renderer_d3d11.cpp 198 KB

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  1. /*
  2. * Copyright 2011-2017 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. #if !BX_PLATFORM_WINDOWS
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_USE_OVR
  15. # include "hmd_ovr.h"
  16. #endif // BGFX_CONFIG_USE_OVR
  17. namespace bgfx { namespace d3d11
  18. {
  19. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. struct PrimInfo
  22. {
  23. D3D11_PRIMITIVE_TOPOLOGY m_type;
  24. uint32_t m_min;
  25. uint32_t m_div;
  26. uint32_t m_sub;
  27. };
  28. static const PrimInfo s_primInfo[] =
  29. {
  30. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  31. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  32. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  33. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  34. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  35. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  36. };
  37. static const char* s_primName[] =
  38. {
  39. "TriList",
  40. "TriStrip",
  41. "Line",
  42. "LineStrip",
  43. "Point",
  44. };
  45. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  46. union Zero
  47. {
  48. Zero()
  49. {
  50. bx::memSet(this, 0, sizeof(Zero) );
  51. }
  52. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  53. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  54. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  55. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  56. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  57. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  58. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  59. };
  60. BX_PRAGMA_DIAGNOSTIC_PUSH();
  61. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  62. static const Zero s_zero;
  63. BX_PRAGMA_DIAGNOSTIC_POP();
  64. static const uint32_t s_checkMsaa[] =
  65. {
  66. 0,
  67. 2,
  68. 4,
  69. 8,
  70. 16,
  71. };
  72. static DXGI_SAMPLE_DESC s_msaa[] =
  73. {
  74. { 1, 0 },
  75. { 2, 0 },
  76. { 4, 0 },
  77. { 8, 0 },
  78. { 16, 0 },
  79. };
  80. static const D3D11_BLEND s_blendFactor[][2] =
  81. {
  82. { D3D11_BLEND(0), D3D11_BLEND(0) }, // ignored
  83. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  84. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  85. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  86. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  87. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  88. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  89. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  90. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  91. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  92. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  93. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  94. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  95. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  96. };
  97. static const D3D11_BLEND_OP s_blendEquation[] =
  98. {
  99. D3D11_BLEND_OP_ADD,
  100. D3D11_BLEND_OP_SUBTRACT,
  101. D3D11_BLEND_OP_REV_SUBTRACT,
  102. D3D11_BLEND_OP_MIN,
  103. D3D11_BLEND_OP_MAX,
  104. };
  105. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  106. {
  107. D3D11_COMPARISON_FUNC(0), // ignored
  108. D3D11_COMPARISON_LESS,
  109. D3D11_COMPARISON_LESS_EQUAL,
  110. D3D11_COMPARISON_EQUAL,
  111. D3D11_COMPARISON_GREATER_EQUAL,
  112. D3D11_COMPARISON_GREATER,
  113. D3D11_COMPARISON_NOT_EQUAL,
  114. D3D11_COMPARISON_NEVER,
  115. D3D11_COMPARISON_ALWAYS,
  116. };
  117. static const D3D11_STENCIL_OP s_stencilOp[] =
  118. {
  119. D3D11_STENCIL_OP_ZERO,
  120. D3D11_STENCIL_OP_KEEP,
  121. D3D11_STENCIL_OP_REPLACE,
  122. D3D11_STENCIL_OP_INCR,
  123. D3D11_STENCIL_OP_INCR_SAT,
  124. D3D11_STENCIL_OP_DECR,
  125. D3D11_STENCIL_OP_DECR_SAT,
  126. D3D11_STENCIL_OP_INVERT,
  127. };
  128. static const D3D11_CULL_MODE s_cullMode[] =
  129. {
  130. D3D11_CULL_NONE,
  131. D3D11_CULL_FRONT,
  132. D3D11_CULL_BACK,
  133. };
  134. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  135. {
  136. D3D11_TEXTURE_ADDRESS_WRAP,
  137. D3D11_TEXTURE_ADDRESS_MIRROR,
  138. D3D11_TEXTURE_ADDRESS_CLAMP,
  139. D3D11_TEXTURE_ADDRESS_BORDER,
  140. };
  141. /*
  142. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  143. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  144. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  145. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  146. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  147. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  148. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  149. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  150. * D3D11_FILTER_ANISOTROPIC = 0x55,
  151. *
  152. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  153. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  154. *
  155. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  156. * 0x10 // MIN_LINEAR
  157. * 0x04 // MAG_LINEAR
  158. * 0x01 // MIP_LINEAR
  159. */
  160. static const uint8_t s_textureFilter[3][3] =
  161. {
  162. {
  163. 0x10, // min linear
  164. 0x00, // min point
  165. 0x55, // anisotropic
  166. },
  167. {
  168. 0x04, // mag linear
  169. 0x00, // mag point
  170. 0x55, // anisotropic
  171. },
  172. {
  173. 0x01, // mip linear
  174. 0x00, // mip point
  175. 0x55, // anisotropic
  176. },
  177. };
  178. struct TextureFormatInfo
  179. {
  180. DXGI_FORMAT m_fmt;
  181. DXGI_FORMAT m_fmtSrv;
  182. DXGI_FORMAT m_fmtDsv;
  183. DXGI_FORMAT m_fmtSrgb;
  184. };
  185. static const TextureFormatInfo s_textureFormat[] =
  186. {
  187. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  188. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  189. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  190. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  191. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  192. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  193. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  194. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  195. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  196. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  197. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  198. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  199. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  200. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  201. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  202. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  203. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  204. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  205. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  206. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  207. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  208. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  209. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  210. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  211. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  212. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  213. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  214. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  215. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  216. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  217. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  218. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  219. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  220. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  221. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  222. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  223. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  224. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  225. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  226. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  227. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  228. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  229. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  230. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  231. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  232. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  233. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  234. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  235. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  236. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  237. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  238. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  239. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  240. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  241. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  242. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  243. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  244. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  245. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  246. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  247. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  248. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  249. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  250. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  251. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  252. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  253. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  254. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  255. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  256. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  257. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  258. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  259. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  260. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  261. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  262. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  263. };
  264. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  265. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  266. {
  267. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  268. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  269. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  270. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  271. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  272. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  273. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  274. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  275. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  276. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  277. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  278. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  279. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  280. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  281. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  282. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  283. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  284. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  285. };
  286. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  287. static const DXGI_FORMAT s_attribType[][4][2] =
  288. {
  289. { // Uint8
  290. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  291. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  292. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  293. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  294. },
  295. { // Uint10
  296. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  297. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  298. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  299. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  300. },
  301. { // Int16
  302. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  303. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  304. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  305. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  306. },
  307. { // Half
  308. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  309. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  310. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  311. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  312. },
  313. { // Float
  314. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  315. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  316. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  317. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  318. },
  319. };
  320. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  321. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(uint8_t _stream, D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  322. {
  323. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  324. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  325. {
  326. if (UINT16_MAX != _decl.m_attributes[attr])
  327. {
  328. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  329. elem->InputSlot = _stream;
  330. if (0 == _decl.m_attributes[attr])
  331. {
  332. elem->AlignedByteOffset = 0;
  333. }
  334. else
  335. {
  336. uint8_t num;
  337. AttribType::Enum type;
  338. bool normalized;
  339. bool asInt;
  340. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  341. elem->Format = s_attribType[type][num-1][normalized];
  342. elem->AlignedByteOffset = _decl.m_offset[attr];
  343. }
  344. ++elem;
  345. }
  346. }
  347. return elem;
  348. }
  349. struct TextureStage
  350. {
  351. TextureStage()
  352. {
  353. clear();
  354. }
  355. void clear()
  356. {
  357. bx::memSet(m_srv, 0, sizeof(m_srv) );
  358. bx::memSet(m_sampler, 0, sizeof(m_sampler) );
  359. }
  360. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  361. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  362. };
  363. BX_PRAGMA_DIAGNOSTIC_PUSH();
  364. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  365. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  366. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  367. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  368. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  369. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  370. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  371. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  372. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  373. static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
  374. static const GUID IID_ID3D11Device2 = { 0x9d06dffa, 0xd1e5, 0x4d07, { 0x83, 0xa8, 0x1b, 0xb1, 0x23, 0xf2, 0xf8, 0x41 } };
  375. static const GUID IID_ID3D11Device3 = { 0xa05c8c37, 0xd2c6, 0x4732, { 0xb3, 0xa0, 0x9c, 0xe0, 0xb0, 0xdc, 0x9a, 0xe6 } };
  376. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  377. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  378. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  379. enum D3D11_FORMAT_SUPPORT2
  380. {
  381. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  382. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  383. };
  384. static const GUID s_d3dDeviceIIDs[] =
  385. {
  386. IID_ID3D11Device3,
  387. IID_ID3D11Device2,
  388. IID_ID3D11Device1,
  389. };
  390. static const GUID s_dxgiDeviceIIDs[] =
  391. {
  392. IID_IDXGIDevice3,
  393. IID_IDXGIDevice2,
  394. IID_IDXGIDevice1,
  395. IID_IDXGIDevice0,
  396. };
  397. inline bool isLost(HRESULT _hr)
  398. {
  399. return false
  400. || _hr == DXGI_ERROR_DEVICE_REMOVED
  401. || _hr == DXGI_ERROR_DEVICE_HUNG
  402. || _hr == DXGI_ERROR_DEVICE_RESET
  403. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  404. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  405. ;
  406. }
  407. static const char* getLostReason(HRESULT _hr)
  408. {
  409. switch (_hr)
  410. {
  411. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  412. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  413. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  414. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  415. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  416. // The calling application should re-create the device and continue.
  417. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  418. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  419. // suspect, and the application should not continue.
  420. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  421. // A resource is not available at the time of the call, but may become available later.
  422. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  423. case S_OK: return "S_OK";
  424. default: break;
  425. }
  426. return "Unknown HRESULT?";
  427. }
  428. template <typename Ty>
  429. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  430. {
  431. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  432. {
  433. char temp[2048];
  434. va_list argList;
  435. va_start(argList, _format);
  436. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  437. va_end(argList);
  438. temp[size] = '\0';
  439. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  440. }
  441. }
  442. BX_PRAGMA_DIAGNOSTIC_POP();
  443. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  444. {
  445. uint8_t temp[28];
  446. D3D11_BUFFER_DESC desc;
  447. desc.ByteWidth = sizeof(temp);
  448. desc.Usage = D3D11_USAGE_STAGING;
  449. desc.BindFlags = 0;
  450. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  451. desc.MiscFlags = 0;
  452. desc.StructureByteStride = 0;
  453. D3D11_SUBRESOURCE_DATA initData;
  454. initData.pSysMem = &temp;
  455. initData.SysMemPitch = sizeof(temp);
  456. initData.SysMemSlicePitch = 0;
  457. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  458. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  459. bx::write(&writer, UINT32_C(0x00010000) );
  460. bx::write(&writer, UINT32_C(0) );
  461. bx::write(&writer, UINT32_C(0) );
  462. ID3D11Buffer* buffer;
  463. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  464. if (SUCCEEDED(hr) )
  465. {
  466. buffer->Release();
  467. bx::MemoryReader reader(&temp, sizeof(temp) );
  468. bx::skip(&reader, 16);
  469. uint32_t version;
  470. bx::read(&reader, version);
  471. uint32_t driverVersion;
  472. bx::read(&reader, driverVersion);
  473. return version <= driverVersion;
  474. }
  475. return false;
  476. };
  477. void resume(ID3D11Device* _device)
  478. {
  479. BX_UNUSED(_device);
  480. }
  481. void suspend(ID3D11Device* _device)
  482. {
  483. BX_UNUSED(_device);
  484. }
  485. void trim(ID3D11Device* _device)
  486. {
  487. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  488. IDXGIDevice3* device;
  489. HRESULT hr = _device->QueryInterface(IID_IDXGIDevice3, (void**)&device);
  490. if (SUCCEEDED(hr) )
  491. {
  492. device->Trim();
  493. DX_RELEASE(device, 1);
  494. }
  495. #else
  496. BX_UNUSED(_device);
  497. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  498. }
  499. /*
  500. * AMD GPU Services (AGS) library
  501. *
  502. * Reference:
  503. * https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK
  504. */
  505. enum AGS_RETURN_CODE
  506. {
  507. AGS_SUCCESS,
  508. AGS_INVALID_ARGS,
  509. AGS_OUT_OF_MEMORY,
  510. AGS_ERROR_MISSING_DLL,
  511. AGS_ERROR_LEGACY_DRIVER,
  512. AGS_EXTENSION_NOT_SUPPORTED,
  513. AGS_ADL_FAILURE,
  514. };
  515. enum AGS_DRIVER_EXTENSION
  516. {
  517. AGS_EXTENSION_QUADLIST = 1 << 0,
  518. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  519. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  520. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  521. };
  522. struct AGSDriverVersionInfo
  523. {
  524. char strDriverVersion[256];
  525. char strCatalystVersion[256];
  526. char strCatalystWebLink[256];
  527. };
  528. struct AGSContext;
  529. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  530. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  531. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  532. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  533. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  534. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  535. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  536. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  537. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  538. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  539. static PFN_AGS_INIT agsInit;
  540. static PFN_AGS_DEINIT agsDeInit;
  541. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  542. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  543. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  544. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  545. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  546. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  547. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  548. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  549. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  550. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  551. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  552. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  553. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  554. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  555. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  556. #if USE_D3D11_DYNAMIC_LIB
  557. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  558. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  559. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  560. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  561. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  562. static PFN_GET_DEBUG_INTERFACE DXGIGetDebugInterface;
  563. static PFN_GET_DEBUG_INTERFACE1 DXGIGetDebugInterface1;
  564. #endif // USE_D3D11_DYNAMIC_LIB
  565. #if BGFX_CONFIG_USE_OVR
  566. class VRImplOVRD3D11 : public VRImplOVR
  567. {
  568. public:
  569. VRImplOVRD3D11();
  570. virtual bool createSwapChain(const VRDesc& _desc, int _msaaSamples, int _mirrorWidth, int _mirrorHeight) override;
  571. virtual void destroySwapChain() override;
  572. virtual void destroyMirror() override;
  573. virtual void makeRenderTargetActive(const VRDesc& _desc) override;
  574. virtual bool submitSwapChain(const VRDesc& _desc) override;
  575. private:
  576. ID3D11DepthStencilView* m_depthBuffer;
  577. ID3D11RenderTargetView* m_eyeRtv[4];
  578. ID3D11RenderTargetView* m_msaaRtv;
  579. ID3D11Texture2D* m_msaaTexture;
  580. ovrTextureSwapChain m_textureSwapChain;
  581. ovrMirrorTexture m_mirrorTexture;
  582. };
  583. #endif // BGFX_CONFIG_USE_OVR
  584. struct RendererContextD3D11 : public RendererContextI
  585. {
  586. RendererContextD3D11()
  587. : m_d3d9dll(NULL)
  588. , m_d3d11dll(NULL)
  589. , m_dxgidll(NULL)
  590. , m_dxgidebugdll(NULL)
  591. , m_renderdocdll(NULL)
  592. , m_agsdll(NULL)
  593. , m_ags(NULL)
  594. , m_driverType(D3D_DRIVER_TYPE_NULL)
  595. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  596. , m_adapter(NULL)
  597. , m_factory(NULL)
  598. , m_swapChain(NULL)
  599. , m_lost(false)
  600. , m_numWindows(0)
  601. , m_device(NULL)
  602. , m_deviceCtx(NULL)
  603. , m_infoQueue(NULL)
  604. , m_backBufferColor(NULL)
  605. , m_backBufferDepthStencil(NULL)
  606. , m_currentColor(NULL)
  607. , m_currentDepthStencil(NULL)
  608. , m_captureTexture(NULL)
  609. , m_captureResolve(NULL)
  610. , m_maxAnisotropy(1)
  611. , m_depthClamp(false)
  612. , m_wireframe(false)
  613. , m_currentProgram(NULL)
  614. , m_vsChanges(0)
  615. , m_fsChanges(0)
  616. , m_rtMsaa(false)
  617. , m_timerQuerySupport(false)
  618. {
  619. m_fbh.idx = kInvalidHandle;
  620. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  621. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  622. bx::memSet(&m_windows, 0xff, sizeof(m_windows) );
  623. }
  624. ~RendererContextD3D11()
  625. {
  626. }
  627. bool init()
  628. {
  629. struct ErrorState
  630. {
  631. enum Enum
  632. {
  633. Default,
  634. LoadedD3D11,
  635. LoadedDXGI,
  636. CreatedDXGIFactory,
  637. };
  638. };
  639. ErrorState::Enum errorState = ErrorState::Default;
  640. // Must be before device creation, and before RenderDoc.
  641. VRImplI* vrImpl = NULL;
  642. #if BGFX_CONFIG_USE_OVR
  643. vrImpl = &m_ovrRender;
  644. #endif // BGFX_CONFIG_USE_OVR
  645. m_ovr.init(vrImpl);
  646. if (!m_ovr.isInitialized() )
  647. {
  648. m_renderdocdll = loadRenderDoc();
  649. }
  650. m_fbh.idx = kInvalidHandle;
  651. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  652. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  653. m_ags = NULL;
  654. m_agsdll = bx::dlopen(
  655. #if BX_ARCH_32BIT
  656. "amd_ags_x86.dll"
  657. #else
  658. "amd_ags_x64.dll"
  659. #endif // BX_ARCH_32BIT
  660. );
  661. if (NULL != m_agsdll)
  662. {
  663. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsdll, "agsInit");
  664. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsdll, "agsDeInit");
  665. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetCrossfireGPUCount");
  666. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetTotalGPUCount");
  667. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsdll, "agsGetGPUMemorySize");
  668. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsdll, "agsGetDriverVersionInfo");
  669. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsdll, "agsDriverExtensions_Init");
  670. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsdll, "agsDriverExtensions_DeInit");
  671. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  672. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  673. bool agsSupported = true
  674. && NULL != agsInit
  675. && NULL != agsDeInit
  676. && NULL != agsGetCrossfireGPUCount
  677. && NULL != agsGetTotalGPUCount
  678. && NULL != agsGetGPUMemorySize
  679. && NULL != agsGetDriverVersionInfo
  680. && NULL != agsDriverExtensions_Init
  681. && NULL != agsDriverExtensions_DeInit
  682. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  683. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  684. ;
  685. if (agsSupported)
  686. {
  687. AGS_RETURN_CODE result = agsInit(&m_ags);
  688. agsSupported = AGS_SUCCESS == result;
  689. if (agsSupported)
  690. {
  691. AGSDriverVersionInfo vi;
  692. result = agsGetDriverVersionInfo(m_ags, &vi);
  693. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  694. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  695. int32_t numCrossfireGPUs = 0;
  696. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  697. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  698. int32_t numGPUs = 0;
  699. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  700. BX_TRACE(" Num GPUs: %d", numGPUs);
  701. for (int32_t ii = 0; ii < numGPUs; ++ii)
  702. {
  703. long long memSize;
  704. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  705. if (AGS_SUCCESS == result)
  706. {
  707. char memSizeStr[16];
  708. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  709. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  710. }
  711. }
  712. }
  713. }
  714. BX_WARN(!agsSupported, "AMD/AGS supported.");
  715. if (!agsSupported)
  716. {
  717. if (NULL != m_ags)
  718. {
  719. agsDeInit(m_ags);
  720. m_ags = NULL;
  721. }
  722. bx::dlclose(m_agsdll);
  723. m_agsdll = NULL;
  724. }
  725. }
  726. m_nvapi.init();
  727. #if USE_D3D11_DYNAMIC_LIB
  728. m_d3d11dll = bx::dlopen("d3d11.dll");
  729. if (NULL == m_d3d11dll)
  730. {
  731. BX_TRACE("Init error: Failed to load d3d11.dll.");
  732. goto error;
  733. }
  734. errorState = ErrorState::LoadedD3D11;
  735. m_d3d9dll = NULL;
  736. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  737. {
  738. // D3D11_1.h has ID3DUserDefinedAnnotation
  739. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  740. m_d3d9dll = bx::dlopen("d3d9.dll");
  741. if (NULL != m_d3d9dll)
  742. {
  743. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  744. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  745. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  746. BX_CHECK(NULL != D3DPERF_SetMarker
  747. && NULL != D3DPERF_BeginEvent
  748. && NULL != D3DPERF_EndEvent
  749. , "Failed to initialize PIX events."
