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renderer_d3d12.cpp 170 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_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. # if !USE_D3D12_DYNAMIC_LIB
  9. # pragma comment(lib, "D3D12.lib")
  10. # endif // !USE_D3D12_DYNAMIC_LIB
  11. namespace bgfx { namespace d3d12
  12. {
  13. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
  14. struct PrimInfo
  15. {
  16. D3D_PRIMITIVE_TOPOLOGY m_toplogy;
  17. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  18. uint32_t m_min;
  19. uint32_t m_div;
  20. uint32_t m_sub;
  21. };
  22. static const PrimInfo s_primInfo[] =
  23. {
  24. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  25. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  26. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  27. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  28. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  29. };
  30. static const char* s_primName[] =
  31. {
  32. "TriList",
  33. "TriStrip",
  34. "Line",
  35. "Point",
  36. };
  37. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  38. static const uint32_t s_checkMsaa[] =
  39. {
  40. 0,
  41. 2,
  42. 4,
  43. 8,
  44. 16,
  45. };
  46. static DXGI_SAMPLE_DESC s_msaa[] =
  47. {
  48. { 1, 0 },
  49. { 2, 0 },
  50. { 4, 0 },
  51. { 8, 0 },
  52. { 16, 0 },
  53. };
  54. static const D3D12_BLEND s_blendFactor[][2] =
  55. {
  56. { (D3D12_BLEND)0, (D3D12_BLEND)0 }, // ignored
  57. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  58. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  59. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  60. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  61. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  62. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  63. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  64. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  65. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  66. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  67. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  68. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  69. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  70. };
  71. static const D3D12_BLEND_OP s_blendEquation[] =
  72. {
  73. D3D12_BLEND_OP_ADD,
  74. D3D12_BLEND_OP_SUBTRACT,
  75. D3D12_BLEND_OP_REV_SUBTRACT,
  76. D3D12_BLEND_OP_MIN,
  77. D3D12_BLEND_OP_MAX,
  78. };
  79. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  80. {
  81. D3D12_COMPARISON_FUNC(0), // ignored
  82. D3D12_COMPARISON_FUNC_LESS,
  83. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  84. D3D12_COMPARISON_FUNC_EQUAL,
  85. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  86. D3D12_COMPARISON_FUNC_GREATER,
  87. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  88. D3D12_COMPARISON_FUNC_NEVER,
  89. D3D12_COMPARISON_FUNC_ALWAYS,
  90. };
  91. static const D3D12_STENCIL_OP s_stencilOp[] =
  92. {
  93. D3D12_STENCIL_OP_ZERO,
  94. D3D12_STENCIL_OP_KEEP,
  95. D3D12_STENCIL_OP_REPLACE,
  96. D3D12_STENCIL_OP_INCR,
  97. D3D12_STENCIL_OP_INCR_SAT,
  98. D3D12_STENCIL_OP_DECR,
  99. D3D12_STENCIL_OP_DECR_SAT,
  100. D3D12_STENCIL_OP_INVERT,
  101. };
  102. static const D3D12_CULL_MODE s_cullMode[] =
  103. {
  104. D3D12_CULL_MODE_NONE,
  105. D3D12_CULL_MODE_FRONT,
  106. D3D12_CULL_MODE_BACK,
  107. };
  108. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  109. {
  110. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  111. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  112. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  113. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  114. };
  115. /*
  116. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  117. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  118. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  119. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  120. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  121. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  122. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  123. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  124. * D3D11_FILTER_ANISOTROPIC = 0x55,
  125. *
  126. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  127. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  128. *
  129. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  130. * 0x10 // MIN_LINEAR
  131. * 0x04 // MAG_LINEAR
  132. * 0x01 // MIP_LINEAR
  133. */
  134. static const uint8_t s_textureFilter[3][3] =
  135. {
  136. {
  137. 0x10, // min linear
  138. 0x00, // min point
  139. 0x55, // anisotropic
  140. },
  141. {
  142. 0x04, // mag linear
  143. 0x00, // mag point
  144. 0x55, // anisotropic
  145. },
  146. {
  147. 0x01, // mip linear
  148. 0x00, // mip point
  149. 0x55, // anisotropic
  150. },
  151. };
  152. struct TextureFormatInfo
  153. {
  154. DXGI_FORMAT m_fmt;
  155. DXGI_FORMAT m_fmtSrv;
  156. DXGI_FORMAT m_fmtDsv;
  157. DXGI_FORMAT m_fmtSrgb;
  158. };
  159. static const TextureFormatInfo s_textureFormat[] =
  160. {
  161. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  162. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  163. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  164. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  165. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  166. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  167. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  168. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  179. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  180. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  181. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  182. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  183. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  184. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  185. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  186. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  187. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  188. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  189. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  190. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  191. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  192. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  193. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  194. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  195. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  196. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  197. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  198. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  199. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  200. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  201. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  202. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  203. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  204. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  205. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  206. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  207. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  208. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  209. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  210. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  211. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  212. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  213. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  214. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  215. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  216. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  217. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  218. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  219. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  220. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  221. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  222. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  223. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  224. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  225. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  226. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  227. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  228. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  229. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  230. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  231. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  232. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  233. };
  234. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  235. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  236. {
  237. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  238. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  239. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  240. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  241. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  242. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  243. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  244. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  245. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  246. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  247. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  248. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  249. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  250. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  251. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. };
  254. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  255. static const DXGI_FORMAT s_attribType[][4][2] =
  256. {
  257. { // Uint8
  258. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  259. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  260. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  261. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  262. },
  263. { // Uint10
  264. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  265. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  266. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  267. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  268. },
  269. { // Int16
  270. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  271. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  272. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  273. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  274. },
  275. { // Half
  276. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  277. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  278. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  279. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  280. },
  281. { // Float
  282. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  283. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  284. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  285. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  286. },
  287. };
  288. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  289. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  290. {
  291. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  292. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  293. {
  294. if (UINT16_MAX != _decl.m_attributes[attr])
  295. {
  296. memcpy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  297. if (0 == _decl.m_attributes[attr])
  298. {
  299. elem->AlignedByteOffset = 0;
  300. }
  301. else
  302. {
  303. uint8_t num;
  304. AttribType::Enum type;
  305. bool normalized;
  306. bool asInt;
  307. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  308. elem->Format = s_attribType[type][num-1][normalized];
  309. elem->AlignedByteOffset = _decl.m_offset[attr];
  310. }
  311. ++elem;
  312. }
  313. }
  314. return elem;
  315. }
  316. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  317. {
  318. D3D12_RESOURCE_BARRIER barrier;
  319. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  320. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  321. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  322. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  323. barrier.Transition.StateBefore = _stateBefore;
  324. barrier.Transition.StateAfter = _stateAfter;
  325. _commandList->ResourceBarrier(1, &barrier);
  326. }
  327. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  328. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  329. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  330. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  331. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  332. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  333. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  334. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  335. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  336. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  337. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  338. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  339. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  340. static const GUID IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } };
  341. struct HeapProperty
  342. {
  343. enum Enum
  344. {
  345. Default,
  346. Upload,
  347. ReadBack,
  348. Count
  349. };
  350. D3D12_HEAP_PROPERTIES m_properties;
  351. D3D12_RESOURCE_STATES m_state;
  352. };
  353. static const HeapProperty s_heapProperties[] =
  354. {
  355. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COMMON },
  356. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  357. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COPY_DEST },
  358. };
  359. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  360. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  361. {
  362. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  363. ID3D12Resource* resource;
  364. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  365. , D3D12_HEAP_FLAG_NONE
  366. , _resourceDesc
  367. , heapProperty.m_state
  368. , _clearValue
  369. , IID_ID3D12Resource
  370. , (void**)&resource
  371. ) );
  372. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  373. , _resourceDesc->Width
  374. );
  375. return resource;
  376. }
  377. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  378. {
  379. D3D12_RESOURCE_DESC resourceDesc;
  380. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  381. resourceDesc.Alignment = 0;
  382. resourceDesc.Width = _size;
  383. resourceDesc.Height = 1;
  384. resourceDesc.DepthOrArraySize = 1;
  385. resourceDesc.MipLevels = 1;
  386. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  387. resourceDesc.SampleDesc.Count = 1;
  388. resourceDesc.SampleDesc.Quality = 0;
  389. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  390. resourceDesc.Flags = _flags;
  391. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  392. }
  393. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  394. {
  395. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  396. {
  397. char temp[2048];
  398. va_list argList;
  399. va_start(argList, _format);
  400. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  401. va_end(argList);
  402. temp[size] = '\0';
  403. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  404. mbstowcs(wtemp, temp, size+1);
  405. _object->SetName(wtemp);
  406. }
  407. }
  408. #if USE_D3D12_DYNAMIC_LIB
  409. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  410. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  411. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  412. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  413. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  414. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  415. #endif // USE_D3D12_DYNAMIC_LIB
  416. struct RendererContextD3D12 : public RendererContextI
  417. {
  418. RendererContextD3D12()
  419. : m_wireframe(false)
  420. , m_maxAnisotropy(1)
  421. , m_fsChanges(0)
  422. , m_vsChanges(0)
  423. , m_backBufferColorIdx(0)
  424. , m_rtMsaa(false)
  425. {
  426. }
  427. ~RendererContextD3D12()
  428. {
  429. }
  430. bool init()
  431. {
  432. struct ErrorState
  433. {
  434. enum Enum
  435. {
  436. Default,
  437. LoadedKernel32,
  438. LoadedD3D12,
  439. LoadedDXGI,
  440. CreatedDXGIFactory,
  441. CreatedCommandQueue,
  442. };
  443. };
  444. ErrorState::Enum errorState = ErrorState::Default;
  445. LUID luid;
  446. m_fbh.idx = invalidHandle;
  447. memset(m_uniforms, 0, sizeof(m_uniforms) );
  448. memset(&m_resolution, 0, sizeof(m_resolution) );
  449. #if USE_D3D12_DYNAMIC_LIB
  450. m_kernel32dll = bx::dlopen("kernel32.dll");
  451. BX_WARN(NULL != m_kernel32dll, "Failed to load kernel32.dll.");
  452. if (NULL == m_kernel32dll)
  453. {
  454. goto error;
  455. }
  456. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  457. BX_WARN(NULL != CreateEventExA, "Function CreateEventExA not found.");
  458. if (NULL == CreateEventExA)
  459. {
  460. goto error;
  461. }
  462. errorState = ErrorState::LoadedKernel32;
  463. m_d3d12dll = bx::dlopen("d3d12.dll");
  464. BX_WARN(NULL != m_d3d12dll, "Failed to load d3d12.dll.");
  465. if (NULL == m_d3d12dll)
  466. {
  467. goto error;
  468. }
  469. errorState = ErrorState::LoadedD3D12;
  470. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  471. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  472. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  473. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  474. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  475. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  476. if (NULL == D3D12CreateDevice
  477. || NULL == D3D12GetDebugInterface
  478. || NULL == D3D12SerializeRootSignature)
  479. {
  480. goto error;
  481. }
  482. m_dxgidll = bx::dlopen("dxgi.dll");
  483. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  484. if (NULL == m_dxgidll)
  485. {
  486. goto error;
  487. }
  488. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  489. BX_WARN(NULL != CreateDXGIFactory1, "Function CreateDXGIFactory1 not found.");
  490. if (NULL == CreateDXGIFactory1)
  491. {
  492. goto error;
  493. }
  494. #endif // USE_D3D12_DYNAMIC_LIB
  495. errorState = ErrorState::LoadedDXGI;
  496. HRESULT hr;
  497. hr = CreateDXGIFactory1(IID_IDXGIFactory4, (void**)&m_factory);
  498. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  499. if (FAILED(hr) )
  500. {
  501. goto error;
  502. }
  503. errorState = ErrorState::CreatedDXGIFactory;
  504. m_adapter = NULL;
  505. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  506. {
  507. IDXGIAdapter3* adapter;
  508. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  509. {
  510. DXGI_ADAPTER_DESC desc;
  511. hr = adapter->GetDesc(&desc);
  512. if (SUCCEEDED(hr) )
  513. {
  514. BX_TRACE("Adapter #%d", ii);
  515. char description[BX_COUNTOF(desc.Description)];
  516. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  517. BX_TRACE("\tDescription: %s", description);
  518. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  519. , desc.VendorId
  520. , desc.DeviceId
  521. , desc.SubSysId
  522. , desc.Revision
  523. );
  524. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  525. , desc.DedicatedVideoMemory
  526. , desc.DedicatedSystemMemory
  527. , desc.SharedSystemMemory
  528. );
  529. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  530. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  531. ++g_caps.numGPUs;
  532. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  533. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  534. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  535. {
  536. m_adapter = adapter;
  537. m_adapter->AddRef();
  538. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  539. }
  540. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  541. && 0 != strstr(description, "PerfHUD") )
  542. {
  543. m_adapter = adapter;
  544. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  545. }
  546. }
  547. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  548. }
  549. }
  550. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  551. {
  552. ID3D12Debug* debug;
  553. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug);
  554. if (SUCCEEDED(hr) )
  555. {
  556. debug->EnableDebugLayer();
  557. }
  558. }
  559. {
  560. D3D_FEATURE_LEVEL featureLevel[] =
  561. {
  562. D3D_FEATURE_LEVEL_12_1,
  563. D3D_FEATURE_LEVEL_12_0,
  564. D3D_FEATURE_LEVEL_11_1,
  565. D3D_FEATURE_LEVEL_11_0,
  566. };
  567. hr = E_FAIL;
  568. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  569. {
  570. hr = D3D12CreateDevice(m_adapter
  571. , featureLevel[ii]
  572. , IID_ID3D12Device
  573. , (void**)&m_device
  574. );
  575. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  576. , (featureLevel[ii] >> 12) & 0xf
  577. , (featureLevel[ii] >> 8) & 0xf
  578. );
  579. }
  580. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D12 device.");
  581. }
  582. if (FAILED(hr) )
  583. {
  584. goto error;
  585. }
  586. {
  587. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  588. luid = m_device->GetAdapterLuid();
  589. IDXGIAdapter3* adapter;
  590. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  591. {
  592. adapter->GetDesc(&m_adapterDesc);
  593. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  594. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  595. {
  596. if (NULL == m_adapter)
  597. {
  598. m_adapter = adapter;
  599. }
  600. else
  601. {
  602. DX_RELEASE(adapter, 0);
  603. }
  604. break;
  605. }
  606. DX_RELEASE(adapter, 0);
  607. }
  608. }
  609. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  610. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  611. {
  612. uint32_t numNodes = m_device->GetNodeCount();
  613. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  614. for (uint32_t ii = 0; ii < numNodes; ++ii)
  615. {
  616. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  617. architecture.NodeIndex = ii;
  618. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  619. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  620. , ii
  621. , architecture.TileBasedRenderer
  622. , architecture.UMA
  623. , architecture.CacheCoherentUMA
  624. );
  625. if (0 == ii)
  626. {
  627. memcpy(&m_architecture, &architecture, sizeof(architecture) );
  628. }
  629. }
  630. }
  631. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  632. BX_TRACE("D3D12 options:")
  633. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  634. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  635. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  636. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  637. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  638. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  639. m_cmd.init(m_device);
  640. errorState = ErrorState::CreatedCommandQueue;
  641. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  642. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  643. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  644. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  645. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  646. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  647. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  648. m_scd.SampleDesc.Count = 1;
  649. m_scd.SampleDesc.Quality = 0;
  650. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  651. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  652. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  653. m_scd.Windowed = true;
  654. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  655. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  656. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  657. , m_scd.BufferCount
  658. , BX_COUNTOF(m_backBufferColor)
  659. );
  660. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  661. , &m_scd
  662. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  663. );
  664. BX_WARN(SUCCEEDED(hr), "Failed to create swap chain.");
  665. if (FAILED(hr) )
  666. {
  667. goto error;
  668. }
  669. m_presentElapsed = 0;
  670. {
  671. m_resolution.m_width = BGFX_DEFAULT_WIDTH;
  672. m_resolution.m_height = BGFX_DEFAULT_HEIGHT;
  673. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  674. , 0
  675. | DXGI_MWA_NO_WINDOW_CHANGES
  676. | DXGI_MWA_NO_ALT_ENTER
  677. ) );
  678. m_numWindows = 1;
  679. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  680. {
  681. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  682. if (SUCCEEDED(hr) )
  683. {
  684. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  685. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  686. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  687. D3D12_INFO_QUEUE_FILTER filter;
  688. memset(&filter, 0, sizeof(filter) );
  689. D3D12_MESSAGE_CATEGORY catlist[] =
  690. {
  691. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  692. D3D12_MESSAGE_CATEGORY_EXECUTION,
  693. };
  694. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  695. filter.DenyList.pCategoryList = catlist;
  696. m_infoQueue->PushStorageFilter(&filter);
  697. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  698. }
  699. }
  700. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  701. rtvDescHeap.NumDescriptors = 0
  702. + BX_COUNTOF(m_backBufferColor)
  703. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  704. ;
  705. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  706. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  707. rtvDescHeap.NodeMask = 1;
  708. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  709. , IID_ID3D12DescriptorHeap
  710. , (void**)&m_rtvDescriptorHeap
  711. ) );
  712. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  713. dsvDescHeap.NumDescriptors = 0
  714. + 1 // reserved for depth backbuffer.
