;
  2185. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2186. if (NULL == m_captureResolve)
  2187. {
  2188. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2189. }
  2190. else
  2191. {
  2192. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat() );
  2193. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2194. }
  2195. D3D11_MAPPED_SUBRESOURCE mapped;
  2196. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2197. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  2198. m_deviceCtx->Unmap(m_captureTexture, 0);
  2199. DX_RELEASE(backBuffer, 0);
  2200. }
  2201. }
  2202. void commit(ConstantBuffer& _constantBuffer)
  2203. {
  2204. _constantBuffer.reset();
  2205. for (;;)
  2206. {
  2207. uint32_t opcode = _constantBuffer.read();
  2208. if (UniformType::End == opcode)
  2209. {
  2210. break;
  2211. }
  2212. UniformType::Enum type;
  2213. uint16_t loc;
  2214. uint16_t num;
  2215. uint16_t copy;
  2216. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2217. const char* data;
  2218. if (copy)
  2219. {
  2220. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  2221. }
  2222. else
  2223. {
  2224. UniformHandle handle;
  2225. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2226. data = (const char*)m_uniforms[handle.idx];
  2227. }
  2228. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2229. case UniformType::_uniform: \
  2230. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2231. { \
  2232. setShaderUniform(uint8_t(type), loc, data, num); \
  2233. } \
  2234. break;
  2235. switch ( (uint32_t)type)
  2236. {
  2237. case UniformType::Mat3:
  2238. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  2239. {
  2240. float* value = (float*)data;
  2241. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2242. {
  2243. Matrix4 mtx;
  2244. mtx.un.val[ 0] = value[0];
  2245. mtx.un.val[ 1] = value[1];
  2246. mtx.un.val[ 2] = value[2];
  2247. mtx.un.val[ 3] = 0.0f;
  2248. mtx.un.val[ 4] = value[3];
  2249. mtx.un.val[ 5] = value[4];
  2250. mtx.un.val[ 6] = value[5];
  2251. mtx.un.val[ 7] = 0.0f;
  2252. mtx.un.val[ 8] = value[6];
  2253. mtx.un.val[ 9] = value[7];
  2254. mtx.un.val[10] = value[8];
  2255. mtx.un.val[11] = 0.0f;
  2256. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2257. }
  2258. }
  2259. break;
  2260. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2261. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2262. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2263. case UniformType::End:
  2264. break;
  2265. default:
  2266. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  2267. break;
  2268. }
  2269. #undef CASE_IMPLEMENT_UNIFORM
  2270. }
  2271. }
  2272. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2273. {
  2274. uint32_t width = getBufferWidth();
  2275. uint32_t height = getBufferHeight();
  2276. if (0 == _rect.m_x
  2277. && 0 == _rect.m_y
  2278. && width == _rect.m_width
  2279. && height == _rect.m_height)
  2280. {
  2281. clear(_clear, _palette);
  2282. }
  2283. else
  2284. {
  2285. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2286. uint64_t state = 0;
  2287. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  2288. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  2289. uint64_t stencil = 0;
  2290. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2291. | BGFX_STENCIL_TEST_ALWAYS
  2292. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2293. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2294. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2295. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2296. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2297. : 0
  2298. ;
  2299. setBlendState(state);
  2300. setDepthStencilState(state, stencil);
  2301. setRasterizerState(state);
  2302. uint32_t numMrt = 1;
  2303. FrameBufferHandle fbh = m_fbh;
  2304. if (isValid(fbh) )
  2305. {
  2306. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  2307. numMrt = bx::uint32_max(1, fb.m_num);
  2308. }
  2309. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2310. m_currentProgram = &program;
  2311. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  2312. deviceCtx->VSSetConstantBuffers(0, 1, s_zero.m_buffer);
  2313. if (NULL != m_currentColor)
  2314. {
  2315. const ShaderD3D11* fsh = program.m_fsh;
  2316. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2317. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2318. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2319. {
  2320. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2321. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2322. {
  2323. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_CLEAR_COLOR_PALETTE-1, _clear.m_index[ii]);
  2324. memcpy(mrtClear[ii], _palette[index], 16);
  2325. }
  2326. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  2327. }
  2328. else
  2329. {
  2330. float rgba[4] =
  2331. {
  2332. _clear.m_index[0]*1.0f/255.0f,
  2333. _clear.m_index[1]*1.0f/255.0f,
  2334. _clear.m_index[2]*1.0f/255.0f,
  2335. _clear.m_index[3]*1.0f/255.0f,
  2336. };
  2337. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  2338. }
  2339. }
  2340. else
  2341. {
  2342. deviceCtx->PSSetShader(NULL, NULL, 0);
  2343. }
  2344. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  2345. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  2346. const uint32_t stride = vertexDecl.m_stride;
  2347. const uint32_t offset = 0;
  2348. {
  2349. struct Vertex
  2350. {
  2351. float m_x;
  2352. float m_y;
  2353. float m_z;
  2354. };
  2355. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  2356. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  2357. const float depth = _clear.m_depth;
  2358. vertex->m_x = -1.0f;
  2359. vertex->m_y = -1.0f;
  2360. vertex->m_z = depth;
  2361. vertex++;
  2362. vertex->m_x = 1.0f;
  2363. vertex->m_y = -1.0f;
  2364. vertex->m_z = depth;
  2365. vertex++;
  2366. vertex->m_x = -1.0f;
  2367. vertex->m_y = 1.0f;
  2368. vertex->m_z = depth;
  2369. vertex++;
  2370. vertex->m_x = 1.0f;
  2371. vertex->m_y = 1.0f;
  2372. vertex->m_z = depth;
  2373. }
  2374. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  2375. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2376. setInputLayout(vertexDecl, program, 0);
  2377. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  2378. deviceCtx->Draw(4, 0);
  2379. }
  2380. }
  2381. void* m_d3d9dll;
  2382. void* m_d3d11dll;
  2383. void* m_dxgidll;
  2384. void* m_dxgidebugdll;
  2385. void* m_renderdocdll;
  2386. D3D_DRIVER_TYPE m_driverType;
  2387. D3D_FEATURE_LEVEL m_featureLevel;
  2388. IDXGIAdapter* m_adapter;
  2389. DXGI_ADAPTER_DESC m_adapterDesc;
  2390. #if BX_PLATFORM_WINRT
  2391. IDXGIFactory2* m_factory;
  2392. IDXGISwapChain1* m_swapChain;
  2393. #else
  2394. IDXGIFactory* m_factory;
  2395. IDXGISwapChain* m_swapChain;
  2396. #endif // BX_PLATFORM_WINRT
  2397. uint16_t m_lost;
  2398. uint16_t m_numWindows;
  2399. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2400. ID3D11Device* m_device;
  2401. ID3D11DeviceContext* m_deviceCtx;
  2402. ID3D11InfoQueue* m_infoQueue;
  2403. TimerQueryD3D11 m_gpuTimer;
  2404. ID3D11RenderTargetView* m_backBufferColor;
  2405. ID3D11DepthStencilView* m_backBufferDepthStencil;
  2406. ID3D11RenderTargetView* m_currentColor;
  2407. ID3D11DepthStencilView* m_currentDepthStencil;
  2408. ID3D11Texture2D* m_captureTexture;
  2409. ID3D11Texture2D* m_captureResolve;
  2410. Resolution m_resolution;
  2411. bool m_wireframe;
  2412. #if BX_PLATFORM_WINRT
  2413. typedef DXGI_SWAP_CHAIN_DESC1 SwapChainDesc;
  2414. #else
  2415. typedef DXGI_SWAP_CHAIN_DESC SwapChainDesc;
  2416. #endif // BX_PLATFORM_WINRT
  2417. SwapChainDesc m_scd;
  2418. uint32_t m_flags;
  2419. uint32_t m_maxAnisotropy;