  750. );
  751. }
  752. }
  753. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  754. if (NULL == D3D11CreateDevice)
  755. {
  756. BX_TRACE("Init error: Function D3D11CreateDevice not found.");
  757. goto error;
  758. }
  759. m_dxgidll = bx::dlopen("dxgi.dll");
  760. if (NULL == m_dxgidll)
  761. {
  762. BX_TRACE("Init error: Failed to load dxgi.dll.");
  763. goto error;
  764. }
  765. errorState = ErrorState::LoadedDXGI;
  766. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  767. if (NULL == CreateDXGIFactory)
  768. {
  769. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  770. }
  771. if (NULL == CreateDXGIFactory)
  772. {
  773. BX_TRACE("Init error: Function CreateDXGIFactory not found.");
  774. goto error;
  775. }
  776. m_dxgidebugdll = bx::dlopen("dxgidebug.dll");
  777. if (NULL != m_dxgidebugdll)
  778. {
  779. DXGIGetDebugInterface = (PFN_GET_DEBUG_INTERFACE )bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface");
  780. DXGIGetDebugInterface1 = (PFN_GET_DEBUG_INTERFACE1)bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface1");
  781. if (NULL == DXGIGetDebugInterface
  782. && NULL == DXGIGetDebugInterface1)
  783. {
  784. bx::dlclose(m_dxgidebugdll);
  785. m_dxgidebugdll = NULL;
  786. }
  787. else
  788. {
  789. // Figure out how to access IDXGIInfoQueue on pre Win8...
  790. }
  791. }
  792. #endif // USE_D3D11_DYNAMIC_LIB
  793. HRESULT hr;
  794. IDXGIFactory* factory;
  795. #if BX_PLATFORM_WINRT
  796. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  797. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  798. #elif BX_PLATFORM_WINDOWS
  799. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  800. #else
  801. hr = S_OK;
  802. factory = NULL;
  803. #endif // BX_PLATFORM_*
  804. if (FAILED(hr) )
  805. {
  806. BX_TRACE("Init error: Unable to create DXGI factory.");
  807. goto error;
  808. }
  809. errorState = ErrorState::CreatedDXGIFactory;
  810. m_device = (ID3D11Device*)g_platformData.context;
  811. if (NULL == m_device)
  812. {
  813. m_adapter = NULL;
  814. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  815. ? D3D_DRIVER_TYPE_WARP
  816. : D3D_DRIVER_TYPE_HARDWARE
  817. ;
  818. if (NULL != factory)
  819. {
  820. IDXGIAdapter* adapter;
  821. for (uint32_t ii = 0
  822. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  823. ; ++ii
  824. )
  825. {
  826. DXGI_ADAPTER_DESC desc;
  827. hr = adapter->GetDesc(&desc);
  828. if (SUCCEEDED(hr) )
  829. {
  830. BX_TRACE("Adapter #%d", ii);
  831. char description[BX_COUNTOF(desc.Description)];
  832. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  833. BX_TRACE("\tDescription: %s", description);
  834. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  835. , desc.VendorId
  836. , desc.DeviceId
  837. , desc.SubSysId
  838. , desc.Revision
  839. );
  840. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  841. , desc.DedicatedVideoMemory
  842. , desc.DedicatedSystemMemory
  843. , desc.SharedSystemMemory
  844. );
  845. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  846. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  847. ++g_caps.numGPUs;
  848. if (NULL == m_adapter)
  849. {
  850. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  851. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  852. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  853. {
  854. m_adapter = adapter;
  855. m_adapter->AddRef();
  856. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  857. }
  858. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  859. && 0 != bx::strFind(description, "PerfHUD") )
  860. {
  861. m_adapter = adapter;
  862. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  863. }
  864. }
  865. }
  866. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  867. }
  868. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  869. }
  870. D3D_FEATURE_LEVEL featureLevel[] =
  871. {
  872. D3D_FEATURE_LEVEL_12_1,
  873. D3D_FEATURE_LEVEL_12_0,
  874. D3D_FEATURE_LEVEL_11_1,
  875. D3D_FEATURE_LEVEL_11_0,
  876. D3D_FEATURE_LEVEL_10_1,
  877. D3D_FEATURE_LEVEL_10_0,
  878. #if BX_PLATFORM_WINRT
  879. D3D_FEATURE_LEVEL_9_3,
  880. D3D_FEATURE_LEVEL_9_2,
  881. #endif // BX_PLATFORM_WINRT
  882. };
  883. for (;;)
  884. {
  885. uint32_t flags = 0
  886. | D3D11_CREATE_DEVICE_SINGLETHREADED
  887. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  888. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  889. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  890. ;
  891. hr = E_FAIL;
  892. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr);)
  893. {
  894. hr = D3D11CreateDevice(m_adapter
  895. , m_driverType
  896. , NULL
  897. , flags
  898. , &featureLevel[ii]
  899. , BX_COUNTOF(featureLevel)-ii
  900. , D3D11_SDK_VERSION
  901. , &m_device
  902. , &m_featureLevel
  903. , &m_deviceCtx
  904. );
  905. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  906. , (m_featureLevel >> 12) & 0xf
  907. , (m_featureLevel >> 8) & 0xf
  908. );
  909. if (FAILED(hr)
  910. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  911. {
  912. // Try without debug in case D3D11 SDK Layers
  913. // is not present?
  914. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  915. continue;
  916. }
  917. // Enable debug flags.
  918. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  919. ++ii;
  920. }
  921. if (FAILED(hr)
  922. && D3D_DRIVER_TYPE_WARP != m_driverType)
  923. {
  924. // Try with WARP
  925. m_driverType = D3D_DRIVER_TYPE_WARP;
  926. continue;
  927. }
  928. break;
  929. }
  930. if (FAILED(hr) )
  931. {
  932. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  933. goto error;
  934. }
  935. if (NULL != m_adapter)
  936. {
  937. DX_RELEASE(m_adapter, 2);
  938. }
  939. }
  940. else
  941. {
  942. m_device->GetImmediateContext(&m_deviceCtx);
  943. if (NULL == m_deviceCtx)
  944. {
  945. BX_TRACE("Init error: Unable to retrieve Direct3D11 ImmediateContext.");
  946. goto error;
  947. }
  948. m_featureLevel = m_device->GetFeatureLevel();
  949. }
  950. {
  951. m_deviceInterfaceVersion = 0;
  952. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  953. {
  954. ID3D11Device* device;
  955. hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  956. if (SUCCEEDED(hr) )
  957. {
  958. device->Release(); // BK - ignore ref count.
  959. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs)-ii;
  960. break;
  961. }
  962. }
  963. if (NULL != m_renderdocdll)
  964. {
  965. // RenderDoc doesn't support ID3D11Device3 yet:
  966. // https://github.com/baldurk/renderdoc/issues/235
  967. m_deviceInterfaceVersion = bx::uint32_min(m_deviceInterfaceVersion, 1);
  968. }
  969. IDXGIDevice* device = NULL;
  970. IDXGIAdapter* adapter = NULL;
  971. hr = E_FAIL;
  972. for (uint32_t ii = 0; ii < BX_COUNTOF(s_dxgiDeviceIIDs) && FAILED(hr); ++ii)
  973. {
  974. hr = m_device->QueryInterface(s_dxgiDeviceIIDs[ii], (void**)&device);
  975. BX_TRACE("DXGI device 11.%d, hr %x", BX_COUNTOF(s_dxgiDeviceIIDs)-1-ii, hr);
  976. if (SUCCEEDED(hr) )
  977. {
  978. #if BX_COMPILER_MSVC
  979. BX_PRAGMA_DIAGNOSTIC_PUSH();
  980. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  981. try
  982. {
  983. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  984. hr = device->GetAdapter(&adapter);
  985. }
  986. catch (...)
  987. {
  988. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_dxgiDeviceIIDs)-1-ii);
  989. DX_RELEASE(device, 0);
  990. hr = E_FAIL;
  991. }
  992. BX_PRAGMA_DIAGNOSTIC_POP();
  993. #else
  994. hr = device->GetAdapter(&adapter);
  995. #endif // BX_COMPILER_MSVC
  996. }
  997. }
  998. if (FAILED(hr) )
  999. {
  1000. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  1001. goto error;
  1002. }
  1003. // GPA increases device ref count.
  1004. // RenderDoc makes device ref count 0 here.
  1005. //
  1006. // This causes assert in debug. When debugger is present refcount
  1007. // checks are off.
  1008. IDXGIDevice* renderdoc;
  1009. hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  1010. if (SUCCEEDED(hr) )
  1011. {
  1012. setGraphicsDebuggerPresent(true);
  1013. DX_RELEASE(renderdoc, 2);
  1014. }
  1015. else
  1016. {
  1017. setGraphicsDebuggerPresent(3 != getRefCount(device) );
  1018. DX_RELEASE(device, 2);
  1019. }
  1020. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  1021. hr = adapter->GetDesc(&m_adapterDesc);
  1022. BX_WARN(SUCCEEDED(hr), "Adapter GetDesc failed 0x%08x.", hr);
  1023. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  1024. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  1025. : (uint16_t)m_adapterDesc.VendorId
  1026. ;
  1027. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  1028. if (NULL == g_platformData.backBuffer)
  1029. {
  1030. #if !BX_PLATFORM_WINDOWS
  1031. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  1032. DX_RELEASE(adapter, 2);
  1033. if (FAILED(hr) )
  1034. {
  1035. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  1036. goto error;
  1037. }
  1038. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1039. m_scd.Width = BGFX_DEFAULT_WIDTH;
  1040. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  1041. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1042. m_scd.Stereo = false;
  1043. m_scd.SampleDesc.Count = 1;
  1044. m_scd.SampleDesc.Quality = 0;
  1045. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1046. m_scd.BufferCount = 2;
  1047. m_scd.Scaling = 0 == g_platformData.ndt
  1048. ? DXGI_SCALING_NONE
  1049. : DXGI_SCALING_STRETCH;
  1050. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  1051. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  1052. if (NULL == g_platformData.ndt)
  1053. {
  1054. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1055. , (::IUnknown*)g_platformData.nwh
  1056. , &m_scd
  1057. , NULL
  1058. , &m_swapChain
  1059. );
  1060. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  1061. }
  1062. else
  1063. {
  1064. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1065. hr = m_factory->CreateSwapChainForComposition(m_device
  1066. , &m_scd
  1067. , NULL
  1068. , &m_swapChain
  1069. );
  1070. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  1071. # if BX_PLATFORM_WINRT
  1072. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  1073. ISwapChainBackgroundPanelNative* panel = NULL;
  1074. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  1075. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1076. if (NULL != panel)
  1077. {
  1078. hr = panel->SetSwapChain(m_swapChain);
  1079. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1080. panel->Release();
  1081. }
  1082. # endif // BX_PLATFORM_WINRT
  1083. }
  1084. #else
  1085. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  1086. DX_RELEASE(adapter, 2);
  1087. if (FAILED(hr) )
  1088. {
  1089. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  1090. goto error;
  1091. }
  1092. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1093. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  1094. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  1095. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  1096. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  1097. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1098. m_scd.SampleDesc.Count = 1;
  1099. m_scd.SampleDesc.Quality = 0;
  1100. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1101. m_scd.BufferCount = 1;
  1102. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  1103. m_scd.Windowed = true;
  1104. hr = m_factory->CreateSwapChain(m_device
  1105. , &m_scd
  1106. , &m_swapChain
  1107. );
  1108. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  1109. | DXGI_MWA_NO_WINDOW_CHANGES
  1110. | DXGI_MWA_NO_ALT_ENTER
  1111. ) );
  1112. #endif // BX_PLATFORM_*
  1113. if (FAILED(hr) )
  1114. {
  1115. BX_TRACE("Init error: Failed to create swap chain.");
  1116. goto error;
  1117. }
  1118. }
  1119. else
  1120. {
  1121. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1122. m_scd.SampleDesc.Count = 1;
  1123. m_scd.SampleDesc.Quality = 0;
  1124. setBufferSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  1125. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1126. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1127. }
  1128. }
  1129. m_numWindows = 1;
  1130. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1131. {
  1132. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  1133. if (SUCCEEDED(hr) )
  1134. {
  1135. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  1136. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  1137. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  1138. D3D11_INFO_QUEUE_FILTER filter;
  1139. bx::memSet(&filter, 0, sizeof(filter) );
  1140. D3D11_MESSAGE_CATEGORY catlist[] =
  1141. {
  1142. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  1143. };
  1144. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1145. filter.DenyList.pCategoryList = catlist;
  1146. D3D11_MESSAGE_ID idlist[] =
  1147. {
  1148. D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET,
  1149. D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS,
  1150. };
  1151. filter.DenyList.NumIDs = BX_COUNTOF(idlist);
  1152. filter.DenyList.pIDList = idlist;
  1153. m_infoQueue->PushStorageFilter(&filter);
  1154. DX_RELEASE(m_infoQueue, 3);
  1155. }
  1156. }
  1157. {
  1158. g_caps.supported |= (0
  1159. | BGFX_CAPS_TEXTURE_3D
  1160. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1161. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1162. | BGFX_CAPS_FRAGMENT_DEPTH
  1163. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1164. | BGFX_CAPS_SWAP_CHAIN
  1165. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  1166. | BGFX_CAPS_DRAW_INDIRECT
  1167. | BGFX_CAPS_TEXTURE_BLIT
  1168. | BGFX_CAPS_TEXTURE_READ_BACK
  1169. | ( (m_featureLevel >= D3D_FEATURE_LEVEL_9_2) ? BGFX_CAPS_OCCLUSION_QUERY : 0)
  1170. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1171. | ( (m_deviceInterfaceVersion >= 3) ? BGFX_CAPS_CONSERVATIVE_RASTER : 0)
  1172. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1173. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1174. );
  1175. m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
  1176. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1177. {
  1178. g_caps.limits.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1179. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1180. D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT
  1181. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1182. ) );
  1183. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1184. 16
  1185. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1186. ) );
  1187. }
  1188. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1189. {
  1190. g_caps.limits.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1191. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1192. D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT
  1193. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1194. ) );
  1195. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1196. 16
  1197. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1198. ) );
  1199. }
  1200. else
  1201. {
  1202. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1203. g_caps.limits.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1204. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1205. D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT
  1206. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1207. ) );
  1208. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1209. D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
  1210. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1211. ) );
  1212. }
  1213. // 32-bit indices only supported on 9_2+.
  1214. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1215. {
  1216. g_caps.supported |= BGFX_CAPS_INDEX32;
  1217. }
  1218. // Independent blend only supported on 10_1+.
  1219. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1220. {
  1221. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1222. }
  1223. // Compute support is optional on 10_0 and 10_1 targets.
  1224. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1225. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1226. {
  1227. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  1228. {
  1229. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  1230. };
  1231. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1232. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1233. if (SUCCEEDED(hr)
  1234. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1235. {
  1236. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1237. }
  1238. }
  1239. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1240. {
  1241. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1242. }
  1243. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1244. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1245. {
  1246. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1247. }
  1248. else
  1249. {
  1250. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  1251. {
  1252. BOOL SimpleInstancingSupported;
  1253. };
  1254. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1255. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  1256. if (SUCCEEDED(hr)
  1257. && data.SimpleInstancingSupported)
  1258. {
  1259. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1260. }
  1261. }
  1262. // shadow compare is optional on 9_1 through 9_3 targets
  1263. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1264. {
  1265. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  1266. {
  1267. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  1268. };
  1269. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1270. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  1271. if (SUCCEEDED(hr)
  1272. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1273. {
  1274. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1275. }
  1276. }
  1277. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1278. {
  1279. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1280. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1281. ? s_textureFormat[ii].m_fmtDsv
  1282. : s_textureFormat[ii].m_fmt
  1283. ;
  1284. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1285. if (DXGI_FORMAT_UNKNOWN != fmt)
  1286. {
  1287. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1288. {
  1289. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1290. {
  1291. DXGI_FORMAT InFormat;
  1292. UINT OutFormatSupport;
  1293. };
  1294. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1295. data.InFormat = fmt;
  1296. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1297. if (SUCCEEDED(hr) )
  1298. {
  1299. support |= 0 != (data.OutFormatSupport & (0
  1300. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1301. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1302. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1303. ) )
  1304. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1305. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1306. ;
  1307. support |= 0 != (data.OutFormatSupport & (0
  1308. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1309. ) )
  1310. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1311. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1312. ;
  1313. support |= 0 != (data.OutFormatSupport & (0
  1314. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1315. ) )
  1316. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1317. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1318. ;
  1319. support |= 0 != (data.OutFormatSupport & (0
  1320. | D3D11_FORMAT_SUPPORT_BUFFER
  1321. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1322. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1323. ) )
  1324. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1325. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1326. ;
  1327. support |= 0 != (data.OutFormatSupport & (0
  1328. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1329. ) )
  1330. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1331. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1332. ;
  1333. support |= 0 != (data.OutFormatSupport & (0
  1334. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1335. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1336. ) )
  1337. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1338. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1339. ;
  1340. support |= 0 != (data.OutFormatSupport & (0
  1341. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1342. ) )
  1343. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1344. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1345. ;
  1346. support |= 0 != (data.OutFormatSupport & (0
  1347. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1348. ) )
  1349. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1350. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1351. ;
  1352. support |= 0 != (data.OutFormatSupport & (0
  1353. | D3D11_FORMAT_SUPPORT_MIP_AUTOGEN
  1354. ) )
  1355. ? BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN
  1356. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1357. ;
  1358. }
  1359. else
  1360. {
  1361. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1362. }
  1363. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1364. {
  1365. // clear image flag for additional testing
  1366. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1367. data.InFormat = s_textureFormat[ii].m_fmt;
  1368. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  1369. if (SUCCEEDED(hr) )
  1370. {
  1371. support |= 0 != (data.OutFormatSupport & (0
  1372. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1373. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1374. ) )
  1375. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1376. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1377. ;
  1378. }
  1379. }
  1380. }
  1381. else
  1382. {
  1383. support |= 0
  1384. | BGFX_CAPS_FORMAT_TEXTURE_2D
  1385. | BGFX_CAPS_FORMAT_TEXTURE_3D
  1386. | BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1387. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1388. | BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1389. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1390. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1391. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1392. | BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1393. ;
  1394. }
  1395. }
  1396. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1397. {
  1398. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1399. {
  1400. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1401. {
  1402. DXGI_FORMAT InFormat;
  1403. UINT OutFormatSupport;
  1404. };
  1405. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1406. data.InFormat = fmtSrgb;
  1407. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1408. if (SUCCEEDED(hr) )
  1409. {
  1410. support |= 0 != (data.OutFormatSupport & (0
  1411. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1412. ) )
  1413. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1414. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1415. ;
  1416. support |= 0 != (data.OutFormatSupport & (0
  1417. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1418. ) )
  1419. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1420. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1421. ;
  1422. support |= 0 != (data.OutFormatSupport & (0
  1423. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1424. ) )
  1425. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1426. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1427. ;
  1428. }
  1429. else
  1430. {
  1431. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1432. }
  1433. }
  1434. else
  1435. {
  1436. support |= 0
  1437. | BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1438. | BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1439. | BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1440. ;
  1441. }
  1442. }
  1443. g_caps.formats[ii] = support;
  1444. }
  1445. // Init reserved part of view name.
