renderer_d3d11.cpp 127 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. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  39. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  40. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  41. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  42. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  43. };
  44. static Zero s_zero;
  45. static const uint32_t s_checkMsaa[] =
  46. {
  47. 0,
  48. 2,
  49. 4,
  50. 8,
  51. 16,
  52. };
  53. static DXGI_SAMPLE_DESC s_msaa[] =
  54. {
  55. { 1, 0 },
  56. { 2, 0 },
  57. { 4, 0 },
  58. { 8, 0 },
  59. { 16, 0 },
  60. };
  61. static const D3D11_BLEND s_blendFactor[][2] =
  62. {
  63. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  64. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  65. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  66. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  67. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  68. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  69. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  70. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  71. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  72. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  73. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  74. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  75. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  76. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  77. };
  78. static const D3D11_BLEND_OP s_blendEquation[] =
  79. {
  80. D3D11_BLEND_OP_ADD,
  81. D3D11_BLEND_OP_SUBTRACT,
  82. D3D11_BLEND_OP_REV_SUBTRACT,
  83. D3D11_BLEND_OP_MIN,
  84. D3D11_BLEND_OP_MAX,
  85. };
  86. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  87. {
  88. D3D11_COMPARISON_FUNC(0), // ignored
  89. D3D11_COMPARISON_LESS,
  90. D3D11_COMPARISON_LESS_EQUAL,
  91. D3D11_COMPARISON_EQUAL,
  92. D3D11_COMPARISON_GREATER_EQUAL,
  93. D3D11_COMPARISON_GREATER,
  94. D3D11_COMPARISON_NOT_EQUAL,
  95. D3D11_COMPARISON_NEVER,
  96. D3D11_COMPARISON_ALWAYS,
  97. };
  98. static const D3D11_STENCIL_OP s_stencilOp[] =
  99. {
  100. D3D11_STENCIL_OP_ZERO,
  101. D3D11_STENCIL_OP_KEEP,
  102. D3D11_STENCIL_OP_REPLACE,
  103. D3D11_STENCIL_OP_INCR,
  104. D3D11_STENCIL_OP_INCR_SAT,
  105. D3D11_STENCIL_OP_DECR,
  106. D3D11_STENCIL_OP_DECR_SAT,
  107. D3D11_STENCIL_OP_INVERT,
  108. };
  109. static const D3D11_CULL_MODE s_cullMode[] =
  110. {
  111. D3D11_CULL_NONE,
  112. D3D11_CULL_FRONT,
  113. D3D11_CULL_BACK,
  114. };
  115. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  116. {
  117. D3D11_TEXTURE_ADDRESS_WRAP,
  118. D3D11_TEXTURE_ADDRESS_MIRROR,
  119. D3D11_TEXTURE_ADDRESS_CLAMP,
  120. };
  121. /*
  122. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  123. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  124. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  125. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  126. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  127. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  128. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  129. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  130. * D3D11_FILTER_ANISOTROPIC = 0x55,
  131. *
  132. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  133. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  134. *
  135. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  136. * 0x10 // MIN_LINEAR
  137. * 0x04 // MAG_LINEAR
  138. * 0x01 // MIP_LINEAR
  139. */
  140. static const uint8_t s_textureFilter[3][3] =
  141. {
  142. {
  143. 0x10, // min linear
  144. 0x00, // min point
  145. 0x55, // anisotropic
  146. },
  147. {
  148. 0x04, // mag linear
  149. 0x00, // mag point
  150. 0x55, // anisotropic
  151. },
  152. {
  153. 0x01, // mip linear
  154. 0x00, // mip point
  155. 0x55, // anisotropic
  156. },
  157. };
  158. struct TextureFormatInfo
  159. {
  160. DXGI_FORMAT m_fmt;
  161. DXGI_FORMAT m_fmtSrv;
  162. DXGI_FORMAT m_fmtDsv;
  163. };
  164. static const TextureFormatInfo s_textureFormat[] =
  165. {
  166. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN }, // BC1
  167. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN }, // BC2
  168. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN }, // BC3
  169. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN }, // BC4
  170. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN }, // BC5
  171. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN }, // BC6H
  172. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN }, // BC7
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  184. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN }, // R1
  185. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN }, // R8
  186. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN }, // R16
  187. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN }, // R16F
  188. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN }, // R32
  189. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN }, // R32F
  190. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN }, // RG8
  191. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN }, // RG16
  192. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG16F
  193. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN }, // RG32
  194. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG32F
  195. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // BGRA8
  196. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA8
  197. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA16
  198. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  199. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN }, // RGBA32
  200. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  201. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  202. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA4
  203. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  204. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  205. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  206. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  207. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM }, // D16
  208. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24
  209. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24S8
  210. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D32
  211. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D16F
  212. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D24F
  213. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D32F
  214. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D0S8
  215. };
  216. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  217. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  218. {
  219. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  220. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  221. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  222. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  223. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  224. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  225. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  226. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  227. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  228. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  229. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  230. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  231. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  232. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  233. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  234. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  235. };
  236. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  237. static const DXGI_FORMAT s_attribType[][4][2] =
  238. {
  239. {
  240. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  241. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  242. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  243. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  244. },
  245. {
  246. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  247. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  248. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  249. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  250. },
  251. {
  252. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  253. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  254. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  255. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  256. },
  257. {
  258. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  259. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  260. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  261. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  262. },
  263. };
  264. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  265. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  266. {
  267. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  268. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  269. {
  270. if (0xff != _decl.m_attributes[attr])
  271. {
  272. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  273. if (0 == _decl.m_attributes[attr])
  274. {
  275. elem->AlignedByteOffset = 0;
  276. }
  277. else
  278. {
  279. uint8_t num;
  280. AttribType::Enum type;
  281. bool normalized;
  282. bool asInt;
  283. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  284. elem->Format = s_attribType[type][num-1][normalized];
  285. elem->AlignedByteOffset = _decl.m_offset[attr];
  286. }
  287. ++elem;
  288. }
  289. }
  290. return elem;
  291. }
  292. struct TextureStage
  293. {
  294. TextureStage()
  295. {
  296. clear();
  297. }
  298. void clear()
  299. {
  300. memset(m_srv, 0, sizeof(m_srv) );
  301. memset(m_sampler, 0, sizeof(m_sampler) );
  302. }
  303. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  304. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  305. };
  306. BX_PRAGMA_DIAGNOSTIC_PUSH();
  307. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  308. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  309. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  310. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  311. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  312. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  313. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  314. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  315. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  316. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  317. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  318. enum D3D11_FORMAT_SUPPORT2
  319. {
  320. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  321. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  322. };
  323. static const GUID s_deviceIIDs[] =
  324. {
  325. IID_IDXGIDevice3,
  326. IID_IDXGIDevice2,
  327. IID_IDXGIDevice1,
  328. IID_IDXGIDevice0,
  329. };
  330. template <typename Ty>
  331. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  332. {
  333. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  334. {
  335. char temp[2048];
  336. va_list argList;
  337. va_start(argList, _format);
  338. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  339. va_end(argList);
  340. temp[size] = '\0';
  341. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  342. }
  343. }
  344. BX_PRAGMA_DIAGNOSTIC_POP();
  345. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  346. {
  347. uint8_t temp[28];
  348. D3D11_BUFFER_DESC desc;
  349. desc.ByteWidth = sizeof(temp);
  350. desc.Usage = D3D11_USAGE_STAGING;
  351. desc.BindFlags = 0;
  352. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  353. desc.MiscFlags = 0;
  354. desc.StructureByteStride = 0;
  355. D3D11_SUBRESOURCE_DATA initData;
  356. initData.pSysMem = &temp;
  357. initData.SysMemPitch = sizeof(temp);
  358. initData.SysMemSlicePitch = 0;
  359. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  360. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  361. bx::write(&writer, UINT32_C(0x00010000) );
  362. bx::write(&writer, UINT32_C(0) );
  363. bx::write(&writer, UINT32_C(0) );
  364. ID3D11Buffer* buffer;
  365. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  366. if (SUCCEEDED(hr) )
  367. {
  368. buffer->Release();
  369. bx::MemoryReader reader(&temp, sizeof(temp) );
  370. bx::skip(&reader, 16);
  371. uint32_t version;
  372. bx::read(&reader, version);
  373. uint32_t driverVersion;
  374. bx::read(&reader, driverVersion);
  375. return version <= driverVersion;
  376. }
  377. return false;
  378. };
  379. #if USE_D3D11_DYNAMIC_LIB
  380. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  381. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  382. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  383. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  384. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  385. #endif // USE_D3D11_DYNAMIC_LIB
  386. struct RendererContextD3D11 : public RendererContextI
  387. {
  388. RendererContextD3D11()
  389. : m_d3d9dll(NULL)
  390. , m_d3d11dll(NULL)
  391. , m_dxgidll(NULL)
  392. , m_renderdocdll(NULL)
  393. , m_driverType(D3D_DRIVER_TYPE_NULL)
  394. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  395. , m_adapter(NULL)
  396. , m_factory(NULL)
  397. , m_swapChain(NULL)
  398. , m_lost(0)
  399. , m_numWindows(0)
  400. , m_device(NULL)
  401. , m_deviceCtx(NULL)
  402. , m_infoQueue(NULL)
  403. , m_backBufferColor(NULL)
  404. , m_backBufferDepthStencil(NULL)
  405. , m_currentColor(NULL)
  406. , m_currentDepthStencil(NULL)
  407. , m_captureTexture(NULL)
  408. , m_captureResolve(NULL)
  409. , m_wireframe(false)
  410. , m_flags(BGFX_RESET_NONE)
  411. , m_maxAnisotropy(1)
  412. , m_currentProgram(NULL)
  413. , m_vsChanges(0)
  414. , m_fsChanges(0)
  415. , m_rtMsaa(false)
  416. , m_ovrRtv(NULL)
  417. , m_ovrDsv(NULL)
  418. {
  419. m_fbh.idx = invalidHandle;
  420. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  421. memset(&m_scd, 0, sizeof(m_scd) );
  422. memset(&m_windows, 0xff, sizeof(m_windows) );
  423. }
  424. ~RendererContextD3D11()
  425. {
  426. }
  427. void init()
  428. {
  429. // Must be before device creation, and before RenderDoc.
  430. m_ovr.init();
  431. if (!m_ovr.isInitialized() )
  432. {
  433. m_renderdocdll = loadRenderDoc();
  434. }
  435. m_fbh.idx = invalidHandle;
  436. memset(m_uniforms, 0, sizeof(m_uniforms) );
  437. memset(&m_resolution, 0, sizeof(m_resolution) );
  438. #if USE_D3D11_DYNAMIC_LIB
  439. m_d3d11dll = bx::dlopen("d3d11.dll");
  440. BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
  441. m_d3d9dll = NULL;
  442. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  443. {
  444. // D3D11_1.h has ID3DUserDefinedAnnotation
  445. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  446. m_d3d9dll = bx::dlopen("d3d9.dll");
  447. BGFX_FATAL(NULL != m_d3d9dll, Fatal::UnableToInitialize, "Failed to load d3d9.dll.");
  448. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  449. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  450. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  451. BX_CHECK(NULL != D3DPERF_SetMarker
  452. && NULL != D3DPERF_BeginEvent
  453. && NULL != D3DPERF_EndEvent
  454. , "Failed to initialize PIX events."
  455. );
  456. }
  457. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  458. BGFX_FATAL(NULL != D3D11CreateDevice, Fatal::UnableToInitialize, "Function D3D11CreateDevice not found.");
  459. m_dxgidll = bx::dlopen("dxgi.dll");
  460. BGFX_FATAL(NULL != m_dxgidll, Fatal::UnableToInitialize, "Failed to load dxgi.dll.");
  461. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  462. BGFX_FATAL(NULL != CreateDXGIFactory, Fatal::UnableToInitialize, "Function CreateDXGIFactory not found.");
  463. #endif // USE_D3D11_DYNAMIC_LIB
  464. HRESULT hr;
  465. IDXGIFactory* factory;
  466. #if BX_PLATFORM_WINRT
  467. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  468. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  469. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  470. #else
  471. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  472. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  473. #endif // BX_PLATFORM_WINRT
  474. m_device = (ID3D11Device*)g_platformData.context;
  475. if (NULL == m_device)
  476. {
  477. m_adapter = NULL;
  478. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  479. ? D3D_DRIVER_TYPE_WARP
  480. : D3D_DRIVER_TYPE_HARDWARE
  481. ;
  482. IDXGIAdapter* adapter;
  483. for (uint32_t ii = 0
  484. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  485. ; ++ii
  486. )
  487. {
  488. DXGI_ADAPTER_DESC desc;
  489. hr = adapter->GetDesc(&desc);
  490. if (SUCCEEDED(hr) )
  491. {
  492. BX_TRACE("Adapter #%d", ii);
  493. char description[BX_COUNTOF(desc.Description)];
  494. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  495. BX_TRACE("\tDescription: %s", description);
  496. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  497. , desc.VendorId
  498. , desc.DeviceId
  499. , desc.SubSysId
  500. , desc.Revision
  501. );
  502. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  503. , desc.DedicatedVideoMemory
  504. , desc.DedicatedSystemMemory
  505. , desc.SharedSystemMemory
  506. );
  507. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  508. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  509. ++g_caps.numGPUs;
  510. if (NULL == m_adapter)
  511. {
  512. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  513. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  514. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  515. {
  516. m_adapter = adapter;
  517. m_adapter->AddRef();
  518. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  519. }
  520. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  521. && 0 != strstr(description, "PerfHUD") )
  522. {
  523. m_adapter = adapter;
  524. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  525. }
  526. }
  527. }
  528. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  529. }
  530. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  531. D3D_FEATURE_LEVEL features[] =
  532. {
  533. D3D_FEATURE_LEVEL_11_1,
  534. D3D_FEATURE_LEVEL_11_0,
  535. D3D_FEATURE_LEVEL_10_1,
  536. D3D_FEATURE_LEVEL_10_0,
  537. D3D_FEATURE_LEVEL_9_3,
  538. D3D_FEATURE_LEVEL_9_2,
  539. D3D_FEATURE_LEVEL_9_1,
  540. };
  541. for (;;)
  542. {
  543. uint32_t flags = 0
  544. | D3D11_CREATE_DEVICE_SINGLETHREADED
  545. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  546. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  547. ;
  548. hr = E_FAIL;
  549. for (uint32_t ii = 0; ii < 3 && FAILED(hr);)
  550. {
  551. hr = D3D11CreateDevice(m_adapter
  552. , m_driverType
  553. , NULL
  554. , flags
  555. , &features[ii]
  556. , BX_COUNTOF(features)-ii
  557. , D3D11_SDK_VERSION
  558. , &m_device
  559. , &m_featureLevel
  560. , &m_deviceCtx
  561. );
  562. if (FAILED(hr)
  563. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  564. {
  565. // Try without debug in case D3D11 SDK Layers
  566. // is not present?