  2420. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2421. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2422. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2423. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2424. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2425. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2426. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2427. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2428. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2429. UniformRegistry m_uniformReg;
  2430. ViewState m_viewState;
  2431. StateCacheT<ID3D11BlendState> m_blendStateCache;
  2432. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  2433. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  2434. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  2435. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  2436. TextVideoMem m_textVideoMem;
  2437. TextureStage m_textureStage;
  2438. ProgramD3D11* m_currentProgram;
  2439. uint8_t m_vsScratch[64<<10];
  2440. uint8_t m_fsScratch[64<<10];
  2441. uint32_t m_vsChanges;
  2442. uint32_t m_fsChanges;
  2443. FrameBufferHandle m_fbh;
  2444. bool m_rtMsaa;
  2445. OVR m_ovr;
  2446. TextureD3D11 m_ovrRT;
  2447. ID3D11RenderTargetView* m_ovrRtv;
  2448. ID3D11DepthStencilView* m_ovrDsv;
  2449. };
  2450. static RendererContextD3D11* s_renderD3D11;
  2451. RendererContextI* rendererCreate()
  2452. {
  2453. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  2454. if (!s_renderD3D11->init() )
  2455. {
  2456. BX_DELETE(g_allocator, s_renderD3D11);
  2457. s_renderD3D11 = NULL;
  2458. }
  2459. return s_renderD3D11;
  2460. }
  2461. void rendererDestroy()
  2462. {
  2463. s_renderD3D11->shutdown();
  2464. BX_DELETE(g_allocator, s_renderD3D11);
  2465. s_renderD3D11 = NULL;
  2466. }
  2467. struct UavFormat
  2468. {
  2469. DXGI_FORMAT format[3];
  2470. uint32_t stride;
  2471. };
  2472. static const UavFormat s_uavFormat[] =
  2473. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  2474. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  2475. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  2476. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  2477. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  2478. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  2479. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  2480. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  2481. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  2482. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  2483. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  2484. };
  2485. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  2486. {
  2487. m_uav = NULL;
  2488. m_size = _size;
  2489. m_flags = _flags;
  2490. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  2491. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  2492. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  2493. m_dynamic = NULL == _data && !needUav;
  2494. D3D11_BUFFER_DESC desc;
  2495. desc.ByteWidth = _size;
  2496. desc.BindFlags = 0
  2497. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  2498. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  2499. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  2500. ;
  2501. desc.MiscFlags = 0
  2502. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  2503. ;
  2504. desc.StructureByteStride = 0;
  2505. DXGI_FORMAT format;
  2506. uint32_t stride;
  2507. if (drawIndirect)
  2508. {
  2509. format = DXGI_FORMAT_R32G32B32A32_UINT;
  2510. stride = 16;
  2511. }
  2512. else
  2513. {
  2514. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  2515. if (0 == uavFormat)
  2516. {
  2517. if (_vertex)
  2518. {
  2519. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  2520. stride = 16;
  2521. }
  2522. else
  2523. {
  2524. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  2525. {
  2526. format = DXGI_FORMAT_R16_UINT;
  2527. stride = 2;
  2528. }
  2529. else
  2530. {
  2531. format = DXGI_FORMAT_R32_UINT;
  2532. stride = 4;
  2533. }
  2534. }
  2535. }
  2536. else
  2537. {
  2538. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  2539. format = s_uavFormat[uavFormat].format[uavType];
  2540. stride = s_uavFormat[uavFormat].stride;
  2541. }
  2542. }
  2543. ID3D11Device* device = s_renderD3D11->m_device;
  2544. if (needUav)
  2545. {
  2546. desc.Usage = D3D11_USAGE_DEFAULT;
  2547. desc.CPUAccessFlags = 0;
  2548. desc.StructureByteStride = _stride;
  2549. DX_CHECK(device->CreateBuffer(&desc
  2550. , NULL
  2551. , &m_ptr
  2552. ) );
  2553. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  2554. uavd.Format = format;
  2555. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  2556. uavd.Buffer.FirstElement = 0;
  2557. uavd.Buffer.NumElements = m_size / stride;
  2558. uavd.Buffer.Flags = 0;
  2559. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  2560. , &uavd
  2561. , &m_uav
  2562. ) );
  2563. }
  2564. else if (m_dynamic)
  2565. {
  2566. desc.Usage = D3D11_USAGE_DYNAMIC;
  2567. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2568. DX_CHECK(device->CreateBuffer(&desc
  2569. , NULL
  2570. , &m_ptr
  2571. ) );
  2572. }
  2573. else
  2574. {
  2575. desc.Usage = D3D11_USAGE_IMMUTABLE;
  2576. desc.CPUAccessFlags = 0;
  2577. D3D11_SUBRESOURCE_DATA srd;
  2578. srd.pSysMem = _data;
  2579. srd.SysMemPitch = 0;
  2580. srd.SysMemSlicePitch = 0;
  2581. DX_CHECK(device->CreateBuffer(&desc
  2582. , &srd
  2583. , &m_ptr
  2584. ) );
  2585. }
  2586. if (needSrv)
  2587. {
  2588. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2589. srvd.Format = format;
  2590. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  2591. srvd.Buffer.FirstElement = 0;
  2592. srvd.Buffer.NumElements = m_size / stride;
  2593. DX_CHECK(device->CreateShaderResourceView(m_ptr
  2594. , &srvd
  2595. , &m_srv
  2596. ) );
  2597. }
  2598. }
  2599. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  2600. {
  2601. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2602. BX_CHECK(m_dynamic, "Must be dynamic!");
  2603. #if 0
  2604. BX_UNUSED(_discard);
  2605. ID3D11Device* device = s_renderD3D11->m_device;
  2606. D3D11_BUFFER_DESC desc;
  2607. desc.ByteWidth = _size;
  2608. desc.Usage = D3D11_USAGE_STAGING;
  2609. desc.BindFlags = 0;
  2610. desc.MiscFlags = 0;
  2611. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2612. desc.StructureByteStride = 0;
  2613. D3D11_SUBRESOURCE_DATA srd;
  2614. srd.pSysMem = _data;
  2615. srd.SysMemPitch = 0;
  2616. srd.SysMemSlicePitch = 0;
  2617. ID3D11Buffer* ptr;
  2618. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  2619. D3D11_BOX box;
  2620. box.left = 0;
  2621. box.top = 0;
  2622. box.front = 0;
  2623. box.right = _size;
  2624. box.bottom = 1;
  2625. box.back = 1;
  2626. deviceCtx->CopySubresourceRegion(m_ptr
  2627. , 0
  2628. , _offset
  2629. , 0
  2630. , 0
  2631. , ptr
  2632. , 0
  2633. , &box
  2634. );
  2635. DX_RELEASE(ptr, 0);
  2636. #else
  2637. D3D11_MAPPED_SUBRESOURCE mapped;
  2638. BX_UNUSED(_discard);
  2639. D3D11_MAP type = D3D11_MAP_WRITE_DISCARD;
  2640. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  2641. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  2642. deviceCtx->Unmap(m_ptr, 0);
  2643. #endif // 0
  2644. }
  2645. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  2646. {
  2647. m_decl = _declHandle;
  2648. uint16_t stride = isValid(_declHandle)
  2649. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  2650. : 0
  2651. ;
  2652. BufferD3D11::create(_size, _data, _flags, stride, true);
  2653. }
  2654. void ShaderD3D11::create(const Memory* _mem)
  2655. {
  2656. bx::MemoryReader reader(_mem->data, _mem->size);
  2657. uint32_t magic;