  715. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  716. ;
  717. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  718. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  719. dsvDescHeap.NodeMask = 1;
  720. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  721. , IID_ID3D12DescriptorHeap
  722. , (void**)&m_dsvDescriptorHeap
  723. ) );
  724. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  725. {
  726. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  727. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  728. );
  729. }
  730. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  731. , 1024
  732. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  733. );
  734. D3D12_DESCRIPTOR_RANGE descRange[] =
  735. {
  736. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  737. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  738. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  739. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  740. };
  741. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  742. D3D12_ROOT_PARAMETER rootParameter[] =
  743. {
  744. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  745. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  746. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  747. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  748. };
  749. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  750. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  751. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  752. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  753. descRootSignature.pParameters = rootParameter;
  754. descRootSignature.NumStaticSamplers = 0;
  755. descRootSignature.pStaticSamplers = NULL;
  756. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  757. ID3DBlob* outBlob;
  758. ID3DBlob* errorBlob;
  759. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  760. , D3D_ROOT_SIGNATURE_VERSION_1
  761. , &outBlob
  762. , &errorBlob
  763. ) );
  764. DX_CHECK(m_device->CreateRootSignature(0
  765. , outBlob->GetBufferPointer()
  766. , outBlob->GetBufferSize()
  767. , IID_ID3D12RootSignature
  768. , (void**)&m_rootSignature
  769. ) );
  770. UniformHandle handle = BGFX_INVALID_HANDLE;
  771. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  772. {
  773. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  774. }
  775. g_caps.supported |= ( 0
  776. | BGFX_CAPS_TEXTURE_3D
  777. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  778. | BGFX_CAPS_INSTANCING
  779. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  780. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  781. | BGFX_CAPS_FRAGMENT_DEPTH
  782. | BGFX_CAPS_BLEND_INDEPENDENT
  783. | BGFX_CAPS_COMPUTE
  784. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  785. // | BGFX_CAPS_SWAP_CHAIN
  786. | BGFX_CAPS_TEXTURE_BLIT
  787. | BGFX_CAPS_TEXTURE_READ_BACK
  788. | BGFX_CAPS_OCCLUSION_QUERY
  789. );
  790. g_caps.maxTextureSize = 16384;
  791. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  792. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  793. {
  794. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  795. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  796. ? s_textureFormat[ii].m_fmtDsv
  797. : s_textureFormat[ii].m_fmt
  798. ;
  799. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  800. if (DXGI_FORMAT_UNKNOWN != fmt)
  801. {
  802. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  803. data.Format = fmt;
  804. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  805. if (SUCCEEDED(hr) )
  806. {
  807. support |= 0 != (data.Support1 & (0
  808. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  809. ) )
  810. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  811. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  812. ;
  813. support |= 0 != (data.Support1 & (0
  814. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  815. ) )
  816. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  817. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  818. ;
  819. support |= 0 != (data.Support1 & (0
  820. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  821. ) )
  822. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  823. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  824. ;
  825. support |= 0 != (data.Support1 & (0
  826. | D3D12_FORMAT_SUPPORT1_BUFFER
  827. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  828. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  829. ) )
  830. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  831. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  832. ;
  833. support |= 0 != (data.Support1 & (0
  834. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  835. ) )
  836. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  837. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  838. ;
  839. support |= 0 != (data.Support1 & (0
  840. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  841. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  842. ) )
  843. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  844. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  845. ;
  846. support |= 0 != (data.Support1 & (0
  847. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  848. ) )
  849. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  850. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  851. ;
  852. support |= 0 != (data.Support1 & (0
  853. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  854. ) )
  855. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  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.Format = s_textureFormat[ii].m_fmt;
  868. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  869. if (SUCCEEDED(hr) )
  870. {
  871. support |= 0 != (data.Support2 & (0
  872. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  873. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  874. ) )
  875. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  876. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  877. ;
  878. }
  879. }
  880. }
  881. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  882. {
  883. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  884. {
  885. DXGI_FORMAT InFormat;
  886. UINT OutFormatSupport;
  887. };
  888. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  889. data.Format = fmtSrgb;
  890. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  891. if (SUCCEEDED(hr) )
  892. {
  893. support |= 0 != (data.Support1 & (0
  894. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  895. ) )
  896. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  897. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  898. ;
  899. support |= 0 != (data.Support1 & (0
  900. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  901. ) )
  902. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  903. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  904. ;
  905. support |= 0 != (data.Support1 & (0
  906. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  907. ) )
  908. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  909. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  910. ;
  911. }
  912. else
  913. {
  914. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  915. }
  916. }
  917. g_caps.formats[ii] = support;
  918. }
  919. postReset();
  920. m_batch.create(4<<10);
  921. m_gpuTimer.init();
  922. m_occlusionQuery.init();
  923. }
  924. return true;
  925. error:
  926. switch (errorState)
  927. {
  928. case ErrorState::CreatedCommandQueue:
  929. m_cmd.shutdown();
  930. case ErrorState::CreatedDXGIFactory:
  931. DX_RELEASE(m_device, 0);
  932. DX_RELEASE(m_adapter, 0);
  933. DX_RELEASE(m_factory, 0);
  934. #if USE_D3D12_DYNAMIC_LIB
  935. case ErrorState::LoadedDXGI:
  936. bx::dlclose(m_dxgidll);
  937. case ErrorState::LoadedD3D12:
  938. bx::dlclose(m_d3d12dll);
  939. case ErrorState::LoadedKernel32:
  940. bx::dlclose(m_kernel32dll);
  941. #endif // USE_D3D12_DYNAMIC_LIB
  942. case ErrorState::Default:
  943. break;
  944. }
  945. return false;
  946. }
  947. void shutdown()
  948. {
  949. m_batch.destroy();
  950. preReset();
  951. m_gpuTimer.shutdown();
  952. m_occlusionQuery.shutdown();
  953. m_samplerAllocator.destroy();
  954. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  955. {
  956. m_scratchBuffer[ii].destroy();
  957. }
  958. m_pipelineStateCache.invalidate();
  959. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  960. {
  961. m_indexBuffers[ii].destroy();
  962. }
  963. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  964. {
  965. m_vertexBuffers[ii].destroy();
  966. }
  967. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  968. {
  969. m_shaders[ii].destroy();
  970. }
  971. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  972. {
  973. m_textures[ii].destroy();
  974. }
  975. DX_RELEASE(m_rtvDescriptorHeap, 0);
  976. DX_RELEASE(m_dsvDescriptorHeap, 0);
  977. DX_RELEASE(m_rootSignature, 0);
  978. DX_RELEASE(m_swapChain, 0);
  979. m_cmd.shutdown();
  980. DX_RELEASE(m_device, 0);
  981. DX_RELEASE(m_adapter, 0);
  982. DX_RELEASE(m_factory, 0);
  983. #if USE_D3D12_DYNAMIC_LIB
  984. bx::dlclose(m_dxgidll);
  985. bx::dlclose(m_d3d12dll);
  986. bx::dlclose(m_kernel32dll);
  987. #endif // USE_D3D12_DYNAMIC_LIB
  988. }
  989. RendererType::Enum getRendererType() const BX_OVERRIDE
  990. {
  991. return RendererType::Direct3D12;
  992. }
  993. const char* getRendererName() const BX_OVERRIDE
  994. {
  995. return BGFX_RENDERER_DIRECT3D12_NAME;
  996. }
  997. static bool isLost(HRESULT _hr)
  998. {
  999. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1000. || DXGI_ERROR_DEVICE_HUNG == _hr
  1001. || DXGI_ERROR_DEVICE_RESET == _hr
  1002. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1003. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1004. ;
  1005. }
  1006. void flip(HMD& /*_hmd*/) BX_OVERRIDE
  1007. {
  1008. if (NULL != m_swapChain)
  1009. {
  1010. int64_t start = bx::getHPCounter();
  1011. HRESULT hr = 0;
  1012. uint32_t syncInterval = !!(m_resolution.m_flags & BGFX_RESET_VSYNC);
  1013. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1014. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1015. {
  1016. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, flags);
  1017. }
  1018. if (SUCCEEDED(hr) )
  1019. {
  1020. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  1021. hr = m_swapChain->Present(syncInterval, flags);
  1022. }
  1023. int64_t now = bx::getHPCounter();
  1024. m_presentElapsed = now - start;
  1025. if (FAILED(hr)
  1026. && isLost(hr) )
  1027. {
  1028. ++m_lost;
  1029. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1030. }
  1031. else
  1032. {
  1033. m_lost = 0;
  1034. }
  1035. }
  1036. }
  1037. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1038. {
  1039. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1040. }
  1041. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1042. {
  1043. m_indexBuffers[_handle.idx].destroy();
  1044. }
  1045. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1046. {
  1047. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1048. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1049. dump(decl);
  1050. }
  1051. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1052. {
  1053. }
  1054. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1055. {
  1056. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1057. }
  1058. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1059. {
  1060. m_vertexBuffers[_handle.idx].destroy();
  1061. }
  1062. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1063. {
  1064. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1065. }
  1066. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1067. {
  1068. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1069. }
  1070. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1071. {
  1072. m_indexBuffers[_handle.idx].destroy();
  1073. }
  1074. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1075. {
  1076. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1077. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1078. }
  1079. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1080. {
  1081. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1082. }
  1083. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1084. {
  1085. m_vertexBuffers[_handle.idx].destroy();
  1086. }
  1087. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1088. {
  1089. m_shaders[_handle.idx].create(_mem);
  1090. }
  1091. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1092. {
  1093. m_shaders[_handle.idx].destroy();
  1094. }
  1095. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1096. {
  1097. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1098. }
  1099. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1100. {
  1101. m_program[_handle.idx].destroy();
  1102. }
  1103. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1104. {
  1105. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1106. }
  1107. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1108. {
  1109. }
  1110. 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
  1111. {
  1112. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1113. }
  1114. void updateTextureEnd() BX_OVERRIDE
  1115. {
  1116. }
  1117. void readTexture(TextureHandle _handle, void* _data) BX_OVERRIDE
  1118. {
  1119. const TextureD3D12& texture = m_textures[_handle.idx];
  1120. D3D12_RESOURCE_DESC desc = texture.m_ptr->GetDesc();
  1121. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1122. uint32_t numRows;
  1123. uint64_t total;
  1124. uint64_t srcPitch;
  1125. m_device->GetCopyableFootprints(&desc
  1126. , 0
  1127. , 1
  1128. , 0
  1129. , &layout
  1130. , &numRows
  1131. , &srcPitch
  1132. , &total
  1133. );
  1134. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1135. D3D12_BOX box;
  1136. box.left = 0;
  1137. box.top = 0;
  1138. box.right = texture.m_width;
  1139. box.bottom = texture.m_height;
  1140. box.front = 0;
  1141. box.back = 1;
  1142. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1143. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1144. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1145. finish();
  1146. m_commandList = m_cmd.alloc();
  1147. uint8_t* src;
  1148. readback->Map(0, NULL, (void**)&src);
  1149. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(texture.m_textureFormat) );
  1150. uint8_t* dst = (uint8_t*)_data;
  1151. uint32_t dstPitch = texture.m_width*bpp/8;
  1152. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1153. for (uint32_t yy = 0, height = texture.m_height; yy < height; ++yy)
  1154. {
  1155. memcpy(dst, src, pitch);
  1156. src += srcPitch;
  1157. dst += dstPitch;
  1158. }
  1159. readback->Unmap(0, NULL);
  1160. DX_RELEASE(readback, 0);
  1161. }
  1162. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1163. {
  1164. TextureD3D12& texture = m_textures[_handle.idx];
  1165. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1166. const Memory* mem = alloc(size);
  1167. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1168. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1169. bx::write(&writer, magic);
  1170. TextureCreate tc;
  1171. tc.m_flags = texture.m_flags;
  1172. tc.m_width = _width;
  1173. tc.m_height = _height;
  1174. tc.m_sides = 0;
  1175. tc.m_depth = 0;
  1176. tc.m_numMips = 1;
  1177. tc.m_format = texture.m_requestedFormat;
  1178. tc.m_cubeMap = false;
  1179. tc.m_mem = NULL;
  1180. bx::write(&writer, tc);
  1181. texture.destroy();
  1182. texture.create(mem, tc.m_flags, 0);
  1183. release(mem);
  1184. }
  1185. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1186. {
  1187. m_textures[_handle.idx].destroy();
  1188. }
  1189. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1190. {
  1191. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1192. }
  1193. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1194. {
  1195. uint16_t denseIdx = m_numWindows++;
  1196. m_windows[denseIdx] = _handle;
  1197. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1198. }
  1199. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1200. {
  1201. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1202. if (UINT16_MAX != denseIdx)
  1203. {
  1204. --m_numWindows;
  1205. if (m_numWindows > 1)
  1206. {
  1207. FrameBufferHandle handle = m_windows[m_numWindows];
  1208. m_windows[denseIdx] = handle;
  1209. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1210. }
  1211. }
  1212. }
  1213. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1214. {
  1215. if (NULL != m_uniforms[_handle.idx])
  1216. {
  1217. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1218. }
  1219. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1220. void* data = BX_ALLOC(g_allocator, size);
  1221. memset(data, 0, size);
  1222. m_uniforms[_handle.idx] = data;
  1223. m_uniformReg.add(_handle, _name, data);
  1224. }
  1225. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1226. {
  1227. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1228. m_uniforms[_handle.idx] = NULL;
  1229. }
  1230. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1231. {
  1232. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1233. m_cmd.finish(m_backBufferColorFence[idx]);
  1234. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1235. D3D12_RESOURCE_DESC desc = backBuffer->GetDesc();
  1236. const uint32_t width = (uint32_t)desc.Width;
  1237. const uint32_t height = (uint32_t)desc.Height;
  1238. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1239. uint32_t numRows;
  1240. uint64_t total;
  1241. uint64_t pitch;
  1242. m_device->GetCopyableFootprints(&desc
  1243. , 0
  1244. , 1
  1245. , 0
  1246. , &layout
  1247. , &numRows
  1248. , &pitch
  1249. , &total
  1250. );
  1251. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1252. D3D12_BOX box;
  1253. box.left = 0;
  1254. box.top = 0;
  1255. box.right = width;
  1256. box.bottom = height;
  1257. box.front = 0;
  1258. box.back = 1;
  1259. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1260. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1261. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1262. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1263. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1264. finish();
  1265. m_commandList = m_cmd.alloc();
  1266. void* data;
  1267. readback->Map(0, NULL, (void**)&data);
  1268. imageSwizzleBgra8(width
  1269. , height
  1270. , (uint32_t)pitch
  1271. , data
  1272. , data
  1273. );
  1274. g_callback->screenShot(_filePath
  1275. , width
  1276. , height
  1277. , (uint32_t)pitch
  1278. , data
  1279. , (uint32_t)total
  1280. , false
  1281. );
  1282. readback->Unmap(0, NULL);
  1283. DX_RELEASE(readback, 0);
  1284. }
  1285. void updateViewName(uint8_t /*_id*/, const char* /*_name*/) BX_OVERRIDE
  1286. {
  1287. }
  1288. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1289. {
  1290. memcpy(m_uniforms[_loc], _data, _size);