  567. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  568. continue;
  569. }
  570. // Enable debug flags.
  571. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  572. ++ii;
  573. }
  574. if (FAILED(hr)
  575. && D3D_DRIVER_TYPE_WARP != m_driverType)
  576. {
  577. // Try with WARP
  578. m_driverType = D3D_DRIVER_TYPE_WARP;
  579. continue;
  580. }
  581. break;
  582. }
  583. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  584. if (NULL != m_adapter)
  585. {
  586. DX_RELEASE(m_adapter, 2);
  587. }
  588. }
  589. else
  590. {
  591. m_device->GetImmediateContext(&m_deviceCtx);
  592. BGFX_FATAL(NULL != m_deviceCtx, Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  593. }
  594. IDXGIDevice* device = NULL;
  595. IDXGIAdapter* adapter = NULL;
  596. hr = E_FAIL;
  597. for (uint32_t ii = 0; ii < BX_COUNTOF(s_deviceIIDs) && FAILED(hr); ++ii)
  598. {
  599. hr = m_device->QueryInterface(s_deviceIIDs[ii], (void**)&device);
  600. BX_TRACE("D3D device 11.%d, hr %x", BX_COUNTOF(s_deviceIIDs)-1-ii, hr);
  601. if (SUCCEEDED(hr) )
  602. {
  603. #if BX_COMPILER_MSVC
  604. BX_PRAGMA_DIAGNOSTIC_PUSH();
  605. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  606. try
  607. {
  608. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  609. hr = device->GetAdapter(&adapter);
  610. }
  611. catch (...)
  612. {
  613. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_deviceIIDs)-1-ii);
  614. DX_RELEASE(device, 0);
  615. hr = E_FAIL;
  616. }
  617. BX_PRAGMA_DIAGNOSTIC_POP();
  618. #else
  619. hr = device->GetAdapter(&adapter);
  620. #endif // BX_COMPILER_MSVC
  621. }
  622. }
  623. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  624. // GPA increases device ref count.
  625. // RenderDoc makes device ref count 0 here.
  626. //
  627. // This causes assert in debug. When debugger is present refcount
  628. // checks are off.
  629. setGraphicsDebuggerPresent(2 != getRefCount(device) );
  630. DX_RELEASE(device, 2);
  631. hr = adapter->GetDesc(&m_adapterDesc);
  632. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  633. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  634. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  635. : (uint16_t)m_adapterDesc.VendorId
  636. ;
  637. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  638. if (NULL == g_platformData.backbuffer)
  639. {
  640. #if BX_PLATFORM_WINRT
  641. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  642. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  643. DX_RELEASE(adapter, 2);
  644. memset(&m_scd, 0, sizeof(m_scd) );
  645. m_scd.Width = BGFX_DEFAULT_WIDTH;
  646. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  647. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  648. m_scd.Stereo = false;
  649. m_scd.SampleDesc.Count = 1;
  650. m_scd.SampleDesc.Quality = 0;
  651. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  652. m_scd.BufferCount = 2;
  653. m_scd.Scaling = DXGI_SCALING_NONE;
  654. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  655. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  656. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  657. , (::IUnknown*)g_platformData.nwh
  658. , &m_scd
  659. , NULL
  660. , &m_swapChain
  661. );
  662. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  663. #else
  664. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  665. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  666. DX_RELEASE(adapter, 2);
  667. memset(&m_scd, 0, sizeof(m_scd) );
  668. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  669. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  670. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  671. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  672. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  673. m_scd.SampleDesc.Count = 1;
  674. m_scd.SampleDesc.Quality = 0;
  675. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  676. m_scd.BufferCount = 1;
  677. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  678. m_scd.Windowed = true;
  679. hr = m_factory->CreateSwapChain(m_device
  680. , &m_scd
  681. , &m_swapChain
  682. );
  683. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  684. DX_CHECK(m_factory->MakeWindowAssociation((HWND)g_platformData.nwh, 0
  685. | DXGI_MWA_NO_WINDOW_CHANGES
  686. | DXGI_MWA_NO_ALT_ENTER
  687. ));
  688. #endif // BX_PLATFORM_WINRT
  689. }
  690. else
  691. {
  692. memset(&m_scd, 0, sizeof(m_scd) );
  693. m_scd.SampleDesc.Count = 1;
  694. m_scd.SampleDesc.Quality = 0;
  695. setBufferSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  696. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backbuffer;
  697. }
  698. m_numWindows = 1;
  699. #if !defined(__MINGW32__)
  700. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  701. {
  702. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  703. if (SUCCEEDED(hr) )
  704. {
  705. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  706. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  707. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  708. D3D11_INFO_QUEUE_FILTER filter;
  709. memset(&filter, 0, sizeof(filter) );
  710. D3D11_MESSAGE_CATEGORY catlist[] =
  711. {
  712. D3D11_MESSAGE_CATEGORY_STATE_SETTING,
  713. D3D11_MESSAGE_CATEGORY_EXECUTION,
  714. };
  715. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  716. filter.DenyList.pCategoryList = catlist;
  717. m_infoQueue->PushStorageFilter(&filter);
  718. DX_RELEASE(m_infoQueue, 3);
  719. }
  720. else
  721. {
  722. // InfoQueue QueryInterface will fail when AMD GPU Perfstudio 2 is present.
  723. setGraphicsDebuggerPresent(true);
  724. }
  725. }
  726. #endif // __MINGW__
  727. UniformHandle handle = BGFX_INVALID_HANDLE;
  728. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  729. {
  730. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  731. }
  732. g_caps.supported |= (0
  733. | BGFX_CAPS_TEXTURE_3D
  734. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  735. | BGFX_CAPS_FRAGMENT_DEPTH
  736. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  737. | BGFX_CAPS_SWAP_CHAIN
  738. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  739. | BGFX_CAPS_DRAW_INDIRECT
  740. );
  741. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  742. {
  743. g_caps.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  744. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS));
  745. }
  746. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  747. {
  748. g_caps.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  749. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  750. }
  751. else
  752. {
  753. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  754. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  755. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  756. }
  757. // 32-bit indices only supported on 9_2+.
  758. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  759. {
  760. g_caps.supported |= BGFX_CAPS_INDEX32;
  761. }
  762. // Independent blend only supported on 10_1+.
  763. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  764. {
  765. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  766. }
  767. // Compute support is optional on 10_0 and 10_1 targets.
  768. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  769. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  770. {
  771. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  772. {
  773. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  774. };
  775. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  776. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  777. if (SUCCEEDED(hr)
  778. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  779. {
  780. g_caps.supported |= BGFX_CAPS_COMPUTE;
  781. }
  782. }
  783. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  784. {
  785. g_caps.supported |= BGFX_CAPS_COMPUTE;
  786. }
  787. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  788. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  789. {
  790. g_caps.supported |= BGFX_CAPS_INSTANCING;
  791. }
  792. else
  793. {
  794. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  795. {
  796. BOOL SimpleInstancingSupported;
  797. };
  798. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  799. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  800. if (SUCCEEDED(hr)
  801. && data.SimpleInstancingSupported)
  802. {
  803. g_caps.supported |= BGFX_CAPS_INSTANCING;
  804. }
  805. }
  806. // shadow compare is optional on 9_1 through 9_3 targets
  807. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  808. {
  809. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  810. {
  811. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  812. };
  813. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  814. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  815. if (SUCCEEDED(hr)
  816. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  817. {
  818. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  819. }
  820. }
  821. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  822. {
  823. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  824. if (DXGI_FORMAT_UNKNOWN != s_textureFormat[ii].m_fmt)
  825. {
  826. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  827. {
  828. DXGI_FORMAT InFormat;
  829. UINT OutFormatSupport;
  830. };
  831. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  832. data.InFormat = s_textureFormat[ii].m_fmt;
  833. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  834. if (SUCCEEDED(hr) )
  835. {
  836. support |= 0 != (data.OutFormatSupport & (0
  837. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  838. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  839. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  840. ) )
  841. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR
  842. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  843. ;
  844. support |= 0 != (data.OutFormatSupport & (0
  845. | D3D11_FORMAT_SUPPORT_BUFFER
  846. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  847. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  848. ) )
  849. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  850. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  851. ;
  852. support |= 0 != (data.OutFormatSupport & (0
  853. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  854. ) )
  855. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  856. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  857. ;
  858. }
  859. else
  860. {
  861. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  862. }
  863. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  864. {
  865. // clear image flag for additional testing
  866. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  867. data.InFormat = s_textureFormat[ii].m_fmt;
  868. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  869. if (SUCCEEDED(hr) )
  870. {
  871. support |= 0 != (data.OutFormatSupport & (0
  872. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  873. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  874. ) )
  875. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  876. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  877. ;
  878. }
  879. }
  880. }
  881. g_caps.formats[ii] = support;
  882. }
  883. // Init reserved part of view name.