  2658. bx::read(&reader, magic);
  2659. switch (magic)
  2660. {
  2661. case BGFX_CHUNK_MAGIC_CSH:
  2662. case BGFX_CHUNK_MAGIC_FSH:
  2663. case BGFX_CHUNK_MAGIC_VSH:
  2664. break;
  2665. default:
  2666. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2667. break;
  2668. }
  2669. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2670. uint32_t iohash;
  2671. bx::read(&reader, iohash);
  2672. uint16_t count;
  2673. bx::read(&reader, count);
  2674. m_numPredefined = 0;
  2675. m_numUniforms = count;
  2676. BX_TRACE("%s Shader consts %d"
  2677. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  2678. , count
  2679. );
  2680. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  2681. if (0 < count)
  2682. {
  2683. for (uint32_t ii = 0; ii < count; ++ii)
  2684. {
  2685. uint8_t nameSize;
  2686. bx::read(&reader, nameSize);
  2687. char name[256];
  2688. bx::read(&reader, &name, nameSize);
  2689. name[nameSize] = '\0';
  2690. uint8_t type;
  2691. bx::read(&reader, type);
  2692. uint8_t num;
  2693. bx::read(&reader, num);
  2694. uint16_t regIndex;
  2695. bx::read(&reader, regIndex);
  2696. uint16_t regCount;
  2697. bx::read(&reader, regCount);
  2698. const char* kind = "invalid";
  2699. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2700. if (PredefinedUniform::Count != predefined)
  2701. {
  2702. kind = "predefined";
  2703. m_predefined[m_numPredefined].m_loc = regIndex;
  2704. m_predefined[m_numPredefined].m_count = regCount;
  2705. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  2706. m_numPredefined++;
  2707. }
  2708. else
  2709. {
  2710. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  2711. if (NULL != info)
  2712. {
  2713. if (NULL == m_constantBuffer)
  2714. {
  2715. m_constantBuffer = ConstantBuffer::create(1024);
  2716. }
  2717. kind = "user";
  2718. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2719. }
  2720. }
  2721. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2722. , kind
  2723. , name
  2724. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
  2725. , num
  2726. , regIndex
  2727. , regCount
  2728. );
  2729. BX_UNUSED(kind);
  2730. }
  2731. if (NULL != m_constantBuffer)
  2732. {
  2733. m_constantBuffer->finish();
  2734. }
  2735. }
  2736. uint16_t shaderSize;
  2737. bx::read(&reader, shaderSize);
  2738. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2739. bx::skip(&reader, shaderSize+1);
  2740. if (BGFX_CHUNK_MAGIC_FSH == magic)
  2741. {
  2742. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  2743. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  2744. }
  2745. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  2746. {
  2747. m_hash = bx::hashMurmur2A(code, shaderSize);
  2748. m_code = copy(code, shaderSize);
  2749. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  2750. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  2751. }
  2752. else
  2753. {
  2754. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  2755. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  2756. }
  2757. uint8_t numAttrs;
  2758. bx::read(&reader, numAttrs);
  2759. memset(m_attrMask, 0, sizeof(m_attrMask) );
  2760. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  2761. {
  2762. uint16_t id;
  2763. bx::read(&reader, id);
  2764. Attrib::Enum attr = idToAttrib(id);
  2765. if (Attrib::Count != attr)
  2766. {
  2767. m_attrMask[attr] = UINT16_MAX;
  2768. }
  2769. }
  2770. uint16_t size;
  2771. bx::read(&reader, size);
  2772. if (0 < size)
  2773. {
  2774. D3D11_BUFFER_DESC desc;
  2775. desc.ByteWidth = (size + 0xf) & ~0xf;
  2776. desc.Usage = D3D11_USAGE_DEFAULT;
  2777. desc.CPUAccessFlags = 0;
  2778. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  2779. desc.MiscFlags = 0;
  2780. desc.StructureByteStride = 0;
  2781. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  2782. }
  2783. }
  2784. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2785. {
  2786. m_sampler = s_renderD3D11->getSamplerState(_flags);
  2787. ImageContainer imageContainer;
  2788. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2789. {
  2790. uint8_t numMips = imageContainer.m_numMips;
  2791. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  2792. numMips -= startLod;
  2793. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2794. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2795. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2796. m_flags = _flags;
  2797. m_requestedFormat = (uint8_t)imageContainer.m_format;
  2798. m_textureFormat = (uint8_t)imageContainer.m_format;
  2799. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  2800. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  2801. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2802. if (convert)
  2803. {
  2804. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2805. bpp = 32;
  2806. }
  2807. if (imageContainer.m_cubeMap)
  2808. {
  2809. m_type = TextureCube;
  2810. }
  2811. else if (imageContainer.m_depth > 1)
  2812. {
  2813. m_type = Texture3D;
  2814. }
  2815. else
  2816. {
  2817. m_type = Texture2D;
  2818. }
  2819. m_numMips = numMips;
  2820. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  2821. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  2822. uint32_t kk = 0;
  2823. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2824. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2825. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  2826. , this - s_renderD3D11->m_textures
  2827. , getName( (TextureFormat::Enum)m_textureFormat)
  2828. , getName( (TextureFormat::Enum)m_requestedFormat)
  2829. , textureWidth
  2830. , textureHeight
  2831. , imageContainer.m_cubeMap ? "x6" : ""
  2832. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2833. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  2834. );
  2835. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2836. {
  2837. uint32_t width = textureWidth;
  2838. uint32_t height = textureHeight;
  2839. uint32_t depth = imageContainer.m_depth;
  2840. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  2841. {
  2842. width = bx::uint32_max(1, width);
  2843. height = bx::uint32_max(1, height);
  2844. depth = bx::uint32_max(1, depth);
  2845. ImageMip mip;
  2846. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2847. {
  2848. srd[kk].pSysMem = mip.m_data;
  2849. if (convert)
  2850. {
  2851. uint32_t srcpitch = mip.m_width*bpp/8;
  2852. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  2853. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  2854. srd[kk].pSysMem = temp;
  2855. srd[kk].SysMemPitch = srcpitch;
  2856. }
  2857. else if (compressed)
  2858. {
  2859. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  2860. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  2861. }
  2862. else
  2863. {
  2864. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  2865. }
  2866. if (swizzle)
  2867. {
  2868. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  2869. }
  2870. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  2871. ++kk;
  2872. }
  2873. width >>= 1;
  2874. height >>= 1;
  2875. depth >>= 1;
  2876. }
  2877. }
  2878. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  2879. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2880. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2881. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB) || imageContainer.m_srgb;
  2882. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2883. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2884. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2885. memset(&srvd, 0, sizeof(srvd) );
  2886. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  2887. if (swizzle)
  2888. {
  2889. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  2890. srvd.Format = format;