  1291. }
  1292. void setMarker(const char* /*_marker*/, uint32_t /*_size*/) BX_OVERRIDE
  1293. {
  1294. }
  1295. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1296. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1297. {
  1298. const uint32_t width = m_scd.BufferDesc.Width;
  1299. const uint32_t height = m_scd.BufferDesc.Height;
  1300. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1301. setFrameBuffer(fbh, false);
  1302. D3D12_VIEWPORT vp;
  1303. vp.TopLeftX = 0;
  1304. vp.TopLeftY = 0;
  1305. vp.Width = (float)width;
  1306. vp.Height = (float)height;
  1307. vp.MinDepth = 0.0f;
  1308. vp.MaxDepth = 1.0f;
  1309. m_commandList->RSSetViewports(1, &vp);
  1310. D3D12_RECT rc;
  1311. rc.left = 0;
  1312. rc.top = 0;
  1313. rc.right = width;
  1314. rc.bottom = height;
  1315. m_commandList->RSSetScissorRects(1, &rc);
  1316. const uint64_t state = 0
  1317. | BGFX_STATE_RGB_WRITE
  1318. | BGFX_STATE_ALPHA_WRITE
  1319. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1320. ;
  1321. ID3D12PipelineState* pso = getPipelineState(state
  1322. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1323. , _blitter.m_vb->decl.idx
  1324. , _blitter.m_program.idx
  1325. , 0
  1326. );
  1327. m_commandList->SetPipelineState(pso);
  1328. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1329. float proj[16];
  1330. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1331. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1332. uint8_t flags = predefined.m_type;
  1333. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1334. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1335. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1336. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1337. ID3D12DescriptorHeap* heaps[] =
  1338. {
  1339. m_samplerAllocator.getHeap(),
  1340. scratchBuffer.getHeap(),
  1341. };
  1342. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1343. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1344. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1345. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1346. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1347. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1348. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1349. scratchBuffer.allocSrv(srvHandle, texture);
  1350. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1351. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1352. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1353. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1354. viewDesc.BufferLocation = vb.m_gpuVA;
  1355. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1356. viewDesc.SizeInBytes = vb.m_size;
  1357. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1358. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1359. D3D12_INDEX_BUFFER_VIEW ibv;
  1360. ibv.Format = DXGI_FORMAT_R16_UINT;
  1361. ibv.BufferLocation = ib.m_gpuVA;
  1362. ibv.SizeInBytes = ib.m_size;
  1363. m_commandList->IASetIndexBuffer(&ibv);
  1364. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1365. }
  1366. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1367. {
  1368. const uint32_t numVertices = _numIndices*4/6;
  1369. if (0 < numVertices)
  1370. {
  1371. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1372. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1373. m_commandList->DrawIndexedInstanced(_numIndices
  1374. , 1
  1375. , 0
  1376. , 0
  1377. , 0
  1378. );
  1379. }
  1380. }
  1381. void preReset()
  1382. {
  1383. finishAll();
  1384. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1385. {
  1386. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1387. }
  1388. DX_RELEASE(m_backBufferDepthStencil, 0);
  1389. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1390. {
  1391. m_frameBuffers[ii].preReset();
  1392. }
  1393. invalidateCache();
  1394. // capturePreReset();
  1395. }
  1396. void postReset()
  1397. {
  1398. memset(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1399. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1400. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1401. {
  1402. D3D12_CPU_DESCRIPTOR_HANDLE handle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1403. handle.ptr += ii * rtvDescriptorSize;
  1404. DX_CHECK(m_swapChain->GetBuffer(ii
  1405. , IID_ID3D12Resource
  1406. , (void**)&m_backBufferColor[ii]
  1407. ) );
  1408. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1409. }
  1410. D3D12_RESOURCE_DESC resourceDesc;
  1411. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1412. resourceDesc.Alignment = 0;
  1413. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1414. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1415. resourceDesc.DepthOrArraySize = 1;
  1416. resourceDesc.MipLevels = 0;
  1417. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1418. resourceDesc.SampleDesc.Count = 1;
  1419. resourceDesc.SampleDesc.Quality = 0;
  1420. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1421. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1422. D3D12_CLEAR_VALUE clearValue;
  1423. clearValue.Format = resourceDesc.Format;
  1424. clearValue.DepthStencil.Depth = 1.0f;
  1425. clearValue.DepthStencil.Stencil = 0;
  1426. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1427. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1428. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  1429. dsvDesc.Format = resourceDesc.Format;
  1430. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1431. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1432. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1433. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1434. ;
  1435. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1436. , &dsvDesc
  1437. , m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart()
  1438. );
  1439. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1440. {
  1441. m_frameBuffers[ii].postReset();
  1442. }
  1443. m_commandList = m_cmd.alloc();
  1444. // capturePostReset();
  1445. }
  1446. void invalidateCache()
  1447. {
  1448. m_pipelineStateCache.invalidate();
  1449. m_samplerStateCache.invalidate();
  1450. m_samplerAllocator.reset();
  1451. }
  1452. void updateMsaa()
  1453. {
  1454. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1455. {
  1456. uint32_t msaa = s_checkMsaa[ii];
  1457. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1458. memset(&data, 0, sizeof(msaa) );
  1459. data.Format = m_scd.BufferDesc.Format;
  1460. data.SampleCount = msaa;
  1461. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1462. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1463. data.NumQualityLevels = 0;
  1464. if (SUCCEEDED(hr)
  1465. && 0 < data.NumQualityLevels)
  1466. {
  1467. s_msaa[ii].Count = data.SampleCount;
  1468. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1469. last = ii;
  1470. }
  1471. else
  1472. {
  1473. s_msaa[ii] = s_msaa[last];
  1474. }
  1475. }
  1476. }
  1477. void updateResolution(const Resolution& _resolution)
  1478. {
  1479. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1480. {
  1481. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1482. }
  1483. else
  1484. {
  1485. m_maxAnisotropy = 1;
  1486. }
  1487. uint32_t flags = _resolution.m_flags & ~(BGFX_RESET_HMD_RECENTER | BGFX_RESET_MAXANISOTROPY);
  1488. if (m_resolution.m_width != _resolution.m_width
  1489. || m_resolution.m_height != _resolution.m_height
  1490. || m_resolution.m_flags != flags)
  1491. {
  1492. flags &= ~BGFX_RESET_INTERNAL_FORCE;
  1493. bool resize = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1494. m_resolution = _resolution;
  1495. m_resolution.m_flags = flags;
  1496. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1497. m_textVideoMem.clear();
  1498. m_scd.BufferDesc.Width = _resolution.m_width;
  1499. m_scd.BufferDesc.Height = _resolution.m_height;
  1500. preReset();
  1501. if (resize)
  1502. {
  1503. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1504. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1505. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1506. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1507. DX_CHECK(m_swapChain->ResizeBuffers1(m_scd.BufferCount
  1508. , m_scd.BufferDesc.Width
  1509. , m_scd.BufferDesc.Height
  1510. , m_scd.BufferDesc.Format
  1511. , m_scd.Flags
  1512. , nodeMask
  1513. , presentQueue
  1514. ) );
  1515. }
  1516. else
  1517. {
  1518. updateMsaa();
  1519. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1520. DX_RELEASE(m_swapChain, 0);
  1521. HRESULT hr;
  1522. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1523. , &m_scd
  1524. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1525. );
  1526. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1527. }
  1528. postReset();
  1529. }
  1530. }
  1531. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1532. {
  1533. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1534. {
  1535. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1536. m_fsChanges += _numRegs;
  1537. }
  1538. else
  1539. {
  1540. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1541. m_vsChanges += _numRegs;
  1542. }
  1543. }
  1544. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1545. {
  1546. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1547. }
  1548. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1549. {
  1550. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1551. }
  1552. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1553. {
  1554. ProgramD3D12& program = m_program[_programIdx];
  1555. uint32_t total = bx::strideAlign(0
  1556. + program.m_vsh->m_size
  1557. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1558. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1559. );
  1560. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1561. {
  1562. uint32_t size = program.m_vsh->m_size;
  1563. memcpy(data, m_vsScratch, size);
  1564. data += size;
  1565. m_vsChanges = 0;
  1566. }
  1567. if (NULL != program.m_fsh)
  1568. {
  1569. memcpy(data, m_fsScratch, program.m_fsh->m_size);
  1570. m_fsChanges = 0;
  1571. }
  1572. }
  1573. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1574. {
  1575. if (isValid(m_fbh)
  1576. && m_fbh.idx != _fbh.idx)
  1577. {
  1578. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1579. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1580. {
  1581. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1582. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1583. }
  1584. if (isValid(frameBuffer.m_depth) )
  1585. {
  1586. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1587. const bool bufferOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  1588. if (!bufferOnly)
  1589. {
  1590. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1591. }
  1592. }
  1593. }
  1594. if (!isValid(_fbh) )
  1595. {
  1596. m_rtvHandle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1597. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1598. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1599. m_dsvHandle = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1600. m_currentColor = &m_rtvHandle;
  1601. m_currentDepthStencil = &m_dsvHandle;
  1602. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  1603. }
  1604. else
  1605. {
  1606. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1607. if (0 < frameBuffer.m_num)
  1608. {
  1609. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1610. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1611. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  1612. m_currentColor = &m_rtvHandle;
  1613. }
  1614. else
  1615. {
  1616. m_currentColor = NULL;
  1617. }
  1618. if (isValid(frameBuffer.m_depth) )
  1619. {
  1620. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1621. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1622. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  1623. m_currentDepthStencil = &m_dsvHandle;
  1624. }
  1625. else
  1626. {
  1627. m_currentDepthStencil = NULL;
  1628. }
  1629. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1630. {
  1631. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1632. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1633. }
  1634. if (isValid(frameBuffer.m_depth) )
  1635. {
  1636. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1637. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1638. }
  1639. m_commandList->OMSetRenderTargets(frameBuffer.m_num
  1640. , m_currentColor
  1641. , true
  1642. , m_currentDepthStencil
  1643. );
  1644. }
  1645. m_fbh = _fbh;
  1646. m_rtMsaa = _msaa;
  1647. }
  1648. void setBlendState(D3D12_BLEND_DESC& desc, uint64_t _state, uint32_t _rgba = 0)
  1649. {
  1650. memset(&desc, 0, sizeof(desc) );
  1651. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1652. D3D12_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1653. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1654. {
  1655. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1656. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1657. const uint32_t srcRGB = (blend ) & 0xf;
  1658. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1659. const uint32_t srcA = (blend >> 8) & 0xf;
  1660. const uint32_t dstA = (blend >> 12) & 0xf;
  1661. const uint32_t equRGB = (equation ) & 0x7;
  1662. const uint32_t equA = (equation >> 3) & 0x7;
  1663. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1664. drt->DestBlend = s_blendFactor[dstRGB][0];
  1665. drt->BlendOp = s_blendEquation[equRGB];
  1666. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1667. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1668. drt->BlendOpAlpha = s_blendEquation[equA];
  1669. }
  1670. uint8_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  1671. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  1672. : 0
  1673. ;
  1674. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  1675. ? D3D12_COLOR_WRITE_ENABLE_RED
  1676. | D3D12_COLOR_WRITE_ENABLE_GREEN
  1677. | D3D12_COLOR_WRITE_ENABLE_BLUE
  1678. : 0
  1679. ;
  1680. drt->RenderTargetWriteMask = writeMask;
  1681. if (desc.IndependentBlendEnable)
  1682. {
  1683. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1684. {
  1685. drt = &desc.RenderTarget[ii];
  1686. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1687. const uint32_t src = (rgba ) & 0xf;
  1688. const uint32_t dst = (rgba >> 4) & 0xf;
  1689. const uint32_t equation = (rgba >> 8) & 0x7;
  1690. drt->SrcBlend = s_blendFactor[src][0];
  1691. drt->DestBlend = s_blendFactor[dst][0];
  1692. drt->BlendOp = s_blendEquation[equation];
  1693. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1694. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1695. drt->BlendOpAlpha = s_blendEquation[equation];
  1696. drt->RenderTargetWriteMask = writeMask;
  1697. }
  1698. }
  1699. else
  1700. {
  1701. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1702. {
  1703. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  1704. }
  1705. }
  1706. }
  1707. void setRasterizerState(D3D12_RASTERIZER_DESC& desc, uint64_t _state, bool _wireframe = false)
  1708. {
  1709. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  1710. desc.FillMode = _wireframe
  1711. ? D3D12_FILL_MODE_WIREFRAME
  1712. : D3D12_FILL_MODE_SOLID
  1713. ;
  1714. desc.CullMode = s_cullMode[cull];
  1715. desc.FrontCounterClockwise = false;
  1716. desc.DepthBias = 0;
  1717. desc.DepthBiasClamp = 0.0f;
  1718. desc.SlopeScaledDepthBias = 0.0f;
  1719. desc.DepthClipEnable = false;
  1720. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1721. desc.AntialiasedLineEnable = false;
  1722. desc.ForcedSampleCount = 0;
  1723. desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  1724. }
  1725. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& desc, uint64_t _state, uint64_t _stencil = 0)
  1726. {
  1727. const uint32_t fstencil = unpackStencil(0, _stencil);
  1728. memset(&desc, 0, sizeof(desc) );
  1729. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1730. desc.DepthEnable = 0 != func;
  1731. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  1732. ? D3D12_DEPTH_WRITE_MASK_ALL
  1733. : D3D12_DEPTH_WRITE_MASK_ZERO
  1734. ;
  1735. desc.DepthFunc = s_cmpFunc[func];
  1736. uint32_t bstencil = unpackStencil(1, _stencil);
  1737. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1738. bstencil = frontAndBack ? bstencil : fstencil;
  1739. desc.StencilEnable = 0 != _stencil;
  1740. desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1741. desc.StencilWriteMask = 0xff;
  1742. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1743. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1744. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1745. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1746. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1747. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1748. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1749. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1750. }
  1751. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint8_t _numInstanceData)
  1752. {
  1753. VertexDecl decl;
  1754. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1755. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  1756. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1757. {
  1758. uint16_t mask = attrMask[ii];
  1759. uint16_t attr = (decl.m_attributes[ii] & mask);
  1760. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1761. }
  1762. D3D12_INPUT_ELEMENT_DESC* elem = fillVertexDecl(_vertexElements, decl);
  1763. uint32_t num = uint32_t(elem-_vertexElements);
  1764. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  1765. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1766. {
  1767. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1768. uint32_t jj;
  1769. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  1770. for (jj = 0; jj < num; ++jj)
  1771. {
  1772. curr = &_vertexElements[jj];
  1773. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1774. && curr->SemanticIndex == index)
  1775. {
  1776. break;
  1777. }
  1778. }
  1779. if (jj == num)
  1780. {
  1781. curr = elem;
  1782. ++elem;
  1783. }
  1784. memcpy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  1785. curr->InputSlot = 1;
  1786. curr->SemanticIndex = index;
  1787. curr->AlignedByteOffset = ii*16;
  1788. }
  1789. return uint32_t(elem-_vertexElements);
  1790. }
  1791. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  1792. {
  1793. union { void* ptr; uint32_t offset; } cast = { _userData };
  1794. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  1795. {
  1796. DxbcOperand& operand = _instruction.operand[ii];
  1797. if (DxbcOperandType::ConstantBuffer == operand.type)
  1798. {
  1799. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  1800. && 0 == operand.regIndex[0]
  1801. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  1802. {
  1803. operand.regIndex[1] += cast.offset;
  1804. }
  1805. }
  1806. }
  1807. }