  884. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  885. {
  886. char name[BGFX_CONFIG_MAX_VIEW_NAME_RESERVED+1];
  887. bx::snprintf(name, sizeof(name), "%3d ", ii);
  888. mbstowcs(s_viewNameW[ii], name, BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  889. }
  890. #if !defined(__MINGW32__)
  891. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  892. && NULL != m_infoQueue)
  893. {
  894. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  895. }
  896. #endif // !defined(__MINGW32__)
  897. updateMsaa();
  898. postReset();
  899. }
  900. void shutdown()
  901. {
  902. preReset();
  903. m_ovr.shutdown();
  904. m_deviceCtx->ClearState();
  905. invalidateCache();
  906. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  907. {
  908. m_indexBuffers[ii].destroy();
  909. }
  910. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  911. {
  912. m_vertexBuffers[ii].destroy();
  913. }
  914. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  915. {
  916. m_shaders[ii].destroy();
  917. }
  918. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  919. {
  920. m_textures[ii].destroy();
  921. }
  922. DX_RELEASE(m_swapChain, 0);
  923. DX_RELEASE(m_deviceCtx, 0);
  924. DX_RELEASE(m_factory, 0);
  925. DX_RELEASE(m_device, 0);
  926. unloadRenderDoc(m_renderdocdll);
  927. #if USE_D3D11_DYNAMIC_LIB
  928. bx::dlclose(m_dxgidll);
  929. bx::dlclose(m_d3d9dll);
  930. bx::dlclose(m_d3d11dll);
  931. #endif // USE_D3D11_DYNAMIC_LIB
  932. }
  933. RendererType::Enum getRendererType() const BX_OVERRIDE
  934. {
  935. return RendererType::Direct3D11;
  936. }
  937. const char* getRendererName() const BX_OVERRIDE
  938. {
  939. return BGFX_RENDERER_DIRECT3D11_NAME;
  940. }
  941. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint8_t _flags) BX_OVERRIDE
  942. {
  943. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  944. }
  945. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  946. {
  947. m_indexBuffers[_handle.idx].destroy();
  948. }
  949. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  950. {
  951. VertexDecl& decl = m_vertexDecls[_handle.idx];
  952. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  953. dump(decl);
  954. }
  955. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  956. {
  957. }
  958. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint8_t _flags) BX_OVERRIDE
  959. {
  960. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  961. }
  962. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  963. {
  964. m_vertexBuffers[_handle.idx].destroy();
  965. }
  966. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint8_t _flags) BX_OVERRIDE
  967. {
  968. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  969. }
  970. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  971. {
  972. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  973. }
  974. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  975. {
  976. m_indexBuffers[_handle.idx].destroy();
  977. }
  978. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint8_t _flags) BX_OVERRIDE
  979. {
  980. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  981. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  982. }
  983. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  984. {
  985. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  986. }
  987. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  988. {
  989. m_vertexBuffers[_handle.idx].destroy();
  990. }
  991. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  992. {
  993. m_shaders[_handle.idx].create(_mem);
  994. }
  995. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  996. {
  997. m_shaders[_handle.idx].destroy();
  998. }
  999. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1000. {
  1001. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1002. }
  1003. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1004. {
  1005. m_program[_handle.idx].destroy();
  1006. }
  1007. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1008. {
  1009. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1010. }
  1011. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1012. {
  1013. }
  1014. 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
  1015. {
  1016. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1017. }
  1018. void updateTextureEnd() BX_OVERRIDE
  1019. {
  1020. }
  1021. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1022. {
  1023. TextureD3D11& texture = m_textures[_handle.idx];
  1024. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1025. const Memory* mem = alloc(size);
  1026. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1027. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1028. bx::write(&writer, magic);
  1029. TextureCreate tc;
  1030. tc.m_flags = texture.m_flags;
  1031. tc.m_width = _width;
  1032. tc.m_height = _height;
  1033. tc.m_sides = 0;
  1034. tc.m_depth = 0;
  1035. tc.m_numMips = 1;
  1036. tc.m_format = texture.m_requestedFormat;
  1037. tc.m_cubeMap = false;
  1038. tc.m_mem = NULL;
  1039. bx::write(&writer, tc);
  1040. texture.destroy();
  1041. texture.create(mem, tc.m_flags, 0);
  1042. release(mem);
  1043. }
  1044. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1045. {
  1046. m_textures[_handle.idx].destroy();
  1047. }
  1048. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1049. {
  1050. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1051. }
  1052. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1053. {
  1054. uint16_t denseIdx = m_numWindows++;
  1055. m_windows[denseIdx] = _handle;
  1056. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1057. }
  1058. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1059. {
  1060. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1061. if (UINT16_MAX != denseIdx)
  1062. {
  1063. --m_numWindows;
  1064. if (m_numWindows > 1)
  1065. {
  1066. FrameBufferHandle handle = m_windows[m_numWindows];
  1067. m_windows[denseIdx] = handle;
  1068. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1069. }
  1070. }
  1071. }
  1072. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1073. {
  1074. if (NULL != m_uniforms[_handle.idx])
  1075. {
  1076. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1077. }
  1078. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1079. void* data = BX_ALLOC(g_allocator, size);
  1080. memset(data, 0, size);
  1081. m_uniforms[_handle.idx] = data;
  1082. m_uniformReg.add(_handle, _name, data);
  1083. }
  1084. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1085. {
  1086. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1087. m_uniforms[_handle.idx] = NULL;
  1088. }
  1089. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1090. {
  1091. BX_WARN(NULL != m_swapChain, "Unable to capture screenshot %s.", _filePath);
  1092. if (NULL == m_swapChain)
  1093. {
  1094. return;
  1095. }
  1096. ID3D11Texture2D* backBuffer;
  1097. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  1098. D3D11_TEXTURE2D_DESC backBufferDesc;
  1099. backBuffer->GetDesc(&backBufferDesc);
  1100. D3D11_TEXTURE2D_DESC desc;
  1101. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1102. desc.SampleDesc.Count = 1;
  1103. desc.SampleDesc.Quality = 0;
  1104. desc.Usage = D3D11_USAGE_STAGING;
  1105. desc.BindFlags = 0;
  1106. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1107. ID3D11Texture2D* texture;
  1108. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1109. if (SUCCEEDED(hr) )
  1110. {
  1111. if (backBufferDesc.SampleDesc.Count == 1)
  1112. {
  1113. m_deviceCtx->CopyResource(texture, backBuffer);
  1114. }
  1115. else
  1116. {
  1117. desc.Usage = D3D11_USAGE_DEFAULT;
  1118. desc.CPUAccessFlags = 0;
  1119. ID3D11Texture2D* resolve;
  1120. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1121. if (SUCCEEDED(hr) )
  1122. {
  1123. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1124. m_deviceCtx->CopyResource(texture, resolve);
  1125. DX_RELEASE(resolve, 0);
  1126. }
  1127. }
  1128. D3D11_MAPPED_SUBRESOURCE mapped;
  1129. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1130. imageSwizzleBgra8(backBufferDesc.Width
  1131. , backBufferDesc.Height
  1132. , mapped.RowPitch
  1133. , mapped.pData
  1134. , mapped.pData
  1135. );
  1136. g_callback->screenShot(_filePath
  1137. , backBufferDesc.Width
  1138. , backBufferDesc.Height
  1139. , mapped.RowPitch
  1140. , mapped.pData
  1141. , backBufferDesc.Height*mapped.RowPitch
  1142. , false
  1143. );
  1144. m_deviceCtx->Unmap(texture, 0);
  1145. DX_RELEASE(texture, 0);
  1146. }
  1147. DX_RELEASE(backBuffer, 0);
  1148. }
  1149. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1150. {
  1151. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1152. {
  1153. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1154. , _name
  1155. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1156. );
  1157. }
  1158. }
  1159. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1160. {
  1161. memcpy(m_uniforms[_loc], _data, _size);
  1162. }
  1163. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1164. {
  1165. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1166. {
  1167. uint32_t size = _size*sizeof(wchar_t);
  1168. wchar_t* name = (wchar_t*)alloca(size);
  1169. mbstowcs(name, _marker, size-2);
  1170. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  1171. }
  1172. }
  1173. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1174. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1175. {
  1176. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1177. uint32_t width = getBufferWidth();
  1178. uint32_t height = getBufferHeight();
  1179. if (m_ovr.isEnabled() )
  1180. {
  1181. m_ovr.getSize(width, height);
  1182. }
  1183. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1184. setFrameBuffer(fbh, false);
  1185. D3D11_VIEWPORT vp;
  1186. vp.TopLeftX = 0;
  1187. vp.TopLeftY = 0;
  1188. vp.Width = (float)width;
  1189. vp.Height = (float)height;
  1190. vp.MinDepth = 0.0f;
  1191. vp.MaxDepth = 1.0f;
  1192. deviceCtx->RSSetViewports(1, &vp);
  1193. uint64_t state = BGFX_STATE_RGB_WRITE
  1194. | BGFX_STATE_ALPHA_WRITE
  1195. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1196. ;
  1197. setBlendState(state);
  1198. setDepthStencilState(state);
  1199. setRasterizerState(state);
  1200. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1201. m_currentProgram = &program;
  1202. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1203. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1204. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1205. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1206. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1207. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1208. uint32_t stride = vertexDecl.m_stride;
  1209. uint32_t offset = 0;
  1210. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1211. setInputLayout(vertexDecl, program, 0);
  1212. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1213. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1214. float proj[16];
  1215. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1216. PredefinedUniform& predefined = program.m_predefined[0];
  1217. uint8_t flags = predefined.m_type;
  1218. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1219. commitShaderConstants();
  1220. m_textures[_blitter.m_texture.idx].commit(0);
  1221. commitTextureStage();
  1222. }
  1223. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1224. {
  1225. const uint32_t numVertices = _numIndices*4/6;
  1226. if (0 < numVertices)
  1227. {
  1228. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1229. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data);
  1230. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1231. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1232. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1233. }
  1234. }
  1235. void preReset()
  1236. {
  1237. ovrPreReset();
  1238. DX_RELEASE(m_backBufferDepthStencil, 0);
  1239. if (NULL != m_swapChain)
  1240. {
  1241. DX_RELEASE(m_backBufferColor, 0);
  1242. }
  1243. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1244. {
  1245. m_frameBuffers[ii].preReset();
  1246. }
  1247. // invalidateCache();
  1248. capturePreReset();
  1249. }
  1250. void postReset()
  1251. {
  1252. if (NULL != m_swapChain)
  1253. {
  1254. ID3D11Texture2D* color;
  1255. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color));
  1256. DX_CHECK(m_device->CreateRenderTargetView(color, NULL, &m_backBufferColor) );
  1257. DX_RELEASE(color, 0);
  1258. }
  1259. ovrPostReset();
  1260. // If OVR doesn't create separate depth stencil view, create default one.
  1261. if (NULL == m_backBufferDepthStencil)
  1262. {
  1263. D3D11_TEXTURE2D_DESC dsd;
  1264. dsd.Width = getBufferWidth();
  1265. dsd.Height = getBufferHeight();
  1266. dsd.MipLevels = 1;
  1267. dsd.ArraySize = 1;
  1268. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1269. dsd.SampleDesc = m_scd.SampleDesc;
  1270. dsd.Usage = D3D11_USAGE_DEFAULT;
  1271. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1272. dsd.CPUAccessFlags = 0;
  1273. dsd.MiscFlags = 0;
  1274. ID3D11Texture2D* depthStencil;
  1275. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1276. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1277. DX_RELEASE(depthStencil, 0);
  1278. }
  1279. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1280. m_currentColor = m_backBufferColor;
  1281. m_currentDepthStencil = m_backBufferDepthStencil;
  1282. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1283. {
  1284. m_frameBuffers[ii].postReset();
  1285. }
  1286. capturePostReset();
  1287. }
  1288. static bool isLost(HRESULT _hr)
  1289. {
  1290. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1291. || DXGI_ERROR_DEVICE_HUNG == _hr
  1292. || DXGI_ERROR_DEVICE_RESET == _hr
  1293. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1294. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1295. ;
  1296. }
  1297. void flip(HMD& _hmd) BX_OVERRIDE
  1298. {
  1299. if (NULL != m_swapChain)
  1300. {
  1301. HRESULT hr = S_OK;
  1302. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  1303. #if BX_PLATFORM_WINRT
  1304. syncInterval = 1; // sync interval of 0 is not supported on WinRT
  1305. #endif
  1306. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1307. {
  1308. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  1309. }
  1310. if (SUCCEEDED(hr) )
  1311. {
  1312. if (!m_ovr.swap(_hmd) )
  1313. {
  1314. hr = m_swapChain->Present(syncInterval, 0);
  1315. }
  1316. }
  1317. if (FAILED(hr)
  1318. && isLost(hr) )
  1319. {
  1320. ++m_lost;
  1321. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1322. }
  1323. else
  1324. {
  1325. m_lost = 0;
  1326. }
  1327. }
  1328. }
  1329. void invalidateCache()
  1330. {
  1331. m_inputLayoutCache.invalidate();
  1332. m_blendStateCache.invalidate();
  1333. m_depthStencilStateCache.invalidate();
  1334. m_rasterizerStateCache.invalidate();
  1335. m_samplerStateCache.invalidate();
  1336. }
  1337. void invalidateCompute()
  1338. {
  1339. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1340. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1341. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  1342. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1343. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  1344. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1345. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  1346. }
  1347. void updateMsaa()
  1348. {
  1349. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1350. {
  1351. uint32_t msaa = s_checkMsaa[ii];
  1352. uint32_t quality = 0;
  1353. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  1354. if (SUCCEEDED(hr)
  1355. && 0 < quality)
  1356. {
  1357. s_msaa[ii].Count = msaa;
  1358. s_msaa[ii].Quality = quality - 1;
  1359. last = ii;
  1360. }
  1361. else
  1362. {
  1363. s_msaa[ii] = s_msaa[last];
  1364. }
  1365. }
  1366. }
  1367. void updateResolution(const Resolution& _resolution)
  1368. {
  1369. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  1370. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1371. {
  1372. m_maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  1373. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  1374. : D3D11_REQ_MAXANISOTROPY
  1375. ;
  1376. }
  1377. else
  1378. {
  1379. m_maxAnisotropy = 1;
  1380. }
  1381. uint32_t flags = _resolution.m_flags & ~(BGFX_RESET_HMD_RECENTER | BGFX_RESET_MAXANISOTROPY);
  1382. if ( getBufferWidth() != _resolution.m_width
  1383. || getBufferHeight() != _resolution.m_height
  1384. || m_flags != flags)
  1385. {
  1386. bool resize = true
  1387. && !BX_ENABLED(BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  1388. && (m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  1389. ;
  1390. m_flags = flags;
  1391. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1392. m_textVideoMem.clear();
  1393. m_resolution = _resolution;
  1394. m_resolution.m_flags = flags;
  1395. setBufferSize(_resolution.m_width, _resolution.m_height);
  1396. preReset();
  1397. if (NULL == m_swapChain)
  1398. {
  1399. // Updated backbuffer if it changed in PlatformData.