  2891. }
  2892. else if (srgb)
  2893. {
  2894. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  2895. srvd.Format = format;
  2896. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  2897. }
  2898. if (format == DXGI_FORMAT_UNKNOWN)
  2899. {
  2900. // not swizzled and not sRGB, or sRGB unsupported
  2901. format = s_textureFormat[m_textureFormat].m_fmt;
  2902. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  2903. }
  2904. switch (m_type)
  2905. {
  2906. case Texture2D:
  2907. case TextureCube:
  2908. {
  2909. D3D11_TEXTURE2D_DESC desc;
  2910. desc.Width = textureWidth;
  2911. desc.Height = textureHeight;
  2912. desc.MipLevels = numMips;
  2913. desc.Format = format;
  2914. desc.SampleDesc = msaa;
  2915. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2916. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  2917. desc.CPUAccessFlags = 0;
  2918. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  2919. {
  2920. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  2921. desc.Usage = D3D11_USAGE_DEFAULT;
  2922. }
  2923. else if (renderTarget)
  2924. {
  2925. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  2926. desc.Usage = D3D11_USAGE_DEFAULT;
  2927. }
  2928. if (computeWrite)
  2929. {
  2930. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2931. desc.Usage = D3D11_USAGE_DEFAULT;
  2932. }
  2933. if (imageContainer.m_cubeMap)
  2934. {
  2935. desc.ArraySize = 6;
  2936. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  2937. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2938. srvd.TextureCube.MipLevels = numMips;
  2939. }
  2940. else
  2941. {
  2942. desc.ArraySize = 1;
  2943. desc.MiscFlags = 0;
  2944. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  2945. srvd.Texture2D.MipLevels = numMips;
  2946. }
  2947. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  2948. }
  2949. break;
  2950. case Texture3D:
  2951. {
  2952. D3D11_TEXTURE3D_DESC desc;
  2953. desc.Width = textureWidth;
  2954. desc.Height = textureHeight;
  2955. desc.Depth = imageContainer.m_depth;
  2956. desc.MipLevels = imageContainer.m_numMips;
  2957. desc.Format = format;
  2958. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2959. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  2960. desc.CPUAccessFlags = 0;
  2961. desc.MiscFlags = 0;
  2962. if (computeWrite)
  2963. {
  2964. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2965. desc.Usage = D3D11_USAGE_DEFAULT;
  2966. }
  2967. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2968. srvd.Texture3D.MipLevels = numMips;
  2969. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  2970. }
  2971. break;
  2972. }
  2973. if (!bufferOnly)
  2974. {
  2975. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  2976. }
  2977. if (computeWrite)
  2978. {
  2979. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  2980. }
  2981. if (convert
  2982. && 0 != kk)
  2983. {
  2984. kk = 0;
  2985. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2986. {
  2987. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2988. {
  2989. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  2990. ++kk;
  2991. }
  2992. }
  2993. }
  2994. }
  2995. }
  2996. void TextureD3D11::destroy()
  2997. {
  2998. DX_RELEASE(m_srv, 0);
  2999. DX_RELEASE(m_uav, 0);
  3000. DX_RELEASE(m_ptr, 0);
  3001. }
  3002. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3003. {
  3004. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3005. D3D11_BOX box;
  3006. box.left = _rect.m_x;
  3007. box.top = _rect.m_y;
  3008. box.right = box.left + _rect.m_width;
  3009. box.bottom = box.top + _rect.m_height;
  3010. box.front = _z;
  3011. box.back = box.front + _depth;
  3012. const uint32_t subres = _mip + (_side * m_numMips);
  3013. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3014. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3015. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3016. const bool convert = m_textureFormat != m_requestedFormat;
  3017. uint8_t* data = _mem->data;
  3018. uint8_t* temp = NULL;
  3019. if (convert)
  3020. {
  3021. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  3022. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  3023. data = temp;
  3024. }
  3025. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  3026. if (NULL != temp)
  3027. {
  3028. BX_FREE(g_allocator, temp);
  3029. }
  3030. }
  3031. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags)
  3032. {
  3033. TextureStage& ts = s_renderD3D11->m_textureStage;
  3034. ts.m_srv[_stage] = m_srv;
  3035. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  3036. ? s_renderD3D11->getSamplerState(_flags)
  3037. : m_sampler
  3038. ;
  3039. }
  3040. void TextureD3D11::resolve()
  3041. {
  3042. }
  3043. void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
  3044. {
  3045. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  3046. {
  3047. m_rtv[ii] = NULL;
  3048. }
  3049. m_dsv = NULL;
  3050. m_swapChain = NULL;
  3051. m_numTh = _num;
  3052. memcpy(m_th, _handles, _num*sizeof(TextureHandle) );
  3053. postReset();
  3054. }
  3055. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  3056. {
  3057. BX_UNUSED(_depthFormat);
  3058. DXGI_SWAP_CHAIN_DESC scd;
  3059. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  3060. scd.BufferDesc.Width = _width;
  3061. scd.BufferDesc.Height = _height;
  3062. scd.OutputWindow = (HWND)_nwh;
  3063. HRESULT hr;
  3064. hr = s_renderD3D11->m_factory->CreateSwapChain(s_renderD3D11->m_device
  3065. , &scd
  3066. , &m_swapChain
  3067. );
  3068. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  3069. ID3D11Resource* ptr;
  3070. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  3071. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  3072. DX_RELEASE(ptr, 0);
  3073. m_srv[0] = NULL;
  3074. m_dsv = NULL;
  3075. m_denseIdx = _denseIdx;
  3076. m_num = 1;
  3077. }
  3078. uint16_t FrameBufferD3D11::destroy()
  3079. {
  3080. preReset();
  3081. DX_RELEASE(m_swapChain, 0);
  3082. m_num = 0;
  3083. m_numTh = 0;
  3084. uint16_t denseIdx = m_denseIdx;
  3085. m_denseIdx = UINT16_MAX;
  3086. return denseIdx;
  3087. }
  3088. void FrameBufferD3D11::preReset()
  3089. {
  3090. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3091. {
  3092. DX_RELEASE(m_srv[ii], 0);
  3093. DX_RELEASE(m_rtv[ii], 0);
  3094. }
  3095. DX_RELEASE(m_dsv, 0);
  3096. }
  3097. void FrameBufferD3D11::postReset()
  3098. {
  3099. if (0 < m_numTh)
  3100. {
  3101. m_num = 0;
  3102. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3103. {
  3104. TextureHandle handle = m_th[ii];
  3105. if (isValid(handle) )
  3106. {
  3107. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  3108. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3109. {
  3110. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  3111. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3112. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3113. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3114. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3115. dsvDesc.ViewDimension = 1 < msaa.Count ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
  3116. dsvDesc.Flags = 0;
  3117. dsvDesc.Texture2D.MipSlice = 0;
  3118. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  3119. }
  3120. else
  3121. {
  3122. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  3123. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  3124. m_num++;
  3125. }
  3126. }
  3127. }
  3128. }
  3129. }
  3130. void FrameBufferD3D11::resolve()
  3131. {
  3132. }
  3133. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  3134. {
  3135. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3136. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  3137. {