  1446. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1447. {
  1448. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1449. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1450. }
  1451. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  1452. && NULL != m_infoQueue)
  1453. {
  1454. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1455. }
  1456. { //
  1457. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1458. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1459. if (NULL != m_ags)
  1460. {
  1461. uint32_t flags;
  1462. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1463. bool hasExtensions = AGS_SUCCESS == result;
  1464. if (hasExtensions
  1465. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1466. {
  1467. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1468. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1469. }
  1470. else
  1471. {
  1472. if (hasExtensions)
  1473. {
  1474. agsDriverExtensions_DeInit(m_ags);
  1475. }
  1476. agsDeInit(m_ags);
  1477. m_ags = NULL;
  1478. }
  1479. }
  1480. }
  1481. //
  1482. updateMsaa();
  1483. postReset();
  1484. }
  1485. g_internalData.context = m_device;
  1486. return true;
  1487. error:
  1488. switch (errorState)
  1489. {
  1490. case ErrorState::CreatedDXGIFactory:
  1491. DX_RELEASE(m_swapChain, 0);
  1492. DX_RELEASE(m_deviceCtx, 0);
  1493. DX_RELEASE(m_device, 0);
  1494. DX_RELEASE(m_factory, 0);
  1495. #if USE_D3D11_DYNAMIC_LIB
  1496. case ErrorState::LoadedDXGI:
  1497. if (NULL != m_dxgidebugdll)
  1498. {
  1499. bx::dlclose(m_dxgidebugdll);
  1500. m_dxgidebugdll = NULL;
  1501. }
  1502. if (NULL != m_d3d9dll)
  1503. {
  1504. bx::dlclose(m_d3d9dll);
  1505. m_d3d9dll = NULL;
  1506. }
  1507. bx::dlclose(m_dxgidll);
  1508. m_dxgidll = NULL;
  1509. case ErrorState::LoadedD3D11:
  1510. bx::dlclose(m_d3d11dll);
  1511. m_d3d11dll = NULL;
  1512. #endif // USE_D3D11_DYNAMIC_LIB
  1513. case ErrorState::Default:
  1514. default:
  1515. m_nvapi.shutdown();
  1516. if (NULL != m_ags)
  1517. {
  1518. agsDeInit(m_ags);
  1519. m_ags = NULL;
  1520. }
  1521. bx::dlclose(m_agsdll);
  1522. m_agsdll = NULL;
  1523. unloadRenderDoc(m_renderdocdll);
  1524. m_ovr.shutdown();
  1525. break;
  1526. }
  1527. return false;
  1528. }
  1529. void shutdown()
  1530. {
  1531. preReset();
  1532. m_ovr.shutdown();
  1533. m_nvapi.shutdown();
  1534. if (NULL != m_ags)
  1535. {
  1536. agsDeInit(m_ags);
  1537. m_ags = NULL;
  1538. }
  1539. bx::dlclose(m_agsdll);
  1540. m_agsdll = NULL;
  1541. m_deviceCtx->ClearState();
  1542. invalidateCache();
  1543. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1544. {
  1545. m_frameBuffers[ii].destroy();
  1546. }
  1547. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1548. {
  1549. m_indexBuffers[ii].destroy();
  1550. }
  1551. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1552. {
  1553. m_vertexBuffers[ii].destroy();
  1554. }
  1555. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1556. {
  1557. m_shaders[ii].destroy();
  1558. }
  1559. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1560. {
  1561. m_textures[ii].destroy();
  1562. }
  1563. DX_RELEASE(m_swapChain, 0);
  1564. DX_RELEASE(m_deviceCtx, 0);
  1565. DX_RELEASE(m_device, 0);
  1566. DX_RELEASE(m_factory, 0);
  1567. unloadRenderDoc(m_renderdocdll);
  1568. #if USE_D3D11_DYNAMIC_LIB
  1569. if (NULL != m_dxgidebugdll)
  1570. {
  1571. bx::dlclose(m_dxgidebugdll);
  1572. m_dxgidebugdll = NULL;
  1573. }
  1574. if (NULL != m_d3d9dll)
  1575. {
  1576. bx::dlclose(m_d3d9dll);
  1577. m_d3d9dll = NULL;
  1578. }
  1579. bx::dlclose(m_dxgidll);
  1580. m_dxgidll = NULL;
  1581. bx::dlclose(m_d3d11dll);
  1582. m_d3d11dll = NULL;
  1583. #endif // USE_D3D11_DYNAMIC_LIB
  1584. }
  1585. RendererType::Enum getRendererType() const override
  1586. {
  1587. return RendererType::Direct3D11;
  1588. }
  1589. const char* getRendererName() const override
  1590. {
  1591. return BGFX_RENDERER_DIRECT3D11_NAME;
  1592. }
  1593. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) override
  1594. {
  1595. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1596. }
  1597. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1598. {
  1599. m_indexBuffers[_handle.idx].destroy();
  1600. }
  1601. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1602. {
  1603. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1604. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1605. dump(decl);
  1606. }
  1607. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1608. {
  1609. }
  1610. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1611. {
  1612. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1613. }
  1614. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1615. {
  1616. m_vertexBuffers[_handle.idx].destroy();
  1617. }
  1618. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1619. {
  1620. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1621. }
  1622. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1623. {
  1624. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1625. }
  1626. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1627. {
  1628. m_indexBuffers[_handle.idx].destroy();
  1629. }
  1630. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1631. {
  1632. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1633. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1634. }
  1635. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1636. {
  1637. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1638. }
  1639. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1640. {
  1641. m_vertexBuffers[_handle.idx].destroy();
  1642. }
  1643. void createShader(ShaderHandle _handle, Memory* _mem) override
  1644. {
  1645. m_shaders[_handle.idx].create(_mem);
  1646. }
  1647. void destroyShader(ShaderHandle _handle) override
  1648. {
  1649. m_shaders[_handle.idx].destroy();
  1650. }
  1651. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1652. {
  1653. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1654. }
  1655. void destroyProgram(ProgramHandle _handle) override
  1656. {
  1657. m_program[_handle.idx].destroy();
  1658. }
  1659. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) override
  1660. {
  1661. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1662. }
  1663. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1664. {
  1665. }
  1666. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1667. {
  1668. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1669. }
  1670. void updateTextureEnd() override
  1671. {
  1672. }
  1673. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip) override
  1674. {
  1675. const TextureD3D11& texture = m_textures[_handle.idx];
  1676. D3D11_MAPPED_SUBRESOURCE mapped;
  1677. DX_CHECK(m_deviceCtx->Map(texture.m_ptr, _mip, D3D11_MAP_READ, 0, &mapped) );
  1678. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1679. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1680. uint8_t* src = (uint8_t*)mapped.pData;
  1681. uint32_t srcPitch = mapped.RowPitch;
  1682. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1683. uint8_t* dst = (uint8_t*)_data;
  1684. uint32_t dstPitch = srcWidth*bpp/8;
  1685. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1686. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1687. {
  1688. bx::memCopy(dst, src, pitch);
  1689. src += srcPitch;
  1690. dst += dstPitch;
  1691. }
  1692. m_deviceCtx->Unmap(texture.m_ptr, _mip);
  1693. }
  1694. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) override
  1695. {
  1696. TextureD3D11& texture = m_textures[_handle.idx];
  1697. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1698. const Memory* mem = alloc(size);
  1699. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1700. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1701. bx::write(&writer, magic);
  1702. TextureCreate tc;
  1703. tc.m_width = _width;
  1704. tc.m_height = _height;
  1705. tc.m_depth = 0;
  1706. tc.m_numLayers = 1;
  1707. tc.m_numMips = _numMips;
  1708. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1709. tc.m_cubeMap = false;
  1710. tc.m_mem = NULL;
  1711. bx::write(&writer, tc);
  1712. texture.destroy();
  1713. texture.create(mem, texture.m_flags, 0);
  1714. release(mem);
  1715. }
  1716. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1717. {
  1718. // Resource ref. counts might be messed up outside of bgfx.
  1719. // Disabling ref. count check once texture is overridden.
  1720. setGraphicsDebuggerPresent(true);
  1721. m_textures[_handle.idx].overrideInternal(_ptr);
  1722. }
  1723. uintptr_t getInternal(TextureHandle _handle) override
  1724. {
  1725. // Resource ref. counts might be messed up outside of bgfx.
  1726. // Disabling ref. count check once texture is overridden.
  1727. setGraphicsDebuggerPresent(true);
  1728. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1729. }
  1730. void destroyTexture(TextureHandle _handle) override
  1731. {
  1732. m_textures[_handle.idx].destroy();
  1733. }
  1734. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1735. {
  1736. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1737. }
  1738. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) override
  1739. {
  1740. uint16_t denseIdx = m_numWindows++;
  1741. m_windows[denseIdx] = _handle;
  1742. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1743. }
  1744. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1745. {
  1746. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1747. if (UINT16_MAX != denseIdx)
  1748. {
  1749. --m_numWindows;
  1750. if (m_numWindows > 1)
  1751. {
  1752. FrameBufferHandle handle = m_windows[m_numWindows];
  1753. m_windows[denseIdx] = handle;
  1754. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1755. }
  1756. }
  1757. }
  1758. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1759. {
  1760. if (NULL != m_uniforms[_handle.idx])
  1761. {
  1762. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1763. }
  1764. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1765. void* data = BX_ALLOC(g_allocator, size);
  1766. bx::memSet(data, 0, size);
  1767. m_uniforms[_handle.idx] = data;
  1768. m_uniformReg.add(_handle, _name, data);
  1769. }
  1770. void destroyUniform(UniformHandle _handle) override
  1771. {
  1772. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1773. m_uniforms[_handle.idx] = NULL;
  1774. m_uniformReg.remove(_handle);
  1775. }
  1776. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1777. {
  1778. IDXGISwapChain* swapChain = isValid(_handle)
  1779. ? m_frameBuffers[_handle.idx].m_swapChain
  1780. : m_swapChain
  1781. ;
  1782. if (NULL == swapChain)
  1783. {
  1784. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  1785. return;
  1786. }
  1787. ID3D11Texture2D* backBuffer;
  1788. DX_CHECK(swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1789. D3D11_TEXTURE2D_DESC backBufferDesc;
  1790. backBuffer->GetDesc(&backBufferDesc);
  1791. D3D11_TEXTURE2D_DESC desc;
  1792. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  1793. desc.SampleDesc.Count = 1;
  1794. desc.SampleDesc.Quality = 0;
  1795. desc.Usage = D3D11_USAGE_STAGING;
  1796. desc.BindFlags = 0;
  1797. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1798. ID3D11Texture2D* texture;
  1799. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1800. if (SUCCEEDED(hr) )
  1801. {
  1802. if (backBufferDesc.SampleDesc.Count == 1)
  1803. {
  1804. m_deviceCtx->CopyResource(texture, backBuffer);
  1805. }
  1806. else
  1807. {
  1808. desc.Usage = D3D11_USAGE_DEFAULT;
  1809. desc.CPUAccessFlags = 0;
  1810. ID3D11Texture2D* resolve;
  1811. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1812. if (SUCCEEDED(hr) )
  1813. {
  1814. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1815. m_deviceCtx->CopyResource(texture, resolve);
  1816. DX_RELEASE(resolve, 0);
  1817. }
  1818. }
  1819. D3D11_MAPPED_SUBRESOURCE mapped;
  1820. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1821. bimg::imageSwizzleBgra8(
  1822. mapped.pData
  1823. , mapped.RowPitch
  1824. , backBufferDesc.Width
  1825. , backBufferDesc.Height
  1826. , mapped.pData
  1827. , mapped.RowPitch
  1828. );
  1829. g_callback->screenShot(_filePath
  1830. , backBufferDesc.Width
  1831. , backBufferDesc.Height
  1832. , mapped.RowPitch
  1833. , mapped.pData
  1834. , backBufferDesc.Height*mapped.RowPitch
  1835. , false
  1836. );
  1837. m_deviceCtx->Unmap(texture, 0);
  1838. DX_RELEASE(texture, 0);
  1839. }
  1840. DX_RELEASE(backBuffer, 0);
  1841. }
  1842. void updateViewName(uint8_t _id, const char* _name) override
  1843. {
  1844. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1845. {
  1846. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1847. , _name
  1848. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1849. );
  1850. }
  1851. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1852. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1853. , _name
  1854. );
  1855. }
  1856. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1857. {
  1858. bx::memCopy(m_uniforms[_loc], _data, _size);
  1859. }
  1860. void setMarker(const char* _marker, uint32_t _size) override
  1861. {
  1862. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1863. {
  1864. uint32_t size = _size*sizeof(wchar_t);
  1865. wchar_t* name = (wchar_t*)alloca(size);
  1866. mbstowcs(name, _marker, size-2);
  1867. PIX_SETMARKER(D3DCOLOR_MARKER, name);
  1868. }
  1869. }
  1870. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1871. {
  1872. m_occlusionQuery.invalidate(_handle);
  1873. }
  1874. virtual void setName(Handle _handle, const char* _name) override
  1875. {
  1876. switch (_handle.type)
  1877. {
  1878. case Handle::Shader:
  1879. setDebugObjectName(m_shaders[_handle.idx].m_ptr, _name);
  1880. break;
  1881. case Handle::Texture:
  1882. setDebugObjectName(m_textures[_handle.idx].m_ptr, _name);
  1883. break;
  1884. default:
  1885. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1886. break;
  1887. }
  1888. }
  1889. void submitBlit(BlitState& _bs, uint16_t _view);
  1890. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1891. void blitSetup(TextVideoMemBlitter& _blitter) override
  1892. {
  1893. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1894. uint32_t width = getBufferWidth();
  1895. uint32_t height = getBufferHeight();
  1896. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1897. setFrameBuffer(fbh, false, false);
  1898. D3D11_VIEWPORT vp;
  1899. vp.TopLeftX = 0;
  1900. vp.TopLeftY = 0;
  1901. vp.Width = (float)width;
  1902. vp.Height = (float)height;
  1903. vp.MinDepth = 0.0f;
  1904. vp.MaxDepth = 1.0f;
  1905. deviceCtx->RSSetViewports(1, &vp);
  1906. uint64_t state = BGFX_STATE_RGB_WRITE
  1907. | BGFX_STATE_ALPHA_WRITE
  1908. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1909. ;
  1910. setBlendState(state);
  1911. setDepthStencilState(state);
  1912. setRasterizerState(state);
  1913. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1914. m_currentProgram = &program;
  1915. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1916. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1917. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1918. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1919. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1920. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1921. uint32_t stride = vertexDecl.m_stride;
  1922. uint32_t offset = 0;
  1923. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1924. setInputLayout(vertexDecl, program, 0);
  1925. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1926. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1927. float proj[16];
  1928. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1929. PredefinedUniform& predefined = program.m_predefined[0];
  1930. uint8_t flags = predefined.m_type;
  1931. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1932. commitShaderConstants();
  1933. m_textures[_blitter.m_texture.idx].commit(0, BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER, NULL);
  1934. commitTextureStage();
  1935. }
  1936. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1937. {
  1938. const uint32_t numVertices = _numIndices*4/6;
  1939. if (0 < numVertices)
  1940. {
  1941. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1942. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data, true);
  1943. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1944. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1945. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1946. }
  1947. }
  1948. void preReset()
  1949. {
  1950. m_needPresent = false;
  1951. ovrPreReset();
  1952. if (m_timerQuerySupport)
  1953. {
  1954. m_gpuTimer.preReset();
  1955. }
  1956. m_occlusionQuery.preReset();
  1957. if (NULL == g_platformData.backBufferDS)
  1958. {
  1959. DX_RELEASE(m_backBufferDepthStencil, 0);
  1960. }
  1961. if (NULL != m_swapChain)
  1962. {
  1963. DX_RELEASE(m_backBufferColor, 0);
  1964. }
  1965. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1966. {
  1967. m_frameBuffers[ii].preReset();
  1968. }
  1969. // invalidateCache();
  1970. capturePreReset();
  1971. }
  1972. void postReset()
  1973. {
  1974. if (NULL != m_swapChain)
  1975. {
  1976. ID3D11Texture2D* color;
  1977. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color) );
  1978. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1979. desc.ViewDimension = (m_resolution.m_flags & BGFX_RESET_MSAA_MASK)
  1980. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1981. : D3D11_RTV_DIMENSION_TEXTURE2D
  1982. ;
  1983. desc.Texture2D.MipSlice = 0;
  1984. desc.Format = (m_resolution.m_flags & BGFX_RESET_SRGB_BACKBUFFER)
  1985. ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
  1986. : DXGI_FORMAT_R8G8B8A8_UNORM
  1987. ;
  1988. DX_CHECK(m_device->CreateRenderTargetView(color, &desc, &m_backBufferColor) );
  1989. DX_RELEASE(color, 0);
  1990. }
  1991. if (m_timerQuerySupport)
  1992. {
  1993. m_gpuTimer.postReset();
  1994. }
  1995. m_occlusionQuery.postReset();
  1996. ovrPostReset();
  1997. // If OVR doesn't create separate depth stencil view, create default one.