  1400. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backbuffer;
  1401. }
  1402. else
  1403. {
  1404. if (resize)
  1405. {
  1406. DX_CHECK(m_swapChain->ResizeBuffers(2
  1407. , getBufferWidth()
  1408. , getBufferHeight()
  1409. , getBufferFormat()
  1410. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  1411. ));
  1412. }
  1413. else
  1414. {
  1415. updateMsaa();
  1416. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1417. DX_RELEASE(m_swapChain, 0);
  1418. #if BX_PLATFORM_WINRT
  1419. HRESULT hr;
  1420. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1421. , (::IUnknown*)g_platformData.nwh
  1422. , &m_scd
  1423. , NULL
  1424. , &m_swapChain
  1425. );
  1426. #else
  1427. HRESULT hr;
  1428. hr = m_factory->CreateSwapChain(m_device
  1429. , &m_scd
  1430. , &m_swapChain
  1431. );
  1432. #endif // BX_PLATFORM_WINRT
  1433. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1434. }
  1435. }
  1436. postReset();
  1437. }
  1438. if (recenter)
  1439. {
  1440. m_ovr.recenter();
  1441. }
  1442. }
  1443. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1444. {
  1445. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1446. {
  1447. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1448. m_fsChanges += _numRegs;
  1449. }
  1450. else
  1451. {
  1452. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1453. m_vsChanges += _numRegs;
  1454. }
  1455. }
  1456. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1457. {
  1458. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1459. }
  1460. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1461. {
  1462. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1463. }
  1464. void commitShaderConstants()
  1465. {
  1466. if (0 < m_vsChanges)
  1467. {
  1468. if (NULL != m_currentProgram->m_vsh->m_buffer)
  1469. {
  1470. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  1471. }
  1472. m_vsChanges = 0;
  1473. }
  1474. if (0 < m_fsChanges)
  1475. {
  1476. if (NULL != m_currentProgram->m_fsh->m_buffer)
  1477. {
  1478. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  1479. }
  1480. m_fsChanges = 0;
  1481. }
  1482. }
  1483. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1484. {
  1485. if (isValid(m_fbh)
  1486. && m_fbh.idx != _fbh.idx
  1487. && m_rtMsaa)
  1488. {
  1489. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1490. frameBuffer.resolve();
  1491. }
  1492. if (!isValid(_fbh) )
  1493. {
  1494. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1495. m_currentColor = m_backBufferColor;
  1496. m_currentDepthStencil = m_backBufferDepthStencil;
  1497. }
  1498. else
  1499. {
  1500. invalidateTextureStage();
  1501. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  1502. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  1503. m_currentColor = frameBuffer.m_rtv[0];
  1504. m_currentDepthStencil = frameBuffer.m_dsv;
  1505. }
  1506. m_fbh = _fbh;
  1507. m_rtMsaa = _msaa;
  1508. }
  1509. void clear(const Clear& _clear, const float _palette[][4])
  1510. {
  1511. if (isValid(m_fbh) )
  1512. {
  1513. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1514. frameBuffer.clear(_clear, _palette);
  1515. }
  1516. else
  1517. {
  1518. if (NULL != m_currentColor
  1519. && BGFX_CLEAR_COLOR & _clear.m_flags)
  1520. {
  1521. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1522. {
  1523. uint8_t index = _clear.m_index[0];
  1524. if (UINT8_MAX != index)
  1525. {
  1526. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  1527. }
  1528. }
  1529. else
  1530. {
  1531. float frgba[4] =
  1532. {
  1533. _clear.m_index[0]*1.0f/255.0f,
  1534. _clear.m_index[1]*1.0f/255.0f,
  1535. _clear.m_index[2]*1.0f/255.0f,
  1536. _clear.m_index[3]*1.0f/255.0f,
  1537. };
  1538. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  1539. }
  1540. }
  1541. if (NULL != m_currentDepthStencil
  1542. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  1543. {
  1544. DWORD flags = 0;
  1545. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  1546. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  1547. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  1548. }
  1549. }
  1550. }
  1551. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  1552. {
  1553. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  1554. layoutHash ^= _numInstanceData;
  1555. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  1556. if (NULL == layout)
  1557. {
  1558. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1559. VertexDecl decl;
  1560. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1561. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  1562. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1563. {
  1564. uint8_t mask = attrMask[ii];
  1565. uint8_t attr = (decl.m_attributes[ii] & mask);
  1566. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  1567. }
  1568. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  1569. uint32_t num = uint32_t(elem-vertexElements);
  1570. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  1571. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1572. {
  1573. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1574. uint32_t jj;
  1575. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  1576. for (jj = 0; jj < num; ++jj)
  1577. {
  1578. curr = &vertexElements[jj];
  1579. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1580. && curr->SemanticIndex == index)
  1581. {
  1582. break;
  1583. }
  1584. }
  1585. if (jj == num)
  1586. {
  1587. curr = elem;
  1588. ++elem;
  1589. }
  1590. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  1591. curr->InputSlot = 1;
  1592. curr->SemanticIndex = index;
  1593. curr->AlignedByteOffset = ii*16;
  1594. }
  1595. num = uint32_t(elem-vertexElements);
  1596. DX_CHECK(m_device->CreateInputLayout(vertexElements
  1597. , num
  1598. , _program.m_vsh->m_code->data
  1599. , _program.m_vsh->m_code->size
  1600. , &layout
  1601. ) );
  1602. m_inputLayoutCache.add(layoutHash, layout);
  1603. }
  1604. m_deviceCtx->IASetInputLayout(layout);
  1605. }
  1606. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  1607. {
  1608. _state &= 0
  1609. | BGFX_STATE_BLEND_MASK
  1610. | BGFX_STATE_BLEND_EQUATION_MASK
  1611. | BGFX_STATE_BLEND_INDEPENDENT
  1612. | BGFX_STATE_ALPHA_WRITE
  1613. | BGFX_STATE_RGB_WRITE
  1614. ;
  1615. bx::HashMurmur2A murmur;
  1616. murmur.begin();
  1617. murmur.add(_state);
  1618. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  1619. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  1620. bool hasFactor = f0 == (_state & f0)
  1621. || f1 == (_state & f1)
  1622. ;
  1623. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  1624. if (hasFactor)
  1625. {
  1626. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  1627. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  1628. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  1629. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  1630. }
  1631. else
  1632. {
  1633. murmur.add(_rgba);
  1634. }
  1635. uint32_t hash = murmur.end();
  1636. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  1637. if (NULL == bs)
  1638. {
  1639. D3D11_BLEND_DESC desc;
  1640. memset(&desc, 0, sizeof(desc) );
  1641. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1642. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1643. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1644. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  1645. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  1646. const uint32_t srcRGB = (blend )&0xf;
  1647. const uint32_t dstRGB = (blend>> 4)&0xf;
  1648. const uint32_t srcA = (blend>> 8)&0xf;
  1649. const uint32_t dstA = (blend>>12)&0xf;
  1650. const uint32_t equRGB = (equation )&0x7;
  1651. const uint32_t equA = (equation>>3)&0x7;
  1652. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1653. drt->DestBlend = s_blendFactor[dstRGB][0];
  1654. drt->BlendOp = s_blendEquation[equRGB];
  1655. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1656. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1657. drt->BlendOpAlpha = s_blendEquation[equA];
  1658. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  1659. writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  1660. drt->RenderTargetWriteMask = writeMask;
  1661. if (desc.IndependentBlendEnable)
  1662. {
  1663. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1664. {
  1665. drt = &desc.RenderTarget[ii];
  1666. drt->BlendEnable = 0 != (rgba&0x7ff);
  1667. const uint32_t src = (rgba )&0xf;
  1668. const uint32_t dst = (rgba>>4)&0xf;
  1669. const uint32_t equationIndex = (rgba>>8)&0x7;
  1670. drt->SrcBlend = s_blendFactor[src][0];
  1671. drt->DestBlend = s_blendFactor[dst][0];
  1672. drt->BlendOp = s_blendEquation[equationIndex];
  1673. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1674. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1675. drt->BlendOpAlpha = s_blendEquation[equationIndex];
  1676. drt->RenderTargetWriteMask = writeMask;
  1677. }
  1678. }
  1679. else
  1680. {
  1681. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1682. {
  1683. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  1684. }
  1685. }
  1686. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  1687. m_blendStateCache.add(hash, bs);
  1688. }
  1689. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  1690. }
  1691. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  1692. {
  1693. _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
  1694. uint32_t fstencil = unpackStencil(0, _stencil);
  1695. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  1696. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1697. bx::HashMurmur2A murmur;
  1698. murmur.begin();
  1699. murmur.add(_state);
  1700. murmur.add(_stencil);
  1701. uint32_t hash = murmur.end();
  1702. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  1703. if (NULL == dss)
  1704. {
  1705. D3D11_DEPTH_STENCIL_DESC desc;
  1706. memset(&desc, 0, sizeof(desc) );
  1707. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1708. desc.DepthEnable = 0 != func;
  1709. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  1710. desc.DepthFunc = s_cmpFunc[func];
  1711. uint32_t bstencil = unpackStencil(1, _stencil);
  1712. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1713. bstencil = frontAndBack ? bstencil : fstencil;
  1714. desc.StencilEnable = 0 != _stencil;
  1715. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1716. desc.StencilWriteMask = 0xff;
  1717. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1718. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1719. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1720. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1721. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1722. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1723. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1724. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1725. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  1726. m_depthStencilStateCache.add(hash, dss);
  1727. }
  1728. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  1729. }
  1730. void setDebugWireframe(bool _wireframe)
  1731. {
  1732. if (m_wireframe != _wireframe)
  1733. {
  1734. m_wireframe = _wireframe;
  1735. m_rasterizerStateCache.invalidate();
  1736. }
  1737. }
  1738. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  1739. {
  1740. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  1741. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  1742. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  1743. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  1744. if (NULL == rs)
  1745. {
  1746. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  1747. D3D11_RASTERIZER_DESC desc;
  1748. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  1749. desc.CullMode = s_cullMode[cull];
  1750. desc.FrontCounterClockwise = false;
  1751. desc.DepthBias = 0;
  1752. desc.DepthBiasClamp = 0.0f;
  1753. desc.SlopeScaledDepthBias = 0.0f;
  1754. desc.DepthClipEnable = m_featureLevel <= D3D_FEATURE_LEVEL_9_3; // disabling depth clip is only supported on 10_0+
  1755. desc.ScissorEnable = _scissor;
  1756. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1757. desc.AntialiasedLineEnable = false;
  1758. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  1759. m_rasterizerStateCache.add(_state, rs);
  1760. }
  1761. m_deviceCtx->RSSetState(rs);
  1762. }
  1763. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  1764. {
  1765. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  1766. ID3D11SamplerState* sampler = m_samplerStateCache.find(_flags);
  1767. if (NULL == sampler)
  1768. {
  1769. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  1770. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  1771. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1772. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  1773. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  1774. D3D11_SAMPLER_DESC sd;
  1775. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  1776. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  1777. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  1778. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  1779. sd.MipLODBias = 0.0f;
  1780. sd.MaxAnisotropy = m_maxAnisotropy;
  1781. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  1782. sd.BorderColor[0] = 0.0f;
  1783. sd.BorderColor[1] = 0.0f;
  1784. sd.BorderColor[2] = 0.0f;
  1785. sd.BorderColor[3] = 0.0f;
  1786. sd.MinLOD = 0;
  1787. sd.MaxLOD = D3D11_FLOAT32_MAX;
  1788. m_device->CreateSamplerState(&sd, &sampler);
  1789. DX_CHECK_REFCOUNT(sampler, 1);
  1790. m_samplerStateCache.add(_flags, sampler);
  1791. }
  1792. return sampler;
  1793. }
  1794. DXGI_FORMAT getBufferFormat()
  1795. {
  1796. #if BX_PLATFORM_WINRT
  1797. return m_scd.Format;
  1798. #else
  1799. return m_scd.BufferDesc.Format;
  1800. #endif
  1801. }
  1802. uint32_t getBufferWidth()
  1803. {
  1804. #if BX_PLATFORM_WINRT
  1805. return m_scd.Width;
  1806. #else
  1807. return m_scd.BufferDesc.Width;
  1808. #endif
  1809. }
  1810. uint32_t getBufferHeight()
  1811. {
  1812. #if BX_PLATFORM_WINRT
  1813. return m_scd.Height;
  1814. #else
  1815. return m_scd.BufferDesc.Height;
  1816. #endif
  1817. }
  1818. void setBufferSize(uint32_t _width, uint32_t _height)
  1819. {
  1820. #if BX_PLATFORM_WINRT
  1821. m_scd.Width = _width;
  1822. m_scd.Height = _height;
  1823. #else
  1824. m_scd.BufferDesc.Width = _width;
  1825. m_scd.BufferDesc.Height = _height;
  1826. #endif
  1827. }
  1828. void commitTextureStage()
  1829. {
  1830. // vertex texture fetch not supported on 9_1 through 9_3
  1831. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  1832. {
  1833. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  1834. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  1835. }
  1836. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  1837. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  1838. }
  1839. void invalidateTextureStage()
  1840. {
  1841. m_textureStage.clear();
  1842. commitTextureStage();
  1843. }