  3138. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3139. {
  3140. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3141. {
  3142. uint8_t index = _clear.m_index[ii];
  3143. if (NULL != m_rtv[ii]
  3144. && UINT8_MAX != index)
  3145. {
  3146. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  3147. }
  3148. }
  3149. }
  3150. else
  3151. {
  3152. float frgba[4] =
  3153. {
  3154. _clear.m_index[0]*1.0f/255.0f,
  3155. _clear.m_index[1]*1.0f/255.0f,
  3156. _clear.m_index[2]*1.0f/255.0f,
  3157. _clear.m_index[3]*1.0f/255.0f,
  3158. };
  3159. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3160. {
  3161. if (NULL != m_rtv[ii])
  3162. {
  3163. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  3164. }
  3165. }
  3166. }
  3167. }
  3168. if (NULL != m_dsv
  3169. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3170. {
  3171. DWORD flags = 0;
  3172. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  3173. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  3174. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  3175. }
  3176. }
  3177. void TimerQueryD3D11::postReset()
  3178. {
  3179. ID3D11Device* device = s_renderD3D11->m_device;
  3180. D3D11_QUERY_DESC query;
  3181. query.MiscFlags = 0;
  3182. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  3183. {
  3184. Frame& frame = m_frame[ii];
  3185. query.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  3186. DX_CHECK(device->CreateQuery(&query, &frame.m_disjoint) );
  3187. query.Query = D3D11_QUERY_TIMESTAMP;
  3188. DX_CHECK(device->CreateQuery(&query, &frame.m_start) );
  3189. DX_CHECK(device->CreateQuery(&query, &frame.m_end) );
  3190. }
  3191. m_elapsed = 0;
  3192. m_frequency = 1;
  3193. m_control.reset();
  3194. }
  3195. void TimerQueryD3D11::preReset()
  3196. {
  3197. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  3198. {
  3199. Frame& frame = m_frame[ii];
  3200. DX_RELEASE(frame.m_disjoint, 0);
  3201. DX_RELEASE(frame.m_start, 0);
  3202. DX_RELEASE(frame.m_end, 0);
  3203. }
  3204. }
  3205. void TimerQueryD3D11::begin()
  3206. {
  3207. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3208. while (0 == m_control.reserve(1) )
  3209. {
  3210. get();
  3211. }
  3212. Frame& frame = m_frame[m_control.m_current];
  3213. deviceCtx->Begin(frame.m_disjoint);
  3214. deviceCtx->End(frame.m_start);
  3215. }
  3216. void TimerQueryD3D11::end()
  3217. {
  3218. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3219. Frame& frame = m_frame[m_control.m_current];
  3220. deviceCtx->End(frame.m_end);
  3221. deviceCtx->End(frame.m_disjoint);
  3222. m_control.commit(1);
  3223. }
  3224. bool TimerQueryD3D11::get()
  3225. {
  3226. if (0 != m_control.available() )
  3227. {
  3228. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3229. Frame& frame = m_frame[m_control.m_read];
  3230. uint64_t end;
  3231. HRESULT hr = deviceCtx->GetData(frame.m_end, &end, sizeof(end), 0);
  3232. if (S_OK == hr)
  3233. {
  3234. m_control.consume(1);
  3235. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  3236. {
  3237. UINT64 Frequency;
  3238. BOOL Disjoint;
  3239. };
  3240. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  3241. deviceCtx->GetData(frame.m_disjoint, &disjoint, sizeof(disjoint), 0);
  3242. uint64_t start;
  3243. deviceCtx->GetData(frame.m_start, &start, sizeof(start), 0);
  3244. m_frequency = disjoint.Frequency;
  3245. m_elapsed = end - start;
  3246. return true;
  3247. }
  3248. }
  3249. return false;
  3250. }
  3251. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  3252. {
  3253. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  3254. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  3255. updateResolution(_render->m_resolution);
  3256. int64_t elapsed = -bx::getHPCounter();
  3257. int64_t captureElapsed = 0;
  3258. m_gpuTimer.begin();
  3259. if (0 < _render->m_iboffset)
  3260. {
  3261. TransientIndexBuffer* ib = _render->m_transientIb;
  3262. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  3263. }
  3264. if (0 < _render->m_vboffset)
  3265. {
  3266. TransientVertexBuffer* vb = _render->m_transientVb;
  3267. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  3268. }
  3269. _render->sort();
  3270. RenderDraw currentState;
  3271. currentState.clear();
  3272. currentState.m_flags = BGFX_STATE_NONE;
  3273. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3274. _render->m_hmdInitialized = m_ovr.isInitialized();
  3275. const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
  3276. ViewState& viewState = m_viewState;
  3277. viewState.reset(_render, hmdEnabled);
  3278. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  3279. bool scissorEnabled = false;
  3280. setDebugWireframe(wireframe);
  3281. uint16_t programIdx = invalidHandle;
  3282. SortKey key;
  3283. uint8_t view = 0xff;
  3284. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  3285. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3286. uint8_t primIndex = uint8_t(primType>>BGFX_STATE_PT_SHIFT);
  3287. PrimInfo prim = s_primInfo[primIndex];
  3288. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3289. bool wasCompute = false;
  3290. bool viewHasScissor = false;
  3291. Rect viewScissorRect;
  3292. viewScissorRect.clear();
  3293. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3294. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3295. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3296. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  3297. uint32_t statsNumIndices = 0;
  3298. uint32_t statsKeyType[2] = {};
  3299. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3300. {
  3301. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  3302. // if we don't do this we'll only see one frame of output and then nothing
  3303. setFrameBuffer(fbh);
  3304. bool viewRestart = false;
  3305. uint8_t eye = 0;
  3306. uint8_t restartState = 0;
  3307. viewState.m_rect = _render->m_rect[0];
  3308. int32_t numItems = _render->m_num;
  3309. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  3310. {
  3311. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  3312. statsKeyType[isCompute]++;
  3313. const bool viewChanged = 0
  3314. || key.m_view != view
  3315. || item == numItems
  3316. ;
  3317. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  3318. ++item;
  3319. if (viewChanged)
  3320. {
  3321. if (1 == restartState)
  3322. {
  3323. restartState = 2;
  3324. item = restartItem;
  3325. restartItem = numItems;
  3326. view = 0xff;
  3327. continue;
  3328. }
  3329. view = key.m_view;
  3330. programIdx = invalidHandle;
  3331. if (_render->m_fb[view].idx != fbh.idx)
  3332. {
  3333. fbh = _render->m_fb[view];
  3334. setFrameBuffer(fbh);
  3335. }
  3336. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  3337. viewRestart &= hmdEnabled;
  3338. if (viewRestart)
  3339. {
  3340. if (0 == restartState)
  3341. {
  3342. restartState = 1;
  3343. restartItem = item - 1;
  3344. }
  3345. eye = (restartState - 1) & 1;
  3346. restartState &= 1;
  3347. }
  3348. else
  3349. {
  3350. eye = 0;
  3351. }
  3352. PIX_ENDEVENT();
  3353. viewState.m_rect = _render->m_rect[view];
  3354. if (viewRestart)
  3355. {
  3356. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3357. {
  3358. wchar_t* viewNameW = s_viewNameW[view];
  3359. viewNameW[3] = L' ';
  3360. viewNameW[4] = eye ? L'R' : L'L';
  3361. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3362. }
  3363. if (m_ovr.isEnabled() )
  3364. {
  3365. m_ovr.getViewport(eye, &viewState.m_rect);
  3366. }
  3367. else
  3368. {
  3369. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  3370. viewState.m_rect.m_width /= 2;
  3371. }
  3372. }
  3373. else
  3374. {
  3375. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3376. {