  1998. if (!m_ovr.isEnabled() && NULL == m_backBufferDepthStencil)
  1999. {
  2000. D3D11_TEXTURE2D_DESC dsd;
  2001. dsd.Width = getBufferWidth();
  2002. dsd.Height = getBufferHeight();
  2003. dsd.MipLevels = 1;
  2004. dsd.ArraySize = 1;
  2005. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2006. dsd.SampleDesc = m_scd.SampleDesc;
  2007. dsd.Usage = D3D11_USAGE_DEFAULT;
  2008. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  2009. dsd.CPUAccessFlags = 0;
  2010. dsd.MiscFlags = 0;
  2011. ID3D11Texture2D* depthStencil;
  2012. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  2013. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  2014. DX_RELEASE(depthStencil, 0);
  2015. }
  2016. if (m_ovr.isEnabled() )
  2017. {
  2018. m_ovr.makeRenderTargetActive();
  2019. }
  2020. else
  2021. {
  2022. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  2023. }
  2024. m_currentColor = m_backBufferColor;
  2025. m_currentDepthStencil = m_backBufferDepthStencil;
  2026. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  2027. {
  2028. m_frameBuffers[ii].postReset();
  2029. }
  2030. capturePostReset();
  2031. }
  2032. bool isDeviceRemoved() override
  2033. {
  2034. return m_lost;
  2035. }
  2036. void flip(HMD& _hmd) override
  2037. {
  2038. if (NULL != m_swapChain
  2039. && !m_lost)
  2040. {
  2041. HRESULT hr = S_OK;
  2042. uint32_t syncInterval = BX_ENABLED(!BX_PLATFORM_WINDOWS)
  2043. ? 1 // sync interval of 0 is not supported on WinRT
  2044. : !!(m_resolution.m_flags & BGFX_RESET_VSYNC)
  2045. ;
  2046. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  2047. {
  2048. hr = m_frameBuffers[m_windows[ii].idx].present(syncInterval);
  2049. }
  2050. if (SUCCEEDED(hr) )
  2051. {
  2052. if (m_needPresent)
  2053. {
  2054. m_ovr.flip();
  2055. m_ovr.swap(_hmd);
  2056. if (!m_ovr.isEnabled() )
  2057. {
  2058. hr = m_swapChain->Present(syncInterval, 0);
  2059. }
  2060. m_needPresent = false;
  2061. }
  2062. else
  2063. {
  2064. m_deviceCtx->Flush();
  2065. }
  2066. }
  2067. m_lost = isLost(hr);
  2068. BGFX_FATAL(!m_lost
  2069. , bgfx::Fatal::DeviceLost
  2070. , "Device is lost. FAILED 0x%08x %s (%s)"
  2071. , hr
  2072. , getLostReason(hr)
  2073. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  2074. );
  2075. }
  2076. }
  2077. void invalidateCache()
  2078. {
  2079. m_inputLayoutCache.invalidate();
  2080. m_blendStateCache.invalidate();
  2081. m_depthStencilStateCache.invalidate();
  2082. m_rasterizerStateCache.invalidate();
  2083. m_samplerStateCache.invalidate();
  2084. m_srvUavLru.invalidate();
  2085. }
  2086. void invalidateCompute()
  2087. {
  2088. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  2089. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2090. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  2091. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2092. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  2093. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2094. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  2095. }
  2096. void updateMsaa()
  2097. {
  2098. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  2099. {
  2100. uint32_t msaa = s_checkMsaa[ii];
  2101. uint32_t quality = 0;
  2102. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  2103. if (SUCCEEDED(hr)
  2104. && 0 < quality)
  2105. {
  2106. s_msaa[ii].Count = msaa;
  2107. s_msaa[ii].Quality = quality - 1;
  2108. last = ii;
  2109. }
  2110. else
  2111. {
  2112. s_msaa[ii] = s_msaa[last];
  2113. }
  2114. }
  2115. }
  2116. bool updateResolution(const Resolution& _resolution)
  2117. {
  2118. const bool suspended = !!( _resolution.m_flags & BGFX_RESET_SUSPEND);
  2119. const bool wasSuspended = !!(m_resolution.m_flags & BGFX_RESET_SUSPEND);
  2120. if (suspended && wasSuspended)
  2121. {
  2122. return true;
  2123. }
  2124. else if (suspended)
  2125. {
  2126. m_deviceCtx->Flush();
  2127. m_deviceCtx->ClearState();
  2128. trim(m_device);
  2129. suspend(m_device);
  2130. m_resolution.m_flags |= BGFX_RESET_SUSPEND;
  2131. return true;
  2132. }
  2133. else if (wasSuspended)
  2134. {
  2135. resume(m_device);
  2136. m_resolution.m_flags &= ~BGFX_RESET_SUSPEND;
  2137. }
  2138. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  2139. uint32_t maxAnisotropy = 1;
  2140. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  2141. {
  2142. maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  2143. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  2144. : D3D11_REQ_MAXANISOTROPY
  2145. ;
  2146. }
  2147. if (m_maxAnisotropy != maxAnisotropy)
  2148. {
  2149. m_maxAnisotropy = maxAnisotropy;
  2150. m_samplerStateCache.invalidate();
  2151. }
  2152. bool depthClamp = true
  2153. && !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP)
  2154. && m_featureLevel > D3D_FEATURE_LEVEL_9_3 // disabling depth clamp is only supported on 10_0+
  2155. ;
  2156. if (m_depthClamp != depthClamp)
  2157. {
  2158. m_depthClamp = depthClamp;
  2159. m_rasterizerStateCache.invalidate();
  2160. }
  2161. const uint32_t maskFlags = ~(0
  2162. | BGFX_RESET_HMD_RECENTER
  2163. | BGFX_RESET_MAXANISOTROPY
  2164. | BGFX_RESET_DEPTH_CLAMP
  2165. | BGFX_RESET_SUSPEND
  2166. );
  2167. if (m_resolution.m_width != _resolution.m_width
  2168. || m_resolution.m_height != _resolution.m_height
  2169. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  2170. {
  2171. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  2172. bool resize = true
  2173. && !BX_ENABLED(BX_PLATFORM_XBOXONE || BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  2174. && (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  2175. ;
  2176. m_resolution = _resolution;
  2177. m_resolution.m_flags = flags;
  2178. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  2179. m_textVideoMem.clear();
  2180. setBufferSize(_resolution.m_width, _resolution.m_height);
  2181. preReset();
  2182. m_deviceCtx->Flush();
  2183. m_deviceCtx->ClearState();
  2184. if (NULL == m_swapChain)
  2185. {
  2186. // Updated backbuffer if it changed in PlatformData.
  2187. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  2188. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  2189. }
  2190. else
  2191. {
  2192. if (resize)
  2193. {
  2194. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  2195. DX_CHECK(m_swapChain->ResizeBuffers(2
  2196. , getBufferWidth()
  2197. , getBufferHeight()
  2198. , getBufferFormat()
  2199. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  2200. ) );
  2201. }
  2202. else
  2203. {
  2204. updateMsaa();
  2205. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  2206. DX_RELEASE(m_swapChain, 0);
  2207. SwapChainDesc* scd = &m_scd;
  2208. SwapChainDesc swapChainScd;
  2209. if (0 != (m_resolution.m_flags & BGFX_RESET_HMD)
  2210. && m_ovr.isInitialized() )
  2211. {
  2212. swapChainScd = m_scd;
  2213. swapChainScd.SampleDesc = s_msaa[0];
  2214. scd = &swapChainScd;
  2215. }
  2216. #if !BX_PLATFORM_WINDOWS
  2217. HRESULT hr = S_OK;
  2218. if (g_platformData.ndt == 0)
  2219. {
  2220. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  2221. , (::IUnknown*)g_platformData.nwh
  2222. , scd
  2223. , NULL
  2224. , &m_swapChain
  2225. );
  2226. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  2227. }
  2228. else
  2229. {
  2230. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Invalid native display type.");
  2231. hr = m_factory->CreateSwapChainForComposition(m_device
  2232. , &m_scd
  2233. , NULL
  2234. , &m_swapChain
  2235. );
  2236. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  2237. # if BX_PLATFORM_WINRT
  2238. IInspectable *nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  2239. ISwapChainBackgroundPanelNative* panel = NULL;
  2240. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&panel);
  2241. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  2242. if (NULL != panel)
  2243. {
  2244. hr = panel->SetSwapChain(m_swapChain);
  2245. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  2246. panel->Release();
  2247. }
  2248. # endif // BX_PLATFORM_WINRT
  2249. }
  2250. #else
  2251. HRESULT hr;
  2252. hr = m_factory->CreateSwapChain(m_device
  2253. , scd
  2254. , &m_swapChain
  2255. );
  2256. #endif // !BX_PLATFORM_WINDOWS
  2257. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  2258. }
  2259. }
  2260. postReset();
  2261. }
  2262. if (recenter)
  2263. {
  2264. m_ovr.recenter();
  2265. }
  2266. return false;
  2267. }
  2268. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2269. {
  2270. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  2271. {
  2272. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2273. m_fsChanges += _numRegs;
  2274. }
  2275. else
  2276. {
  2277. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2278. m_vsChanges += _numRegs;
  2279. }
  2280. }
  2281. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2282. {
  2283. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2284. }
  2285. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2286. {
  2287. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2288. }
  2289. void commitShaderConstants()
  2290. {
  2291. if (0 < m_vsChanges)
  2292. {
  2293. if (NULL != m_currentProgram->m_vsh->m_buffer)
  2294. {
  2295. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  2296. }
  2297. m_vsChanges = 0;
  2298. }
  2299. if (0 < m_fsChanges)
  2300. {
  2301. if (NULL != m_currentProgram->m_fsh->m_buffer)
  2302. {
  2303. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  2304. }
  2305. m_fsChanges = 0;
  2306. }
  2307. }
  2308. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true, bool _needPresent = true)
  2309. {
  2310. if (isValid(m_fbh)
  2311. && m_fbh.idx != _fbh.idx
  2312. && m_rtMsaa)
  2313. {
  2314. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2315. frameBuffer.resolve();
  2316. }
  2317. if (!isValid(_fbh) )
  2318. {
  2319. if (m_ovr.isEnabled() )
  2320. {
  2321. m_ovr.makeRenderTargetActive();
  2322. }
  2323. else
  2324. {
  2325. m_currentColor = m_backBufferColor;
  2326. m_currentDepthStencil = m_backBufferDepthStencil;
  2327. }
  2328. m_deviceCtx->OMSetRenderTargets(1, &m_currentColor, m_currentDepthStencil);
  2329. m_needPresent |= _needPresent;
  2330. }
  2331. else
  2332. {
  2333. invalidateTextureStage();
  2334. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  2335. frameBuffer.set();
  2336. }
  2337. m_fbh = _fbh;
  2338. m_rtMsaa = _msaa;
  2339. }
  2340. void clear(const Clear& _clear, const float _palette[][4])
  2341. {
  2342. if (isValid(m_fbh) )
  2343. {
  2344. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2345. frameBuffer.clear(_clear, _palette);
  2346. }
  2347. else
  2348. {
  2349. if (NULL != m_currentColor
  2350. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2351. {
  2352. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2353. {
  2354. uint8_t index = _clear.m_index[0];
  2355. if (UINT8_MAX != index)
  2356. {
  2357. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  2358. }
  2359. }
  2360. else
  2361. {
  2362. float frgba[4] =
  2363. {
  2364. _clear.m_index[0]*1.0f/255.0f,
  2365. _clear.m_index[1]*1.0f/255.0f,
  2366. _clear.m_index[2]*1.0f/255.0f,
  2367. _clear.m_index[3]*1.0f/255.0f,
  2368. };
  2369. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  2370. }
  2371. }
  2372. if (NULL != m_currentDepthStencil
  2373. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2374. {
  2375. DWORD flags = 0;
  2376. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2377. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2378. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  2379. }
  2380. }
  2381. }
  2382. void setInputLayout(uint8_t _numStreams, const VertexDecl** _vertexDecls, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2383. {
  2384. bx::HashMurmur2A murmur;
  2385. murmur.begin();
  2386. murmur.add(_numInstanceData);
  2387. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2388. {
  2389. murmur.add(_vertexDecls[stream]->m_hash);
  2390. }
  2391. uint64_t layoutHash = (uint64_t(_program.m_vsh->m_hash)<<32) | murmur.end();
  2392. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  2393. if (NULL == layout)
  2394. {
  2395. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2396. D3D11_INPUT_ELEMENT_DESC* elem = vertexElements;
  2397. uint16_t attrMask[Attrib::Count];
  2398. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask) );
  2399. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2400. {
  2401. VertexDecl decl;
  2402. bx::memCopy(&decl, _vertexDecls[stream], sizeof(VertexDecl) );
  2403. const bool last = stream == _numStreams-1;
  2404. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2405. {
  2406. uint16_t mask = attrMask[ii];
  2407. uint16_t attr = (decl.m_attributes[ii] & mask);
  2408. if (0 == attr
  2409. || UINT16_MAX == attr)
  2410. {
  2411. decl.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2412. }
  2413. else
  2414. {
  2415. attrMask[ii] = 0;
  2416. }
  2417. }
  2418. elem = fillVertexDecl(stream, elem, decl);
  2419. }
  2420. uint32_t num = uint32_t(elem-vertexElements);
  2421. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  2422. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2423. {
  2424. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2425. uint32_t jj;
  2426. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2427. for (jj = 0; jj < num; ++jj)
  2428. {
  2429. curr = &vertexElements[jj];
  2430. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2431. && curr->SemanticIndex == index)
  2432. {
  2433. break;
  2434. }
  2435. }
  2436. if (jj == num)
  2437. {
  2438. curr = elem;
  2439. ++elem;
  2440. }
  2441. bx::memCopy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2442. curr->InputSlot = _numStreams;
  2443. curr->SemanticIndex = index;
  2444. curr->AlignedByteOffset = ii*16;
  2445. }
  2446. num = uint32_t(elem-vertexElements);
  2447. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2448. , num
  2449. , _program.m_vsh->m_code->data
  2450. , _program.m_vsh->m_code->size
  2451. , &layout
  2452. ) );
  2453. m_inputLayoutCache.add(layoutHash, layout);
  2454. }
  2455. m_deviceCtx->IASetInputLayout(layout);
  2456. }
  2457. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2458. {
  2459. const VertexDecl* decls[1] = { &_vertexDecl };
  2460. setInputLayout(BX_COUNTOF(decls), decls, _program, _numInstanceData);
  2461. }
  2462. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2463. {
  2464. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2465. bx::HashMurmur2A murmur;
  2466. murmur.begin();
  2467. murmur.add(_state);
  2468. murmur.add(!!(BGFX_STATE_BLEND_INDEPENDENT & _state)
  2469. ? _rgba
  2470. : -1
  2471. );
  2472. const uint32_t hash = murmur.end();
  2473. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2474. if (NULL == bs)
  2475. {
  2476. D3D11_BLEND_DESC desc;
  2477. desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2478. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2479. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2480. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2481. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK )>>BGFX_STATE_BLEND_SHIFT);
  2482. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2483. const uint32_t srcRGB = (blend ) & 0xf;
  2484. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2485. const uint32_t srcA = (blend >> 8) & 0xf;
  2486. const uint32_t dstA = (blend >> 12) & 0xf;
  2487. const uint32_t equRGB = (equation ) & 0x7;
  2488. const uint32_t equA = (equation >> 3) & 0x7;
  2489. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2490. drt->DestBlend = s_blendFactor[dstRGB][0];
  2491. drt->BlendOp = s_blendEquation[equRGB];
  2492. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2493. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2494. drt->BlendOpAlpha = s_blendEquation[equA];
  2495. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE)
  2496. ? D3D11_COLOR_WRITE_ENABLE_ALPHA
  2497. : 0
  2498. ;
  2499. writeMask |= (_state&BGFX_STATE_RGB_WRITE)
  2500. ? D3D11_COLOR_WRITE_ENABLE_RED
  2501. | D3D11_COLOR_WRITE_ENABLE_GREEN
  2502. | D3D11_COLOR_WRITE_ENABLE_BLUE
  2503. : 0
  2504. ;
  2505. drt->RenderTargetWriteMask = writeMask;
  2506. if (desc.IndependentBlendEnable)
  2507. {
  2508. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2509. {
  2510. drt = &desc.RenderTarget[ii];
  2511. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2512. const uint32_t src = (rgba ) & 0xf;
  2513. const uint32_t dst = (rgba >> 4) & 0xf;
  2514. const uint32_t equ = (rgba >> 8) & 0x7;
  2515. drt->SrcBlend = s_blendFactor[src][0];
  2516. drt->DestBlend = s_blendFactor[dst][0];
  2517. drt->BlendOp = s_blendEquation[equ];
  2518. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2519. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2520. drt->BlendOpAlpha = s_blendEquation[equ];
  2521. drt->RenderTargetWriteMask = writeMask;
  2522. }
  2523. }
  2524. else
  2525. {
  2526. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2527. {
  2528. bx::memCopy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2529. }
  2530. }
  2531. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2532. m_blendStateCache.add(hash, bs);
  2533. }
  2534. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  2535. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  2536. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  2537. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  2538. bool hasFactor = 0
  2539. || f0 == (_state & f0)
  2540. || f1 == (_state & f1)
  2541. || f2 == (_state & f2)
  2542. || f3 == (_state & f3)
  2543. ;
  2544. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2545. if (hasFactor)
  2546. {
  2547. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2548. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2549. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2550. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2551. }
  2552. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2553. }
  2554. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2555. {
  2556. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2557. _state &= 0 == func ? 0 : BGFX_D3D11_DEPTH_STENCIL_MASK;
  2558. uint32_t fstencil = unpackStencil(0, _stencil);
  2559. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2560. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2561. bx::HashMurmur2A murmur;
  2562. murmur.begin();
  2563. murmur.add(_state);
  2564. murmur.add(_stencil);
  2565. uint32_t hash = murmur.end();
  2566. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2567. if (NULL == dss)
  2568. {
  2569. D3D11_DEPTH_STENCIL_DESC desc;
  2570. bx::memSet(&desc, 0, sizeof(desc) );
  2571. desc.DepthEnable = 0 != func;
  2572. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2573. desc.DepthFunc = s_cmpFunc[func];
  2574. uint32_t bstencil = unpackStencil(1, _stencil);
  2575. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2576. bstencil = frontAndBack ? bstencil : fstencil;
  2577. desc.StencilEnable = 0 != _stencil;
  2578. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2579. desc.StencilWriteMask = 0xff;
  2580. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2581. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2582. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2583. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2584. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2585. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2586. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2587. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2588. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2589. m_depthStencilStateCache.add(hash, dss);
  2590. }
  2591. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2592. }
  2593. void setDebugWireframe(bool _wireframe)
  2594. {
  2595. if (m_wireframe != _wireframe)
  2596. {
  2597. m_wireframe = _wireframe;
  2598. m_rasterizerStateCache.invalidate();
  2599. }
  2600. }
  2601. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2602. {
  2603. _state &= 0
  2604. | BGFX_STATE_CULL_MASK
  2605. | BGFX_STATE_MSAA
  2606. | BGFX_STATE_LINEAA
  2607. | BGFX_STATE_CONSERVATIVE_RASTER
  2608. ;
  2609. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2610. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2611. _state &= ~(m_deviceInterfaceVersion >= 3 ? 0 : BGFX_STATE_CONSERVATIVE_RASTER);
  2612. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2613. if (NULL == rs)
  2614. {
  2615. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2616. #if BX_PLATFORM_WINDOWS
  2617. if (m_deviceInterfaceVersion >= 3)
  2618. {
  2619. D3D11_RASTERIZER_DESC2 desc;
  2620. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2621. desc.CullMode = s_cullMode[cull];
  2622. desc.FrontCounterClockwise = false;
  2623. desc.DepthBias = 0;
  2624. desc.DepthBiasClamp = 0.0f;
  2625. desc.SlopeScaledDepthBias = 0.0f;
  2626. desc.DepthClipEnable = !m_depthClamp;
  2627. desc.ScissorEnable = _scissor;
  2628. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2629. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2630. desc.ForcedSampleCount = 0;
  2631. desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2632. ? D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON
  2633. : D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2634. ;
  2635. ID3D11Device3* device3 = reinterpret_cast<ID3D11Device3*>(m_device);
  2636. DX_CHECK(device3->CreateRasterizerState2(&desc, reinterpret_cast<ID3D11RasterizerState2**>(&rs) ) );
  2637. }
  2638. else
  2639. #endif // BX_PLATFORM_WINDOWS
  2640. {
  2641. D3D11_RASTERIZER_DESC desc;
  2642. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2643. desc.CullMode = s_cullMode[cull];
  2644. desc.FrontCounterClockwise = false;
  2645. desc.DepthBias = 0;
  2646. desc.DepthBiasClamp = 0.0f;
  2647. desc.SlopeScaledDepthBias = 0.0f;
  2648. desc.DepthClipEnable = !m_depthClamp;
  2649. desc.ScissorEnable = _scissor;
  2650. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2651. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2652. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2653. }
  2654. m_rasterizerStateCache.add(_state, rs);
  2655. }
  2656. m_deviceCtx->RSSetState(rs);
  2657. }
  2658. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2659. {
  2660. const uint32_t index = (_flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2661. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  2662. // Force both min+max anisotropic, can't be set individually.