  1808. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  1809. {
  1810. ProgramD3D12& program = m_program[_programIdx];
  1811. const uint32_t hash = program.m_vsh->m_hash;
  1812. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1813. if (BX_LIKELY(NULL != pso) )
  1814. {
  1815. return pso;
  1816. }
  1817. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  1818. memset(&desc, 0, sizeof(desc) );
  1819. desc.pRootSignature = m_rootSignature;
  1820. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  1821. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  1822. DX_CHECK(m_device->CreateComputePipelineState(&desc
  1823. , IID_ID3D12PipelineState
  1824. , (void**)&pso
  1825. ) );
  1826. m_pipelineStateCache.add(hash, pso);
  1827. return pso;
  1828. }
  1829. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint16_t _declIdx, uint16_t _programIdx, uint8_t _numInstanceData)
  1830. {
  1831. ProgramD3D12& program = m_program[_programIdx];
  1832. _state &= 0
  1833. | BGFX_STATE_RGB_WRITE
  1834. | BGFX_STATE_ALPHA_WRITE
  1835. | BGFX_STATE_DEPTH_WRITE
  1836. | BGFX_STATE_DEPTH_TEST_MASK
  1837. | BGFX_STATE_BLEND_MASK
  1838. | BGFX_STATE_BLEND_EQUATION_MASK
  1839. | BGFX_STATE_BLEND_INDEPENDENT
  1840. | BGFX_STATE_CULL_MASK
  1841. | BGFX_STATE_MSAA
  1842. | BGFX_STATE_PT_MASK
  1843. ;
  1844. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1845. VertexDecl decl;
  1846. memcpy(&decl, &m_vertexDecls[_declIdx], sizeof(VertexDecl) );
  1847. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  1848. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1849. {
  1850. uint16_t mask = attrMask[ii];
  1851. uint16_t attr = (decl.m_attributes[ii] & mask);
  1852. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1853. }
  1854. bx::HashMurmur2A murmur;
  1855. murmur.begin();
  1856. murmur.add(_state);
  1857. murmur.add(_stencil);
  1858. murmur.add(program.m_vsh->m_hash);
  1859. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  1860. murmur.add(program.m_fsh->m_hash);
  1861. murmur.add(m_vertexDecls[_declIdx].m_hash);
  1862. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  1863. murmur.add(m_fbh.idx);
  1864. murmur.add(_numInstanceData);
  1865. const uint32_t hash = murmur.end();
  1866. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1867. if (NULL != pso)
  1868. {
  1869. return pso;
  1870. }
  1871. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  1872. memset(&desc, 0, sizeof(desc) );
  1873. desc.pRootSignature = m_rootSignature;
  1874. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  1875. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  1876. const Memory* temp = alloc(program.m_fsh->m_code->size);
  1877. memset(temp->data, 0, temp->size);
  1878. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1879. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  1880. DxbcContext dxbc;
  1881. read(&rd, dxbc);
  1882. bool patchShader = true;
  1883. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1884. {
  1885. union { uint32_t offset; void* ptr; } cast = { 0 };
  1886. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1887. write(&wr, dxbc);
  1888. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1889. patchShader = 0 == memcmp(program.m_fsh->m_code->data, temp->data, 16);
  1890. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  1891. if (!patchShader)
  1892. {
  1893. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  1894. {
  1895. if (0 != memcmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  1896. {
  1897. // dbgPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  1898. // dbgPrintfData(&temp->data[ii], temp->size-ii, "");
  1899. break;
  1900. }
  1901. }
  1902. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  1903. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  1904. }
  1905. }
  1906. if (patchShader)
  1907. {
  1908. memcpy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1909. bx::seek(&wr, 0, bx::Whence::Begin);
  1910. union { uint32_t offset; void* ptr; } cast =
  1911. {
  1912. uint32_t(program.m_vsh->m_size)/16
  1913. };
  1914. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1915. write(&wr, dxbc);
  1916. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1917. desc.PS.pShaderBytecode = temp->data;
  1918. desc.PS.BytecodeLength = temp->size;
  1919. }
  1920. desc.DS.pShaderBytecode = NULL;
  1921. desc.DS.BytecodeLength = 0;
  1922. desc.HS.pShaderBytecode = NULL;
  1923. desc.HS.BytecodeLength = 0;
  1924. desc.GS.pShaderBytecode = NULL;
  1925. desc.GS.BytecodeLength = 0;
  1926. desc.StreamOutput.pSODeclaration = NULL;
  1927. desc.StreamOutput.NumEntries = 0;
  1928. desc.StreamOutput.pBufferStrides = NULL;
  1929. desc.StreamOutput.NumStrides = 0;
  1930. desc.StreamOutput.RasterizedStream = 0;
  1931. setBlendState(desc.BlendState, _state);
  1932. desc.SampleMask = 1;
  1933. setRasterizerState(desc.RasterizerState, _state);
  1934. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  1935. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1936. desc.InputLayout.NumElements = setInputLayout(vertexElements, m_vertexDecls[_declIdx], program, _numInstanceData);
  1937. desc.InputLayout.pInputElementDescs = vertexElements;
  1938. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  1939. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  1940. if (isValid(m_fbh) )
  1941. {
  1942. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1943. desc.NumRenderTargets = frameBuffer.m_num;
  1944. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1945. {
  1946. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  1947. }
  1948. if (isValid(frameBuffer.m_depth) )
  1949. {
  1950. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  1951. }
  1952. else
  1953. {
  1954. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  1955. }
  1956. }
  1957. else
  1958. {
  1959. desc.NumRenderTargets = 1;
  1960. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  1961. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1962. }
  1963. desc.SampleDesc.Count = 1;
  1964. desc.SampleDesc.Quality = 0;
  1965. uint32_t length = g_callback->cacheReadSize(hash);
  1966. bool cached = length > 0;
  1967. void* cachedData = NULL;
  1968. if (cached)
  1969. {
  1970. cachedData = BX_ALLOC(g_allocator, length);
  1971. if (g_callback->cacheRead(hash, cachedData, length) )
  1972. {
  1973. BX_TRACE("Loading cached PSO (size %d).", length);
  1974. bx::MemoryReader reader(cachedData, length);
  1975. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  1976. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  1977. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  1978. , IID_ID3D12PipelineState
  1979. , (void**)&pso
  1980. );
  1981. if (FAILED(hr) )
  1982. {
  1983. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  1984. memset(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  1985. }
  1986. }
  1987. }
  1988. if (NULL == pso)
  1989. {
  1990. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  1991. , IID_ID3D12PipelineState
  1992. , (void**)&pso
  1993. ) );
  1994. }
  1995. m_pipelineStateCache.add(hash, pso);
  1996. release(temp);
  1997. ID3DBlob* blob;
  1998. HRESULT hr = pso->GetCachedBlob(&blob);
  1999. if (SUCCEEDED(hr) )
  2000. {
  2001. void* data = blob->GetBufferPointer();
  2002. length = (uint32_t)blob->GetBufferSize();
  2003. g_callback->cacheWrite(hash, data, length);
  2004. DX_RELEASE(blob, 0);
  2005. }
  2006. if (NULL != cachedData)
  2007. {
  2008. BX_FREE(g_allocator, cachedData);
  2009. }
  2010. return pso;
  2011. }
  2012. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2013. {
  2014. bx::HashMurmur2A murmur;
  2015. murmur.begin();
  2016. murmur.add(_flags, _num * sizeof(uint32_t) );
  2017. uint32_t hash = murmur.end();
  2018. uint16_t sampler = m_samplerStateCache.find(hash);
  2019. if (UINT16_MAX == sampler)
  2020. {
  2021. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2022. m_samplerStateCache.add(hash, sampler);
  2023. }
  2024. return sampler;
  2025. }
  2026. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2027. {
  2028. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2029. }
  2030. void commit(UniformBuffer& _uniformBuffer)
  2031. {
  2032. _uniformBuffer.reset();
  2033. for (;;)
  2034. {
  2035. uint32_t opcode = _uniformBuffer.read();
  2036. if (UniformType::End == opcode)
  2037. {
  2038. break;
  2039. }
  2040. UniformType::Enum type;
  2041. uint16_t loc;
  2042. uint16_t num;
  2043. uint16_t copy;
  2044. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2045. const char* data;
  2046. if (copy)
  2047. {
  2048. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2049. }
  2050. else
  2051. {
  2052. UniformHandle handle;
  2053. memcpy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2054. data = (const char*)m_uniforms[handle.idx];
  2055. }
  2056. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2057. case UniformType::_uniform: \
  2058. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2059. { \
  2060. setShaderUniform(uint8_t(type), loc, data, num); \
  2061. } \
  2062. break;
  2063. switch ( (uint32_t)type)
  2064. {
  2065. case UniformType::Mat3:
  2066. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2067. {
  2068. float* value = (float*)data;
  2069. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2070. {
  2071. Matrix4 mtx;
  2072. mtx.un.val[ 0] = value[0];
  2073. mtx.un.val[ 1] = value[1];
  2074. mtx.un.val[ 2] = value[2];
  2075. mtx.un.val[ 3] = 0.0f;
  2076. mtx.un.val[ 4] = value[3];
  2077. mtx.un.val[ 5] = value[4];
  2078. mtx.un.val[ 6] = value[5];
  2079. mtx.un.val[ 7] = 0.0f;
  2080. mtx.un.val[ 8] = value[6];
  2081. mtx.un.val[ 9] = value[7];
  2082. mtx.un.val[10] = value[8];
  2083. mtx.un.val[11] = 0.0f;
  2084. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2085. }
  2086. }
  2087. break;
  2088. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2089. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2090. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2091. case UniformType::End:
  2092. break;
  2093. default:
  2094. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2095. break;
  2096. }
  2097. #undef CASE_IMPLEMENT_UNIFORM
  2098. }
  2099. }
  2100. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2101. {
  2102. if (isValid(m_fbh) )
  2103. {
  2104. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2105. frameBuffer.clear(m_commandList, _clear, _palette);
  2106. }
  2107. else
  2108. {
  2109. if (NULL != m_currentColor
  2110. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2111. {
  2112. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2113. {
  2114. uint8_t index = _clear.m_index[0];
  2115. if (UINT8_MAX != index)
  2116. {
  2117. m_commandList->ClearRenderTargetView(*m_currentColor
  2118. , _palette[index]
  2119. , _num
  2120. , _rect
  2121. );
  2122. }
  2123. }
  2124. else
  2125. {
  2126. float frgba[4] =
  2127. {
  2128. _clear.m_index[0] * 1.0f / 255.0f,
  2129. _clear.m_index[1] * 1.0f / 255.0f,
  2130. _clear.m_index[2] * 1.0f / 255.0f,
  2131. _clear.m_index[3] * 1.0f / 255.0f,
  2132. };
  2133. m_commandList->ClearRenderTargetView(*m_currentColor
  2134. , frgba
  2135. , _num
  2136. , _rect
  2137. );
  2138. }
  2139. }
  2140. if (NULL != m_currentDepthStencil
  2141. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2142. {
  2143. uint32_t flags = 0;
  2144. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2145. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2146. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2147. , D3D12_CLEAR_FLAGS(flags)
  2148. , _clear.m_depth
  2149. , _clear.m_stencil
  2150. , _num
  2151. , _rect
  2152. );
  2153. }
  2154. }
  2155. }
  2156. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2157. {
  2158. uint32_t width;
  2159. uint32_t height;
  2160. if (isValid(m_fbh) )
  2161. {
  2162. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2163. width = fb.m_width;
  2164. height = fb.m_height;
  2165. }
  2166. else
  2167. {
  2168. width = m_scd.BufferDesc.Width;
  2169. height = m_scd.BufferDesc.Height;
  2170. }
  2171. if (0 == _rect.m_x
  2172. && 0 == _rect.m_y
  2173. && width == _rect.m_width
  2174. && height == _rect.m_height)
  2175. {
  2176. clear(_clear, _palette);
  2177. }
  2178. else
  2179. {
  2180. D3D12_RECT rect;
  2181. rect.left = _rect.m_x;
  2182. rect.top = _rect.m_y;
  2183. rect.right = _rect.m_x + _rect.m_width;
  2184. rect.bottom = _rect.m_y + _rect.m_height;
  2185. clear(_clear, _palette, &rect, 1);
  2186. }
  2187. }
  2188. uint64_t kick()
  2189. {
  2190. uint64_t fence = m_cmd.kick();
  2191. m_commandList = m_cmd.alloc();
  2192. return fence;
  2193. }
  2194. void finish()
  2195. {
  2196. m_cmd.kick();
  2197. m_cmd.finish();
  2198. m_commandList = NULL;
  2199. }
  2200. void finishAll()
  2201. {
  2202. uint64_t fence = m_cmd.kick();
  2203. m_cmd.finish(fence, true);
  2204. m_commandList = NULL;
  2205. }
  2206. void* m_kernel32dll;
  2207. void* m_d3d12dll;
  2208. void* m_dxgidll;
  2209. D3D_DRIVER_TYPE m_driverType;
  2210. IDXGIAdapter3* m_adapter;
  2211. DXGI_ADAPTER_DESC m_adapterDesc;
  2212. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2213. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2214. IDXGIFactory4* m_factory;
  2215. IDXGISwapChain3* m_swapChain;
  2216. int64_t m_presentElapsed;
  2217. uint16_t m_lost;
  2218. uint16_t m_numWindows;
  2219. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2220. ID3D12Device* m_device;
  2221. ID3D12InfoQueue* m_infoQueue;
  2222. TimerQueryD3D12 m_gpuTimer;
  2223. OcclusionQueryD3D12 m_occlusionQuery;
  2224. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2225. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2226. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2227. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2228. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2229. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2230. ID3D12Resource* m_backBufferColor[4];
  2231. uint64_t m_backBufferColorFence[4];
  2232. ID3D12Resource* m_backBufferDepthStencil;
  2233. ScratchBufferD3D12 m_scratchBuffer[4];
  2234. DescriptorAllocatorD3D12 m_samplerAllocator;
  2235. ID3D12RootSignature* m_rootSignature;
  2236. CommandQueueD3D12 m_cmd;
  2237. BatchD3D12 m_batch;
  2238. ID3D12GraphicsCommandList* m_commandList;
  2239. Resolution m_resolution;
  2240. bool m_wireframe;
  2241. DXGI_SWAP_CHAIN_DESC m_scd;
  2242. uint32_t m_maxAnisotropy;
  2243. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2244. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2245. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2246. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2247. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2248. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2249. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2250. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2251. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2252. UniformRegistry m_uniformReg;
  2253. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2254. StateCache m_samplerStateCache;
  2255. TextVideoMem m_textVideoMem;
  2256. uint8_t m_fsScratch[64<<10];
  2257. uint8_t m_vsScratch[64<<10];
  2258. uint32_t m_fsChanges;
  2259. uint32_t m_vsChanges;
  2260. FrameBufferHandle m_fbh;
  2261. uint32_t m_backBufferColorIdx;
  2262. bool m_rtMsaa;
  2263. };
  2264. static RendererContextD3D12* s_renderD3D12;
  2265. RendererContextI* rendererCreate()
  2266. {
  2267. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2268. if (!s_renderD3D12->init() )
  2269. {
  2270. BX_DELETE(g_allocator, s_renderD3D12);
  2271. s_renderD3D12 = NULL;
  2272. }
  2273. return s_renderD3D12;
  2274. }
  2275. void rendererDestroy()
  2276. {
  2277. s_renderD3D12->shutdown();
  2278. BX_DELETE(g_allocator, s_renderD3D12);
  2279. s_renderD3D12 = NULL;
  2280. }
  2281. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2282. {
  2283. m_size = _size;
  2284. ID3D12Device* device = s_renderD3D12->m_device;
  2285. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2286. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2287. desc.NumDescriptors = _maxDescriptors;
  2288. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2289. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2290. desc.NodeMask = 1;
  2291. DX_CHECK(device->CreateDescriptorHeap(&desc
  2292. , IID_ID3D12DescriptorHeap
  2293. , (void**)&m_heap
  2294. ) );
  2295. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2296. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2297. m_upload->Map(0, NULL, (void**)&m_data);
  2298. reset(m_gpuHandle);
  2299. }
  2300. void ScratchBufferD3D12::destroy()
  2301. {
  2302. m_upload->Unmap(0, NULL);
  2303. DX_RELEASE(m_upload, 0);
  2304. DX_RELEASE(m_heap, 0);
  2305. }
  2306. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle)
  2307. {
  2308. m_pos = 0;
  2309. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2310. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2311. gpuHandle = m_gpuHandle;
  2312. }
  2313. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2314. {
  2315. _gpuAddress = m_gpuVA + m_pos;
  2316. void* data = &m_data[m_pos];
  2317. m_pos += BX_ALIGN_256(_size);
  2318. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2319. // desc.BufferLocation = _gpuAddress;
  2320. // desc.SizeInBytes = _size;
  2321. // ID3D12Device* device = s_renderD3D12->m_device;
  2322. // device->CreateConstantBufferView(&desc
  2323. // , m_cpuHandle
  2324. // );
  2325. // m_cpuHandle.ptr += m_incrementSize;
  2326. // m_gpuHandle.ptr += m_incrementSize;
  2327. return data;
  2328. }
  2329. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2330. {
  2331. ID3D12Device* device = s_renderD3D12->m_device;
  2332. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2333. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2334. if (0 != _mip)
  2335. {
  2336. memcpy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2337. srvd = &tmpSrvd;
  2338. switch (_texture.m_srvd.ViewDimension)
  2339. {
  2340. default:
  2341. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2342. srvd->Texture2D.MostDetailedMip = _mip;
  2343. srvd->Texture2D.MipLevels = 1;
  2344. srvd->Texture2D.PlaneSlice = 0;
  2345. srvd->Texture2D.ResourceMinLODClamp = 0;
  2346. break;
  2347. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2348. srvd->TextureCube.MostDetailedMip = _mip;
  2349. srvd->TextureCube.MipLevels = 1;
  2350. srvd->TextureCube.ResourceMinLODClamp = 0;
  2351. break;
  2352. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2353. srvd->Texture3D.MostDetailedMip = _mip;
  2354. srvd->Texture3D.MipLevels = 1;
  2355. srvd->Texture3D.ResourceMinLODClamp = 0;
  2356. break;
  2357. }
  2358. }
  2359. device->CreateShaderResourceView(_texture.m_ptr
  2360. , srvd
  2361. , m_cpuHandle
  2362. );
  2363. m_cpuHandle.ptr += m_incrementSize;
  2364. _gpuHandle = m_gpuHandle;
  2365. m_gpuHandle.ptr += m_incrementSize;