  3377. wchar_t* viewNameW = s_viewNameW[view];
  3378. viewNameW[3] = L' ';
  3379. viewNameW[4] = L' ';
  3380. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3381. }
  3382. }
  3383. const Rect& scissorRect = _render->m_scissor[view];
  3384. viewHasScissor = !scissorRect.isZero();
  3385. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  3386. D3D11_VIEWPORT vp;
  3387. vp.TopLeftX = viewState.m_rect.m_x;
  3388. vp.TopLeftY = viewState.m_rect.m_y;
  3389. vp.Width = viewState.m_rect.m_width;
  3390. vp.Height = viewState.m_rect.m_height;
  3391. vp.MinDepth = 0.0f;
  3392. vp.MaxDepth = 1.0f;
  3393. deviceCtx->RSSetViewports(1, &vp);
  3394. Clear& clr = _render->m_clear[view];
  3395. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  3396. {
  3397. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_clearColor);
  3398. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  3399. }
  3400. }
  3401. if (isCompute)
  3402. {
  3403. if (!wasCompute)
  3404. {
  3405. wasCompute = true;
  3406. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3407. {
  3408. wchar_t* viewNameW = s_viewNameW[view];
  3409. viewNameW[3] = L'C';
  3410. PIX_ENDEVENT();
  3411. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3412. }
  3413. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  3414. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  3415. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  3416. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  3417. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  3418. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  3419. }
  3420. const RenderCompute& compute = renderItem.compute;
  3421. if (0 != eye
  3422. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  3423. {
  3424. continue;
  3425. }
  3426. bool programChanged = false;
  3427. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  3428. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  3429. if (key.m_program != programIdx)
  3430. {
  3431. programIdx = key.m_program;
  3432. ProgramD3D11& program = m_program[key.m_program];
  3433. m_currentProgram = &program;
  3434. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  3435. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  3436. programChanged =
  3437. constantsChanged = true;
  3438. }
  3439. if (invalidHandle != programIdx)
  3440. {
  3441. ProgramD3D11& program = m_program[programIdx];
  3442. if (constantsChanged)
  3443. {
  3444. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3445. if (NULL != vcb)
  3446. {
  3447. commit(*vcb);
  3448. }
  3449. }
  3450. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  3451. if (constantsChanged
  3452. || program.m_numPredefined > 0)
  3453. {
  3454. commitShaderConstants();
  3455. }
  3456. }
  3457. BX_UNUSED(programChanged);
  3458. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3459. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3460. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3461. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  3462. {
  3463. const Binding& bind = compute.m_bind[ii];
  3464. if (invalidHandle != bind.m_idx)
  3465. {
  3466. switch (bind.m_type)
  3467. {
  3468. case Binding::Image:
  3469. {
  3470. const TextureD3D11& texture = m_textures[bind.m_idx];
  3471. if (Access::Read != bind.m_un.m_compute.m_access)
  3472. {
  3473. uav[ii] = texture.m_uav;
  3474. }
  3475. else
  3476. {
  3477. srv[ii] = texture.m_srv;
  3478. sampler[ii] = texture.m_sampler;
  3479. }
  3480. }
  3481. break;
  3482. case Binding::IndexBuffer:
  3483. case Binding::VertexBuffer:
  3484. {
  3485. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  3486. ? m_indexBuffers[bind.m_idx]
  3487. : m_vertexBuffers[bind.m_idx]
  3488. ;
  3489. if (Access::Read != bind.m_un.m_compute.m_access)
  3490. {
  3491. uav[ii] = buffer.m_uav;
  3492. }
  3493. else
  3494. {
  3495. srv[ii] = buffer.m_srv;
  3496. }
  3497. }
  3498. break;
  3499. }
  3500. }
  3501. }
  3502. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  3503. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  3504. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  3505. if (isValid(compute.m_indirectBuffer) )
  3506. {
  3507. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  3508. ID3D11Buffer* ptr = vb.m_ptr;
  3509. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  3510. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3511. : compute.m_numIndirect
  3512. ;
  3513. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3514. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3515. {
  3516. deviceCtx->DispatchIndirect(ptr, args);
  3517. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3518. }
  3519. }
  3520. else
  3521. {
  3522. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  3523. }
  3524. continue;
  3525. }
  3526. bool resetState = viewChanged || wasCompute;
  3527. if (wasCompute)
  3528. {
  3529. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3530. {
  3531. wchar_t* viewNameW = s_viewNameW[view];
  3532. viewNameW[3] = L' ';
  3533. PIX_ENDEVENT();
  3534. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3535. }
  3536. wasCompute = false;
  3537. programIdx = invalidHandle;
  3538. m_currentProgram = NULL;
  3539. invalidateCompute();
  3540. }
  3541. const RenderDraw& draw = renderItem.draw;
  3542. const uint64_t newFlags = draw.m_flags;
  3543. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  3544. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  3545. currentState.m_flags = newFlags;
  3546. const uint64_t newStencil = draw.m_stencil;
  3547. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  3548. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  3549. currentState.m_stencil = newStencil;
  3550. if (resetState)
  3551. {
  3552. currentState.clear();
  3553. currentState.m_scissor = !draw.m_scissor;
  3554. changedFlags = BGFX_STATE_MASK;
  3555. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  3556. currentState.m_flags = newFlags;
  3557. currentState.m_stencil = newStencil;
  3558. setBlendState(newFlags);
  3559. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  3560. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3561. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3562. }
  3563. if (prim.m_type != s_primInfo[primIndex].m_type)
  3564. {
  3565. prim = s_primInfo[primIndex];
  3566. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3567. }
  3568. uint16_t scissor = draw.m_scissor;
  3569. if (currentState.m_scissor != scissor)
  3570. {
  3571. currentState.m_scissor = scissor;
  3572. if (UINT16_MAX == scissor)
  3573. {
  3574. scissorEnabled = viewHasScissor;
  3575. if (viewHasScissor)
  3576. {
  3577. D3D11_RECT rc;
  3578. rc.left = viewScissorRect.m_x;
  3579. rc.top = viewScissorRect.m_y;
  3580. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3581. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3582. deviceCtx->RSSetScissorRects(1, &rc);
  3583. }
  3584. }
  3585. else
  3586. {
  3587. Rect scissorRect;
  3588. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  3589. scissorEnabled = true;
  3590. D3D11_RECT rc;
  3591. rc.left = scissorRect.m_x;
  3592. rc.top = scissorRect.m_y;
  3593. rc.right = scissorRect.m_x + scissorRect.m_width;
  3594. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  3595. deviceCtx->RSSetScissorRects(1, &rc);
  3596. }
  3597. setRasterizerState(newFlags, wireframe, scissorEnabled);
  3598. }
  3599. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  3600. {
  3601. setDepthStencilState(newFlags, newStencil);
  3602. }
  3603. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  3604. {
  3605. setBlendState(newFlags, draw.m_rgba);
  3606. currentState.m_rgba = draw.m_rgba;