  2663. _flags |= 0 != (_flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  2664. ? BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC
  2665. : 0
  2666. ;
  2667. uint32_t hash;
  2668. ID3D11SamplerState* sampler;
  2669. if (!needBorderColor(_flags) )
  2670. {
  2671. bx::HashMurmur2A murmur;
  2672. murmur.begin();
  2673. murmur.add(_flags);
  2674. murmur.add(-1);
  2675. hash = murmur.end();
  2676. _rgba = s_zero.m_zerof;
  2677. sampler = m_samplerStateCache.find(hash);
  2678. }
  2679. else
  2680. {
  2681. bx::HashMurmur2A murmur;
  2682. murmur.begin();
  2683. murmur.add(_flags);
  2684. murmur.add(index);
  2685. hash = murmur.end();
  2686. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2687. sampler = m_samplerStateCache.find(hash);
  2688. if (NULL != sampler)
  2689. {
  2690. D3D11_SAMPLER_DESC sd;
  2691. sampler->GetDesc(&sd);
  2692. if (0 != bx::memCmp(_rgba, sd.BorderColor, 16) )
  2693. {
  2694. // Sampler will be released when updated sampler
  2695. // is added to cache.
  2696. sampler = NULL;
  2697. }
  2698. }
  2699. }
  2700. if (NULL == sampler)
  2701. {
  2702. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2703. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2704. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2705. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2706. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2707. D3D11_SAMPLER_DESC sd;
  2708. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2709. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2710. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2711. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2712. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2713. sd.MaxAnisotropy = m_maxAnisotropy;
  2714. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2715. sd.BorderColor[0] = _rgba[0];
  2716. sd.BorderColor[1] = _rgba[1];
  2717. sd.BorderColor[2] = _rgba[2];
  2718. sd.BorderColor[3] = _rgba[3];
  2719. sd.MinLOD = 0;
  2720. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2721. m_device->CreateSamplerState(&sd, &sampler);
  2722. DX_CHECK_REFCOUNT(sampler, 1);
  2723. m_samplerStateCache.add(hash, sampler);
  2724. }
  2725. return sampler;
  2726. }
  2727. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2728. {
  2729. m_occlusionQuery.resolve(_render);
  2730. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2731. }
  2732. DXGI_FORMAT getBufferFormat()
  2733. {
  2734. #if BX_PLATFORM_WINDOWS
  2735. return m_scd.BufferDesc.Format;
  2736. #else
  2737. return m_scd.Format;
  2738. #endif
  2739. }
  2740. uint32_t getBufferWidth()
  2741. {
  2742. #if BX_PLATFORM_WINDOWS
  2743. return m_scd.BufferDesc.Width;
  2744. #else
  2745. return m_scd.Width;
  2746. #endif
  2747. }
  2748. uint32_t getBufferHeight()
  2749. {
  2750. #if BX_PLATFORM_WINDOWS
  2751. return m_scd.BufferDesc.Height;
  2752. #else
  2753. return m_scd.Height;
  2754. #endif
  2755. }
  2756. void setBufferSize(uint32_t _width, uint32_t _height)
  2757. {
  2758. #if BX_PLATFORM_WINDOWS
  2759. m_scd.BufferDesc.Width = _width;
  2760. m_scd.BufferDesc.Height = _height;
  2761. #else
  2762. m_scd.Width = _width;
  2763. m_scd.Height = _height;
  2764. #endif
  2765. }
  2766. void commitTextureStage()
  2767. {
  2768. // vertex texture fetch not supported on 9_1 through 9_3
  2769. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2770. {
  2771. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2772. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2773. }
  2774. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2775. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2776. }
  2777. void invalidateTextureStage()
  2778. {
  2779. m_textureStage.clear();
  2780. commitTextureStage();
  2781. }
  2782. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2783. {
  2784. bx::HashMurmur2A murmur;
  2785. murmur.begin();
  2786. murmur.add(_handle);
  2787. murmur.add(_mip);
  2788. murmur.add(1);
  2789. uint32_t hash = murmur.end();
  2790. IUnknown** ptr = m_srvUavLru.find(hash);
  2791. ID3D11UnorderedAccessView* uav;
  2792. if (NULL == ptr)
  2793. {
  2794. TextureD3D11& texture = m_textures[_handle.idx];
  2795. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2796. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2797. switch (texture.m_type)
  2798. {
  2799. case TextureD3D11::Texture2D:
  2800. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2801. desc.Texture2D.MipSlice = _mip;
  2802. break;
  2803. case TextureD3D11::TextureCube:
  2804. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
  2805. desc.Texture2DArray.ArraySize = 6;
  2806. desc.Texture2DArray.FirstArraySlice = 0;
  2807. desc.Texture2DArray.MipSlice = _mip;
  2808. break;
  2809. case TextureD3D11::Texture3D:
  2810. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2811. desc.Texture3D.MipSlice = _mip;
  2812. desc.Texture3D.FirstWSlice = 0;
  2813. desc.Texture3D.WSize = UINT32_MAX;
  2814. break;
  2815. }
  2816. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2817. m_srvUavLru.add(hash, uav, _handle.idx);
  2818. }
  2819. else
  2820. {
  2821. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2822. }
  2823. return uav;
  2824. }
  2825. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip, bool _compute = false)
  2826. {
  2827. bx::HashMurmur2A murmur;
  2828. murmur.begin();
  2829. murmur.add(_handle);
  2830. murmur.add(_mip);
  2831. murmur.add(0);
  2832. murmur.add(_compute);
  2833. uint32_t hash = murmur.end();
  2834. IUnknown** ptr = m_srvUavLru.find(hash);
  2835. ID3D11ShaderResourceView* srv;
  2836. if (NULL == ptr)
  2837. {
  2838. const TextureD3D11& texture = m_textures[_handle.idx];
  2839. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2840. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2841. const bool msaaSample = 1 < msaa.Count && 0 != (texture.m_flags&BGFX_TEXTURE_MSAA_SAMPLE);
  2842. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2843. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2844. switch (texture.m_type)
  2845. {
  2846. case TextureD3D11::Texture2D:
  2847. desc.ViewDimension = msaaSample
  2848. ? D3D11_SRV_DIMENSION_TEXTURE2DMS
  2849. : D3D11_SRV_DIMENSION_TEXTURE2D
  2850. ;
  2851. desc.Texture2D.MostDetailedMip = _mip;
  2852. desc.Texture2D.MipLevels = 1;
  2853. break;
  2854. case TextureD3D11::TextureCube:
  2855. if (_compute)
  2856. {
  2857. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  2858. desc.Texture2DArray.MostDetailedMip = _mip;
  2859. desc.Texture2DArray.MipLevels = 1;
  2860. desc.Texture2DArray.FirstArraySlice = 0;
  2861. desc.Texture2DArray.ArraySize = 6;
  2862. }
  2863. else
  2864. {
  2865. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2866. desc.TextureCube.MostDetailedMip = _mip;
  2867. desc.TextureCube.MipLevels = 1;
  2868. }
  2869. break;
  2870. case TextureD3D11::Texture3D:
  2871. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2872. desc.Texture3D.MostDetailedMip = _mip;
  2873. desc.Texture3D.MipLevels = 1;
  2874. break;
  2875. }
  2876. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2877. m_srvUavLru.add(hash, srv, _handle.idx);
  2878. }
  2879. else
  2880. {
  2881. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2882. }
  2883. return srv;
  2884. }
  2885. void ovrPostReset()
  2886. {
  2887. #if BGFX_CONFIG_USE_OVR
  2888. if (m_resolution.m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  2889. {
  2890. const uint32_t msaaSamples = 1 << ((m_resolution.m_flags&BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT);
  2891. m_ovr.postReset(msaaSamples, m_resolution.m_width, m_resolution.m_height);
  2892. }
  2893. #endif // BGFX_CONFIG_USE_OVR
  2894. }
  2895. void ovrPreReset()
  2896. {
  2897. #if BGFX_CONFIG_USE_OVR
  2898. m_ovr.preReset();
  2899. #endif // BGFX_CONFIG_USE_OVR
  2900. }
  2901. void capturePostReset()
  2902. {
  2903. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  2904. {
  2905. ID3D11Texture2D* backBuffer;
  2906. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2907. D3D11_TEXTURE2D_DESC backBufferDesc;
  2908. backBuffer->GetDesc(&backBufferDesc);
  2909. D3D11_TEXTURE2D_DESC desc;
  2910. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  2911. desc.SampleDesc.Count = 1;
  2912. desc.SampleDesc.Quality = 0;
  2913. desc.Usage = D3D11_USAGE_STAGING;
  2914. desc.BindFlags = 0;
  2915. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2916. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2917. if (SUCCEEDED(hr) )
  2918. {
  2919. if (backBufferDesc.SampleDesc.Count != 1)
  2920. {
  2921. desc.Usage = D3D11_USAGE_DEFAULT;
  2922. desc.CPUAccessFlags = 0;
  2923. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2924. }
  2925. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2926. }
  2927. DX_RELEASE(backBuffer, 0);
  2928. }
  2929. }
  2930. void capturePreReset()
  2931. {
  2932. if (NULL != m_captureTexture)
  2933. {
  2934. g_callback->captureEnd();
  2935. }
  2936. DX_RELEASE(m_captureResolve, 0);
  2937. DX_RELEASE(m_captureTexture, 0);
  2938. }
  2939. void capture()
  2940. {
  2941. if (NULL != m_captureTexture)
  2942. {
  2943. ID3D11Texture2D* backBuffer;
  2944. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2945. if (NULL == m_captureResolve)
  2946. {
  2947. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2948. }
  2949. else
  2950. {
  2951. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat() );
  2952. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2953. }
  2954. D3D11_MAPPED_SUBRESOURCE mapped;
  2955. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2956. bimg::imageSwizzleBgra8(
  2957. mapped.pData
  2958. , mapped.RowPitch
  2959. , getBufferWidth()
  2960. , getBufferHeight()
  2961. , mapped.pData
  2962. , mapped.RowPitch
  2963. );
  2964. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  2965. m_deviceCtx->Unmap(m_captureTexture, 0);
  2966. DX_RELEASE(backBuffer, 0);
  2967. }
  2968. }
  2969. void commit(UniformBuffer& _uniformBuffer)
  2970. {
  2971. _uniformBuffer.reset();
  2972. for (;;)
  2973. {
  2974. uint32_t opcode = _uniformBuffer.read();
  2975. if (UniformType::End == opcode)
  2976. {
  2977. break;
  2978. }
  2979. UniformType::Enum type;
  2980. uint16_t loc;
  2981. uint16_t num;
  2982. uint16_t copy;
  2983. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2984. const char* data;
  2985. if (copy)
  2986. {
  2987. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2988. }
  2989. else
  2990. {
  2991. UniformHandle handle;
  2992. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2993. data = (const char*)m_uniforms[handle.idx];
  2994. }
  2995. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2996. case UniformType::_uniform: \
  2997. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2998. { \
  2999. setShaderUniform(uint8_t(type), loc, data, num); \
  3000. } \
  3001. break;
  3002. switch ( (uint32_t)type)
  3003. {
  3004. case UniformType::Mat3:
  3005. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  3006. {
  3007. float* value = (float*)data;
  3008. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  3009. {
  3010. Matrix4 mtx;
  3011. mtx.un.val[ 0] = value[0];
  3012. mtx.un.val[ 1] = value[1];
  3013. mtx.un.val[ 2] = value[2];
  3014. mtx.un.val[ 3] = 0.0f;
  3015. mtx.un.val[ 4] = value[3];
  3016. mtx.un.val[ 5] = value[4];
  3017. mtx.un.val[ 6] = value[5];
  3018. mtx.un.val[ 7] = 0.0f;
  3019. mtx.un.val[ 8] = value[6];
  3020. mtx.un.val[ 9] = value[7];
  3021. mtx.un.val[10] = value[8];
  3022. mtx.un.val[11] = 0.0f;
  3023. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  3024. }
  3025. }
  3026. break;
  3027. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  3028. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  3029. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  3030. case UniformType::End:
  3031. break;
  3032. default:
  3033. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  3034. break;
  3035. }
  3036. #undef CASE_IMPLEMENT_UNIFORM
  3037. }
  3038. }
  3039. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  3040. {
  3041. uint32_t width;
  3042. uint32_t height;
  3043. if (isValid(m_fbh) )
  3044. {
  3045. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  3046. width = fb.m_width;
  3047. height = fb.m_height;
  3048. }
  3049. else
  3050. {
  3051. width = getBufferWidth();
  3052. height = getBufferHeight();
  3053. }
  3054. if (0 == _rect.m_x
  3055. && 0 == _rect.m_y
  3056. && width == _rect.m_width
  3057. && height == _rect.m_height)
  3058. {
  3059. clear(_clear, _palette);
  3060. }
  3061. else
  3062. {
  3063. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  3064. uint64_t state = 0;
  3065. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  3066. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  3067. uint64_t stencil = 0;
  3068. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  3069. | BGFX_STENCIL_TEST_ALWAYS
  3070. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  3071. | BGFX_STENCIL_FUNC_RMASK(0xff)
  3072. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  3073. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  3074. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  3075. : 0
  3076. ;
  3077. setBlendState(state);
  3078. setDepthStencilState(state, stencil);
  3079. setRasterizerState(state);
  3080. uint32_t numMrt = 1;
  3081. FrameBufferHandle fbh = m_fbh;
  3082. if (isValid(fbh) )
  3083. {
  3084. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  3085. numMrt = bx::uint32_max(1, fb.m_num);
  3086. }
  3087. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  3088. m_currentProgram = &program;
  3089. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  3090. deviceCtx->VSSetConstantBuffers(0, 1, s_zero.m_buffer);
  3091. if (NULL != m_currentColor)
  3092. {
  3093. const ShaderD3D11* fsh = program.m_fsh;
  3094. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  3095. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  3096. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3097. {
  3098. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  3099. for (uint32_t ii = 0; ii < numMrt; ++ii)
  3100. {
  3101. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  3102. bx::memCopy(mrtClear[ii], _palette[index], 16);
  3103. }
  3104. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  3105. }
  3106. else
  3107. {
  3108. float rgba[4] =
  3109. {
  3110. _clear.m_index[0]*1.0f/255.0f,
  3111. _clear.m_index[1]*1.0f/255.0f,
  3112. _clear.m_index[2]*1.0f/255.0f,
  3113. _clear.m_index[3]*1.0f/255.0f,
  3114. };
  3115. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  3116. }
  3117. }
  3118. else
  3119. {
  3120. deviceCtx->PSSetShader(NULL, NULL, 0);
  3121. }
  3122. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  3123. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  3124. const uint32_t stride = vertexDecl.m_stride;
  3125. const uint32_t offset = 0;
  3126. {
  3127. struct Vertex
  3128. {
  3129. float m_x;
  3130. float m_y;
  3131. float m_z;
  3132. };
  3133. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  3134. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  3135. const float depth = _clear.m_depth;
  3136. vertex->m_x = -1.0f;
  3137. vertex->m_y = -1.0f;
  3138. vertex->m_z = depth;
  3139. vertex++;
  3140. vertex->m_x = 1.0f;
  3141. vertex->m_y = -1.0f;
  3142. vertex->m_z = depth;
  3143. vertex++;
  3144. vertex->m_x = -1.0f;
  3145. vertex->m_y = 1.0f;
  3146. vertex->m_z = depth;
  3147. vertex++;
  3148. vertex->m_x = 1.0f;
  3149. vertex->m_y = 1.0f;
  3150. vertex->m_z = depth;
  3151. }
  3152. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  3153. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3154. setInputLayout(vertexDecl, program, 0);
  3155. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  3156. deviceCtx->Draw(4, 0);
  3157. }
  3158. }
  3159. void* m_d3d9dll;
  3160. void* m_d3d11dll;
  3161. void* m_dxgidll;
  3162. void* m_dxgidebugdll;
  3163. void* m_renderdocdll;
  3164. void* m_agsdll;
  3165. AGSContext* m_ags;
  3166. NvApi m_nvapi;
  3167. D3D_DRIVER_TYPE m_driverType;
  3168. D3D_FEATURE_LEVEL m_featureLevel;
  3169. IDXGIAdapter* m_adapter;
  3170. DXGI_ADAPTER_DESC m_adapterDesc;
  3171. #if BX_PLATFORM_WINDOWS
  3172. IDXGIFactory* m_factory;
  3173. IDXGISwapChain* m_swapChain;
  3174. #else
  3175. IDXGIFactory2* m_factory;
  3176. IDXGISwapChain1* m_swapChain;
  3177. #endif // BX_PLATFORM_WINDOWS
  3178. bool m_needPresent;
  3179. bool m_lost;
  3180. uint16_t m_numWindows;
  3181. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3182. ID3D11Device* m_device;
  3183. ID3D11DeviceContext* m_deviceCtx;
  3184. ID3D11InfoQueue* m_infoQueue;
  3185. TimerQueryD3D11 m_gpuTimer;
  3186. OcclusionQueryD3D11 m_occlusionQuery;
  3187. uint32_t m_deviceInterfaceVersion;
  3188. ID3D11RenderTargetView* m_backBufferColor;
  3189. ID3D11DepthStencilView* m_backBufferDepthStencil;
  3190. ID3D11RenderTargetView* m_currentColor;
  3191. ID3D11DepthStencilView* m_currentDepthStencil;
  3192. ID3D11Texture2D* m_captureTexture;
  3193. ID3D11Texture2D* m_captureResolve;
  3194. Resolution m_resolution;
  3195. #if BX_PLATFORM_WINDOWS
  3196. typedef DXGI_SWAP_CHAIN_DESC SwapChainDesc;
  3197. #else
  3198. typedef DXGI_SWAP_CHAIN_DESC1 SwapChainDesc;
  3199. #endif // BX_PLATFORM_WINDOWS
  3200. SwapChainDesc m_scd;
  3201. uint32_t m_maxAnisotropy;
  3202. bool m_depthClamp;
  3203. bool m_wireframe;
  3204. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  3205. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  3206. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  3207. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  3208. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  3209. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  3210. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3211. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  3212. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  3213. UniformRegistry m_uniformReg;
  3214. StateCacheT<ID3D11BlendState> m_blendStateCache;
  3215. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  3216. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  3217. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  3218. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  3219. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  3220. TextVideoMem m_textVideoMem;
  3221. TextureStage m_textureStage;