  2366. }
  2367. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2368. {
  2369. ID3D12Device* device = s_renderD3D12->m_device;
  2370. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2371. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2372. if (0 != _mip)
  2373. {
  2374. memcpy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2375. uavd = &tmpUavd;
  2376. switch (_texture.m_uavd.ViewDimension)
  2377. {
  2378. default:
  2379. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2380. uavd->Texture2D.MipSlice = _mip;
  2381. uavd->Texture2D.PlaneSlice = 0;
  2382. break;
  2383. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2384. uavd->Texture3D.MipSlice = _mip;
  2385. break;
  2386. }
  2387. }
  2388. device->CreateUnorderedAccessView(_texture.m_ptr
  2389. , NULL
  2390. , uavd
  2391. , m_cpuHandle
  2392. );
  2393. m_cpuHandle.ptr += m_incrementSize;
  2394. _gpuHandle = m_gpuHandle;
  2395. m_gpuHandle.ptr += m_incrementSize;
  2396. }
  2397. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2398. {
  2399. ID3D12Device* device = s_renderD3D12->m_device;
  2400. device->CreateShaderResourceView(_buffer.m_ptr
  2401. , &_buffer.m_srvd
  2402. , m_cpuHandle
  2403. );
  2404. m_cpuHandle.ptr += m_incrementSize;
  2405. _gpuHandle = m_gpuHandle;
  2406. m_gpuHandle.ptr += m_incrementSize;
  2407. }
  2408. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2409. {
  2410. ID3D12Device* device = s_renderD3D12->m_device;
  2411. device->CreateUnorderedAccessView(_buffer.m_ptr
  2412. , NULL
  2413. , &_buffer.m_uavd
  2414. , m_cpuHandle
  2415. );
  2416. m_cpuHandle.ptr += m_incrementSize;
  2417. _gpuHandle = m_gpuHandle;
  2418. m_gpuHandle.ptr += m_incrementSize;
  2419. }
  2420. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2421. {
  2422. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2423. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2424. ID3D12Device* device = s_renderD3D12->m_device;
  2425. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2426. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2427. desc.NumDescriptors = _maxDescriptors;
  2428. desc.Type = _type;
  2429. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2430. desc.NodeMask = 1;
  2431. DX_CHECK(device->CreateDescriptorHeap(&desc
  2432. , IID_ID3D12DescriptorHeap
  2433. , (void**)&m_heap
  2434. ) );
  2435. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2436. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2437. }
  2438. void DescriptorAllocatorD3D12::destroy()
  2439. {
  2440. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2441. DX_RELEASE(m_heap, 0);
  2442. }
  2443. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2444. {
  2445. uint16_t idx = m_handleAlloc->alloc();
  2446. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2447. ID3D12Device* device = s_renderD3D12->m_device;
  2448. device->CreateShaderResourceView(_ptr
  2449. , _desc
  2450. , cpuHandle
  2451. );
  2452. return idx;
  2453. }
  2454. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2455. {
  2456. uint16_t idx = m_handleAlloc->alloc();
  2457. ID3D12Device* device = s_renderD3D12->m_device;
  2458. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  2459. for (uint32_t ii = 0; ii < _num; ++ii)
  2460. {
  2461. uint32_t flags = _flags[ii];
  2462. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2463. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2464. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2465. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2466. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2467. D3D12_SAMPLER_DESC sd;
  2468. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2469. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2470. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2471. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2472. sd.MipLODBias = 0.0f;
  2473. sd.MaxAnisotropy = maxAnisotropy;
  2474. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2475. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2476. if (NULL != _palette
  2477. && needBorderColor(flags) )
  2478. {
  2479. const float* rgba = _palette[index];
  2480. sd.BorderColor[0] = rgba[0];
  2481. sd.BorderColor[1] = rgba[1];
  2482. sd.BorderColor[2] = rgba[2];
  2483. sd.BorderColor[3] = rgba[3];
  2484. }
  2485. else
  2486. {
  2487. sd.BorderColor[0] = 0.0f;
  2488. sd.BorderColor[1] = 0.0f;
  2489. sd.BorderColor[2] = 0.0f;
  2490. sd.BorderColor[3] = 0.0f;
  2491. }
  2492. sd.MinLOD = 0;
  2493. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2494. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2495. {
  2496. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2497. };
  2498. device->CreateSampler(&sd, cpuHandle);
  2499. }
  2500. return idx;
  2501. }
  2502. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  2503. {
  2504. m_handleAlloc->free(_idx);
  2505. }
  2506. void DescriptorAllocatorD3D12::reset()
  2507. {
  2508. uint16_t max = m_handleAlloc->getMaxHandles();
  2509. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2510. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2511. }
  2512. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  2513. {
  2514. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2515. return gpuHandle;
  2516. }
  2517. void CommandQueueD3D12::init(ID3D12Device* _device)
  2518. {
  2519. D3D12_COMMAND_QUEUE_DESC queueDesc;
  2520. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  2521. queueDesc.Priority = 0;
  2522. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  2523. queueDesc.NodeMask = 1;
  2524. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  2525. , IID_ID3D12CommandQueue
  2526. , (void**)&m_commandQueue
  2527. ) );
  2528. m_completedFence = 0;
  2529. m_currentFence = 0;
  2530. DX_CHECK(_device->CreateFence(0
  2531. , D3D12_FENCE_FLAG_NONE
  2532. , IID_ID3D12Fence
  2533. , (void**)&m_fence
  2534. ) );
  2535. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2536. {
  2537. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  2538. , IID_ID3D12CommandAllocator
  2539. , (void**)&m_commandList[ii].m_commandAllocator
  2540. ) );
  2541. DX_CHECK(_device->CreateCommandList(0
  2542. , D3D12_COMMAND_LIST_TYPE_DIRECT
  2543. , m_commandList[ii].m_commandAllocator
  2544. , NULL
  2545. , IID_ID3D12GraphicsCommandList
  2546. , (void**)&m_commandList[ii].m_commandList
  2547. ) );
  2548. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  2549. }
  2550. }
  2551. void CommandQueueD3D12::shutdown()
  2552. {
  2553. finish(UINT64_MAX, true);
  2554. DX_RELEASE(m_fence, 0);
  2555. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2556. {
  2557. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  2558. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  2559. }
  2560. DX_RELEASE(m_commandQueue, 0);
  2561. }
  2562. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  2563. {
  2564. while (0 == m_control.reserve(1) )
  2565. {
  2566. consume();
  2567. }
  2568. CommandList& commandList = m_commandList[m_control.m_current];
  2569. DX_CHECK(commandList.m_commandAllocator->Reset() );
  2570. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  2571. return commandList.m_commandList;
  2572. }
  2573. uint64_t CommandQueueD3D12::kick()
  2574. {
  2575. CommandList& commandList = m_commandList[m_control.m_current];
  2576. DX_CHECK(commandList.m_commandList->Close() );
  2577. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  2578. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  2579. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  2580. const uint64_t fence = m_currentFence++;
  2581. m_commandQueue->Signal(m_fence, fence);
  2582. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  2583. m_control.commit(1);
  2584. return fence;
  2585. }
  2586. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  2587. {
  2588. while (0 < m_control.available() )
  2589. {
  2590. consume();
  2591. if (!_finishAll
  2592. && _waitFence <= m_completedFence)
  2593. {
  2594. return;
  2595. }
  2596. }
  2597. BX_CHECK(0 == m_control.available(), "");
  2598. }
  2599. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  2600. {
  2601. if (0 < m_control.available() )
  2602. {
  2603. if (consume(0)
  2604. && _waitFence <= m_completedFence)
  2605. {
  2606. return true;
  2607. }
  2608. }
  2609. return false;
  2610. }
  2611. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  2612. {
  2613. m_release[m_control.m_current].push_back(_ptr);
  2614. }
  2615. bool CommandQueueD3D12::consume(uint32_t _ms)
  2616. {
  2617. CommandList& commandList = m_commandList[m_control.m_read];
  2618. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  2619. {
  2620. CloseHandle(commandList.m_event);
  2621. commandList.m_event = NULL;
  2622. m_completedFence = m_fence->GetCompletedValue();
  2623. m_commandQueue->Wait(m_fence, m_completedFence);
  2624. ResourceArray& ra = m_release[m_control.m_read];
  2625. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  2626. {
  2627. DX_RELEASE(*it, 0);
  2628. }
  2629. ra.clear();
  2630. m_control.consume(1);
  2631. return true;
  2632. }
  2633. return false;
  2634. }
  2635. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  2636. {
  2637. m_maxDrawPerBatch = _maxDrawPerBatch;
  2638. setSeqMode(false);
  2639. setIndirectMode(true);
  2640. ID3D12Device* device = s_renderD3D12->m_device;
  2641. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  2642. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  2643. {
  2644. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2645. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2646. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2647. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  2648. };
  2649. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  2650. {
  2651. sizeof(DrawIndirectCommand),
  2652. BX_COUNTOF(drawArgDesc),
  2653. drawArgDesc,
  2654. 1,
  2655. };
  2656. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  2657. , rootSignature
  2658. , IID_ID3D12CommandSignature
  2659. , (void**)&m_commandSignature[Draw]
  2660. ) );
  2661. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  2662. {
  2663. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2664. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2665. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2666. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  2667. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  2668. };
  2669. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  2670. {
  2671. sizeof(DrawIndexedIndirectCommand),
  2672. BX_COUNTOF(drawIndexedArgDesc),
  2673. drawIndexedArgDesc,
  2674. 1,
  2675. };
  2676. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  2677. , rootSignature
  2678. , IID_ID3D12CommandSignature
  2679. , (void**)&m_commandSignature[DrawIndexed]
  2680. ) );
  2681. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  2682. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  2683. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2684. {
  2685. m_indirect[ii].create(m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand)
  2686. , NULL
  2687. , BGFX_BUFFER_DRAW_INDIRECT
  2688. , false
  2689. , sizeof(DrawIndexedIndirectCommand)
  2690. );
  2691. }
  2692. }
  2693. void BatchD3D12::destroy()
  2694. {
  2695. BX_FREE(g_allocator, m_cmds[0]);
  2696. BX_FREE(g_allocator, m_cmds[1]);
  2697. DX_RELEASE(m_commandSignature[0], 0);
  2698. DX_RELEASE(m_commandSignature[1], 0);
  2699. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2700. {
  2701. m_indirect[ii].destroy();
  2702. }
  2703. }
  2704. template<typename Ty>
  2705. Ty& BatchD3D12::getCmd(Enum _type)
  2706. {
  2707. uint32_t index = m_num[_type];
  2708. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  2709. m_num[_type]++;
  2710. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  2711. return *cmd;
  2712. }
  2713. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  2714. {
  2715. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  2716. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[_draw.m_vertexBuffer.idx];
  2717. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2718. uint16_t declIdx = !isValid(vb.m_decl) ? _draw.m_vertexDecl.idx : vb.m_decl.idx;
  2719. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[declIdx];
  2720. uint32_t numIndices = 0;
  2721. if (Draw == type)
  2722. {
  2723. const uint32_t numVertices = UINT32_MAX == _draw.m_numVertices
  2724. ? vb.m_size / vertexDecl.m_stride
  2725. : _draw.m_numVertices
  2726. ;
  2727. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  2728. cmd.cbv = _cbv;
  2729. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2730. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2731. cmd.vbv[0].SizeInBytes = vb.m_size;
  2732. if (isValid(_draw.m_instanceDataBuffer) )
  2733. {
  2734. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2735. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2736. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2737. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2738. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2739. }
  2740. else
  2741. {
  2742. memset(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  2743. }
  2744. cmd.draw.InstanceCount = _draw.m_numInstances;
  2745. cmd.draw.VertexCountPerInstance = numVertices;
  2746. cmd.draw.StartVertexLocation = _draw.m_startVertex;
  2747. cmd.draw.StartInstanceLocation = 0;
  2748. }
  2749. else
  2750. {
  2751. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  2752. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2753. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  2754. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  2755. numIndices = UINT32_MAX == _draw.m_numIndices
  2756. ? ib.m_size / indexSize
  2757. : _draw.m_numIndices
  2758. ;
  2759. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  2760. cmd.cbv = _cbv;
  2761. cmd.ibv.BufferLocation = ib.m_gpuVA;
  2762. cmd.ibv.SizeInBytes = ib.m_size;
  2763. cmd.ibv.Format = hasIndex16
  2764. ? DXGI_FORMAT_R16_UINT
  2765. : DXGI_FORMAT_R32_UINT
  2766. ;
  2767. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2768. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2769. cmd.vbv[0].SizeInBytes = vb.m_size;
  2770. if (isValid(_draw.m_instanceDataBuffer) )
  2771. {
  2772. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2773. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2774. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2775. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2776. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2777. }
  2778. else
  2779. {
  2780. memset(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  2781. }
  2782. cmd.drawIndexed.IndexCountPerInstance = numIndices;
  2783. cmd.drawIndexed.InstanceCount = _draw.m_numInstances;
  2784. cmd.drawIndexed.StartIndexLocation = _draw.m_startIndex;
  2785. cmd.drawIndexed.BaseVertexLocation = _draw.m_startVertex;
  2786. cmd.drawIndexed.StartInstanceLocation = 0;
  2787. }
  2788. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  2789. {
  2790. flush(_commandList, type);
  2791. }
  2792. return numIndices;
  2793. }
  2794. static const uint32_t s_indirectCommandSize[] =
  2795. {
  2796. sizeof(BatchD3D12::DrawIndirectCommand),
  2797. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  2798. };
  2799. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  2800. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  2801. {
  2802. uint32_t num = m_num[_type];
  2803. if (0 != num)
  2804. {
  2805. m_num[_type] = 0;
  2806. if (m_minIndirect < num)
  2807. {
  2808. m_stats.m_numIndirect[_type]++;
  2809. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  2810. m_currIndirect %= BX_COUNTOF(m_indirect);
  2811. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  2812. _commandList->ExecuteIndirect(m_commandSignature[_type]
  2813. , num
  2814. , indirect.m_ptr
  2815. , 0
  2816. , NULL
  2817. , 0
  2818. );
  2819. }
  2820. else
  2821. {
  2822. m_stats.m_numImmediate[_type]++;
  2823. if (Draw == _type)
  2824. {
  2825. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  2826. for (uint32_t ii = 0; ii < num; ++ii)
  2827. {
  2828. const DrawIndirectCommand& cmd = cmds[ii];
  2829. if (m_current.cbv != cmd.cbv)
  2830. {
  2831. m_current.cbv = cmd.cbv;
  2832. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  2833. }
  2834. if (0 != memcmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  2835. {
  2836. memcpy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  2837. _commandList->IASetVertexBuffers(0
  2838. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  2839. , cmd.vbv
  2840. );
  2841. }
  2842. _commandList->DrawInstanced(
  2843. cmd.draw.VertexCountPerInstance
  2844. , cmd.draw.InstanceCount
  2845. , cmd.draw.StartVertexLocation
  2846. , cmd.draw.StartInstanceLocation
  2847. );
  2848. }
  2849. }
  2850. else
  2851. {
  2852. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  2853. for (uint32_t ii = 0; ii < num; ++ii)
  2854. {
  2855. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  2856. if (m_current.cbv != cmd.cbv)
  2857. {
  2858. m_current.cbv = cmd.cbv;
  2859. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  2860. }
  2861. if (0 != memcmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  2862. {
  2863. memcpy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  2864. _commandList->IASetVertexBuffers(0
  2865. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  2866. , cmd.vbv
  2867. );
  2868. }
  2869. if (0 != memcmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  2870. {
  2871. memcpy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  2872. _commandList->IASetIndexBuffer(&cmd.ibv);
  2873. }
  2874. _commandList->DrawIndexedInstanced(
  2875. cmd.drawIndexed.IndexCountPerInstance
  2876. , cmd.drawIndexed.InstanceCount
  2877. , cmd.drawIndexed.StartIndexLocation
  2878. , cmd.drawIndexed.BaseVertexLocation
  2879. , cmd.drawIndexed.StartInstanceLocation
  2880. );
  2881. }
  2882. }
  2883. }
  2884. }
  2885. }
  2886. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  2887. {
  2888. flush(_commandList, Draw);
  2889. flush(_commandList, DrawIndexed);
  2890. if (_clean)
  2891. {
  2892. memset(&m_current, 0, sizeof(m_current) );
  2893. }
  2894. }
  2895. void BatchD3D12::begin()
  2896. {
  2897. memset(&m_stats, 0, sizeof(m_stats) );
  2898. memset(&m_current, 0, sizeof(m_current) );
  2899. }
  2900. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  2901. {
  2902. flush(_commandList);
  2903. }
  2904. struct UavFormat
  2905. {
  2906. DXGI_FORMAT format[3];
  2907. uint32_t stride;
  2908. };
  2909. static const UavFormat s_uavFormat[] =