  1844. void ovrPostReset()
  1845. {
  1846. #if BGFX_CONFIG_USE_OVR
  1847. if (m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  1848. {
  1849. ovrD3D11Config config;
  1850. config.D3D11.Header.API = ovrRenderAPI_D3D11;
  1851. # if OVR_VERSION > OVR_VERSION_043
  1852. config.D3D11.Header.BackBufferSize.w = m_scd.BufferDesc.Width;
  1853. config.D3D11.Header.BackBufferSize.h = m_scd.BufferDesc.Height;
  1854. config.D3D11.pBackBufferUAV = NULL;
  1855. # else
  1856. config.D3D11.Header.RTSize.w = m_scd.BufferDesc.Width;
  1857. config.D3D11.Header.RTSize.h = m_scd.BufferDesc.Height;
  1858. # endif // OVR_VERSION > OVR_VERSION_042
  1859. config.D3D11.Header.Multisample = 0;
  1860. config.D3D11.pDevice = m_device;
  1861. config.D3D11.pDeviceContext = m_deviceCtx;
  1862. config.D3D11.pBackBufferRT = m_backBufferColor;
  1863. config.D3D11.pSwapChain = m_swapChain;
  1864. if (m_ovr.postReset(g_platformData.nwh, &config.Config, !!(m_flags & BGFX_RESET_HMD_DEBUG) ) )
  1865. {
  1866. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1867. const Memory* mem = alloc(size);
  1868. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1869. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1870. bx::write(&writer, magic);
  1871. TextureCreate tc;
  1872. tc.m_flags = BGFX_TEXTURE_RT;
  1873. tc.m_width = m_ovr.m_rtSize.w;
  1874. tc.m_height = m_ovr.m_rtSize.h;
  1875. tc.m_sides = 0;
  1876. tc.m_depth = 0;
  1877. tc.m_numMips = 1;
  1878. tc.m_format = uint8_t(bgfx::TextureFormat::BGRA8);
  1879. tc.m_cubeMap = false;
  1880. tc.m_mem = NULL;
  1881. bx::write(&writer, tc);
  1882. m_ovrRT.create(mem, tc.m_flags, 0);
  1883. release(mem);
  1884. DX_CHECK(m_device->CreateRenderTargetView(m_ovrRT.m_ptr, NULL, &m_ovrRtv) );
  1885. D3D11_TEXTURE2D_DESC dsd;
  1886. dsd.Width = m_ovr.m_rtSize.w;
  1887. dsd.Height = m_ovr.m_rtSize.h;
  1888. dsd.MipLevels = 1;
  1889. dsd.ArraySize = 1;
  1890. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1891. dsd.SampleDesc = m_scd.SampleDesc;
  1892. dsd.Usage = D3D11_USAGE_DEFAULT;
  1893. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1894. dsd.CPUAccessFlags = 0;
  1895. dsd.MiscFlags = 0;
  1896. ID3D11Texture2D* depthStencil;
  1897. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1898. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_ovrDsv) );
  1899. DX_RELEASE(depthStencil, 0);
  1900. ovrD3D11Texture texture;
  1901. texture.D3D11.Header.API = ovrRenderAPI_D3D11;
  1902. texture.D3D11.Header.TextureSize = m_ovr.m_rtSize;
  1903. texture.D3D11.pTexture = m_ovrRT.m_texture2d;
  1904. texture.D3D11.pSRView = m_ovrRT.m_srv;
  1905. m_ovr.postReset(texture.Texture);
  1906. bx::xchg(m_ovrRtv, m_backBufferColor);
  1907. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  1908. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  1909. }
  1910. }
  1911. #endif // BGFX_CONFIG_USE_OVR
  1912. }
  1913. void ovrPreReset()
  1914. {
  1915. #if BGFX_CONFIG_USE_OVR
  1916. m_ovr.preReset();
  1917. if (NULL != m_ovrRtv)
  1918. {
  1919. bx::xchg(m_ovrRtv, m_backBufferColor);
  1920. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  1921. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  1922. DX_RELEASE(m_ovrRtv, 0);
  1923. DX_RELEASE(m_ovrDsv, 0);
  1924. m_ovrRT.destroy();
  1925. }
  1926. #endif // BGFX_CONFIG_USE_OVR
  1927. }
  1928. void capturePostReset()
  1929. {
  1930. if (m_flags&BGFX_RESET_CAPTURE)
  1931. {
  1932. ID3D11Texture2D* backBuffer;
  1933. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  1934. D3D11_TEXTURE2D_DESC backBufferDesc;
  1935. backBuffer->GetDesc(&backBufferDesc);
  1936. D3D11_TEXTURE2D_DESC desc;
  1937. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1938. desc.SampleDesc.Count = 1;
  1939. desc.SampleDesc.Quality = 0;
  1940. desc.Usage = D3D11_USAGE_STAGING;
  1941. desc.BindFlags = 0;
  1942. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1943. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  1944. if (SUCCEEDED(hr) )
  1945. {
  1946. if (backBufferDesc.SampleDesc.Count != 1)
  1947. {
  1948. desc.Usage = D3D11_USAGE_DEFAULT;
  1949. desc.CPUAccessFlags = 0;
  1950. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  1951. }
  1952. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  1953. }
  1954. DX_RELEASE(backBuffer, 0);
  1955. }
  1956. }
  1957. void capturePreReset()
  1958. {
  1959. if (NULL != m_captureTexture)
  1960. {
  1961. g_callback->captureEnd();
  1962. }
  1963. DX_RELEASE(m_captureResolve, 0);
  1964. DX_RELEASE(m_captureTexture, 0);
  1965. }
  1966. void capture()
  1967. {
  1968. if (NULL != m_captureTexture)
  1969. {
  1970. ID3D11Texture2D* backBuffer;
  1971. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  1972. if (NULL == m_captureResolve)
  1973. {
  1974. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  1975. }
  1976. else
  1977. {
  1978. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat());
  1979. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  1980. }
  1981. D3D11_MAPPED_SUBRESOURCE mapped;
  1982. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  1983. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  1984. m_deviceCtx->Unmap(m_captureTexture, 0);
  1985. DX_RELEASE(backBuffer, 0);
  1986. }
  1987. }
  1988. void commit(ConstantBuffer& _constantBuffer)
  1989. {
  1990. _constantBuffer.reset();
  1991. for (;;)
  1992. {
  1993. uint32_t opcode = _constantBuffer.read();
  1994. if (UniformType::End == opcode)
  1995. {
  1996. break;
  1997. }
  1998. UniformType::Enum type;
  1999. uint16_t loc;
  2000. uint16_t num;
  2001. uint16_t copy;
  2002. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2003. const char* data;
  2004. if (copy)
  2005. {
  2006. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  2007. }
  2008. else
  2009. {
  2010. UniformHandle handle;
  2011. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2012. data = (const char*)m_uniforms[handle.idx];
  2013. }
  2014. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2015. case UniformType::_uniform: \
  2016. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2017. { \
  2018. setShaderUniform(uint8_t(type), loc, data, num); \
  2019. } \
  2020. break;
  2021. switch ( (uint32_t)type)
  2022. {
  2023. case UniformType::Uniform3x3fv:
  2024. case UniformType::Uniform3x3fv|BGFX_UNIFORM_FRAGMENTBIT: \
  2025. {
  2026. float* value = (float*)data;
  2027. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2028. {
  2029. Matrix4 mtx;
  2030. mtx.un.val[ 0] = value[0];
  2031. mtx.un.val[ 1] = value[1];
  2032. mtx.un.val[ 2] = value[2];
  2033. mtx.un.val[ 3] = 0.0f;
  2034. mtx.un.val[ 4] = value[3];
  2035. mtx.un.val[ 5] = value[4];
  2036. mtx.un.val[ 6] = value[5];
  2037. mtx.un.val[ 7] = 0.0f;
  2038. mtx.un.val[ 8] = value[6];
  2039. mtx.un.val[ 9] = value[7];
  2040. mtx.un.val[10] = value[8];
  2041. mtx.un.val[11] = 0.0f;
  2042. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2043. }
  2044. }
  2045. break;
  2046. CASE_IMPLEMENT_UNIFORM(Uniform1i, I, int);
  2047. CASE_IMPLEMENT_UNIFORM(Uniform1f, F, float);
  2048. CASE_IMPLEMENT_UNIFORM(Uniform1iv, I, int);
  2049. CASE_IMPLEMENT_UNIFORM(Uniform1fv, F, float);
  2050. CASE_IMPLEMENT_UNIFORM(Uniform2fv, F, float);
  2051. CASE_IMPLEMENT_UNIFORM(Uniform3fv, F, float);
  2052. CASE_IMPLEMENT_UNIFORM(Uniform4fv, F, float);
  2053. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, F, float);
  2054. case UniformType::End:
  2055. break;
  2056. default:
  2057. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  2058. break;
  2059. }
  2060. #undef CASE_IMPLEMENT_UNIFORM
  2061. }
  2062. }
  2063. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2064. {
  2065. uint32_t width = getBufferWidth();
  2066. uint32_t height = getBufferHeight();
  2067. if (0 == _rect.m_x
  2068. && 0 == _rect.m_y
  2069. && width == _rect.m_width
  2070. && height == _rect.m_height)
  2071. {
  2072. clear(_clear, _palette);
  2073. }
  2074. else
  2075. {
  2076. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2077. uint64_t state = 0;
  2078. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  2079. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  2080. uint64_t stencil = 0;
  2081. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2082. | BGFX_STENCIL_TEST_ALWAYS
  2083. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2084. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2085. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2086. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2087. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2088. : 0
  2089. ;
  2090. setBlendState(state);
  2091. setDepthStencilState(state, stencil);
  2092. setRasterizerState(state);
  2093. uint32_t numMrt = 1;
  2094. FrameBufferHandle fbh = m_fbh;
  2095. if (isValid(fbh) )
  2096. {
  2097. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  2098. numMrt = bx::uint32_max(1, fb.m_num);
  2099. }
  2100. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2101. m_currentProgram = &program;
  2102. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  2103. deviceCtx->VSSetConstantBuffers(0, 0, NULL);
  2104. if (NULL != m_currentColor)
  2105. {
  2106. const ShaderD3D11* fsh = program.m_fsh;
  2107. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2108. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2109. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2110. {
  2111. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2112. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2113. {
  2114. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_CLEAR_COLOR_PALETTE-1, _clear.m_index[ii]);
  2115. memcpy(mrtClear[ii], _palette[index], 16);
  2116. }
  2117. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  2118. }
  2119. else
  2120. {
  2121. float rgba[4] =
  2122. {
  2123. _clear.m_index[0]*1.0f/255.0f,
  2124. _clear.m_index[1]*1.0f/255.0f,
  2125. _clear.m_index[2]*1.0f/255.0f,
  2126. _clear.m_index[3]*1.0f/255.0f,
  2127. };
  2128. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  2129. }
  2130. }
  2131. else
  2132. {
  2133. deviceCtx->PSSetShader(NULL, NULL, 0);
  2134. }
  2135. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  2136. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  2137. const uint32_t stride = vertexDecl.m_stride;
  2138. const uint32_t offset = 0;
  2139. {
  2140. struct Vertex
  2141. {
  2142. float m_x;
  2143. float m_y;
  2144. float m_z;
  2145. };
  2146. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  2147. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  2148. const float depth = _clear.m_depth;
  2149. vertex->m_x = -1.0f;
  2150. vertex->m_y = -1.0f;
  2151. vertex->m_z = depth;
  2152. vertex++;
  2153. vertex->m_x = 1.0f;
  2154. vertex->m_y = -1.0f;
  2155. vertex->m_z = depth;
  2156. vertex++;
  2157. vertex->m_x = -1.0f;
  2158. vertex->m_y = 1.0f;
  2159. vertex->m_z = depth;
  2160. vertex++;
  2161. vertex->m_x = 1.0f;
  2162. vertex->m_y = 1.0f;
  2163. vertex->m_z = depth;
  2164. }
  2165. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  2166. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2167. setInputLayout(vertexDecl, program, 0);
  2168. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  2169. deviceCtx->Draw(4, 0);
  2170. }
  2171. }
  2172. void* m_d3d9dll;
  2173. void* m_d3d11dll;
  2174. void* m_dxgidll;
  2175. void* m_renderdocdll;
  2176. D3D_DRIVER_TYPE m_driverType;
  2177. D3D_FEATURE_LEVEL m_featureLevel;
  2178. IDXGIAdapter* m_adapter;
  2179. DXGI_ADAPTER_DESC m_adapterDesc;
  2180. #if BX_PLATFORM_WINRT
  2181. IDXGIFactory2* m_factory;
  2182. IDXGISwapChain1* m_swapChain;
  2183. #else
  2184. IDXGIFactory* m_factory;
  2185. IDXGISwapChain* m_swapChain;
  2186. #endif // BX_PLATFORM_WINRT
  2187. uint16_t m_lost;
  2188. uint16_t m_numWindows;
  2189. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2190. ID3D11Device* m_device;
  2191. ID3D11DeviceContext* m_deviceCtx;
  2192. ID3D11InfoQueue* m_infoQueue;
  2193. ID3D11RenderTargetView* m_backBufferColor;
  2194. ID3D11DepthStencilView* m_backBufferDepthStencil;
  2195. ID3D11RenderTargetView* m_currentColor;
  2196. ID3D11DepthStencilView* m_currentDepthStencil;
  2197. ID3D11Texture2D* m_captureTexture;
  2198. ID3D11Texture2D* m_captureResolve;
  2199. Resolution m_resolution;
  2200. bool m_wireframe;
  2201. #if BX_PLATFORM_WINRT
  2202. DXGI_SWAP_CHAIN_DESC1 m_scd;
  2203. #else
  2204. DXGI_SWAP_CHAIN_DESC m_scd;
  2205. #endif
  2206. uint32_t m_flags;
  2207. uint32_t m_maxAnisotropy;
  2208. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2209. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2210. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2211. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2212. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2213. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2214. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2215. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2216. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2217. UniformRegistry m_uniformReg;
  2218. ViewState m_viewState;
  2219. StateCacheT<ID3D11BlendState> m_blendStateCache;
  2220. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  2221. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  2222. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  2223. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  2224. TextVideoMem m_textVideoMem;
  2225. TextureStage m_textureStage;
  2226. ProgramD3D11* m_currentProgram;
  2227. uint8_t m_vsScratch[64<<10];
  2228. uint8_t m_fsScratch[64<<10];
  2229. uint32_t m_vsChanges;
  2230. uint32_t m_fsChanges;
  2231. FrameBufferHandle m_fbh;
  2232. bool m_rtMsaa;
  2233. OVR m_ovr;
  2234. TextureD3D11 m_ovrRT;
  2235. ID3D11RenderTargetView* m_ovrRtv;
  2236. ID3D11DepthStencilView* m_ovrDsv;
  2237. };
  2238. static RendererContextD3D11* s_renderD3D11;
  2239. RendererContextI* rendererCreate()
  2240. {
  2241. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  2242. s_renderD3D11->init();
  2243. return s_renderD3D11;
  2244. }
  2245. void rendererDestroy()
  2246. {
  2247. s_renderD3D11->shutdown();
  2248. BX_DELETE(g_allocator, s_renderD3D11);
  2249. s_renderD3D11 = NULL;
  2250. }
  2251. void BufferD3D11::create(uint32_t _size, void* _data, uint8_t _flags, uint16_t _stride, bool _vertex)
  2252. {
  2253. m_uav = NULL;
  2254. m_size = _size;
  2255. m_flags = _flags;
  2256. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  2257. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  2258. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  2259. m_dynamic = NULL == _data && !needUav;
  2260. D3D11_BUFFER_DESC desc;
  2261. desc.ByteWidth = _size;
  2262. desc.BindFlags = 0
  2263. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  2264. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  2265. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  2266. ;
  2267. desc.MiscFlags = 0
  2268. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  2269. ;
  2270. desc.StructureByteStride = 0;
  2271. const DXGI_FORMAT indexFormat = 0 == (_flags & BGFX_BUFFER_INDEX32)