  3222. ProgramD3D11* m_currentProgram;
  3223. uint8_t m_vsScratch[64<<10];
  3224. uint8_t m_fsScratch[64<<10];
  3225. uint32_t m_vsChanges;
  3226. uint32_t m_fsChanges;
  3227. FrameBufferHandle m_fbh;
  3228. bool m_rtMsaa;
  3229. bool m_timerQuerySupport;
  3230. VR m_ovr;
  3231. #if BGFX_CONFIG_USE_OVR
  3232. VRImplOVRD3D11 m_ovrRender;
  3233. #endif // BGFX_CONFIG_USE_OVR
  3234. };
  3235. static RendererContextD3D11* s_renderD3D11;
  3236. RendererContextI* rendererCreate()
  3237. {
  3238. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  3239. if (!s_renderD3D11->init() )
  3240. {
  3241. BX_DELETE(g_allocator, s_renderD3D11);
  3242. s_renderD3D11 = NULL;
  3243. }
  3244. return s_renderD3D11;
  3245. }
  3246. void rendererDestroy()
  3247. {
  3248. s_renderD3D11->shutdown();
  3249. BX_DELETE(g_allocator, s_renderD3D11);
  3250. s_renderD3D11 = NULL;
  3251. }
  3252. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3253. {
  3254. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3255. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3256. {
  3257. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  3258. _offset += _stride;
  3259. }
  3260. }
  3261. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3262. {
  3263. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3264. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3265. {
  3266. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  3267. _offset += _stride;
  3268. }
  3269. }
  3270. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3271. {
  3272. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3273. }
  3274. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3275. {
  3276. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3277. }
  3278. #if BGFX_CONFIG_USE_OVR
  3279. VRImplOVRD3D11::VRImplOVRD3D11()
  3280. : m_depthBuffer(NULL)
  3281. , m_msaaRtv(NULL)
  3282. , m_msaaTexture(NULL)
  3283. , m_textureSwapChain(NULL)
  3284. , m_mirrorTexture(NULL)
  3285. {
  3286. bx::memSet(m_eyeRtv, 0, sizeof(m_eyeRtv));
  3287. }
  3288. bool VRImplOVRD3D11::createSwapChain(const VRDesc& _desc, int _msaaSamples, int _mirrorWidth, int _mirrorHeight)
  3289. {
  3290. if (!m_session)
  3291. {
  3292. return false;
  3293. }
  3294. ID3D11Device* device = s_renderD3D11->m_device;
  3295. if (NULL == m_textureSwapChain)
  3296. {
  3297. ovrTextureSwapChainDesc swapchainDesc = {};
  3298. swapchainDesc.Type = ovrTexture_2D;
  3299. swapchainDesc.Width = _desc.m_eyeSize[0].m_w + _desc.m_eyeSize[1].m_w;
  3300. swapchainDesc.Height = bx::uint32_max(_desc.m_eyeSize[0].m_h, _desc.m_eyeSize[1].m_h);
  3301. swapchainDesc.MipLevels = 1;
  3302. swapchainDesc.ArraySize = 1;
  3303. swapchainDesc.SampleCount = 1;
  3304. swapchainDesc.MiscFlags = ovrTextureMisc_DX_Typeless;
  3305. swapchainDesc.BindFlags = ovrTextureBind_DX_RenderTarget;
  3306. swapchainDesc.StaticImage = ovrFalse;
  3307. swapchainDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
  3308. ovrResult result = ovr_CreateTextureSwapChainDX(m_session, device, &swapchainDesc, &m_textureSwapChain);
  3309. if (!OVR_SUCCESS(result) )
  3310. {
  3311. return false;
  3312. }
  3313. for (int eye = 0; eye < 2; ++eye)
  3314. {
  3315. m_renderLayer.ColorTexture[eye] = m_textureSwapChain;
  3316. }
  3317. // create MSAA target
  3318. if (_msaaSamples > 1)
  3319. {
  3320. D3D11_TEXTURE2D_DESC msDesc;
  3321. msDesc.Width = swapchainDesc.Width;
  3322. msDesc.Height = swapchainDesc.Height;
  3323. msDesc.MipLevels = 1;
  3324. msDesc.ArraySize = 1;
  3325. msDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3326. msDesc.SampleDesc.Count = _msaaSamples;
  3327. msDesc.SampleDesc.Quality = 0;
  3328. msDesc.Usage = D3D11_USAGE_DEFAULT;
  3329. msDesc.CPUAccessFlags = 0;
  3330. msDesc.MiscFlags = 0;
  3331. msDesc.BindFlags = D3D11_BIND_RENDER_TARGET;
  3332. DX_CHECK(device->CreateTexture2D(&msDesc, NULL, &m_msaaTexture) );
  3333. DX_CHECK(device->CreateRenderTargetView(m_msaaTexture, NULL, &m_msaaRtv) );
  3334. }
  3335. else
  3336. {
  3337. int swapchainSize;
  3338. result = ovr_GetTextureSwapChainLength(m_session, m_textureSwapChain, &swapchainSize);
  3339. if (!OVR_SUCCESS(result) )
  3340. {
  3341. destroySwapChain();
  3342. return false;
  3343. }
  3344. BX_CHECK(swapchainSize <= BX_COUNTOF(m_eyeRtv), "Too many OVR swap chain entries %d", swapchainSize);
  3345. for (int ii = 0; ii < swapchainSize; ++ii)
  3346. {
  3347. ID3D11Texture2D* texture;
  3348. ovr_GetTextureSwapChainBufferDX(m_session, m_textureSwapChain, ii, IID_PPV_ARGS(&texture) );
  3349. D3D11_RENDER_TARGET_VIEW_DESC viewDesc;
  3350. viewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3351. viewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  3352. viewDesc.Texture2D.MipSlice = 0;
  3353. DX_CHECK(device->CreateRenderTargetView(texture, &viewDesc, &m_eyeRtv[ii]) );
  3354. DX_RELEASE(texture, 1);
  3355. }
  3356. }
  3357. // create depth buffer
  3358. D3D11_TEXTURE2D_DESC dbDesc = {};
  3359. dbDesc.Width = swapchainDesc.Width;
  3360. dbDesc.Height = swapchainDesc.Height;
  3361. dbDesc.MipLevels = 1;
  3362. dbDesc.ArraySize = 1;
  3363. dbDesc.Format = DXGI_FORMAT_D32_FLOAT;
  3364. dbDesc.SampleDesc.Count = _msaaSamples;
  3365. dbDesc.SampleDesc.Quality = 0;
  3366. dbDesc.Usage = D3D11_USAGE_DEFAULT;
  3367. dbDesc.CPUAccessFlags = 0;
  3368. dbDesc.MiscFlags = 0;
  3369. dbDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  3370. ID3D11Texture2D* depthTexture;
  3371. DX_CHECK(device->CreateTexture2D(&dbDesc, NULL, &depthTexture) );
  3372. DX_CHECK(device->CreateDepthStencilView(depthTexture, NULL, &m_depthBuffer) );
  3373. DX_RELEASE(depthTexture, 0);
  3374. }
  3375. if (NULL == m_mirrorTexture)
  3376. {
  3377. ovrMirrorTextureDesc mirrorDesc = {};
  3378. mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
  3379. mirrorDesc.Width = _mirrorWidth;
  3380. mirrorDesc.Height = _mirrorHeight;
  3381. ovrResult result = ovr_CreateMirrorTextureDX(m_session, device, &mirrorDesc, &m_mirrorTexture);
  3382. BX_WARN(OVR_SUCCESS(result), "Could not create D3D11 OVR mirror texture");
  3383. BX_UNUSED(result);
  3384. }
  3385. return true;
  3386. }
  3387. void VRImplOVRD3D11::destroySwapChain()
  3388. {
  3389. if (NULL != m_textureSwapChain)
  3390. {
  3391. BX_CHECK(m_session, "VRSWapChain destroyed without valid OVR session");
  3392. ovr_DestroyTextureSwapChain(m_session, m_textureSwapChain);
  3393. m_textureSwapChain = NULL;
  3394. }
  3395. for (int ii = 0, nn = BX_COUNTOF(m_eyeRtv); ii < nn; ++ii)
  3396. {
  3397. DX_RELEASE(m_eyeRtv[ii], 0);
  3398. }
  3399. DX_RELEASE(m_msaaRtv, 0);
  3400. DX_RELEASE(m_msaaTexture, 0);
  3401. DX_RELEASE(m_depthBuffer, 0);
  3402. destroyMirror();
  3403. }
  3404. void VRImplOVRD3D11::destroyMirror()
  3405. {
  3406. if (NULL != m_mirrorTexture)
  3407. {
  3408. ovr_DestroyMirrorTexture(m_session, m_mirrorTexture);
  3409. m_mirrorTexture = NULL;
  3410. }
  3411. }
  3412. void VRImplOVRD3D11::makeRenderTargetActive(const VRDesc& /*_desc*/)
  3413. {
  3414. if (NULL != m_msaaRtv)
  3415. {
  3416. s_renderD3D11->m_currentColor = m_msaaRtv;
  3417. }
  3418. else
  3419. {
  3420. int index;
  3421. ovr_GetTextureSwapChainCurrentIndex(m_session, m_textureSwapChain, &index);
  3422. s_renderD3D11->m_currentColor = m_eyeRtv[index];
  3423. }
  3424. s_renderD3D11->m_currentDepthStencil = m_depthBuffer;
  3425. }
  3426. bool VRImplOVRD3D11::submitSwapChain(const VRDesc& /* _desc */)
  3427. {
  3428. BX_CHECK(NULL != m_session, "No session in VRImplOVRD3D11::submitSwapChain. Usage error");
  3429. BX_CHECK(NULL != m_textureSwapChain, "VRImplOVRD3D11 submitted without a valid swap chain");
  3430. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3431. int index;
  3432. ovr_GetTextureSwapChainCurrentIndex(m_session, m_textureSwapChain, &index);
  3433. ID3D11Texture2D* eyeTexture;
  3434. ovr_GetTextureSwapChainBufferDX(m_session, m_textureSwapChain, index, IID_PPV_ARGS(&eyeTexture));
  3435. // resolve MSAA
  3436. if (NULL != m_msaaRtv)
  3437. {
  3438. deviceCtx->ResolveSubresource(eyeTexture, 0, m_msaaTexture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
  3439. }
  3440. ovrResult result = ovr_CommitTextureSwapChain(m_session, m_textureSwapChain);
  3441. if (!OVR_SUCCESS(result) )
  3442. {
  3443. return false;
  3444. DX_RELEASE(eyeTexture, 1);
  3445. }
  3446. ovrLayerHeader* layerList = &m_renderLayer.Header;
  3447. result = ovr_SubmitFrame(m_session, 0, NULL, &layerList, 1);
  3448. if (!OVR_SUCCESS(result) )
  3449. {
  3450. DX_RELEASE(eyeTexture, 1);
  3451. return false;
  3452. }
  3453. if (result != ovrSuccess_NotVisible && NULL != m_mirrorTexture)
  3454. {
  3455. IDXGISwapChain* swapChain = s_renderD3D11->m_swapChain;
  3456. ID3D11Texture2D* tex = NULL;
  3457. ovr_GetMirrorTextureBufferDX(m_session, m_mirrorTexture, IID_PPV_ARGS(&tex));
  3458. ID3D11Texture2D* backBuffer;
  3459. DX_CHECK(swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer)));
  3460. deviceCtx->CopyResource(backBuffer, tex);
  3461. DX_CHECK(swapChain->Present(0, 0));
  3462. DX_RELEASE(tex, 1);
  3463. DX_RELEASE(backBuffer, 0);
  3464. }
  3465. DX_RELEASE(eyeTexture, 1);
  3466. return true;
  3467. }
  3468. #endif // BGFX_CONFIG_USE_OVR
  3469. struct UavFormat
  3470. {
  3471. DXGI_FORMAT format[3];
  3472. uint32_t stride;
  3473. };
  3474. static const UavFormat s_uavFormat[] =
  3475. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3476. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3477. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3478. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3479. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3480. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3481. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3482. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3483. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3484. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3485. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3486. };
  3487. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  3488. {
  3489. m_uav = NULL;
  3490. m_size = _size;
  3491. m_flags = _flags;
  3492. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3493. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  3494. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3495. m_dynamic = NULL == _data && !needUav;
  3496. D3D11_BUFFER_DESC desc;
  3497. desc.ByteWidth = _size;
  3498. desc.BindFlags = 0
  3499. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  3500. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  3501. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  3502. ;
  3503. desc.MiscFlags = 0
  3504. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  3505. ;
  3506. desc.StructureByteStride = 0;
  3507. DXGI_FORMAT format;
  3508. uint32_t stride;
  3509. if (drawIndirect)
  3510. {
  3511. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3512. stride = 16;
  3513. }
  3514. else
  3515. {
  3516. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3517. if (0 == uavFormat)
  3518. {
  3519. if (_vertex)
  3520. {
  3521. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3522. stride = 16;
  3523. }
  3524. else
  3525. {
  3526. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3527. {
  3528. format = DXGI_FORMAT_R16_UINT;
  3529. stride = 2;
  3530. }
  3531. else
  3532. {
  3533. format = DXGI_FORMAT_R32_UINT;
  3534. stride = 4;
  3535. }
  3536. }
  3537. }
  3538. else
  3539. {
  3540. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3541. format = s_uavFormat[uavFormat].format[uavType];
  3542. stride = s_uavFormat[uavFormat].stride;
  3543. }
  3544. }
  3545. ID3D11Device* device = s_renderD3D11->m_device;
  3546. D3D11_SUBRESOURCE_DATA srd;
  3547. srd.pSysMem = _data;
  3548. srd.SysMemPitch = 0;
  3549. srd.SysMemSlicePitch = 0;
  3550. if (needUav)
  3551. {
  3552. desc.Usage = D3D11_USAGE_DEFAULT;
  3553. desc.CPUAccessFlags = 0;
  3554. desc.StructureByteStride = _stride;
  3555. DX_CHECK(device->CreateBuffer(&desc
  3556. , NULL == _data ? NULL : &srd
  3557. , &m_ptr
  3558. ) );
  3559. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  3560. uavd.Format = format;
  3561. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  3562. uavd.Buffer.FirstElement = 0;
  3563. uavd.Buffer.NumElements = m_size / stride;
  3564. uavd.Buffer.Flags = 0;
  3565. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  3566. , &uavd
  3567. , &m_uav
  3568. ) );
  3569. }
  3570. else if (m_dynamic)
  3571. {
  3572. #if USE_D3D11_STAGING_BUFFER
  3573. desc.Usage = D3D11_USAGE_DEFAULT;
  3574. desc.CPUAccessFlags = 0;
  3575. DX_CHECK(device->CreateBuffer(&desc
  3576. , NULL
  3577. , &m_ptr
  3578. ) );
  3579. desc.BindFlags = 0;
  3580. desc.Usage = D3D11_USAGE_STAGING;
  3581. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3582. DX_CHECK(device->CreateBuffer(&desc
  3583. , NULL
  3584. , &m_staging
  3585. ) );
  3586. #else
  3587. desc.Usage = D3D11_USAGE_DYNAMIC;
  3588. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3589. DX_CHECK(device->CreateBuffer(&desc
  3590. , NULL
  3591. , &m_ptr
  3592. ) );
  3593. #endif // USE_D3D11_STAGING_BUFFER
  3594. }
  3595. else
  3596. {
  3597. desc.Usage = D3D11_USAGE_IMMUTABLE;
  3598. desc.CPUAccessFlags = 0;
  3599. DX_CHECK(device->CreateBuffer(&desc
  3600. , &srd
  3601. , &m_ptr
  3602. ) );
  3603. }
  3604. if (needSrv)
  3605. {
  3606. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3607. srvd.Format = format;
  3608. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  3609. srvd.Buffer.FirstElement = 0;
  3610. srvd.Buffer.NumElements = m_size / stride;
  3611. DX_CHECK(device->CreateShaderResourceView(m_ptr
  3612. , &srvd
  3613. , &m_srv
  3614. ) );
  3615. }
  3616. }
  3617. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  3618. {
  3619. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3620. BX_CHECK(m_dynamic, "Must be dynamic!");
  3621. #if USE_D3D11_STAGING_BUFFER
  3622. BX_UNUSED(_discard);
  3623. D3D11_MAPPED_SUBRESOURCE mapped;
  3624. DX_CHECK(deviceCtx->Map(m_staging, 0, D3D11_MAP_WRITE, 0, &mapped) );
  3625. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3626. deviceCtx->Unmap(m_staging, 0);
  3627. D3D11_BOX box;
  3628. box.left = _offset;
  3629. box.top = 0;
  3630. box.front = 0;
  3631. box.right = _offset + _size;
  3632. box.bottom = 1;
  3633. box.back = 1;
  3634. deviceCtx->CopySubresourceRegion(m_ptr
  3635. , 0
  3636. , _offset
  3637. , 0
  3638. , 0
  3639. , m_staging
  3640. , 0
  3641. , &box
  3642. );
  3643. #else
  3644. if (_discard)
  3645. {
  3646. D3D11_MAPPED_SUBRESOURCE mapped;
  3647. DX_CHECK(deviceCtx->Map(m_ptr, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped) );
  3648. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3649. deviceCtx->Unmap(m_ptr, 0);
  3650. }
  3651. else
  3652. {
  3653. D3D11_BUFFER_DESC desc;
  3654. desc.ByteWidth = _size;
  3655. desc.Usage = D3D11_USAGE_STAGING;
  3656. desc.BindFlags = 0;
  3657. desc.MiscFlags = 0;
  3658. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3659. desc.StructureByteStride = 0;
  3660. D3D11_SUBRESOURCE_DATA srd;
  3661. srd.pSysMem = _data;
  3662. srd.SysMemPitch = 0;
  3663. srd.SysMemSlicePitch = 0;
  3664. D3D11_BOX srcBox;
  3665. srcBox.left = 0;
  3666. srcBox.top = 0;
  3667. srcBox.front = 0;
  3668. srcBox.right = _size;
  3669. srcBox.bottom = 1;
  3670. srcBox.back = 1;
  3671. ID3D11Device* device = s_renderD3D11->m_device;
  3672. ID3D11Buffer* ptr;
  3673. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  3674. deviceCtx->CopySubresourceRegion(m_ptr
  3675. , 0
  3676. , _offset
  3677. , 0
  3678. , 0
  3679. , ptr
  3680. , 0
  3681. , &srcBox
  3682. );
  3683. DX_RELEASE(ptr, 0);
  3684. }
  3685. #endif // 0
  3686. }
  3687. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3688. {
  3689. m_decl = _declHandle;
  3690. uint16_t stride = isValid(_declHandle)
  3691. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  3692. : 0
  3693. ;
  3694. BufferD3D11::create(_size, _data, _flags, stride, true);
  3695. }
  3696. static bool hasDepthOp(const void* _code, uint32_t _size)
  3697. {
  3698. bx::MemoryReader rd(_code, _size);
  3699. bx::Error err;
  3700. DxbcContext dxbc;
  3701. read(&rd, dxbc, &err);
  3702. struct FindDepthOp
  3703. {
  3704. FindDepthOp()
  3705. : m_found(false)
  3706. {
  3707. }
  3708. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3709. {
  3710. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3711. if (_instruction.opcode == DxbcOpcode::DISCARD
  3712. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3713. {
  3714. out.m_found = true;
  3715. return false;
  3716. }
  3717. return true;
  3718. }
  3719. bool m_found;
  3720. } find;
  3721. parse(dxbc.shader, FindDepthOp::find, &find);
  3722. return find.m_found;
  3723. }
  3724. void ShaderD3D11::create(const Memory* _mem)
  3725. {
  3726. bx::MemoryReader reader(_mem->data, _mem->size);
  3727. uint32_t magic;
  3728. bx::read(&reader, magic);
  3729. switch (magic)
  3730. {
  3731. case BGFX_CHUNK_MAGIC_CSH:
  3732. case BGFX_CHUNK_MAGIC_FSH:
  3733. case BGFX_CHUNK_MAGIC_VSH:
  3734. break;
  3735. default:
  3736. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3737. break;
  3738. }
  3739. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3740. uint32_t iohash;
  3741. bx::read(&reader, iohash);
  3742. uint16_t count;
  3743. bx::read(&reader, count);
  3744. m_numPredefined = 0;
  3745. m_numUniforms = count;
  3746. BX_TRACE("%s Shader consts %d"
  3747. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3748. , count
  3749. );
  3750. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3751. if (0 < count)
  3752. {
  3753. for (uint32_t ii = 0; ii < count; ++ii)
  3754. {
  3755. uint8_t nameSize = 0;
  3756. bx::read(&reader, nameSize);
  3757. char name[256] = { '\0' };
  3758. bx::read(&reader, &name, nameSize);
  3759. name[nameSize] = '\0';
  3760. uint8_t type = 0;
  3761. bx::read(&reader, type);
  3762. uint8_t num = 0;
  3763. bx::read(&reader, num);
  3764. uint16_t regIndex = 0;
  3765. bx::read(&reader, regIndex);
  3766. uint16_t regCount = 0;
  3767. bx::read(&reader, regCount);
  3768. const char* kind = "invalid";
  3769. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3770. if (PredefinedUniform::Count != predefined)
  3771. {
  3772. kind = "predefined";
  3773. m_predefined[m_numPredefined].m_loc = regIndex;
  3774. m_predefined[m_numPredefined].m_count = regCount;