  2910. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  2911. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  2912. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  2913. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  2914. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  2915. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  2916. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  2917. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  2918. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  2919. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  2920. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  2921. };
  2922. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  2923. {
  2924. m_size = _size;
  2925. m_flags = _flags;
  2926. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  2927. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  2928. m_dynamic = NULL == _data || needUav;
  2929. DXGI_FORMAT format;
  2930. uint32_t stride;
  2931. D3D12_RESOURCE_FLAGS flags = needUav
  2932. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  2933. : D3D12_RESOURCE_FLAG_NONE
  2934. ;
  2935. if (drawIndirect)
  2936. {
  2937. format = DXGI_FORMAT_R32G32B32A32_UINT;
  2938. stride = 16;
  2939. }
  2940. else
  2941. {
  2942. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  2943. if (0 == uavFormat)
  2944. {
  2945. if (_vertex)
  2946. {
  2947. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  2948. stride = 16;
  2949. }
  2950. else
  2951. {
  2952. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  2953. {
  2954. format = DXGI_FORMAT_R16_UINT;
  2955. stride = 2;
  2956. }
  2957. else
  2958. {
  2959. format = DXGI_FORMAT_R32_UINT;
  2960. stride = 4;
  2961. }
  2962. }
  2963. }
  2964. else
  2965. {
  2966. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  2967. format = s_uavFormat[uavFormat].format[uavType];
  2968. stride = s_uavFormat[uavFormat].stride;
  2969. }
  2970. }
  2971. stride = 0 == _stride ? stride : _stride;
  2972. m_srvd.Format = format;
  2973. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  2974. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  2975. m_srvd.Buffer.FirstElement = 0;
  2976. m_srvd.Buffer.NumElements = m_size / stride;
  2977. m_srvd.Buffer.StructureByteStride = 0;
  2978. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  2979. m_uavd.Format = format;
  2980. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  2981. m_uavd.Buffer.FirstElement = 0;
  2982. m_uavd.Buffer.NumElements = m_size / stride;
  2983. m_uavd.Buffer.StructureByteStride = 0;
  2984. m_uavd.Buffer.CounterOffsetInBytes = 0;
  2985. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  2986. ID3D12Device* device = s_renderD3D12->m_device;
  2987. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  2988. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, flags);
  2989. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  2990. setState(commandList, drawIndirect
  2991. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  2992. : D3D12_RESOURCE_STATE_GENERIC_READ
  2993. );
  2994. if (!m_dynamic)
  2995. {
  2996. update(commandList, 0, _size, _data);
  2997. }
  2998. }
  2999. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3000. {
  3001. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3002. uint8_t* data;
  3003. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3004. memcpy(data, _data, _size);
  3005. staging->Unmap(0, NULL);
  3006. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3007. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3008. setState(_commandList, state);
  3009. s_renderD3D12->m_cmd.release(staging);
  3010. }
  3011. void BufferD3D12::destroy()
  3012. {
  3013. if (NULL != m_ptr)
  3014. {
  3015. s_renderD3D12->m_cmd.release(m_ptr);
  3016. m_dynamic = false;
  3017. }
  3018. }
  3019. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3020. {
  3021. if (m_state != _state)
  3022. {
  3023. setResourceBarrier(_commandList
  3024. , m_ptr
  3025. , m_state
  3026. , _state
  3027. );
  3028. bx::xchg(m_state, _state);
  3029. }
  3030. return _state;
  3031. }
  3032. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3033. {
  3034. BufferD3D12::create(_size, _data, _flags, true);
  3035. m_decl = _declHandle;
  3036. }
  3037. void ShaderD3D12::create(const Memory* _mem)
  3038. {
  3039. bx::MemoryReader reader(_mem->data, _mem->size);
  3040. uint32_t magic;
  3041. bx::read(&reader, magic);
  3042. switch (magic)
  3043. {
  3044. case BGFX_CHUNK_MAGIC_CSH:
  3045. case BGFX_CHUNK_MAGIC_FSH:
  3046. case BGFX_CHUNK_MAGIC_VSH:
  3047. break;
  3048. default:
  3049. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3050. break;
  3051. }
  3052. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3053. uint32_t iohash;
  3054. bx::read(&reader, iohash);
  3055. uint16_t count;
  3056. bx::read(&reader, count);
  3057. m_numPredefined = 0;
  3058. m_numUniforms = count;
  3059. BX_TRACE("%s Shader consts %d"
  3060. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3061. , count
  3062. );
  3063. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3064. if (0 < count)
  3065. {
  3066. for (uint32_t ii = 0; ii < count; ++ii)
  3067. {
  3068. uint8_t nameSize;
  3069. bx::read(&reader, nameSize);
  3070. char name[256];
  3071. bx::read(&reader, &name, nameSize);
  3072. name[nameSize] = '\0';
  3073. uint8_t type;
  3074. bx::read(&reader, type);
  3075. uint8_t num;
  3076. bx::read(&reader, num);
  3077. uint16_t regIndex;
  3078. bx::read(&reader, regIndex);
  3079. uint16_t regCount;
  3080. bx::read(&reader, regCount);
  3081. const char* kind = "invalid";
  3082. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3083. if (PredefinedUniform::Count != predefined)
  3084. {
  3085. kind = "predefined";
  3086. m_predefined[m_numPredefined].m_loc = regIndex;
  3087. m_predefined[m_numPredefined].m_count = regCount;
  3088. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3089. m_numPredefined++;
  3090. }
  3091. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3092. {
  3093. const UniformInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3094. BX_CHECK(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3095. if (NULL != info)
  3096. {
  3097. if (NULL == m_constantBuffer)
  3098. {
  3099. m_constantBuffer = UniformBuffer::create(1024);
  3100. }
  3101. kind = "user";
  3102. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3103. }
  3104. }
  3105. else
  3106. {
  3107. kind = "sampler";
  3108. }
  3109. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3110. , kind
  3111. , name
  3112. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3113. , num
  3114. , regIndex
  3115. , regCount
  3116. );
  3117. BX_UNUSED(kind);
  3118. }
  3119. if (NULL != m_constantBuffer)
  3120. {
  3121. m_constantBuffer->finish();
  3122. }
  3123. }
  3124. uint16_t shaderSize;
  3125. bx::read(&reader, shaderSize);
  3126. const DWORD* code = (const DWORD*)reader.getDataPtr();
  3127. bx::skip(&reader, shaderSize+1);
  3128. m_code = copy(code, shaderSize);
  3129. uint8_t numAttrs;
  3130. bx::read(&reader, numAttrs);
  3131. memset(m_attrMask, 0, sizeof(m_attrMask) );
  3132. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3133. {
  3134. uint16_t id;
  3135. bx::read(&reader, id);
  3136. Attrib::Enum attr = idToAttrib(id);
  3137. if (Attrib::Count != attr)
  3138. {
  3139. m_attrMask[attr] = UINT16_MAX;
  3140. }
  3141. }
  3142. bx::HashMurmur2A murmur;
  3143. murmur.begin();
  3144. murmur.add(iohash);
  3145. murmur.add(code, shaderSize);
  3146. murmur.add(numAttrs);
  3147. murmur.add(m_attrMask, numAttrs);
  3148. m_hash = murmur.end();
  3149. bx::read(&reader, m_size);
  3150. }
  3151. void TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3152. {
  3153. ImageContainer imageContainer;
  3154. if (imageParse(imageContainer, _mem->data, _mem->size) )
  3155. {
  3156. uint8_t numMips = imageContainer.m_numMips;
  3157. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3158. numMips -= startLod;
  3159. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  3160. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3161. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3162. m_flags = _flags;
  3163. m_width = textureWidth;
  3164. m_height = textureHeight;
  3165. m_depth = imageContainer.m_depth;
  3166. m_requestedFormat = (uint8_t)imageContainer.m_format;
  3167. m_textureFormat = (uint8_t)imageContainer.m_format;
  3168. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  3169. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  3170. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3171. if (convert)
  3172. {
  3173. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  3174. bpp = 32;
  3175. }
  3176. if (imageContainer.m_cubeMap)
  3177. {
  3178. m_type = TextureCube;
  3179. }
  3180. else if (imageContainer.m_depth > 1)
  3181. {
  3182. m_type = Texture3D;
  3183. }
  3184. else
  3185. {
  3186. m_type = Texture2D;
  3187. }
  3188. m_numMips = numMips;
  3189. const uint16_t numSides = imageContainer.m_cubeMap ? 6 : 1;
  3190. uint32_t numSrd = numMips*numSides;
  3191. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3192. uint32_t kk = 0;
  3193. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  3194. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3195. uint32_t blockWidth = 1;
  3196. uint32_t blockHeight = 1;
  3197. if (convert && compressed)
  3198. {
  3199. blockWidth = blockInfo.blockWidth;
  3200. blockHeight = blockInfo.blockHeight;
  3201. }
  3202. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  3203. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3204. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3205. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3206. , this - s_renderD3D12->m_textures
  3207. , getName( (TextureFormat::Enum)m_textureFormat)
  3208. , getName( (TextureFormat::Enum)m_requestedFormat)
  3209. , textureWidth
  3210. , textureHeight
  3211. , imageContainer.m_cubeMap ? "x6" : ""
  3212. , renderTarget ? 'x' : ' '
  3213. , bufferOnly ? 'x' : ' '
  3214. , computeWrite ? 'x' : ' '
  3215. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3216. );
  3217. uint32_t totalSize = 0;
  3218. for (uint8_t side = 0; side < numSides; ++side)
  3219. {
  3220. uint32_t width = textureWidth;
  3221. uint32_t height = textureHeight;
  3222. uint32_t depth = imageContainer.m_depth;
  3223. for (uint8_t lod = 0; lod < numMips; ++lod)
  3224. {
  3225. width = bx::uint32_max(blockWidth, width);
  3226. height = bx::uint32_max(blockHeight, height);
  3227. depth = bx::uint32_max(1, depth);
  3228. ImageMip mip;
  3229. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3230. {
  3231. if (convert)
  3232. {
  3233. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3234. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3235. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3236. imageDecodeToBgra8(temp
  3237. , mip.m_data
  3238. , mip.m_width
  3239. , mip.m_height
  3240. , pitch, mip.m_format
  3241. );
  3242. srd[kk].pData = temp;
  3243. srd[kk].RowPitch = pitch;
  3244. srd[kk].SlicePitch = slice;
  3245. totalSize += slice;
  3246. }
  3247. else if (compressed)
  3248. {
  3249. uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3250. uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3251. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3252. imageCopy(mip.m_height/blockInfo.blockHeight
  3253. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3254. , mip.m_data
  3255. , pitch
  3256. , temp
  3257. );
  3258. srd[kk].pData = temp;
  3259. srd[kk].RowPitch = pitch;
  3260. srd[kk].SlicePitch = slice;
  3261. totalSize += slice;
  3262. }
  3263. else
  3264. {
  3265. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3266. const uint32_t slice = bx::strideAlign(pitch * mip.m_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3267. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3268. imageCopy(mip.m_height
  3269. , mip.m_width*mip.m_bpp / 8
  3270. , mip.m_data
  3271. , pitch
  3272. , temp
  3273. );
  3274. srd[kk].pData = temp;
  3275. srd[kk].RowPitch = pitch;
  3276. srd[kk].SlicePitch = slice;
  3277. totalSize += slice;
  3278. }
  3279. if (swizzle)
  3280. {
  3281. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  3282. }
  3283. srd[kk].SlicePitch = mip.m_height*srd[kk].RowPitch;
  3284. ++kk;
  3285. }
  3286. else
  3287. {
  3288. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3289. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3290. totalSize += slice;
  3291. }
  3292. width >>= 1;
  3293. height >>= 1;
  3294. depth >>= 1;
  3295. }
  3296. }
  3297. BX_TRACE("texture total size: %d", totalSize);
  3298. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3299. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3300. memset(&m_srvd, 0, sizeof(m_srvd) );
  3301. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3302. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3303. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3304. if (swizzle)
  3305. {
  3306. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3307. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3308. }
  3309. m_uavd.Format = m_srvd.Format;
  3310. ID3D12Device* device = s_renderD3D12->m_device;
  3311. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3312. D3D12_RESOURCE_DESC resourceDesc;
  3313. resourceDesc.Alignment = 0;
  3314. resourceDesc.Width = textureWidth;
  3315. resourceDesc.Height = textureHeight;
  3316. resourceDesc.MipLevels = numMips;
  3317. resourceDesc.Format = format;
  3318. resourceDesc.SampleDesc = msaa;
  3319. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3320. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3321. resourceDesc.DepthOrArraySize = numSides;
  3322. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3323. D3D12_CLEAR_VALUE* clearValue = NULL;
  3324. if (isDepth(TextureFormat::Enum(m_textureFormat) ) )
  3325. {
  3326. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3327. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3328. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3329. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3330. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3331. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3332. clearValue->DepthStencil.Depth = 1.0f;
  3333. clearValue->DepthStencil.Stencil = 0;
  3334. }
  3335. else if (renderTarget)
  3336. {
  3337. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3338. clearValue->Format = resourceDesc.Format;
  3339. clearValue->Color[0] = 0.0f;
  3340. clearValue->Color[1] = 0.0f;
  3341. clearValue->Color[2] = 0.0f;
  3342. clearValue->Color[3] = 0.0f;
  3343. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3344. }
  3345. if (bufferOnly)
  3346. {
  3347. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3348. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3349. }
  3350. if (computeWrite)
  3351. {
  3352. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3353. }
  3354. switch (m_type)
  3355. {
  3356. case Texture2D:
  3357. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3358. m_srvd.ViewDimension = 1 < msaa.Count ? D3D12_SRV_DIMENSION_TEXTURE2DMS : D3D12_SRV_DIMENSION_TEXTURE2D;
  3359. m_srvd.Texture2D.MostDetailedMip = 0;
  3360. m_srvd.Texture2D.MipLevels = numMips;
  3361. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3362. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3363. m_uavd.Texture2D.MipSlice = 0;
  3364. m_uavd.Texture2D.PlaneSlice = 0;
  3365. break;
  3366. case Texture3D:
  3367. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3368. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  3369. m_srvd.Texture3D.MostDetailedMip = 0;
  3370. m_srvd.Texture3D.MipLevels = numMips;
  3371. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  3372. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  3373. m_uavd.Texture3D.MipSlice = 0;
  3374. m_uavd.Texture3D.FirstWSlice = 0;
  3375. m_uavd.Texture3D.WSize = 0;
  3376. break;
  3377. case TextureCube:
  3378. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3379. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3380. m_srvd.TextureCube.MostDetailedMip = 0;
  3381. m_srvd.TextureCube.MipLevels = numMips;
  3382. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3383. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3384. m_uavd.Texture2D.MipSlice = 0;
  3385. m_uavd.Texture2D.PlaneSlice = 0;
  3386. break;
  3387. }
  3388. m_ptr = createCommittedResource(device, HeapProperty::Default, &resourceDesc, clearValue);
  3389. {
  3390. uint64_t uploadBufferSize;
  3391. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  3392. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  3393. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  3394. device->GetCopyableFootprints(&resourceDesc
  3395. , 0
  3396. , numSrd
  3397. , 0
  3398. , layouts
  3399. , numRows
  3400. , rowSizeInBytes
  3401. , &uploadBufferSize
  3402. );
  3403. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  3404. , uploadBufferSize
  3405. , totalSize
  3406. , numRows[0]
  3407. , rowSizeInBytes[0]
  3408. );
  3409. }
  3410. if (kk != 0)
  3411. {
  3412. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
  3413. setState(commandList,D3D12_RESOURCE_STATE_COPY_DEST);
  3414. uint64_t result = UpdateSubresources(commandList
  3415. , m_ptr
  3416. , staging
  3417. , 0
  3418. , 0
  3419. , numSrd
  3420. , srd
  3421. );
  3422. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  3423. BX_TRACE("Update subresource %" PRId64, result);
  3424. setState(commandList, state);
  3425. s_renderD3D12->m_cmd.release(staging);
  3426. }
  3427. else
  3428. {
  3429. setState(commandList, state);
  3430. }
  3431. if (0 != kk)
  3432. {
  3433. kk = 0;
  3434. for (uint8_t side = 0; side < numSides; ++side)
  3435. {
  3436. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3437. {
  3438. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  3439. ++kk;
  3440. }
  3441. }
  3442. }
  3443. }
  3444. }
  3445. void TextureD3D12::destroy()
  3446. {
  3447. if (NULL != m_ptr)
  3448. {
  3449. s_renderD3D12->m_cmd.release(m_ptr);
  3450. m_ptr = NULL;
  3451. }
  3452. }
  3453. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3454. {
  3455. setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3456. const uint32_t subres = _mip + (_side * m_numMips);
  3457. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3458. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3459. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3460. D3D12_RESOURCE_DESC desc = m_ptr->GetDesc();
  3461. desc.Height = _rect.m_height;
  3462. uint32_t numRows;
  3463. uint64_t rowPitch;
  3464. uint64_t totalBytes;
  3465. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  3466. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  3467. , subres
  3468. , 1
  3469. , 0
  3470. , &layout
  3471. , &numRows
  3472. , &rowPitch
  3473. , &totalBytes
  3474. );
  3475. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  3476. uint8_t* data;
  3477. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3478. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  3479. {