  2272. ? DXGI_FORMAT_R16_UINT
  2273. : DXGI_FORMAT_R32_UINT
  2274. ;
  2275. const DXGI_FORMAT format = _vertex
  2276. ? DXGI_FORMAT_R32G32B32A32_FLOAT
  2277. : indexFormat
  2278. ;
  2279. ID3D11Device* device = s_renderD3D11->m_device;
  2280. if (needUav)
  2281. {
  2282. desc.Usage = D3D11_USAGE_DEFAULT;
  2283. desc.CPUAccessFlags = 0;
  2284. desc.StructureByteStride = _stride;
  2285. DX_CHECK(device->CreateBuffer(&desc
  2286. , NULL
  2287. , &m_ptr
  2288. ) );
  2289. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  2290. uavd.Format = format;
  2291. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  2292. uavd.Buffer.FirstElement = 0;
  2293. uavd.Buffer.NumElements = m_size / 16;
  2294. uavd.Buffer.Flags = 0;
  2295. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  2296. , &uavd
  2297. , &m_uav
  2298. ) );
  2299. }
  2300. else if (m_dynamic)
  2301. {
  2302. desc.Usage = D3D11_USAGE_DYNAMIC;
  2303. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2304. DX_CHECK(device->CreateBuffer(&desc
  2305. , NULL
  2306. , &m_ptr
  2307. ) );
  2308. }
  2309. else
  2310. {
  2311. desc.Usage = D3D11_USAGE_IMMUTABLE;
  2312. desc.CPUAccessFlags = 0;
  2313. D3D11_SUBRESOURCE_DATA srd;
  2314. srd.pSysMem = _data;
  2315. srd.SysMemPitch = 0;
  2316. srd.SysMemSlicePitch = 0;
  2317. DX_CHECK(device->CreateBuffer(&desc
  2318. , &srd
  2319. , &m_ptr
  2320. ) );
  2321. }
  2322. if (needSrv)
  2323. {
  2324. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2325. srvd.Format = format;
  2326. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  2327. srvd.Buffer.FirstElement = 0;
  2328. srvd.Buffer.NumElements = m_size / 16;
  2329. DX_CHECK(device->CreateShaderResourceView(m_ptr
  2330. , &srvd
  2331. , &m_srv
  2332. ) );
  2333. }
  2334. }
  2335. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  2336. {
  2337. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2338. BX_CHECK(m_dynamic, "Must be dynamic!");
  2339. #if 0
  2340. BX_UNUSED(_discard);
  2341. ID3D11Device* device = s_renderD3D11->m_device;
  2342. D3D11_BUFFER_DESC desc;
  2343. desc.ByteWidth = _size;
  2344. desc.Usage = D3D11_USAGE_STAGING;
  2345. desc.BindFlags = 0;
  2346. desc.MiscFlags = 0;
  2347. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  2348. desc.StructureByteStride = 0;
  2349. D3D11_SUBRESOURCE_DATA srd;
  2350. srd.pSysMem = _data;
  2351. srd.SysMemPitch = 0;
  2352. srd.SysMemSlicePitch = 0;
  2353. ID3D11Buffer* ptr;
  2354. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  2355. D3D11_BOX box;
  2356. box.left = 0;
  2357. box.top = 0;
  2358. box.front = 0;
  2359. box.right = _size;
  2360. box.bottom = 1;
  2361. box.back = 1;
  2362. deviceCtx->CopySubresourceRegion(m_ptr
  2363. , 0
  2364. , _offset
  2365. , 0
  2366. , 0
  2367. , ptr
  2368. , 0
  2369. , &box
  2370. );
  2371. DX_RELEASE(ptr, 0);
  2372. #else
  2373. D3D11_MAPPED_SUBRESOURCE mapped;
  2374. BX_UNUSED(_discard);
  2375. D3D11_MAP type = D3D11_MAP_WRITE_DISCARD;
  2376. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped));
  2377. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  2378. deviceCtx->Unmap(m_ptr, 0);
  2379. #endif // 0
  2380. }
  2381. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint8_t _flags)
  2382. {
  2383. m_decl = _declHandle;
  2384. uint16_t stride = isValid(_declHandle)
  2385. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  2386. : 0
  2387. ;
  2388. BufferD3D11::create(_size, _data, _flags, stride, true);
  2389. }
  2390. void ShaderD3D11::create(const Memory* _mem)
  2391. {
  2392. bx::MemoryReader reader(_mem->data, _mem->size);
  2393. uint32_t magic;
  2394. bx::read(&reader, magic);
  2395. switch (magic)
  2396. {
  2397. case BGFX_CHUNK_MAGIC_CSH:
  2398. case BGFX_CHUNK_MAGIC_FSH:
  2399. case BGFX_CHUNK_MAGIC_VSH:
  2400. break;
  2401. default:
  2402. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2403. break;
  2404. }
  2405. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2406. uint32_t iohash;
  2407. bx::read(&reader, iohash);
  2408. uint16_t count;
  2409. bx::read(&reader, count);
  2410. m_numPredefined = 0;
  2411. m_numUniforms = count;
  2412. BX_TRACE("%s Shader consts %d"
  2413. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  2414. , count
  2415. );
  2416. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  2417. if (0 < count)
  2418. {
  2419. for (uint32_t ii = 0; ii < count; ++ii)
  2420. {
  2421. uint8_t nameSize;
  2422. bx::read(&reader, nameSize);
  2423. char name[256];
  2424. bx::read(&reader, &name, nameSize);
  2425. name[nameSize] = '\0';
  2426. uint8_t type;
  2427. bx::read(&reader, type);
  2428. uint8_t num;
  2429. bx::read(&reader, num);
  2430. uint16_t regIndex;
  2431. bx::read(&reader, regIndex);
  2432. uint16_t regCount;
  2433. bx::read(&reader, regCount);
  2434. const char* kind = "invalid";
  2435. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2436. if (PredefinedUniform::Count != predefined)
  2437. {
  2438. kind = "predefined";
  2439. m_predefined[m_numPredefined].m_loc = regIndex;
  2440. m_predefined[m_numPredefined].m_count = regCount;
  2441. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  2442. m_numPredefined++;
  2443. }
  2444. else
  2445. {
  2446. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  2447. if (NULL != info)
  2448. {
  2449. if (NULL == m_constantBuffer)
  2450. {
  2451. m_constantBuffer = ConstantBuffer::create(1024);
  2452. }
  2453. kind = "user";
  2454. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2455. }
  2456. }
  2457. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2458. , kind
  2459. , name
  2460. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
  2461. , num
  2462. , regIndex
  2463. , regCount
  2464. );
  2465. BX_UNUSED(kind);
  2466. }
  2467. if (NULL != m_constantBuffer)
  2468. {
  2469. m_constantBuffer->finish();
  2470. }
  2471. }
  2472. uint16_t shaderSize;
  2473. bx::read(&reader, shaderSize);
  2474. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2475. bx::skip(&reader, shaderSize+1);
  2476. if (BGFX_CHUNK_MAGIC_FSH == magic)
  2477. {
  2478. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  2479. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  2480. }
  2481. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  2482. {
  2483. m_hash = bx::hashMurmur2A(code, shaderSize);
  2484. m_code = copy(code, shaderSize);
  2485. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  2486. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  2487. }
  2488. else
  2489. {
  2490. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  2491. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  2492. }
  2493. uint8_t numAttrs;
  2494. bx::read(&reader, numAttrs);
  2495. memset(m_attrMask, 0, sizeof(m_attrMask));
  2496. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  2497. {
  2498. uint16_t id;
  2499. bx::read(&reader, id);
  2500. Attrib::Enum attr = idToAttrib(id);
  2501. if (Attrib::Count != attr)
  2502. {
  2503. m_attrMask[attr] = 0xff;
  2504. }
  2505. }
  2506. uint16_t size;
  2507. bx::read(&reader, size);
  2508. if (0 < size)
  2509. {
  2510. D3D11_BUFFER_DESC desc;
  2511. desc.ByteWidth = (size + 0xf) & ~0xf;
  2512. desc.Usage = D3D11_USAGE_DEFAULT;
  2513. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  2514. desc.CPUAccessFlags = 0;
  2515. desc.MiscFlags = 0;
  2516. desc.StructureByteStride = 0;
  2517. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  2518. }
  2519. }
  2520. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2521. {
  2522. m_sampler = s_renderD3D11->getSamplerState(_flags);
  2523. ImageContainer imageContainer;
  2524. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2525. {
  2526. uint8_t numMips = imageContainer.m_numMips;
  2527. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  2528. numMips -= startLod;
  2529. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2530. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2531. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2532. m_flags = _flags;
  2533. m_requestedFormat = (uint8_t)imageContainer.m_format;
  2534. m_textureFormat = (uint8_t)imageContainer.m_format;
  2535. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  2536. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  2537. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2538. if (convert)
  2539. {
  2540. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2541. bpp = 32;
  2542. }
  2543. if (imageContainer.m_cubeMap)
  2544. {
  2545. m_type = TextureCube;
  2546. }
  2547. else if (imageContainer.m_depth > 1)
  2548. {
  2549. m_type = Texture3D;
  2550. }
  2551. else
  2552. {
  2553. m_type = Texture2D;
  2554. }
  2555. m_numMips = numMips;
  2556. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  2557. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  2558. uint32_t kk = 0;
  2559. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2560. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2561. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  2562. , this - s_renderD3D11->m_textures
  2563. , getName( (TextureFormat::Enum)m_textureFormat)
  2564. , getName( (TextureFormat::Enum)m_requestedFormat)
  2565. , textureWidth
  2566. , textureHeight
  2567. , imageContainer.m_cubeMap ? "x6" : ""
  2568. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2569. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  2570. );
  2571. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2572. {
  2573. uint32_t width = textureWidth;
  2574. uint32_t height = textureHeight;
  2575. uint32_t depth = imageContainer.m_depth;
  2576. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  2577. {
  2578. width = bx::uint32_max(1, width);
  2579. height = bx::uint32_max(1, height);
  2580. depth = bx::uint32_max(1, depth);
  2581. ImageMip mip;
  2582. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2583. {
  2584. srd[kk].pSysMem = mip.m_data;
  2585. if (convert)
  2586. {
  2587. uint32_t srcpitch = mip.m_width*bpp/8;
  2588. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  2589. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  2590. srd[kk].pSysMem = temp;
  2591. srd[kk].SysMemPitch = srcpitch;
  2592. }
  2593. else if (compressed)
  2594. {
  2595. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  2596. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  2597. }
  2598. else
  2599. {
  2600. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  2601. }
  2602. if (swizzle)
  2603. {
  2604. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  2605. }
  2606. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  2607. ++kk;
  2608. }
  2609. width >>= 1;
  2610. height >>= 1;
  2611. depth >>= 1;
  2612. }
  2613. }
  2614. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  2615. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2616. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2617. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2618. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2619. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2620. memset(&srvd, 0, sizeof(srvd) );
  2621. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  2622. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  2623. if (swizzle)
  2624. {
  2625. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2626. srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2627. }
  2628. switch (m_type)
  2629. {
  2630. case Texture2D:
  2631. case TextureCube:
  2632. {
  2633. D3D11_TEXTURE2D_DESC desc;
  2634. desc.Width = textureWidth;
  2635. desc.Height = textureHeight;
  2636. desc.MipLevels = numMips;
  2637. desc.Format = format;
  2638. desc.SampleDesc = msaa;
  2639. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2640. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  2641. desc.CPUAccessFlags = 0;
  2642. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  2643. {
  2644. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  2645. desc.Usage = D3D11_USAGE_DEFAULT;
  2646. }
  2647. else if (renderTarget)
  2648. {
  2649. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  2650. desc.Usage = D3D11_USAGE_DEFAULT;
  2651. }
  2652. if (computeWrite)
  2653. {
  2654. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2655. desc.Usage = D3D11_USAGE_DEFAULT;
  2656. }
  2657. if (imageContainer.m_cubeMap)
  2658. {
  2659. desc.ArraySize = 6;
  2660. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  2661. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2662. srvd.TextureCube.MipLevels = numMips;
  2663. }
  2664. else
  2665. {
  2666. desc.ArraySize = 1;
  2667. desc.MiscFlags = 0;
  2668. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  2669. srvd.Texture2D.MipLevels = numMips;
  2670. }
  2671. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  2672. }
  2673. break;
  2674. case Texture3D:
  2675. {
  2676. D3D11_TEXTURE3D_DESC desc;
  2677. desc.Width = textureWidth;
  2678. desc.Height = textureHeight;
  2679. desc.Depth = imageContainer.m_depth;
  2680. desc.MipLevels = imageContainer.m_numMips;
  2681. desc.Format = format;
  2682. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2683. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  2684. desc.CPUAccessFlags = 0;
  2685. desc.MiscFlags = 0;
  2686. if (computeWrite)
  2687. {
  2688. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2689. desc.Usage = D3D11_USAGE_DEFAULT;
  2690. }
  2691. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2692. srvd.Texture3D.MipLevels = numMips;
  2693. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  2694. }
  2695. break;
  2696. }
  2697. if (!bufferOnly)
  2698. {
  2699. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  2700. }
  2701. if (computeWrite)
  2702. {
  2703. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  2704. }
  2705. if (convert
  2706. && 0 != kk)
  2707. {
  2708. kk = 0;
  2709. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2710. {
  2711. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2712. {
  2713. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  2714. ++kk;
  2715. }
  2716. }
  2717. }
  2718. }
  2719. }
  2720. void TextureD3D11::destroy()
  2721. {
  2722. DX_RELEASE(m_srv, 0);
  2723. DX_RELEASE(m_uav, 0);
  2724. DX_RELEASE(m_ptr, 0);
  2725. }
  2726. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2727. {
  2728. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2729. D3D11_BOX box;
  2730. box.left = _rect.m_x;
  2731. box.top = _rect.m_y;
  2732. box.right = box.left + _rect.m_width;
  2733. box.bottom = box.top + _rect.m_height;
  2734. box.front = _z;
  2735. box.back = box.front + _depth;
  2736. const uint32_t subres = _mip + (_side * m_numMips);
  2737. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2738. const uint32_t rectpitch = _rect.m_width*bpp/8;
  2739. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2740. const bool convert = m_textureFormat != m_requestedFormat;
  2741. uint8_t* data = _mem->data;
  2742. uint8_t* temp = NULL;
  2743. if (convert)
  2744. {