  3775. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3776. m_numPredefined++;
  3777. }
  3778. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3779. {
  3780. const UniformRegInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3781. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3782. if (NULL != info)
  3783. {
  3784. if (NULL == m_constantBuffer)
  3785. {
  3786. m_constantBuffer = UniformBuffer::create(1024);
  3787. }
  3788. kind = "user";
  3789. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3790. }
  3791. }
  3792. else
  3793. {
  3794. kind = "sampler";
  3795. }
  3796. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3797. , kind
  3798. , name
  3799. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3800. , num
  3801. , regIndex
  3802. , regCount
  3803. );
  3804. BX_UNUSED(kind);
  3805. }
  3806. if (NULL != m_constantBuffer)
  3807. {
  3808. m_constantBuffer->finish();
  3809. }
  3810. }
  3811. uint32_t shaderSize;
  3812. bx::read(&reader, shaderSize);
  3813. const void* code = reader.getDataPtr();
  3814. bx::skip(&reader, shaderSize+1);
  3815. if (BGFX_CHUNK_MAGIC_FSH == magic)
  3816. {
  3817. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3818. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3819. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3820. }
  3821. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  3822. {
  3823. m_hash = bx::hash<bx::HashMurmur2A>(code, shaderSize);
  3824. m_code = copy(code, shaderSize);
  3825. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3826. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3827. }
  3828. else
  3829. {
  3830. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3831. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3832. }
  3833. uint8_t numAttrs = 0;
  3834. bx::read(&reader, numAttrs);
  3835. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3836. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3837. {
  3838. uint16_t id;
  3839. bx::read(&reader, id);
  3840. Attrib::Enum attr = idToAttrib(id);
  3841. if (Attrib::Count != attr)
  3842. {
  3843. m_attrMask[attr] = UINT16_MAX;
  3844. }
  3845. }
  3846. uint16_t size;
  3847. bx::read(&reader, size);
  3848. if (0 < size)
  3849. {
  3850. D3D11_BUFFER_DESC desc;
  3851. desc.ByteWidth = (size + 0xf) & ~0xf;
  3852. desc.Usage = D3D11_USAGE_DEFAULT;
  3853. desc.CPUAccessFlags = 0;
  3854. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3855. desc.MiscFlags = 0;
  3856. desc.StructureByteStride = 0;
  3857. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3858. }
  3859. }
  3860. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3861. {
  3862. bimg::ImageContainer imageContainer;
  3863. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3864. {
  3865. uint8_t numMips = imageContainer.m_numMips;
  3866. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3867. numMips -= startLod;
  3868. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(imageContainer.m_format) );
  3869. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3870. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3871. const uint16_t numLayers = imageContainer.m_numLayers;
  3872. m_flags = _flags;
  3873. m_width = textureWidth;
  3874. m_height = textureHeight;
  3875. m_depth = imageContainer.m_depth;
  3876. m_requestedFormat = uint8_t(imageContainer.m_format);
  3877. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3878. const bool convert = m_textureFormat != m_requestedFormat;
  3879. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3880. if (imageContainer.m_cubeMap)
  3881. {
  3882. m_type = TextureCube;
  3883. }
  3884. else if (imageContainer.m_depth > 1)
  3885. {
  3886. m_type = Texture3D;
  3887. }
  3888. else
  3889. {
  3890. m_type = Texture2D;
  3891. }
  3892. m_numMips = numMips;
  3893. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3894. const uint32_t numSrd = numSides * numMips;
  3895. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3896. uint32_t kk = 0;
  3897. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3898. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3899. BX_TRACE("Texture %3d: %s (requested: %s), layers %d, %dx%d%s%s%s."
  3900. , getHandle()
  3901. , getName( (TextureFormat::Enum)m_textureFormat)
  3902. , getName( (TextureFormat::Enum)m_requestedFormat)
  3903. , numLayers
  3904. , textureWidth
  3905. , textureHeight
  3906. , imageContainer.m_cubeMap ? "x6" : ""
  3907. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3908. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3909. );
  3910. for (uint16_t side = 0; side < numSides; ++side)
  3911. {
  3912. uint32_t width = textureWidth;
  3913. uint32_t height = textureHeight;
  3914. uint32_t depth = imageContainer.m_depth;
  3915. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  3916. {
  3917. width = bx::uint32_max(1, width);
  3918. height = bx::uint32_max(1, height);
  3919. depth = bx::uint32_max(1, depth);
  3920. bimg::ImageMip mip;
  3921. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3922. {
  3923. srd[kk].pSysMem = mip.m_data;
  3924. if (convert)
  3925. {
  3926. uint32_t srcpitch = mip.m_width*bpp/8;
  3927. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  3928. bimg::imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3929. srd[kk].pSysMem = temp;
  3930. srd[kk].SysMemPitch = srcpitch;
  3931. }
  3932. else if (compressed)
  3933. {
  3934. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3935. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3936. }
  3937. else
  3938. {
  3939. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3940. }
  3941. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3942. ++kk;
  3943. }
  3944. width >>= 1;
  3945. height >>= 1;
  3946. depth >>= 1;
  3947. }
  3948. }
  3949. const bool writeOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_WRITE_ONLY|BGFX_TEXTURE_READ_BACK) );
  3950. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3951. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3952. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB);
  3953. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3954. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  3955. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3956. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3957. const bool msaaSample = true
  3958. && 1 < msaa.Count
  3959. && 0 != (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3960. && !writeOnly
  3961. ;
  3962. const bool needResolve = true
  3963. && 1 < msaa.Count
  3964. && 0 == (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3965. && !writeOnly
  3966. ;
  3967. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3968. bx::memSet(&srvd, 0, sizeof(srvd) );
  3969. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3970. if (swizzle)
  3971. {
  3972. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  3973. srvd.Format = format;
  3974. }
  3975. else if (srgb)
  3976. {
  3977. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  3978. srvd.Format = format;
  3979. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  3980. }
  3981. if (format == DXGI_FORMAT_UNKNOWN)
  3982. {
  3983. // not swizzled and not sRGB, or sRGB unsupported
  3984. format = s_textureFormat[m_textureFormat].m_fmt;
  3985. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3986. }
  3987. switch (m_type)
  3988. {
  3989. case Texture2D:
  3990. case TextureCube:
  3991. {
  3992. D3D11_TEXTURE2D_DESC desc;
  3993. desc.Width = textureWidth;
  3994. desc.Height = textureHeight;
  3995. desc.MipLevels = numMips;
  3996. desc.ArraySize = numSides;
  3997. desc.Format = format;
  3998. desc.SampleDesc = msaa;
  3999. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  4000. desc.BindFlags = writeOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  4001. desc.CPUAccessFlags = 0;
  4002. desc.MiscFlags = 0;
  4003. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4004. {
  4005. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  4006. desc.Usage = D3D11_USAGE_DEFAULT;
  4007. }
  4008. else if (renderTarget)
  4009. {
  4010. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  4011. desc.Usage = D3D11_USAGE_DEFAULT;
  4012. desc.MiscFlags |= 0
  4013. | (1 < numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  4014. ;
  4015. }
  4016. if (computeWrite)
  4017. {
  4018. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  4019. desc.Usage = D3D11_USAGE_DEFAULT;
  4020. }
  4021. if (readBack)
  4022. {
  4023. desc.BindFlags = 0;
  4024. desc.Usage = D3D11_USAGE_STAGING;
  4025. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  4026. }
  4027. if (imageContainer.m_cubeMap)
  4028. {
  4029. desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
  4030. if (1 < numLayers)
  4031. {
  4032. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
  4033. srvd.TextureCubeArray.MipLevels = numMips;
  4034. srvd.TextureCubeArray.NumCubes = numLayers;
  4035. }
  4036. else
  4037. {
  4038. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  4039. srvd.TextureCube.MipLevels = numMips;
  4040. }
  4041. }
  4042. else
  4043. {
  4044. if (msaaSample)
  4045. {
  4046. if (1 < numLayers)
  4047. {
  4048. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
  4049. srvd.Texture2DMSArray.ArraySize = numLayers;
  4050. }
  4051. else
  4052. {
  4053. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
  4054. }
  4055. }
  4056. else
  4057. {
  4058. if (1 < numLayers)
  4059. {
  4060. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  4061. srvd.Texture2DArray.MipLevels = numMips;
  4062. srvd.Texture2DArray.ArraySize = numLayers;
  4063. }
  4064. else
  4065. {
  4066. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  4067. srvd.Texture2D.MipLevels = numMips;
  4068. }
  4069. }
  4070. }
  4071. if (needResolve)
  4072. {
  4073. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, NULL, &m_rt2d) );
  4074. desc.BindFlags &= ~(D3D11_BIND_RENDER_TARGET|D3D11_BIND_DEPTH_STENCIL);
  4075. desc.SampleDesc = s_msaa[0];
  4076. }
  4077. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  4078. }
  4079. break;
  4080. case Texture3D:
  4081. {
  4082. D3D11_TEXTURE3D_DESC desc;
  4083. desc.Width = textureWidth;
  4084. desc.Height = textureHeight;
  4085. desc.Depth = imageContainer.m_depth;
  4086. desc.MipLevels = imageContainer.m_numMips;
  4087. desc.Format = format;
  4088. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  4089. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  4090. desc.CPUAccessFlags = 0;
  4091. desc.MiscFlags = 0;
  4092. if (renderTarget)
  4093. {
  4094. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  4095. desc.Usage = D3D11_USAGE_DEFAULT;
  4096. desc.MiscFlags |= 0
  4097. | (1 < numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  4098. ;
  4099. }
  4100. if (computeWrite)
  4101. {
  4102. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  4103. desc.Usage = D3D11_USAGE_DEFAULT;
  4104. }
  4105. if (readBack)
  4106. {
  4107. desc.BindFlags = 0;
  4108. desc.Usage = D3D11_USAGE_STAGING;
  4109. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  4110. }
  4111. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  4112. srvd.Texture3D.MipLevels = numMips;
  4113. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  4114. }
  4115. break;
  4116. }
  4117. if (!writeOnly)
  4118. {
  4119. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  4120. }
  4121. if (computeWrite)
  4122. {
  4123. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  4124. }
  4125. if (convert
  4126. && 0 != kk)
  4127. {
  4128. kk = 0;
  4129. for (uint16_t side = 0; side < numSides; ++side)
  4130. {
  4131. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  4132. {
  4133. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  4134. ++kk;
  4135. }
  4136. }
  4137. }
  4138. }
  4139. }
  4140. void TextureD3D11::destroy()
  4141. {
  4142. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  4143. DX_RELEASE(m_rt, 0);
  4144. DX_RELEASE(m_srv, 0);
  4145. DX_RELEASE(m_uav, 0);
  4146. if (0 == (m_flags & BGFX_TEXTURE_INTERNAL_SHARED) )
  4147. {
  4148. DX_RELEASE(m_ptr, 0);
  4149. }
  4150. }
  4151. void TextureD3D11::overrideInternal(uintptr_t _ptr)
  4152. {
  4153. destroy();
  4154. m_flags |= BGFX_TEXTURE_INTERNAL_SHARED;
  4155. m_ptr = (ID3D11Resource*)_ptr;
  4156. s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, NULL, &m_srv);
  4157. }
  4158. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4159. {
  4160. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4161. D3D11_BOX box;
  4162. box.left = _rect.m_x;
  4163. box.top = _rect.m_y;
  4164. box.right = box.left + _rect.m_width;
  4165. box.bottom = box.top + _rect.m_height;
  4166. uint32_t layer = 0;
  4167. if (TextureD3D11::Texture3D == m_type)
  4168. {
  4169. box.front = _z;
  4170. box.back = box.front + _depth;
  4171. }
  4172. else
  4173. {
  4174. layer = _z * (TextureD3D11::TextureCube == m_type ? 6 : 1);
  4175. box.front = 0;
  4176. box.back = 1;
  4177. }
  4178. const uint32_t subres = _mip + ( (layer + _side) * m_numMips);
  4179. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4180. const uint32_t rectpitch = _rect.m_width*bpp/8;
  4181. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4182. const uint32_t slicepitch = rectpitch*_rect.m_height;
  4183. const bool convert = m_textureFormat != m_requestedFormat;
  4184. uint8_t* data = _mem->data;
  4185. uint8_t* temp = NULL;
  4186. if (convert)
  4187. {
  4188. temp = (uint8_t*)BX_ALLOC(g_allocator, slicepitch);
  4189. bimg::imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat) );
  4190. data = temp;
  4191. }
  4192. deviceCtx->UpdateSubresource(
  4193. m_ptr
  4194. , subres
  4195. , &box
  4196. , data
  4197. , srcpitch
  4198. , TextureD3D11::Texture3D == m_type ? slicepitch : 0
  4199. );
  4200. if (NULL != temp)
  4201. {
  4202. BX_FREE(g_allocator, temp);
  4203. }
  4204. }
  4205. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  4206. {
  4207. TextureStage& ts = s_renderD3D11->m_textureStage;
  4208. ts.m_srv[_stage] = m_srv;
  4209. uint32_t flags = 0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & _flags)
  4210. ? _flags
  4211. : m_flags
  4212. ;
  4213. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  4214. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags
  4215. , _palette[index])
  4216. ;
  4217. }
  4218. void TextureD3D11::resolve() const
  4219. {
  4220. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4221. const bool needResolve = NULL != m_rt;
  4222. if (needResolve)
  4223. {
  4224. deviceCtx->ResolveSubresource(m_texture2d, 0, m_rt, 0, s_textureFormat[m_textureFormat].m_fmt);
  4225. }
  4226. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  4227. if (renderTarget
  4228. && 1 < m_numMips)
  4229. {
  4230. deviceCtx->GenerateMips(m_srv);
  4231. }
  4232. }
  4233. TextureHandle TextureD3D11::getHandle() const
  4234. {
  4235. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  4236. return handle;
  4237. }
  4238. void FrameBufferD3D11::create(uint8_t _num, const Attachment* _attachment)
  4239. {
  4240. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  4241. {
  4242. m_rtv[ii] = NULL;
  4243. }
  4244. m_dsv = NULL;
  4245. m_swapChain = NULL;
  4246. m_denseIdx = UINT16_MAX;
  4247. m_numTh = _num;
  4248. m_needPresent = false;
  4249. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4250. postReset();
  4251. }
  4252. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  4253. {
  4254. DXGI_SWAP_CHAIN_DESC scd;
  4255. bx::memCopy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  4256. scd.BufferDesc.Width = _width;
  4257. scd.BufferDesc.Height = _height;
  4258. scd.OutputWindow = (HWND)_nwh;
  4259. ID3D11Device* device = s_renderD3D11->m_device;
  4260. HRESULT hr;
  4261. hr = s_renderD3D11->m_factory->CreateSwapChain(device
  4262. , &scd
  4263. , &m_swapChain
  4264. );
  4265. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4266. ID3D11Resource* ptr;
  4267. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  4268. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  4269. DX_RELEASE(ptr, 0);
  4270. DXGI_FORMAT fmtDsv = bimg::isDepth(bimg::TextureFormat::Enum(_depthFormat) )
  4271. ? s_textureFormat[_depthFormat].m_fmtDsv
  4272. : DXGI_FORMAT_D24_UNORM_S8_UINT
  4273. ;
  4274. D3D11_TEXTURE2D_DESC dsd;
  4275. dsd.Width = scd.BufferDesc.Width;
  4276. dsd.Height = scd.BufferDesc.Height;
  4277. dsd.MipLevels = 1;
  4278. dsd.ArraySize = 1;
  4279. dsd.Format = fmtDsv;
  4280. dsd.SampleDesc = scd.SampleDesc;
  4281. dsd.Usage = D3D11_USAGE_DEFAULT;
  4282. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  4283. dsd.CPUAccessFlags = 0;
  4284. dsd.MiscFlags = 0;
  4285. ID3D11Texture2D* depthStencil;
  4286. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  4287. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  4288. DX_RELEASE(depthStencil, 0);
  4289. m_srv[0] = NULL;
  4290. m_denseIdx = _denseIdx;
  4291. m_num = 1;
  4292. }
  4293. uint16_t FrameBufferD3D11::destroy()
  4294. {
  4295. preReset(true);
  4296. DX_RELEASE(m_swapChain, 0);
  4297. m_num = 0;
  4298. m_numTh = 0;
  4299. m_needPresent = false;
  4300. uint16_t denseIdx = m_denseIdx;
  4301. m_denseIdx = UINT16_MAX;
  4302. return denseIdx;
  4303. }
  4304. void FrameBufferD3D11::preReset(bool _force)
  4305. {
  4306. if (0 < m_numTh
  4307. || _force)
  4308. {
  4309. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4310. {
  4311. DX_RELEASE(m_srv[ii], 0);
  4312. DX_RELEASE(m_rtv[ii], 0);
  4313. }
  4314. DX_RELEASE(m_dsv, 0);
  4315. }
  4316. }
  4317. void FrameBufferD3D11::postReset()
  4318. {
  4319. m_width = 0;
  4320. m_height = 0;
  4321. if (0 < m_numTh)
  4322. {
  4323. m_num = 0;
  4324. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4325. {
  4326. TextureHandle handle = m_attachment[ii].handle;
  4327. if (isValid(handle) )
  4328. {
  4329. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  4330. if (0 == m_width)
  4331. {
  4332. switch (texture.m_type)
  4333. {
  4334. case TextureD3D11::Texture2D:
  4335. case TextureD3D11::TextureCube:
  4336. {
  4337. D3D11_TEXTURE2D_DESC desc;
  4338. texture.m_texture2d->GetDesc(&desc);
  4339. m_width = desc.Width;
  4340. m_height = desc.Height;
  4341. }
  4342. break;
  4343. case TextureD3D11::Texture3D:
  4344. {
  4345. D3D11_TEXTURE3D_DESC desc;
  4346. texture.m_texture3d->GetDesc(&desc);
  4347. m_width = desc.Width;
  4348. m_height = desc.Height;
  4349. }
  4350. break;