  3480. memcpy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  3481. }
  3482. staging->Unmap(0, NULL);
  3483. D3D12_BOX box;
  3484. box.left = 0;
  3485. box.top = 0;
  3486. box.right = box.left + _rect.m_width;
  3487. box.bottom = box.top + _rect.m_height;
  3488. box.front = _z;
  3489. box.back = _z+_depth;
  3490. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  3491. dst.SubresourceIndex = subres;
  3492. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  3493. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  3494. setState(_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  3495. s_renderD3D12->m_cmd.release(staging);
  3496. }
  3497. void TextureD3D12::resolve()
  3498. {
  3499. }
  3500. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3501. {
  3502. if (m_state != _state)
  3503. {
  3504. setResourceBarrier(_commandList
  3505. , m_ptr
  3506. , m_state
  3507. , _state
  3508. );
  3509. bx::xchg(m_state, _state);
  3510. }
  3511. return _state;
  3512. }
  3513. void FrameBufferD3D12::create(uint8_t _num, const TextureHandle* _handles)
  3514. {
  3515. m_numTh = _num;
  3516. memcpy(m_th, _handles, _num*sizeof(TextureHandle) );
  3517. postReset();
  3518. }
  3519. void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/)
  3520. {
  3521. }
  3522. void FrameBufferD3D12::preReset()
  3523. {
  3524. }
  3525. void FrameBufferD3D12::postReset()
  3526. {
  3527. if (m_numTh != 0)
  3528. {
  3529. ID3D12Device* device = s_renderD3D12->m_device;
  3530. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3531. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3532. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3533. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3534. m_width = 0;
  3535. m_height = 0;
  3536. m_depth.idx = bgfx::invalidHandle;
  3537. m_num = 0;
  3538. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3539. {
  3540. TextureHandle handle = m_th[ii];
  3541. if (isValid(handle) )
  3542. {
  3543. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  3544. if (0 == m_width)
  3545. {
  3546. D3D12_RESOURCE_DESC desc = texture.m_ptr->GetDesc();
  3547. m_width = uint32_t(desc.Width);
  3548. m_height = uint32_t(desc.Height);
  3549. }
  3550. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3551. {
  3552. BX_CHECK(!isValid(m_depth), "");
  3553. m_depth = handle;
  3554. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3555. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3556. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3557. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(texture.m_textureFormat) );
  3558. BX_UNUSED(blockInfo);
  3559. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3560. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  3561. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3562. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  3563. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  3564. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  3565. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  3566. ;
  3567. device->CreateDepthStencilView(texture.m_ptr
  3568. , &dsvDesc
  3569. , dsvDescriptor
  3570. );
  3571. }
  3572. else
  3573. {
  3574. m_texture[m_num] = handle;
  3575. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  3576. device->CreateRenderTargetView(texture.m_ptr
  3577. , NULL
  3578. , rtv
  3579. );
  3580. m_num++;
  3581. }
  3582. }
  3583. }
  3584. }
  3585. }
  3586. uint16_t FrameBufferD3D12::destroy()
  3587. {
  3588. m_numTh = 0;
  3589. m_depth.idx = bgfx::invalidHandle;
  3590. uint16_t denseIdx = m_denseIdx;
  3591. m_denseIdx = UINT16_MAX;
  3592. return denseIdx;
  3593. }
  3594. void FrameBufferD3D12::resolve()
  3595. {
  3596. }
  3597. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  3598. {
  3599. ID3D12Device* device = s_renderD3D12->m_device;
  3600. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3601. if (BGFX_CLEAR_COLOR & _clear.m_flags
  3602. && 0 != m_num)
  3603. {
  3604. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3605. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3606. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3607. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3608. {
  3609. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3610. {
  3611. uint8_t index = _clear.m_index[ii];
  3612. if (UINT8_MAX != index)
  3613. {
  3614. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3615. _commandList->ClearRenderTargetView(rtv
  3616. , _palette[index]
  3617. , _num
  3618. , _rect
  3619. );
  3620. }
  3621. }
  3622. }
  3623. else
  3624. {
  3625. float frgba[4] =
  3626. {
  3627. _clear.m_index[0]*1.0f/255.0f,
  3628. _clear.m_index[1]*1.0f/255.0f,
  3629. _clear.m_index[2]*1.0f/255.0f,
  3630. _clear.m_index[3]*1.0f/255.0f,
  3631. };
  3632. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3633. {
  3634. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3635. _commandList->ClearRenderTargetView(rtv
  3636. , frgba
  3637. , _num
  3638. , _rect
  3639. );
  3640. }
  3641. }
  3642. }
  3643. if (isValid(m_depth)
  3644. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3645. {
  3646. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3647. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3648. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3649. DWORD flags = 0;
  3650. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  3651. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  3652. _commandList->ClearDepthStencilView(dsvDescriptor
  3653. , D3D12_CLEAR_FLAGS(flags)
  3654. , _clear.m_depth
  3655. , _clear.m_stencil
  3656. , _num
  3657. , _rect
  3658. );
  3659. }
  3660. }
  3661. void TimerQueryD3D12::init()
  3662. {
  3663. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  3664. queryHeapDesc.Count = m_control.m_size * 2;
  3665. queryHeapDesc.NodeMask = 1;
  3666. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  3667. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  3668. , IID_ID3D12QueryHeap
  3669. , (void**)&m_queryHeap
  3670. ) );
  3671. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  3672. m_readback = createCommittedResource(s_renderD3D12->m_device
  3673. , HeapProperty::ReadBack
  3674. , size
  3675. );
  3676. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  3677. D3D12_RANGE range = { 0, size };
  3678. m_readback->Map(0, &range, (void**)&m_result);
  3679. }
  3680. void TimerQueryD3D12::shutdown()
  3681. {
  3682. D3D12_RANGE range = { 0, 0 };
  3683. m_readback->Unmap(0, &range);
  3684. DX_RELEASE(m_queryHeap, 0);
  3685. DX_RELEASE(m_readback, 0);
  3686. }
  3687. void TimerQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList)
  3688. {
  3689. BX_UNUSED(_commandList);
  3690. while (0 == m_control.reserve(1) )
  3691. {
  3692. m_control.consume(1);
  3693. }
  3694. uint32_t offset = m_control.m_current * 2 + 0;
  3695. _commandList->EndQuery(m_queryHeap
  3696. , D3D12_QUERY_TYPE_TIMESTAMP
  3697. , offset
  3698. );
  3699. }
  3700. void TimerQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3701. {
  3702. BX_UNUSED(_commandList);
  3703. uint32_t offset = m_control.m_current * 2;
  3704. _commandList->EndQuery(m_queryHeap
  3705. , D3D12_QUERY_TYPE_TIMESTAMP
  3706. , offset + 1
  3707. );
  3708. _commandList->ResolveQueryData(m_queryHeap
  3709. , D3D12_QUERY_TYPE_TIMESTAMP
  3710. , offset
  3711. , 2
  3712. , m_readback
  3713. , offset * sizeof(uint64_t)
  3714. );
  3715. m_control.commit(1);
  3716. }
  3717. bool TimerQueryD3D12::get()
  3718. {
  3719. if (0 != m_control.available() )
  3720. {
  3721. uint32_t offset = m_control.m_read * 2;
  3722. m_begin = m_result[offset+0];
  3723. m_end = m_result[offset+1];
  3724. m_elapsed = m_end - m_begin;
  3725. m_control.consume(1);
  3726. return true;
  3727. }
  3728. return false;
  3729. }
  3730. void OcclusionQueryD3D12::init()
  3731. {
  3732. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  3733. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  3734. queryHeapDesc.NodeMask = 1;
  3735. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  3736. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  3737. , IID_ID3D12QueryHeap
  3738. , (void**)&m_queryHeap
  3739. ) );
  3740. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  3741. m_readback = createCommittedResource(s_renderD3D12->m_device
  3742. , HeapProperty::ReadBack
  3743. , size
  3744. );
  3745. D3D12_RANGE range = { 0, size };
  3746. m_readback->Map(0, &range, (void**)&m_result);
  3747. }
  3748. void OcclusionQueryD3D12::shutdown()
  3749. {
  3750. D3D12_RANGE range = { 0, 0 };
  3751. m_readback->Unmap(0, &range);
  3752. DX_RELEASE(m_queryHeap, 0);
  3753. DX_RELEASE(m_readback, 0);
  3754. }
  3755. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  3756. {
  3757. while (0 == m_control.reserve(1) )
  3758. {
  3759. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  3760. _render->m_occlusion[handle.idx] = 0 < m_result[handle.idx];
  3761. m_control.consume(1);
  3762. }
  3763. m_handle[m_control.m_current] = _handle;
  3764. _commandList->BeginQuery(m_queryHeap
  3765. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  3766. , _handle.idx
  3767. );
  3768. }
  3769. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3770. {
  3771. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  3772. _commandList->EndQuery(m_queryHeap
  3773. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  3774. , handle.idx
  3775. );
  3776. _commandList->ResolveQueryData(m_queryHeap
  3777. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  3778. , handle.idx
  3779. , 1
  3780. , m_readback
  3781. , handle.idx * sizeof(uint64_t)
  3782. );
  3783. m_control.commit(1);
  3784. }
  3785. struct Bind
  3786. {
  3787. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  3788. uint16_t m_samplerStateIdx;
  3789. };
  3790. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  3791. {
  3792. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  3793. updateResolution(_render->m_resolution);
  3794. int64_t elapsed = -bx::getHPCounter();
  3795. int64_t captureElapsed = 0;
  3796. m_gpuTimer.begin(m_commandList);
  3797. if (0 < _render->m_iboffset)
  3798. {
  3799. TransientIndexBuffer* ib = _render->m_transientIb;
  3800. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  3801. }
  3802. if (0 < _render->m_vboffset)
  3803. {
  3804. TransientVertexBuffer* vb = _render->m_transientVb;
  3805. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  3806. }
  3807. _render->sort();
  3808. RenderDraw currentState;
  3809. currentState.clear();
  3810. currentState.m_stateFlags = BGFX_STATE_NONE;
  3811. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3812. _render->m_hmdInitialized = false;
  3813. const bool hmdEnabled = false;
  3814. ViewState viewState(_render, hmdEnabled);
  3815. viewState.reset(_render, hmdEnabled);
  3816. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  3817. // setDebugWireframe(wireframe);
  3818. uint16_t currentSamplerStateIdx = invalidHandle;
  3819. uint16_t currentProgramIdx = invalidHandle;
  3820. uint32_t currentBindHash = 0;
  3821. bool hasPredefined = false;
  3822. bool commandListChanged = false;
  3823. ID3D12PipelineState* currentPso = NULL;
  3824. SortKey key;
  3825. uint16_t view = UINT16_MAX;
  3826. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  3827. BlitKey blitKey;
  3828. blitKey.decode(_render->m_blitKeys[0]);
  3829. uint16_t numBlitItems = _render->m_numBlitItems;
  3830. uint16_t blitItem = 0;
  3831. uint32_t blendFactor = 0;
  3832. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3833. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  3834. PrimInfo prim = s_primInfo[primIndex];
  3835. bool wasCompute = false;
  3836. bool viewHasScissor = false;
  3837. bool restoreScissor = false;
  3838. Rect viewScissorRect;
  3839. viewScissorRect.clear();
  3840. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3841. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3842. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3843. uint32_t statsNumIndices = 0;
  3844. uint32_t statsKeyType[2] = {};
  3845. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  3846. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  3847. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  3848. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  3849. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  3850. scratchBuffer.reset(gpuHandle);
  3851. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  3852. StateCacheLru<Bind, 64> bindLru;
  3853. setResourceBarrier(m_commandList
  3854. , m_backBufferColor[m_backBufferColorIdx]
  3855. , D3D12_RESOURCE_STATE_PRESENT
  3856. , D3D12_RESOURCE_STATE_RENDER_TARGET
  3857. );
  3858. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3859. {
  3860. m_batch.begin();
  3861. // uint8_t eye = 0;
  3862. // uint8_t restartState = 0;
  3863. viewState.m_rect = _render->m_rect[0];
  3864. int32_t numItems = _render->m_num;
  3865. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  3866. {
  3867. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  3868. statsKeyType[isCompute]++;
  3869. const bool viewChanged = 0
  3870. || key.m_view != view
  3871. || item == numItems
  3872. ;
  3873. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  3874. ++item;
  3875. if (viewChanged)
  3876. {
  3877. m_batch.flush(m_commandList, true);
  3878. kick();
  3879. view = key.m_view;
  3880. currentPso = NULL;
  3881. currentSamplerStateIdx = invalidHandle;
  3882. currentProgramIdx = invalidHandle;
  3883. hasPredefined = false;
  3884. fbh = _render->m_fb[view];
  3885. setFrameBuffer(fbh);
  3886. viewState.m_rect = _render->m_rect[view];
  3887. const Rect& rect = _render->m_rect[view];
  3888. const Rect& scissorRect = _render->m_scissor[view];
  3889. viewHasScissor = !scissorRect.isZero();
  3890. viewScissorRect = viewHasScissor ? scissorRect : rect;
  3891. D3D12_VIEWPORT vp;
  3892. vp.TopLeftX = rect.m_x;
  3893. vp.TopLeftY = rect.m_y;
  3894. vp.Width = rect.m_width;
  3895. vp.Height = rect.m_height;
  3896. vp.MinDepth = 0.0f;
  3897. vp.MaxDepth = 1.0f;
  3898. m_commandList->RSSetViewports(1, &vp);
  3899. D3D12_RECT rc;
  3900. rc.left = viewScissorRect.m_x;
  3901. rc.top = viewScissorRect.m_y;
  3902. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3903. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3904. m_commandList->RSSetScissorRects(1, &rc);
  3905. restoreScissor = false;
  3906. Clear& clr = _render->m_clear[view];
  3907. if (BGFX_CLEAR_NONE != clr.m_flags)
  3908. {
  3909. Rect clearRect = rect;
  3910. clearRect.intersect(rect, viewScissorRect);
  3911. clearQuad(clearRect, clr, _render->m_colorPalette);
  3912. }
  3913. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  3914. for (; blitItem < numBlitItems && blitKey.m_view <= view; blitItem++)
  3915. {
  3916. const BlitItem& blit = _render->m_blitItem[blitItem];
  3917. blitKey.decode(_render->m_blitKeys[blitItem+1]);
  3918. const TextureD3D12& src = m_textures[blit.m_src.idx];
  3919. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  3920. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  3921. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  3922. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  3923. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  3924. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  3925. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  3926. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  3927. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  3928. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  3929. if (TextureD3D12::Texture3D == src.m_type)
  3930. {
  3931. D3D12_BOX box;
  3932. box.left = blit.m_srcX;
  3933. box.top = blit.m_srcY;
  3934. box.front = blit.m_srcZ;
  3935. box.right = blit.m_srcX + width;
  3936. box.bottom = blit.m_srcY + height;;
  3937. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  3938. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{ 0 }} };
  3939. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{ 0 }} };
  3940. m_commandList->CopyTextureRegion(&dstLocation
  3941. , blit.m_dstX
  3942. , blit.m_dstY
  3943. , blit.m_dstZ
  3944. , &srcLocation
  3945. , &box
  3946. );
  3947. }
  3948. else
  3949. {
  3950. D3D12_BOX box;
  3951. box.left = blit.m_srcX;
  3952. box.top = blit.m_srcY;
  3953. box.front = 0;
  3954. box.right = blit.m_srcX + width;
  3955. box.bottom = blit.m_srcY + height;;
  3956. box.back = 1;
  3957. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  3958. ? blit.m_srcZ
  3959. : 0
  3960. ;
  3961. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  3962. ? blit.m_dstZ
  3963. : 0
  3964. ;
  3965. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{ dstZ*dst.m_numMips+blit.m_dstMip }} };
  3966. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{ srcZ*src.m_numMips+blit.m_srcMip }} };
  3967. bool depthStencil = isDepth(TextureFormat::Enum(src.m_textureFormat) );
  3968. m_commandList->CopyTextureRegion(&dstLocation
  3969. , blit.m_dstX
  3970. , blit.m_dstY
  3971. , 0
  3972. , &srcLocation
  3973. , depthStencil ? NULL : &box
  3974. );
  3975. }
  3976. }
  3977. }
  3978. if (isCompute)
  3979. {
  3980. if (!wasCompute)
  3981. {
  3982. wasCompute = true;
  3983. m_commandList->SetComputeRootSignature(m_rootSignature);
  3984. ID3D12DescriptorHeap* heaps[] = {
  3985. m_samplerAllocator.getHeap(),
  3986. scratchBuffer.getHeap(),
  3987. };
  3988. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  3989. }
  3990. const RenderCompute& compute = renderItem.compute;
  3991. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  3992. if (pso != currentPso)
  3993. {
  3994. currentPso = pso;
  3995. m_commandList->SetPipelineState(pso);
  3996. currentBindHash = 0;
  3997. }
  3998. uint32_t bindHash = bx::hashMurmur2A(compute.m_bind, sizeof(compute.m_bind) );
  3999. if (currentBindHash != bindHash)
  4000. {
  4001. currentBindHash = bindHash;
  4002. Bind* bindCached = bindLru.find(bindHash);
  4003. if (NULL == bindCached)
  4004. {
  4005. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4006. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4007. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4008. {
  4009. const Binding& bind = compute.m_bind[ii];
  4010. if (invalidHandle != bind.m_idx)
  4011. {
  4012. switch (bind.m_type)
  4013. {
  4014. case Binding::Image:
  4015. {
  4016. TextureD3D12& texture = m_textures[bind.m_idx];
  4017. if (Access::Read != bind.m_un.m_compute.m_access)
  4018. {
  4019. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4020. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4021. }
  4022. else
  4023. {
  4024. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4025. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4026. samplerFlags[ii] = texture.m_flags;
  4027. }
  4028. }
  4029. break;