  3607. }
  3608. if ( (0
  3609. | BGFX_STATE_CULL_MASK
  3610. | BGFX_STATE_ALPHA_REF_MASK
  3611. | BGFX_STATE_PT_MASK
  3612. | BGFX_STATE_POINT_SIZE_MASK
  3613. | BGFX_STATE_MSAA
  3614. ) & changedFlags)
  3615. {
  3616. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  3617. {
  3618. setRasterizerState(newFlags, wireframe, scissorEnabled);
  3619. }
  3620. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  3621. {
  3622. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  3623. viewState.m_alphaRef = ref/255.0f;
  3624. }
  3625. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3626. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3627. if (prim.m_type != s_primInfo[primIndex].m_type)
  3628. {
  3629. prim = s_primInfo[primIndex];
  3630. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3631. }
  3632. }
  3633. bool programChanged = false;
  3634. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  3635. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  3636. if (key.m_program != programIdx)
  3637. {
  3638. programIdx = key.m_program;
  3639. if (invalidHandle == programIdx)
  3640. {
  3641. m_currentProgram = NULL;
  3642. deviceCtx->VSSetShader(NULL, NULL, 0);
  3643. deviceCtx->PSSetShader(NULL, NULL, 0);
  3644. }
  3645. else
  3646. {
  3647. ProgramD3D11& program = m_program[programIdx];
  3648. m_currentProgram = &program;
  3649. const ShaderD3D11* vsh = program.m_vsh;
  3650. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  3651. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  3652. if (NULL != m_currentColor)
  3653. {
  3654. const ShaderD3D11* fsh = program.m_fsh;
  3655. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  3656. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  3657. }
  3658. else
  3659. {
  3660. deviceCtx->PSSetShader(NULL, NULL, 0);
  3661. }
  3662. }
  3663. programChanged =
  3664. constantsChanged = true;
  3665. }
  3666. if (invalidHandle != programIdx)
  3667. {
  3668. ProgramD3D11& program = m_program[programIdx];
  3669. if (constantsChanged)
  3670. {
  3671. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3672. if (NULL != vcb)
  3673. {
  3674. commit(*vcb);
  3675. }
  3676. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  3677. if (NULL != fcb)
  3678. {
  3679. commit(*fcb);
  3680. }
  3681. }
  3682. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  3683. if (constantsChanged
  3684. || program.m_numPredefined > 0)
  3685. {
  3686. commitShaderConstants();
  3687. }
  3688. }
  3689. {
  3690. uint32_t changes = 0;
  3691. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3692. {
  3693. const Binding& sampler = draw.m_bind[stage];
  3694. Binding& current = currentState.m_bind[stage];
  3695. if (current.m_idx != sampler.m_idx
  3696. || current.m_un.m_draw.m_flags != sampler.m_un.m_draw.m_flags
  3697. || programChanged)
  3698. {
  3699. if (invalidHandle != sampler.m_idx)
  3700. {
  3701. TextureD3D11& texture = m_textures[sampler.m_idx];
  3702. texture.commit(stage, sampler.m_un.m_draw.m_flags);
  3703. }
  3704. else
  3705. {
  3706. m_textureStage.m_srv[stage] = NULL;
  3707. m_textureStage.m_sampler[stage] = NULL;
  3708. }
  3709. ++changes;
  3710. }
  3711. current = sampler;
  3712. }
  3713. if (0 < changes)
  3714. {
  3715. commitTextureStage();
  3716. }
  3717. }
  3718. if (programChanged
  3719. || currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx
  3720. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  3721. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  3722. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  3723. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  3724. {
  3725. currentState.m_vertexDecl = draw.m_vertexDecl;
  3726. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  3727. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  3728. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  3729. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  3730. uint16_t handle = draw.m_vertexBuffer.idx;
  3731. if (invalidHandle != handle)
  3732. {
  3733. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  3734. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3735. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3736. uint32_t stride = vertexDecl.m_stride;
  3737. uint32_t offset = 0;
  3738. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3739. if (isValid(draw.m_instanceDataBuffer) )
  3740. {
  3741. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  3742. uint32_t instStride = draw.m_instanceDataStride;
  3743. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  3744. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  3745. }
  3746. else
  3747. {
  3748. deviceCtx->IASetVertexBuffers(1, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  3749. setInputLayout(vertexDecl, m_program[programIdx], 0);
  3750. }
  3751. }
  3752. else
  3753. {
  3754. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  3755. }
  3756. }
  3757. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  3758. {
  3759. currentState.m_indexBuffer = draw.m_indexBuffer;
  3760. uint16_t handle = draw.m_indexBuffer.idx;
  3761. if (invalidHandle != handle)
  3762. {
  3763. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  3764. deviceCtx->IASetIndexBuffer(ib.m_ptr
  3765. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  3766. , 0
  3767. );
  3768. }
  3769. else
  3770. {
  3771. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  3772. }
  3773. }
  3774. if (isValid(currentState.m_vertexBuffer) )
  3775. {
  3776. uint32_t numVertices = draw.m_numVertices;
  3777. if (UINT32_MAX == numVertices)
  3778. {
  3779. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  3780. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3781. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3782. numVertices = vb.m_size/vertexDecl.m_stride;
  3783. }
  3784. uint32_t numIndices = 0;
  3785. uint32_t numPrimsSubmitted = 0;
  3786. uint32_t numInstances = 0;
  3787. uint32_t numPrimsRendered = 0;
  3788. uint32_t numDrawIndirect = 0;
  3789. if (isValid(draw.m_indirectBuffer) )
  3790. {
  3791. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  3792. ID3D11Buffer* ptr = vb.m_ptr;
  3793. if (isValid(draw.m_indexBuffer) )
  3794. {
  3795. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  3796. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3797. : draw.m_numIndirect
  3798. ;
  3799. uint32_t args = draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3800. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3801. {
  3802. deviceCtx->DrawIndexedInstancedIndirect(ptr, args);
  3803. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3804. }
  3805. }
  3806. else
  3807. {
  3808. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  3809. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3810. : draw.m_numIndirect
  3811. ;
  3812. uint32_t args = draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3813. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3814. {
  3815. deviceCtx->DrawInstancedIndirect(ptr, args);
  3816. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3817. }
  3818. }
  3819. }
  3820. else
  3821. {
  3822. if (isValid(draw.m_indexBuffer) )
  3823. {
  3824. if (UINT32_MAX == draw.m_numIndices)
  3825. {
  3826. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  3827. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  3828. numIndices = ib.m_size/indexSize;
  3829. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3830. numInstances = draw.m_numInstances;
  3831. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3832. if (numInstances > 1)
  3833. {
  3834. deviceCtx->DrawIndexedInstanced(numIndices
  3835. , draw.m_numInstances
  3836. , 0