  2745. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  2746. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  2747. data = temp;
  2748. }
  2749. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  2750. if (NULL != temp)
  2751. {
  2752. BX_FREE(g_allocator, temp);
  2753. }
  2754. }
  2755. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags)
  2756. {
  2757. TextureStage& ts = s_renderD3D11->m_textureStage;
  2758. ts.m_srv[_stage] = m_srv;
  2759. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  2760. ? s_renderD3D11->getSamplerState(_flags)
  2761. : m_sampler
  2762. ;
  2763. }
  2764. void TextureD3D11::resolve()
  2765. {
  2766. }
  2767. void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
  2768. {
  2769. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  2770. {
  2771. m_rtv[ii] = NULL;
  2772. }
  2773. m_dsv = NULL;
  2774. m_swapChain = NULL;
  2775. m_numTh = _num;
  2776. memcpy(m_th, _handles, _num*sizeof(TextureHandle) );
  2777. postReset();
  2778. }
  2779. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  2780. {
  2781. BX_UNUSED(_depthFormat);
  2782. DXGI_SWAP_CHAIN_DESC scd;
  2783. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  2784. scd.BufferDesc.Width = _width;
  2785. scd.BufferDesc.Height = _height;
  2786. scd.OutputWindow = (HWND)_nwh;
  2787. HRESULT hr;
  2788. hr = s_renderD3D11->m_factory->CreateSwapChain(s_renderD3D11->m_device
  2789. , &scd
  2790. , &m_swapChain
  2791. );
  2792. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  2793. ID3D11Resource* ptr;
  2794. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr));
  2795. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  2796. DX_RELEASE(ptr, 0);
  2797. m_srv[0] = NULL;
  2798. m_dsv = NULL;
  2799. m_denseIdx = _denseIdx;
  2800. m_num = 1;
  2801. }
  2802. uint16_t FrameBufferD3D11::destroy()
  2803. {
  2804. preReset();
  2805. DX_RELEASE(m_swapChain, 0);
  2806. m_num = 0;
  2807. m_numTh = 0;
  2808. uint16_t denseIdx = m_denseIdx;
  2809. m_denseIdx = UINT16_MAX;
  2810. return denseIdx;
  2811. }
  2812. void FrameBufferD3D11::preReset()
  2813. {
  2814. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2815. {
  2816. DX_RELEASE(m_srv[ii], 0);
  2817. DX_RELEASE(m_rtv[ii], 0);
  2818. }
  2819. DX_RELEASE(m_dsv, 0);
  2820. }
  2821. void FrameBufferD3D11::postReset()
  2822. {
  2823. if (0 < m_numTh)
  2824. {
  2825. m_num = 0;
  2826. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  2827. {
  2828. TextureHandle handle = m_th[ii];
  2829. if (isValid(handle) )
  2830. {
  2831. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  2832. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  2833. {
  2834. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  2835. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2836. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2837. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  2838. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  2839. dsvDesc.ViewDimension = 1 < msaa.Count ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
  2840. dsvDesc.Flags = 0;
  2841. dsvDesc.Texture2D.MipSlice = 0;
  2842. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  2843. }
  2844. else
  2845. {
  2846. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  2847. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  2848. m_num++;
  2849. }
  2850. }
  2851. }
  2852. }
  2853. }
  2854. void FrameBufferD3D11::resolve()
  2855. {
  2856. }
  2857. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  2858. {
  2859. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2860. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  2861. {
  2862. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2863. {
  2864. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2865. {
  2866. uint8_t index = _clear.m_index[ii];
  2867. if (NULL != m_rtv[ii]
  2868. && UINT8_MAX != index)
  2869. {
  2870. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  2871. }
  2872. }
  2873. }
  2874. else
  2875. {
  2876. float frgba[4] =
  2877. {
  2878. _clear.m_index[0]*1.0f/255.0f,
  2879. _clear.m_index[1]*1.0f/255.0f,
  2880. _clear.m_index[2]*1.0f/255.0f,
  2881. _clear.m_index[3]*1.0f/255.0f,
  2882. };
  2883. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2884. {
  2885. if (NULL != m_rtv[ii])
  2886. {
  2887. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  2888. }
  2889. }
  2890. }
  2891. }
  2892. if (NULL != m_dsv
  2893. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2894. {
  2895. DWORD flags = 0;
  2896. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2897. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2898. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  2899. }
  2900. }
  2901. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  2902. {
  2903. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  2904. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2905. updateResolution(_render->m_resolution);
  2906. int64_t elapsed = -bx::getHPCounter();
  2907. int64_t captureElapsed = 0;
  2908. if (0 < _render->m_iboffset)
  2909. {
  2910. TransientIndexBuffer* ib = _render->m_transientIb;
  2911. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  2912. }
  2913. if (0 < _render->m_vboffset)
  2914. {
  2915. TransientVertexBuffer* vb = _render->m_transientVb;
  2916. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  2917. }
  2918. _render->sort();
  2919. RenderDraw currentState;
  2920. currentState.clear();
  2921. currentState.m_flags = BGFX_STATE_NONE;
  2922. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2923. const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
  2924. _render->m_hmdEnabled = hmdEnabled;
  2925. ViewState& viewState = m_viewState;
  2926. viewState.reset(_render, hmdEnabled);
  2927. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  2928. bool scissorEnabled = false;
  2929. setDebugWireframe(wireframe);
  2930. uint16_t programIdx = invalidHandle;
  2931. SortKey key;
  2932. uint8_t view = 0xff;
  2933. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  2934. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  2935. uint8_t primIndex = uint8_t(primType>>BGFX_STATE_PT_SHIFT);
  2936. PrimInfo prim = s_primInfo[primIndex];
  2937. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2938. bool wasCompute = false;
  2939. bool viewHasScissor = false;
  2940. Rect viewScissorRect;
  2941. viewScissorRect.clear();
  2942. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  2943. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  2944. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  2945. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  2946. uint32_t statsNumIndices = 0;
  2947. uint32_t statsKeyType[2] = {};
  2948. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  2949. {
  2950. bool viewRestart = false;
  2951. uint8_t eye = 0;
  2952. uint8_t restartState = 0;
  2953. viewState.m_rect = _render->m_rect[0];
  2954. int32_t numItems = _render->m_num;
  2955. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  2956. {
  2957. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  2958. statsKeyType[isCompute]++;
  2959. const bool viewChanged = 0
  2960. || key.m_view != view
  2961. || item == numItems
  2962. ;
  2963. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  2964. ++item;
  2965. if (viewChanged)
  2966. {
  2967. if (1 == restartState)
  2968. {
  2969. restartState = 2;
  2970. item = restartItem;
  2971. restartItem = numItems;
  2972. view = 0xff;
  2973. continue;
  2974. }
  2975. view = key.m_view;
  2976. programIdx = invalidHandle;
  2977. if (_render->m_fb[view].idx != fbh.idx)
  2978. {
  2979. fbh = _render->m_fb[view];
  2980. setFrameBuffer(fbh);
  2981. }
  2982. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  2983. viewRestart &= hmdEnabled;
  2984. if (viewRestart)
  2985. {
  2986. if (0 == restartState)
  2987. {
  2988. restartState = 1;
  2989. restartItem = item - 1;
  2990. }
  2991. eye = (restartState - 1) & 1;
  2992. restartState &= 1;
  2993. }
  2994. else
  2995. {
  2996. eye = 0;
  2997. }
  2998. PIX_ENDEVENT();
  2999. viewState.m_rect = _render->m_rect[view];
  3000. if (viewRestart)
  3001. {
  3002. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3003. {
  3004. wchar_t* viewNameW = s_viewNameW[view];
  3005. viewNameW[3] = L' ';
  3006. viewNameW[4] = eye ? L'R' : L'L';
  3007. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3008. }
  3009. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  3010. viewState.m_rect.m_width /= 2;
  3011. }
  3012. else
  3013. {
  3014. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3015. {
  3016. wchar_t* viewNameW = s_viewNameW[view];
  3017. viewNameW[3] = L' ';
  3018. viewNameW[4] = L' ';
  3019. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3020. }
  3021. }
  3022. const Rect& scissorRect = _render->m_scissor[view];
  3023. viewHasScissor = !scissorRect.isZero();
  3024. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  3025. D3D11_VIEWPORT vp;
  3026. vp.TopLeftX = viewState.m_rect.m_x;
  3027. vp.TopLeftY = viewState.m_rect.m_y;
  3028. vp.Width = viewState.m_rect.m_width;
  3029. vp.Height = viewState.m_rect.m_height;
  3030. vp.MinDepth = 0.0f;
  3031. vp.MaxDepth = 1.0f;
  3032. deviceCtx->RSSetViewports(1, &vp);
  3033. Clear& clr = _render->m_clear[view];
  3034. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  3035. {
  3036. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_clearColor);
  3037. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  3038. }
  3039. }
  3040. if (isCompute)
  3041. {
  3042. if (!wasCompute)
  3043. {
  3044. wasCompute = true;
  3045. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3046. {
  3047. wchar_t* viewNameW = s_viewNameW[view];
  3048. viewNameW[3] = L'C';
  3049. PIX_ENDEVENT();
  3050. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3051. }
  3052. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  3053. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  3054. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  3055. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  3056. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  3057. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  3058. }
  3059. const RenderCompute& compute = renderItem.compute;
  3060. if (0 != eye
  3061. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  3062. {
  3063. continue;
  3064. }
  3065. bool programChanged = false;
  3066. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  3067. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  3068. if (key.m_program != programIdx)
  3069. {
  3070. programIdx = key.m_program;
  3071. ProgramD3D11& program = m_program[key.m_program];
  3072. m_currentProgram = &program;
  3073. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  3074. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  3075. programChanged =
  3076. constantsChanged = true;
  3077. }
  3078. if (invalidHandle != programIdx)
  3079. {
  3080. ProgramD3D11& program = m_program[programIdx];
  3081. if (constantsChanged)
  3082. {
  3083. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3084. if (NULL != vcb)
  3085. {
  3086. commit(*vcb);
  3087. }
  3088. }
  3089. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  3090. if (constantsChanged
  3091. || program.m_numPredefined > 0)
  3092. {
  3093. commitShaderConstants();
  3094. }
  3095. }
  3096. BX_UNUSED(programChanged);
  3097. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3098. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3099. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3100. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  3101. {
  3102. const Binding& bind = compute.m_bind[ii];
  3103. if (invalidHandle != bind.m_idx)
  3104. {
  3105. switch (bind.m_type)
  3106. {
  3107. case Binding::Image:
  3108. {
  3109. const TextureD3D11& texture = m_textures[bind.m_idx];
  3110. if (Access::Read != bind.m_un.m_compute.m_access)
  3111. {
  3112. uav[ii] = texture.m_uav;
  3113. }
  3114. else
  3115. {
  3116. srv[ii] = texture.m_srv;
  3117. sampler[ii] = texture.m_sampler;
  3118. }
  3119. }
  3120. break;
  3121. case Binding::IndexBuffer:
  3122. case Binding::VertexBuffer:
  3123. {
  3124. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  3125. ? m_indexBuffers[bind.m_idx]
  3126. : m_vertexBuffers[bind.m_idx]
  3127. ;
  3128. if (Access::Read != bind.m_un.m_compute.m_access)
  3129. {
  3130. uav[ii] = buffer.m_uav;
  3131. }
  3132. else
  3133. {
  3134. srv[ii] = buffer.m_srv;
  3135. }
  3136. }
  3137. break;
  3138. }
  3139. }
  3140. }
  3141. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  3142. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  3143. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  3144. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  3145. continue;
  3146. }
  3147. bool resetState = viewChanged || wasCompute;
  3148. if (wasCompute)
  3149. {
  3150. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3151. {
  3152. wchar_t* viewNameW = s_viewNameW[view];
  3153. viewNameW[3] = L' ';
  3154. PIX_ENDEVENT();
  3155. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3156. }
  3157. wasCompute = false;
  3158. programIdx = invalidHandle;
  3159. m_currentProgram = NULL;
  3160. invalidateCompute();
  3161. }
  3162. const RenderDraw& draw = renderItem.draw;
  3163. const uint64_t newFlags = draw.m_flags;
  3164. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  3165. currentState.m_flags = newFlags;
  3166. const uint64_t newStencil = draw.m_stencil;
  3167. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  3168. currentState.m_stencil = newStencil;
  3169. if (resetState)
  3170. {
  3171. currentState.clear();
  3172. currentState.m_scissor = !draw.m_scissor;
  3173. changedFlags = BGFX_STATE_MASK;
  3174. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  3175. currentState.m_flags = newFlags;
  3176. currentState.m_stencil = newStencil;
  3177. setBlendState(newFlags);
  3178. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  3179. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3180. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3181. }
  3182. if (prim.m_type != s_primInfo[primIndex].m_type)
  3183. {
  3184. prim = s_primInfo[primIndex];
  3185. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3186. }
  3187. uint16_t scissor = draw.m_scissor;
  3188. if (currentState.m_scissor != scissor)
  3189. {
  3190. currentState.m_scissor = scissor;
  3191. if (UINT16_MAX == scissor)
  3192. {
  3193. scissorEnabled = viewHasScissor;
  3194. if (viewHasScissor)
  3195. {
  3196. D3D11_RECT rc;
  3197. rc.left = viewScissorRect.m_x;
  3198. rc.top = viewScissorRect.m_y;
  3199. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3200. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3201. deviceCtx->RSSetScissorRects(1, &rc);
  3202. }
  3203. }
  3204. else
  3205. {
  3206. Rect scissorRect;
  3207. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  3208. scissorEnabled = true;
  3209. D3D11_RECT rc;
  3210. rc.left = scissorRect.m_x;