  4030. case Binding::IndexBuffer:
  4031. case Binding::VertexBuffer:
  4032. {
  4033. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4034. ? m_indexBuffers[bind.m_idx]
  4035. : m_vertexBuffers[bind.m_idx]
  4036. ;
  4037. if (Access::Read != bind.m_un.m_compute.m_access)
  4038. {
  4039. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4040. scratchBuffer.allocUav(srvHandle[ii], buffer);
  4041. }
  4042. else
  4043. {
  4044. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4045. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  4046. }
  4047. }
  4048. break;
  4049. }
  4050. }
  4051. }
  4052. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  4053. if (samplerStateIdx != currentSamplerStateIdx)
  4054. {
  4055. currentSamplerStateIdx = samplerStateIdx;
  4056. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4057. }
  4058. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4059. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4060. Bind bind;
  4061. bind.m_srvHandle = srvHandle[0];
  4062. bind.m_samplerStateIdx = samplerStateIdx;
  4063. bindLru.add(bindHash, bind, 0);
  4064. }
  4065. else
  4066. {
  4067. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4068. if (samplerStateIdx != currentSamplerStateIdx)
  4069. {
  4070. currentSamplerStateIdx = samplerStateIdx;
  4071. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4072. }
  4073. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4074. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4075. }
  4076. }
  4077. bool constantsChanged = false;
  4078. if (compute.m_constBegin < compute.m_constEnd
  4079. || currentProgramIdx != key.m_program)
  4080. {
  4081. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  4082. currentProgramIdx = key.m_program;
  4083. ProgramD3D12& program = m_program[currentProgramIdx];
  4084. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4085. if (NULL != vcb)
  4086. {
  4087. commit(*vcb);
  4088. }
  4089. hasPredefined = 0 < program.m_numPredefined;
  4090. constantsChanged = true;
  4091. }
  4092. if (constantsChanged
  4093. || hasPredefined)
  4094. {
  4095. ProgramD3D12& program = m_program[currentProgramIdx];
  4096. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  4097. commitShaderConstants(key.m_program, gpuAddress);
  4098. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  4099. }
  4100. if (isValid(compute.m_indirectBuffer) )
  4101. {
  4102. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4103. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4104. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4105. : compute.m_numIndirect
  4106. ;
  4107. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4108. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4109. {
  4110. // m_commandList->ExecuteIndirect(ptr, args);
  4111. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4112. }
  4113. }
  4114. else
  4115. {
  4116. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4117. }
  4118. continue;
  4119. }
  4120. const RenderDraw& draw = renderItem.draw;
  4121. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4122. if (isValid(draw.m_occlusionQuery)
  4123. && !hasOcclusionQuery
  4124. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  4125. {
  4126. continue;
  4127. }
  4128. const uint64_t newFlags = draw.m_stateFlags;
  4129. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4130. currentState.m_stateFlags = newFlags;
  4131. const uint64_t newStencil = draw.m_stencil;
  4132. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  4133. currentState.m_stencil = newStencil;
  4134. if (viewChanged
  4135. || wasCompute)
  4136. {
  4137. if (wasCompute)
  4138. {
  4139. wasCompute = false;
  4140. }
  4141. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4142. {
  4143. BX_UNUSED(s_viewNameW);
  4144. // wchar_t* viewNameW = s_viewNameW[view];
  4145. // viewNameW[3] = L' ';
  4146. // PIX_ENDEVENT();
  4147. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4148. }
  4149. commandListChanged = true;
  4150. }
  4151. if (commandListChanged)
  4152. {
  4153. commandListChanged = false;
  4154. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  4155. ID3D12DescriptorHeap* heaps[] = {
  4156. m_samplerAllocator.getHeap(),
  4157. scratchBuffer.getHeap(),
  4158. };
  4159. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4160. currentPso = NULL;
  4161. currentBindHash = 0;
  4162. currentSamplerStateIdx = invalidHandle;
  4163. currentProgramIdx = invalidHandle;
  4164. currentState.clear();
  4165. currentState.m_scissor = !draw.m_scissor;
  4166. changedFlags = BGFX_STATE_MASK;
  4167. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4168. currentState.m_stateFlags = newFlags;
  4169. currentState.m_stencil = newStencil;
  4170. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4171. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4172. }
  4173. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  4174. if (isValid(draw.m_vertexBuffer) )
  4175. {
  4176. const uint64_t state = draw.m_stateFlags;
  4177. bool hasFactor = 0
  4178. || f0 == (state & f0)
  4179. || f1 == (state & f1)
  4180. ;
  4181. const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
  4182. uint16_t declIdx = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4183. ID3D12PipelineState* pso =
  4184. getPipelineState(state
  4185. , draw.m_stencil
  4186. , declIdx
  4187. , key.m_program
  4188. , uint8_t(draw.m_instanceDataStride/16)
  4189. );
  4190. uint16_t scissor = draw.m_scissor;
  4191. uint32_t bindHash = bx::hashMurmur2A(draw.m_bind, sizeof(draw.m_bind) );
  4192. if (currentBindHash != bindHash
  4193. || 0 != changedStencil
  4194. || (hasFactor && blendFactor != draw.m_rgba)
  4195. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4196. || prim.m_toplogy != s_primInfo[primIndex].m_toplogy)
  4197. || currentState.m_scissor != scissor
  4198. || pso != currentPso
  4199. || hasOcclusionQuery)
  4200. {
  4201. m_batch.flush(m_commandList);
  4202. }
  4203. if (currentBindHash != bindHash)
  4204. {
  4205. currentBindHash = bindHash;
  4206. Bind* bindCached = bindLru.find(bindHash);
  4207. if (NULL == bindCached)
  4208. {
  4209. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4210. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4211. {
  4212. srvHandle[0].ptr = 0;
  4213. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4214. {
  4215. const Binding& bind = draw.m_bind[stage];
  4216. if (invalidHandle != bind.m_idx)
  4217. {
  4218. TextureD3D12& texture = m_textures[bind.m_idx];
  4219. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4220. scratchBuffer.allocSrv(srvHandle[stage], texture);
  4221. samplerFlags[stage] = (0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & bind.m_un.m_draw.m_textureFlags)
  4222. ? bind.m_un.m_draw.m_textureFlags
  4223. : texture.m_flags
  4224. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK|BGFX_TEXTURE_BORDER_COLOR_MASK)
  4225. ;
  4226. }
  4227. else
  4228. {
  4229. memcpy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  4230. samplerFlags[stage] = 0;
  4231. }
  4232. }
  4233. }
  4234. if (srvHandle[0].ptr != 0)
  4235. {
  4236. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  4237. if (samplerStateIdx != currentSamplerStateIdx)
  4238. {
  4239. currentSamplerStateIdx = samplerStateIdx;
  4240. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4241. }
  4242. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4243. Bind bind;
  4244. bind.m_srvHandle = srvHandle[0];
  4245. bind.m_samplerStateIdx = samplerStateIdx;
  4246. bindLru.add(bindHash, bind, 0);
  4247. }
  4248. }
  4249. else
  4250. {
  4251. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4252. if (samplerStateIdx != currentSamplerStateIdx)
  4253. {
  4254. currentSamplerStateIdx = samplerStateIdx;
  4255. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4256. }
  4257. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4258. }
  4259. }
  4260. if (0 != changedStencil)
  4261. {
  4262. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  4263. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  4264. m_commandList->OMSetStencilRef(ref);
  4265. }
  4266. if (hasFactor
  4267. && blendFactor != draw.m_rgba)
  4268. {
  4269. blendFactor = draw.m_rgba;
  4270. float bf[4];
  4271. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  4272. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  4273. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  4274. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  4275. m_commandList->OMSetBlendFactor(bf);
  4276. }
  4277. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4278. || prim.m_toplogy != s_primInfo[primIndex].m_toplogy)
  4279. {
  4280. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4281. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4282. prim = s_primInfo[primIndex];
  4283. m_commandList->IASetPrimitiveTopology(prim.m_toplogy);
  4284. }
  4285. if (currentState.m_scissor != scissor)
  4286. {
  4287. currentState.m_scissor = scissor;
  4288. if (UINT16_MAX == scissor)
  4289. {
  4290. if (restoreScissor
  4291. || viewHasScissor)
  4292. {
  4293. restoreScissor = false;
  4294. D3D12_RECT rc;
  4295. rc.left = viewScissorRect.m_x;
  4296. rc.top = viewScissorRect.m_y;
  4297. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4298. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4299. m_commandList->RSSetScissorRects(1, &rc);
  4300. }
  4301. }
  4302. else
  4303. {
  4304. restoreScissor = true;
  4305. Rect scissorRect;
  4306. scissorRect.intersect(viewScissorRect,_render->m_rectCache.m_cache[scissor]);
  4307. D3D12_RECT rc;
  4308. rc.left = scissorRect.m_x;
  4309. rc.top = scissorRect.m_y;
  4310. rc.right = scissorRect.m_x + scissorRect.m_width;
  4311. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4312. m_commandList->RSSetScissorRects(1, &rc);
  4313. }
  4314. }
  4315. if (pso != currentPso)
  4316. {
  4317. currentPso = pso;
  4318. m_commandList->SetPipelineState(pso);
  4319. }
  4320. bool constantsChanged = false;
  4321. if (draw.m_constBegin < draw.m_constEnd
  4322. || currentProgramIdx != key.m_program
  4323. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4324. {
  4325. currentProgramIdx = key.m_program;
  4326. ProgramD3D12& program = m_program[currentProgramIdx];
  4327. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4328. if (NULL != vcb)
  4329. {
  4330. commit(*vcb);
  4331. }
  4332. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4333. if (NULL != fcb)
  4334. {
  4335. commit(*fcb);
  4336. }
  4337. hasPredefined = 0 < program.m_numPredefined;
  4338. constantsChanged = true;
  4339. }
  4340. if (constantsChanged
  4341. || hasPredefined)
  4342. {
  4343. ProgramD3D12& program = m_program[currentProgramIdx];
  4344. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4345. viewState.m_alphaRef = ref/255.0f;
  4346. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  4347. commitShaderConstants(key.m_program, gpuAddress);
  4348. }
  4349. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  4350. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  4351. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4352. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4353. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4354. statsNumInstances[primIndex] += draw.m_numInstances;
  4355. statsNumIndices += numIndices;
  4356. if (hasOcclusionQuery)
  4357. {
  4358. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  4359. m_batch.flush(m_commandList);
  4360. m_occlusionQuery.end(m_commandList);
  4361. }
  4362. }
  4363. }
  4364. m_batch.end(m_commandList);
  4365. }
  4366. int64_t now = bx::getHPCounter();
  4367. elapsed += now;
  4368. static int64_t last = now;
  4369. Stats& perfStats = _render->m_perfStats;
  4370. perfStats.cpuTimeBegin = last;
  4371. int64_t frameTime = now - last;
  4372. last = now;
  4373. static int64_t min = frameTime;
  4374. static int64_t max = frameTime;
  4375. min = bx::int64_min(min, frameTime);
  4376. max = bx::int64_max(max, frameTime);
  4377. static uint32_t maxGpuLatency = 0;
  4378. static double maxGpuElapsed = 0.0f;
  4379. double elapsedGpuMs = 0.0;
  4380. static int64_t presentMin = m_presentElapsed;
  4381. static int64_t presentMax = m_presentElapsed;
  4382. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  4383. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  4384. m_gpuTimer.end(m_commandList);
  4385. while (m_gpuTimer.get() )
  4386. {
  4387. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  4388. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  4389. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  4390. }
  4391. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  4392. const int64_t timerFreq = bx::getHPFrequency();
  4393. perfStats.cpuTimeEnd = now;
  4394. perfStats.cpuTimerFreq = timerFreq;
  4395. perfStats.gpuTimeBegin = m_gpuTimer.m_begin;
  4396. perfStats.gpuTimeEnd = m_gpuTimer.m_end;
  4397. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  4398. if (_render->m_debug & (BGFX_DEBUG_IFH | BGFX_DEBUG_STATS) )
  4399. {
  4400. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  4401. TextVideoMem& tvm = m_textVideoMem;
  4402. static int64_t next = now;
  4403. if (now >= next)
  4404. {
  4405. next = now + bx::getHPFrequency();
  4406. double freq = double(bx::getHPFrequency() );
  4407. double toMs = 1000.0 / freq;
  4408. tvm.clear();
  4409. uint16_t pos = 0;
  4410. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  4411. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4412. , getRendererName()
  4413. );
  4414. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  4415. char description[BX_COUNTOF(desc.Description)];
  4416. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  4417. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  4418. char dedicatedVideo[16];
  4419. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  4420. char dedicatedSystem[16];
  4421. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  4422. char sharedSystem[16];
  4423. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  4424. char processMemoryUsed[16];
  4425. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  4426. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  4427. , dedicatedVideo
  4428. , dedicatedSystem
  4429. , sharedSystem
  4430. , processMemoryUsed
  4431. );
  4432. DXGI_QUERY_VIDEO_MEMORY_INFO memInfo;
  4433. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &memInfo) );
  4434. char budget[16];
  4435. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  4436. char currentUsage[16];
  4437. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  4438. char availableForReservation[16];
  4439. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  4440. char currentReservation[16];
  4441. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  4442. tvm.printf(0, pos++, 0x8f, " Budget: %s, Usage: %s, AvailRes: %s, CurrRes: %s "
  4443. , budget
  4444. , currentUsage
  4445. , availableForReservation
  4446. , currentReservation
  4447. );
  4448. pos = 10;
  4449. tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4450. , double(frameTime)*toMs
  4451. , double(min)*toMs
  4452. , double(max)*toMs
  4453. , freq/frameTime
  4454. );
  4455. tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  4456. , double(m_presentElapsed)*toMs
  4457. , double(presentMin)*toMs
  4458. , double(presentMax)*toMs
  4459. );
  4460. char hmd[16];
  4461. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4462. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4463. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  4464. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4465. , 0 != msaa ? '\xfe' : ' '
  4466. , 1<<msaa
  4467. , ", no-HMD "
  4468. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  4469. );
  4470. double elapsedCpuMs = double(elapsed)*toMs;
  4471. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  4472. , _render->m_num
  4473. , statsKeyType[0]
  4474. , statsKeyType[1]
  4475. , elapsedCpuMs
  4476. );
  4477. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4478. {
  4479. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d "
  4480. , s_primName[ii]
  4481. , statsNumPrimsRendered[ii]
  4482. , statsNumInstances[ii]
  4483. , statsNumPrimsSubmitted[ii]
  4484. );
  4485. }
  4486. tvm.printf(10, pos++, 0x8e, " Batch: %7dx%d indirect, %7d immediate "
  4487. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  4488. , m_batch.m_maxDrawPerBatch
  4489. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  4490. );
  4491. tvm.printf(10, pos++, 0x8e, " %7dx%d indirect, %7d immediate "
  4492. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  4493. , m_batch.m_maxDrawPerBatch
  4494. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  4495. );
  4496. // if (NULL != m_renderdocdll)
  4497. // {
  4498. // tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4499. // }
  4500. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  4501. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  4502. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  4503. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  4504. pos++;
  4505. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4506. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Bind | Queued ");
  4507. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d "
  4508. , m_pipelineStateCache.getCount()
  4509. , m_samplerStateCache.getCount()
  4510. , bindLru.getCount()
  4511. , m_cmd.m_control.available()
  4512. );
  4513. pos++;
  4514. double captureMs = double(captureElapsed)*toMs;
  4515. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  4516. uint8_t attr[2] = { 0x89, 0x8a };
  4517. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4518. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  4519. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  4520. min = frameTime;
  4521. max = frameTime;
  4522. presentMin = m_presentElapsed;
  4523. presentMax = m_presentElapsed;
  4524. }
  4525. blit(this, _textVideoMemBlitter, tvm);
  4526. // PIX_ENDEVENT();
  4527. }
  4528. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4529. {
  4530. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  4531. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4532. // PIX_ENDEVENT();
  4533. }
  4534. setResourceBarrier(m_commandList
  4535. , m_backBufferColor[m_backBufferColorIdx]
  4536. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4537. , D3D12_RESOURCE_STATE_PRESENT
  4538. );
  4539. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  4540. }
  4541. } /* namespace d3d12 */ } // namespace bgfx
  4542. #else
  4543. namespace bgfx { namespace d3d12
  4544. {
  4545. RendererContextI* rendererCreate()
  4546. {
  4547. return NULL;
  4548. }
  4549. void rendererDestroy()
  4550. {
  4551. }
  4552. } /* namespace d3d12 */ } // namespace bgfx
  4553. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12