  3837. , draw.m_startVertex
  3838. , 0
  3839. );
  3840. }
  3841. else
  3842. {
  3843. deviceCtx->DrawIndexed(numIndices
  3844. , 0
  3845. , draw.m_startVertex
  3846. );
  3847. }
  3848. }
  3849. else if (prim.m_min <= draw.m_numIndices)
  3850. {
  3851. numIndices = draw.m_numIndices;
  3852. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3853. numInstances = draw.m_numInstances;
  3854. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3855. if (numInstances > 1)
  3856. {
  3857. deviceCtx->DrawIndexedInstanced(numIndices
  3858. , draw.m_numInstances
  3859. , draw.m_startIndex
  3860. , draw.m_startVertex
  3861. , 0
  3862. );
  3863. }
  3864. else
  3865. {
  3866. deviceCtx->DrawIndexed(numIndices
  3867. , draw.m_startIndex
  3868. , draw.m_startVertex
  3869. );
  3870. }
  3871. }
  3872. }
  3873. else
  3874. {
  3875. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  3876. numInstances = draw.m_numInstances;
  3877. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3878. if (numInstances > 1)
  3879. {
  3880. deviceCtx->DrawInstanced(numVertices
  3881. , draw.m_numInstances
  3882. , draw.m_startVertex
  3883. , 0
  3884. );
  3885. }
  3886. else
  3887. {
  3888. deviceCtx->Draw(numVertices
  3889. , draw.m_startVertex
  3890. );
  3891. }
  3892. }
  3893. }
  3894. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3895. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3896. statsNumInstances[primIndex] += numInstances;
  3897. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  3898. statsNumIndices += numIndices;
  3899. }
  3900. }
  3901. if (wasCompute)
  3902. {
  3903. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3904. {
  3905. wchar_t* viewNameW = s_viewNameW[view];
  3906. viewNameW[3] = L'C';
  3907. PIX_ENDEVENT();
  3908. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3909. }
  3910. invalidateCompute();
  3911. }
  3912. if (0 < _render->m_num)
  3913. {
  3914. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  3915. {
  3916. deviceCtx->Flush();
  3917. }
  3918. captureElapsed = -bx::getHPCounter();
  3919. capture();
  3920. captureElapsed += bx::getHPCounter();
  3921. }
  3922. }
  3923. PIX_ENDEVENT();
  3924. int64_t now = bx::getHPCounter();
  3925. elapsed += now;
  3926. static int64_t last = now;
  3927. int64_t frameTime = now - last;
  3928. last = now;
  3929. static int64_t min = frameTime;
  3930. static int64_t max = frameTime;
  3931. min = min > frameTime ? frameTime : min;
  3932. max = max < frameTime ? frameTime : max;
  3933. static uint32_t maxGpuLatency = 0;
  3934. static double maxGpuElapsed = 0.0f;
  3935. double elapsedGpuMs = 0.0;
  3936. m_gpuTimer.end();
  3937. while (m_gpuTimer.get() )
  3938. {
  3939. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  3940. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  3941. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  3942. }
  3943. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  3944. const int64_t timerFreq = bx::getHPFrequency();
  3945. Stats& perfStats = _render->m_perfStats;
  3946. perfStats.cpuTime = frameTime;
  3947. perfStats.cpuTimerFreq = timerFreq;
  3948. perfStats.gpuTime = m_gpuTimer.m_elapsed;
  3949. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  3950. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3951. {
  3952. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  3953. TextVideoMem& tvm = m_textVideoMem;
  3954. static int64_t next = now;
  3955. if (now >= next)
  3956. {
  3957. next = now + timerFreq;
  3958. double freq = double(bx::getHPFrequency() );
  3959. double toMs = 1000.0/freq;
  3960. tvm.clear();
  3961. uint16_t pos = 0;
  3962. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  3963. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  3964. , getRendererName()
  3965. );
  3966. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  3967. char description[BX_COUNTOF(desc.Description)];
  3968. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  3969. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  3970. char dedicatedVideo[16];
  3971. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  3972. char dedicatedSystem[16];
  3973. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  3974. char sharedSystem[16];
  3975. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  3976. tvm.printf(0, pos++, 0x0f, " Memory: %s (video), %s (system), %s (shared)"
  3977. , dedicatedVideo
  3978. , dedicatedSystem
  3979. , sharedSystem
  3980. );
  3981. pos = 10;
  3982. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3983. , double(frameTime)*toMs
  3984. , double(min)*toMs
  3985. , double(max)*toMs
  3986. , freq/frameTime
  3987. );
  3988. char hmd[16];
  3989. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  3990. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3991. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  3992. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3993. , 0 != msaa ? '\xfe' : ' '
  3994. , 1<<msaa
  3995. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  3996. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  3997. );
  3998. double elapsedCpuMs = double(elapsed)*toMs;
  3999. tvm.printf(10, pos++, 0x8e, " Submitted: %4d (draw %4d, compute %4d) / CPU %3.4f [ms] %c GPU %3.4f [ms] (latency %d)"
  4000. , _render->m_num
  4001. , statsKeyType[0]
  4002. , statsKeyType[1]
  4003. , elapsedCpuMs
  4004. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  4005. , maxGpuElapsed
  4006. , maxGpuLatency
  4007. );
  4008. maxGpuLatency = 0;
  4009. maxGpuElapsed = 0.0;
  4010. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4011. {
  4012. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  4013. , s_primName[ii]
  4014. , statsNumPrimsRendered[ii]
  4015. , statsNumInstances[ii]
  4016. , statsNumPrimsSubmitted[ii]
  4017. , statsNumDrawIndirect[ii]
  4018. );
  4019. }
  4020. if (NULL != m_renderdocdll)
  4021. {
  4022. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4023. }
  4024. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  4025. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  4026. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  4027. pos++;
  4028. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4029. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  4030. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  4031. , m_blendStateCache.getCount()
  4032. , m_depthStencilStateCache.getCount()
  4033. , m_inputLayoutCache.getCount()
  4034. , m_rasterizerStateCache.getCount()
  4035. , m_samplerStateCache.getCount()
  4036. );
  4037. pos++;
  4038. double captureMs = double(captureElapsed)*toMs;
  4039. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  4040. uint8_t attr[2] = { 0x89, 0x8a };
  4041. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4042. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %3.4f [ms]", _render->m_waitSubmit*toMs);
  4043. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %3.4f [ms]", _render->m_waitRender*toMs);
  4044. min = frameTime;
  4045. max = frameTime;
  4046. }
  4047. blit(this, _textVideoMemBlitter, tvm);
  4048. PIX_ENDEVENT();
  4049. }
  4050. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4051. {
  4052. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  4053. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4054. PIX_ENDEVENT();
  4055. }
  4056. }
  4057. } /* namespace d3d11 */ } // namespace bgfx
  4058. #else
  4059. namespace bgfx { namespace d3d11
  4060. {
  4061. RendererContextI* rendererCreate()
  4062. {
  4063. return NULL;
  4064. }
  4065. void rendererDestroy()
  4066. {
  4067. }
  4068. } /* namespace d3d11 */ } // namespace bgfx
  4069. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11