  3211. rc.top = scissorRect.m_y;
  3212. rc.right = scissorRect.m_x + scissorRect.m_width;
  3213. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  3214. deviceCtx->RSSetScissorRects(1, &rc);
  3215. }
  3216. setRasterizerState(newFlags, wireframe, scissorEnabled);
  3217. }
  3218. if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
  3219. || 0 != changedStencil)
  3220. {
  3221. setDepthStencilState(newFlags, newStencil);
  3222. }
  3223. if ( (0
  3224. | BGFX_STATE_CULL_MASK
  3225. | BGFX_STATE_RGB_WRITE
  3226. | BGFX_STATE_ALPHA_WRITE
  3227. | BGFX_STATE_BLEND_MASK
  3228. | BGFX_STATE_BLEND_EQUATION_MASK
  3229. | BGFX_STATE_ALPHA_REF_MASK
  3230. | BGFX_STATE_PT_MASK
  3231. | BGFX_STATE_POINT_SIZE_MASK
  3232. | BGFX_STATE_MSAA
  3233. ) & changedFlags)
  3234. {
  3235. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  3236. {
  3237. setBlendState(newFlags, draw.m_rgba);
  3238. }
  3239. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  3240. {
  3241. setRasterizerState(newFlags, wireframe, scissorEnabled);
  3242. }
  3243. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  3244. {
  3245. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  3246. viewState.m_alphaRef = ref/255.0f;
  3247. }
  3248. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  3249. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3250. if (prim.m_type != s_primInfo[primIndex].m_type)
  3251. {
  3252. prim = s_primInfo[primIndex];
  3253. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  3254. }
  3255. }
  3256. bool programChanged = false;
  3257. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  3258. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  3259. if (key.m_program != programIdx)
  3260. {
  3261. programIdx = key.m_program;
  3262. if (invalidHandle == programIdx)
  3263. {
  3264. m_currentProgram = NULL;
  3265. deviceCtx->VSSetShader(NULL, NULL, 0);
  3266. deviceCtx->PSSetShader(NULL, NULL, 0);
  3267. }
  3268. else
  3269. {
  3270. ProgramD3D11& program = m_program[programIdx];
  3271. m_currentProgram = &program;
  3272. const ShaderD3D11* vsh = program.m_vsh;
  3273. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  3274. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  3275. if (NULL != m_currentColor)
  3276. {
  3277. const ShaderD3D11* fsh = program.m_fsh;
  3278. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  3279. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  3280. }
  3281. else
  3282. {
  3283. deviceCtx->PSSetShader(NULL, NULL, 0);
  3284. }
  3285. }
  3286. programChanged =
  3287. constantsChanged = true;
  3288. }
  3289. if (invalidHandle != programIdx)
  3290. {
  3291. ProgramD3D11& program = m_program[programIdx];
  3292. if (constantsChanged)
  3293. {
  3294. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3295. if (NULL != vcb)
  3296. {
  3297. commit(*vcb);
  3298. }
  3299. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  3300. if (NULL != fcb)
  3301. {
  3302. commit(*fcb);
  3303. }
  3304. }
  3305. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  3306. if (constantsChanged
  3307. || program.m_numPredefined > 0)
  3308. {
  3309. commitShaderConstants();
  3310. }
  3311. }
  3312. {
  3313. uint32_t changes = 0;
  3314. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3315. {
  3316. const Binding& sampler = draw.m_bind[stage];
  3317. Binding& current = currentState.m_bind[stage];
  3318. if (current.m_idx != sampler.m_idx
  3319. || current.m_un.m_draw.m_flags != sampler.m_un.m_draw.m_flags
  3320. || programChanged)
  3321. {
  3322. if (invalidHandle != sampler.m_idx)
  3323. {
  3324. TextureD3D11& texture = m_textures[sampler.m_idx];
  3325. texture.commit(stage, sampler.m_un.m_draw.m_flags);
  3326. }
  3327. else
  3328. {
  3329. m_textureStage.m_srv[stage] = NULL;
  3330. m_textureStage.m_sampler[stage] = NULL;
  3331. }
  3332. ++changes;
  3333. }
  3334. current = sampler;
  3335. }
  3336. if (0 < changes)
  3337. {
  3338. commitTextureStage();
  3339. }
  3340. }
  3341. if (programChanged
  3342. || currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx
  3343. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  3344. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  3345. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  3346. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  3347. {
  3348. currentState.m_vertexDecl = draw.m_vertexDecl;
  3349. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  3350. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  3351. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  3352. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  3353. uint16_t handle = draw.m_vertexBuffer.idx;
  3354. if (invalidHandle != handle)
  3355. {
  3356. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  3357. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3358. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3359. uint32_t stride = vertexDecl.m_stride;
  3360. uint32_t offset = 0;
  3361. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3362. if (isValid(draw.m_instanceDataBuffer) )
  3363. {
  3364. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  3365. uint32_t instStride = draw.m_instanceDataStride;
  3366. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  3367. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  3368. }
  3369. else
  3370. {
  3371. deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
  3372. setInputLayout(vertexDecl, m_program[programIdx], 0);
  3373. }
  3374. }
  3375. else
  3376. {
  3377. deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
  3378. }
  3379. }
  3380. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  3381. {
  3382. currentState.m_indexBuffer = draw.m_indexBuffer;
  3383. uint16_t handle = draw.m_indexBuffer.idx;
  3384. if (invalidHandle != handle)
  3385. {
  3386. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  3387. deviceCtx->IASetIndexBuffer(ib.m_ptr
  3388. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  3389. , 0
  3390. );
  3391. }
  3392. else
  3393. {
  3394. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  3395. }
  3396. }
  3397. if (isValid(currentState.m_vertexBuffer) )
  3398. {
  3399. uint32_t numVertices = draw.m_numVertices;
  3400. if (UINT32_MAX == numVertices)
  3401. {
  3402. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  3403. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3404. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3405. numVertices = vb.m_size/vertexDecl.m_stride;
  3406. }
  3407. uint32_t numIndices = 0;
  3408. uint32_t numPrimsSubmitted = 0;
  3409. uint32_t numInstances = 0;
  3410. uint32_t numPrimsRendered = 0;
  3411. uint32_t numDrawIndirect = 0;
  3412. if (isValid(draw.m_drawIndirectBuffer) )
  3413. {
  3414. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_drawIndirectBuffer.idx];
  3415. ID3D11Buffer* ptr = vb.m_ptr;
  3416. if (isValid(draw.m_indexBuffer) )
  3417. {
  3418. const uint32_t commandSize = 5 * sizeof(uint32_t);
  3419. numDrawIndirect = UINT16_MAX == draw.m_numDrawIndirect ? vb.m_size/commandSize : draw.m_numDrawIndirect;
  3420. uint32_t args = draw.m_startDrawIndirect * commandSize;
  3421. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3422. {
  3423. deviceCtx->DrawIndexedInstancedIndirect(ptr, args);
  3424. args += commandSize;
  3425. }
  3426. }
  3427. else
  3428. {
  3429. const uint32_t commandSize = 4 * sizeof(uint32_t);
  3430. numDrawIndirect = UINT16_MAX == draw.m_numDrawIndirect ? vb.m_size/commandSize : draw.m_numDrawIndirect;
  3431. uint32_t args = draw.m_startDrawIndirect * commandSize;
  3432. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3433. {
  3434. deviceCtx->DrawInstancedIndirect(ptr, args);
  3435. args += commandSize;
  3436. }
  3437. }
  3438. }
  3439. else
  3440. {
  3441. if (isValid(draw.m_indexBuffer) )
  3442. {
  3443. if (UINT32_MAX == draw.m_numIndices)
  3444. {
  3445. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  3446. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  3447. numIndices = ib.m_size/indexSize;
  3448. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3449. numInstances = draw.m_numInstances;
  3450. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3451. if (numInstances > 1)
  3452. {
  3453. deviceCtx->DrawIndexedInstanced(numIndices
  3454. , draw.m_numInstances
  3455. , 0
  3456. , draw.m_startVertex
  3457. , 0
  3458. );
  3459. }
  3460. else
  3461. {
  3462. deviceCtx->DrawIndexed(numIndices
  3463. , 0
  3464. , draw.m_startVertex
  3465. );
  3466. }
  3467. }
  3468. else if (prim.m_min <= draw.m_numIndices)
  3469. {
  3470. numIndices = draw.m_numIndices;
  3471. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3472. numInstances = draw.m_numInstances;
  3473. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3474. if (numInstances > 1)
  3475. {
  3476. deviceCtx->DrawIndexedInstanced(numIndices
  3477. , draw.m_numInstances
  3478. , draw.m_startIndex
  3479. , draw.m_startVertex
  3480. , 0
  3481. );
  3482. }
  3483. else
  3484. {
  3485. deviceCtx->DrawIndexed(numIndices
  3486. , draw.m_startIndex
  3487. , draw.m_startVertex
  3488. );
  3489. }
  3490. }
  3491. }
  3492. else
  3493. {
  3494. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  3495. numInstances = draw.m_numInstances;
  3496. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3497. if (numInstances > 1)
  3498. {
  3499. deviceCtx->DrawInstanced(numVertices
  3500. , draw.m_numInstances
  3501. , draw.m_startVertex
  3502. , 0
  3503. );
  3504. }
  3505. else
  3506. {
  3507. deviceCtx->Draw(numVertices
  3508. , draw.m_startVertex
  3509. );
  3510. }
  3511. }
  3512. }
  3513. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3514. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3515. statsNumInstances[primIndex] += numInstances;
  3516. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  3517. statsNumIndices += numIndices;
  3518. }
  3519. }
  3520. if (wasCompute)
  3521. {
  3522. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3523. {
  3524. wchar_t* viewNameW = s_viewNameW[view];
  3525. viewNameW[3] = L'C';
  3526. PIX_ENDEVENT();
  3527. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3528. }
  3529. invalidateCompute();
  3530. }
  3531. if (0 < _render->m_num)
  3532. {
  3533. captureElapsed = -bx::getHPCounter();
  3534. capture();
  3535. captureElapsed += bx::getHPCounter();
  3536. }
  3537. }
  3538. PIX_ENDEVENT();
  3539. int64_t now = bx::getHPCounter();
  3540. elapsed += now;
  3541. static int64_t last = now;
  3542. int64_t frameTime = now - last;
  3543. last = now;
  3544. static int64_t min = frameTime;
  3545. static int64_t max = frameTime;
  3546. min = min > frameTime ? frameTime : min;
  3547. max = max < frameTime ? frameTime : max;
  3548. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3549. {
  3550. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  3551. TextVideoMem& tvm = m_textVideoMem;
  3552. static int64_t next = now;
  3553. if (now >= next)
  3554. {
  3555. next = now + bx::getHPFrequency();
  3556. double freq = double(bx::getHPFrequency() );
  3557. double toMs = 1000.0/freq;
  3558. tvm.clear();
  3559. uint16_t pos = 0;
  3560. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  3561. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  3562. , getRendererName()
  3563. );
  3564. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  3565. char description[BX_COUNTOF(desc.Description)];
  3566. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  3567. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  3568. char dedicatedVideo[16];
  3569. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  3570. char dedicatedSystem[16];
  3571. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  3572. char sharedSystem[16];
  3573. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  3574. tvm.printf(0, pos++, 0x0f, " Memory: %s (video), %s (system), %s (shared)"
  3575. , dedicatedVideo
  3576. , dedicatedSystem
  3577. , sharedSystem
  3578. );
  3579. pos = 10;
  3580. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3581. , double(frameTime)*toMs
  3582. , double(min)*toMs
  3583. , double(max)*toMs
  3584. , freq/frameTime
  3585. );
  3586. char hmd[16];
  3587. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  3588. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3589. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  3590. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3591. , 0 != msaa ? '\xfe' : ' '
  3592. , 1<<msaa
  3593. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  3594. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  3595. );
  3596. double elapsedCpuMs = double(elapsed)*toMs;
  3597. tvm.printf(10, pos++, 0x8e, " Submitted: %4d (draw %4d, compute %4d) / CPU %3.4f [ms]"
  3598. , _render->m_num
  3599. , statsKeyType[0]
  3600. , statsKeyType[1]
  3601. , elapsedCpuMs
  3602. );
  3603. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  3604. {
  3605. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  3606. , s_primName[ii]
  3607. , statsNumPrimsRendered[ii]
  3608. , statsNumInstances[ii]
  3609. , statsNumPrimsSubmitted[ii]
  3610. , statsNumDrawIndirect[ii]
  3611. );
  3612. }
  3613. if (NULL != m_renderdocdll)
  3614. {
  3615. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  3616. }
  3617. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  3618. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  3619. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  3620. pos++;
  3621. tvm.printf(10, pos++, 0x8e, " State cache: ");
  3622. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  3623. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  3624. , m_blendStateCache.getCount()
  3625. , m_depthStencilStateCache.getCount()
  3626. , m_inputLayoutCache.getCount()
  3627. , m_rasterizerStateCache.getCount()
  3628. , m_samplerStateCache.getCount()
  3629. );
  3630. pos++;
  3631. double captureMs = double(captureElapsed)*toMs;
  3632. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  3633. uint8_t attr[2] = { 0x89, 0x8a };
  3634. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  3635. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %3.4f [ms]", _render->m_waitSubmit*toMs);
  3636. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %3.4f [ms]", _render->m_waitRender*toMs);
  3637. min = frameTime;
  3638. max = frameTime;
  3639. }
  3640. blit(this, _textVideoMemBlitter, tvm);
  3641. PIX_ENDEVENT();
  3642. }
  3643. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  3644. {
  3645. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  3646. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  3647. PIX_ENDEVENT();
  3648. }
  3649. }
  3650. } /* namespace d3d11 */ } // namespace bgfx
  3651. #else
  3652. namespace bgfx { namespace d3d11
  3653. {
  3654. RendererContextI* rendererCreate()
  3655. {
  3656. return NULL;
  3657. }
  3658. void rendererDestroy()
  3659. {
  3660. }
  3661. } /* namespace d3d11 */ } // namespace bgfx
  3662. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11