  4351. }
  4352. }
  4353. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4354. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4355. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4356. {
  4357. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  4358. switch (texture.m_type)
  4359. {
  4360. default:
  4361. case TextureD3D11::Texture2D:
  4362. {
  4363. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4364. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4365. dsvDesc.ViewDimension = 1 < msaa.Count
  4366. ? D3D11_DSV_DIMENSION_TEXTURE2DMS
  4367. : D3D11_DSV_DIMENSION_TEXTURE2D
  4368. ;
  4369. dsvDesc.Flags = 0;
  4370. dsvDesc.Texture2D.MipSlice = m_attachment[ii].mip;
  4371. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(
  4372. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4373. , &dsvDesc
  4374. , &m_dsv
  4375. ) );
  4376. }
  4377. break;
  4378. case TextureD3D11::TextureCube:
  4379. {
  4380. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4381. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4382. if (1 < msaa.Count)
  4383. {
  4384. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4385. dsvDesc.Texture2DMSArray.ArraySize = 1;
  4386. dsvDesc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4387. }
  4388. else
  4389. {
  4390. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  4391. dsvDesc.Texture2DArray.ArraySize = 1;
  4392. dsvDesc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4393. dsvDesc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4394. }
  4395. dsvDesc.Flags = 0;
  4396. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  4397. }
  4398. break;
  4399. }
  4400. }
  4401. else
  4402. {
  4403. switch (texture.m_type)
  4404. {
  4405. default:
  4406. case TextureD3D11::Texture2D:
  4407. {
  4408. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4409. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  4410. if (1 < msaa.Count)
  4411. {
  4412. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
  4413. }
  4414. else
  4415. {
  4416. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  4417. desc.Texture2D.MipSlice = m_attachment[ii].mip;
  4418. }
  4419. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(
  4420. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4421. , &desc
  4422. , &m_rtv[m_num]
  4423. ) );
  4424. }
  4425. break;
  4426. case TextureD3D11::TextureCube:
  4427. {
  4428. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4429. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  4430. if (1 < msaa.Count)
  4431. {
  4432. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4433. desc.Texture2DMSArray.ArraySize = 1;
  4434. desc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4435. }
  4436. else
  4437. {
  4438. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4439. desc.Texture2DArray.ArraySize = 1;
  4440. desc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4441. desc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4442. }
  4443. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4444. }
  4445. break;
  4446. case TextureD3D11::Texture3D:
  4447. {
  4448. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4449. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  4450. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
  4451. desc.Texture3D.MipSlice = m_attachment[ii].mip;
  4452. desc.Texture3D.WSize = 1;
  4453. desc.Texture3D.FirstWSlice = m_attachment[ii].layer;
  4454. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4455. }
  4456. break;
  4457. }
  4458. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  4459. m_num++;
  4460. }
  4461. }
  4462. }
  4463. }
  4464. }
  4465. void FrameBufferD3D11::resolve()
  4466. {
  4467. if (0 < m_numTh)
  4468. {
  4469. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4470. {
  4471. TextureHandle handle = m_attachment[ii].handle;
  4472. if (isValid(handle) )
  4473. {
  4474. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  4475. texture.resolve();
  4476. }
  4477. }
  4478. }
  4479. }
  4480. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  4481. {
  4482. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4483. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  4484. {
  4485. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4486. {
  4487. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4488. {
  4489. uint8_t index = _clear.m_index[ii];
  4490. if (NULL != m_rtv[ii]
  4491. && UINT8_MAX != index)
  4492. {
  4493. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  4494. }
  4495. }
  4496. }
  4497. else
  4498. {
  4499. float frgba[4] =
  4500. {
  4501. _clear.m_index[0]*1.0f/255.0f,
  4502. _clear.m_index[1]*1.0f/255.0f,
  4503. _clear.m_index[2]*1.0f/255.0f,
  4504. _clear.m_index[3]*1.0f/255.0f,
  4505. };
  4506. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4507. {
  4508. if (NULL != m_rtv[ii])
  4509. {
  4510. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  4511. }
  4512. }
  4513. }
  4514. }
  4515. if (NULL != m_dsv
  4516. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4517. {
  4518. DWORD flags = 0;
  4519. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  4520. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  4521. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  4522. }
  4523. }
  4524. void FrameBufferD3D11::set()
  4525. {
  4526. s_renderD3D11->m_deviceCtx->OMSetRenderTargets(m_num, m_rtv, m_dsv);
  4527. m_needPresent = UINT16_MAX != m_denseIdx;
  4528. s_renderD3D11->m_currentColor = m_rtv[0];
  4529. s_renderD3D11->m_currentDepthStencil = m_dsv;
  4530. }
  4531. HRESULT FrameBufferD3D11::present(uint32_t _syncInterval)
  4532. {
  4533. if (m_needPresent)
  4534. {
  4535. HRESULT hr = m_swapChain->Present(_syncInterval, 0);
  4536. hr = !isLost(hr) ? S_OK : hr;
  4537. m_needPresent = false;
  4538. return hr;
  4539. }
  4540. return S_OK;
  4541. }
  4542. void TimerQueryD3D11::postReset()
  4543. {
  4544. ID3D11Device* device = s_renderD3D11->m_device;
  4545. D3D11_QUERY_DESC qd;
  4546. qd.MiscFlags = 0;
  4547. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4548. {
  4549. Query& query = m_query[ii];
  4550. query.m_ready = false;
  4551. qd.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  4552. DX_CHECK(device->CreateQuery(&qd, &query.m_disjoint) );
  4553. qd.Query = D3D11_QUERY_TIMESTAMP;
  4554. DX_CHECK(device->CreateQuery(&qd, &query.m_begin) );
  4555. DX_CHECK(device->CreateQuery(&qd, &query.m_end) );
  4556. }
  4557. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4558. {
  4559. Result& result = m_result[ii];
  4560. result.reset();
  4561. }
  4562. m_control.reset();
  4563. }
  4564. void TimerQueryD3D11::preReset()
  4565. {
  4566. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4567. {
  4568. Query& query = m_query[ii];
  4569. DX_RELEASE(query.m_disjoint, 0);
  4570. DX_RELEASE(query.m_begin, 0);
  4571. DX_RELEASE(query.m_end, 0);
  4572. }
  4573. }
  4574. uint32_t TimerQueryD3D11::begin(uint32_t _resultIdx)
  4575. {
  4576. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4577. while (0 == m_control.reserve(1) )
  4578. {
  4579. update();
  4580. }
  4581. Result& result = m_result[_resultIdx];
  4582. ++result.m_pending;
  4583. const uint32_t idx = m_control.m_current;
  4584. Query& query = m_query[idx];
  4585. query.m_resultIdx = _resultIdx;
  4586. query.m_ready = false;
  4587. deviceCtx->Begin(query.m_disjoint);
  4588. deviceCtx->End(query.m_begin);
  4589. m_control.commit(1);
  4590. return idx;
  4591. }
  4592. void TimerQueryD3D11::end(uint32_t _idx)
  4593. {
  4594. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4595. Query& query = m_query[_idx];
  4596. query.m_ready = true;
  4597. deviceCtx->End(query.m_end);
  4598. deviceCtx->End(query.m_disjoint);
  4599. while (update() )
  4600. {
  4601. }
  4602. }
  4603. bool TimerQueryD3D11::update()
  4604. {
  4605. if (0 != m_control.available() )
  4606. {
  4607. Query& query = m_query[m_control.m_read];
  4608. if (!query.m_ready)
  4609. {
  4610. return false;
  4611. }
  4612. uint64_t timeEnd;
  4613. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4614. HRESULT hr = deviceCtx->GetData(query.m_end, &timeEnd, sizeof(timeEnd), D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4615. if (S_OK == hr
  4616. || isLost(hr) )
  4617. {
  4618. m_control.consume(1);
  4619. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  4620. {
  4621. UINT64 Frequency;
  4622. BOOL Disjoint;
  4623. };
  4624. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  4625. DX_CHECK(deviceCtx->GetData(query.m_disjoint, &disjoint, sizeof(disjoint), 0) );
  4626. uint64_t timeBegin;
  4627. DX_CHECK(deviceCtx->GetData(query.m_begin, &timeBegin, sizeof(timeBegin), 0) );
  4628. Result& result = m_result[query.m_resultIdx];
  4629. --result.m_pending;
  4630. result.m_frequency = disjoint.Frequency;
  4631. result.m_begin = timeBegin;
  4632. result.m_end = timeEnd;
  4633. return true;
  4634. }
  4635. }
  4636. return false;
  4637. }
  4638. void OcclusionQueryD3D11::postReset()
  4639. {
  4640. ID3D11Device* device = s_renderD3D11->m_device;
  4641. D3D11_QUERY_DESC desc;
  4642. desc.Query = D3D11_QUERY_OCCLUSION;
  4643. desc.MiscFlags = 0;
  4644. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4645. {
  4646. Query& query = m_query[ii];
  4647. DX_CHECK(device->CreateQuery(&desc, &query.m_ptr) );
  4648. }
  4649. }
  4650. void OcclusionQueryD3D11::preReset()
  4651. {
  4652. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4653. {
  4654. Query& query = m_query[ii];
  4655. DX_RELEASE(query.m_ptr, 0);
  4656. }
  4657. }
  4658. void OcclusionQueryD3D11::begin(Frame* _render, OcclusionQueryHandle _handle)
  4659. {
  4660. while (0 == m_control.reserve(1) )
  4661. {
  4662. resolve(_render, true);
  4663. }
  4664. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4665. Query& query = m_query[m_control.m_current];
  4666. deviceCtx->Begin(query.m_ptr);
  4667. query.m_handle = _handle;
  4668. }
  4669. void OcclusionQueryD3D11::end()
  4670. {
  4671. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4672. Query& query = m_query[m_control.m_current];
  4673. deviceCtx->End(query.m_ptr);
  4674. m_control.commit(1);
  4675. }
  4676. void OcclusionQueryD3D11::resolve(Frame* _render, bool _wait)
  4677. {
  4678. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4679. while (0 != m_control.available() )
  4680. {
  4681. Query& query = m_query[m_control.m_read];
  4682. if (isValid(query.m_handle) )
  4683. {
  4684. uint64_t result = 0;
  4685. HRESULT hr = deviceCtx->GetData(query.m_ptr, &result, sizeof(result), _wait ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4686. if (S_FALSE == hr)
  4687. {
  4688. break;
  4689. }
  4690. _render->m_occlusion[query.m_handle.idx] = int32_t(result);
  4691. }
  4692. m_control.consume(1);
  4693. }
  4694. }
  4695. void OcclusionQueryD3D11::invalidate(OcclusionQueryHandle _handle)
  4696. {
  4697. const uint32_t size = m_control.m_size;
  4698. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4699. {
  4700. Query& query = m_query[(m_control.m_read + ii) % size];
  4701. if (query.m_handle.idx == _handle.idx)
  4702. {
  4703. query.m_handle.idx = bgfx::kInvalidHandle;
  4704. }
  4705. }
  4706. }
  4707. void RendererContextD3D11::submitBlit(BlitState& _bs, uint16_t _view)
  4708. {
  4709. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4710. while (_bs.hasItem(_view) )
  4711. {
  4712. const BlitItem& blit = _bs.advance();
  4713. const TextureD3D11& src = m_textures[blit.m_src.idx];
  4714. const TextureD3D11& dst = m_textures[blit.m_dst.idx];
  4715. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4716. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4717. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4718. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4719. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4720. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4721. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4722. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4723. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4724. if (TextureD3D11::Texture3D == src.m_type)
  4725. {
  4726. D3D11_BOX box;
  4727. box.left = blit.m_srcX;
  4728. box.top = blit.m_srcY;
  4729. box.front = blit.m_srcZ;
  4730. box.right = blit.m_srcX + width;
  4731. box.bottom = blit.m_srcY + height;;
  4732. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4733. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4734. , blit.m_dstMip
  4735. , blit.m_dstX
  4736. , blit.m_dstY
  4737. , blit.m_dstZ
  4738. , src.m_ptr
  4739. , blit.m_srcMip
  4740. , &box
  4741. );
  4742. }
  4743. else
  4744. {
  4745. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4746. BX_CHECK(!depthStencil
  4747. || (width == src.m_width && height == src.m_height)
  4748. , "When blitting depthstencil surface, source resolution must match destination."
  4749. );
  4750. D3D11_BOX box;
  4751. box.left = blit.m_srcX;
  4752. box.top = blit.m_srcY;
  4753. box.front = 0;
  4754. box.right = blit.m_srcX + width;
  4755. box.bottom = blit.m_srcY + height;
  4756. box.back = 1;
  4757. const uint32_t srcZ = TextureD3D11::TextureCube == src.m_type
  4758. ? blit.m_srcZ
  4759. : 0
  4760. ;
  4761. const uint32_t dstZ = TextureD3D11::TextureCube == dst.m_type
  4762. ? blit.m_dstZ
  4763. : 0
  4764. ;
  4765. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4766. , dstZ*dst.m_numMips+blit.m_dstMip
  4767. , blit.m_dstX
  4768. , blit.m_dstY
  4769. , 0
  4770. , src.m_ptr
  4771. , srcZ*src.m_numMips+blit.m_srcMip
  4772. , depthStencil ? NULL : &box
  4773. );
  4774. }
  4775. }
  4776. }
  4777. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  4778. {
  4779. if (m_lost
  4780. || updateResolution(_render->m_resolution) )
  4781. {
  4782. return;
  4783. }
  4784. if (_render->m_capture)
  4785. {
  4786. renderDocTriggerCapture();
  4787. }
  4788. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"rendererSubmit");
  4789. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4790. int64_t timeBegin = bx::getHPCounter();
  4791. int64_t captureElapsed = 0;
  4792. uint32_t frameQueryIdx = UINT32_MAX;
  4793. if (m_timerQuerySupport)
  4794. {
  4795. frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4796. }
  4797. if (0 < _render->m_iboffset)
  4798. {
  4799. TransientIndexBuffer* ib = _render->m_transientIb;
  4800. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  4801. }
  4802. if (0 < _render->m_vboffset)
  4803. {
  4804. TransientVertexBuffer* vb = _render->m_transientVb;
  4805. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  4806. }
  4807. _render->sort();
  4808. RenderDraw currentState;
  4809. currentState.clear();
  4810. currentState.m_stateFlags = BGFX_STATE_NONE;
  4811. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4812. RenderBind currentBind;
  4813. currentBind.clear();
  4814. _render->m_hmdInitialized = m_ovr.isInitialized();
  4815. const bool hmdEnabled = m_ovr.isEnabled();
  4816. static ViewState viewState;
  4817. viewState.reset(_render, hmdEnabled);
  4818. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4819. bool scissorEnabled = false;
  4820. setDebugWireframe(wireframe);
  4821. uint16_t programIdx = kInvalidHandle;
  4822. SortKey key;
  4823. uint16_t view = UINT16_MAX;
  4824. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4825. BlitState bs(_render);
  4826. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4827. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4828. PrimInfo prim = s_primInfo[primIndex];
  4829. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4830. bool wasCompute = false;
  4831. bool viewHasScissor = false;
  4832. Rect viewScissorRect;
  4833. viewScissorRect.clear();
  4834. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4835. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4836. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4837. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  4838. uint32_t statsNumIndices = 0;
  4839. uint32_t statsKeyType[2] = {};
  4840. Profiler<TimerQueryD3D11> profiler(
  4841. _render
  4842. , m_gpuTimer
  4843. , s_viewName
  4844. , m_timerQuerySupport
  4845. );
  4846. m_occlusionQuery.resolve(_render);
  4847. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4848. {
  4849. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  4850. // if we don't do this we'll only see one frame of output and then nothing
  4851. FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
  4852. setFrameBuffer(invalid, true, false);
  4853. bool viewRestart = false;
  4854. uint8_t eye = 0;
  4855. uint8_t restartState = 0;
  4856. viewState.m_rect = _render->m_rect[0];
  4857. int32_t numItems = _render->m_numRenderItems;
  4858. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4859. {
  4860. const uint64_t encodedKey = _render->m_sortKeys[item];
  4861. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4862. statsKeyType[isCompute]++;
  4863. const bool viewChanged = 0
  4864. || key.m_view != view
  4865. || item == numItems
  4866. ;
  4867. const uint32_t itemIdx = _render->m_sortValues[item];
  4868. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4869. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4870. ++item;
  4871. if (viewChanged)
  4872. {
  4873. if (1 == restartState)
  4874. {
  4875. restartState = 2;
  4876. item = restartItem;
  4877. restartItem = numItems;
  4878. view = UINT16_MAX;
  4879. continue;
  4880. }
  4881. view = key.m_view;
  4882. programIdx = kInvalidHandle;
  4883. if (_render->m_fb[view].idx != fbh.idx)
  4884. {
  4885. fbh = _render->m_fb[view];
  4886. setFrameBuffer(fbh);
  4887. }
  4888. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  4889. viewRestart &= hmdEnabled;
  4890. if (viewRestart)
  4891. {
  4892. if (0 == restartState)
  4893. {
  4894. restartState = 1;
  4895. restartItem = item - 1;
  4896. }
  4897. eye = (restartState - 1) & 1;
  4898. restartState &= 1;
  4899. }
  4900. else
  4901. {
  4902. eye = 0;
  4903. }
  4904. PIX_ENDEVENT();
  4905. if (item > 1)
  4906. {
  4907. profiler.end();
  4908. }
  4909. profiler.begin(view);
  4910. viewState.m_rect = _render->m_rect[view];
  4911. if (viewRestart)
  4912. {
  4913. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4914. {
  4915. wchar_t* viewNameW = s_viewNameW[view];
  4916. viewNameW[3] = L' ';
  4917. viewNameW[4] = eye ? L'R' : L'L';
  4918. PIX_BEGINEVENT(0 == ( (view*2+eye)&1)
  4919. ? D3DCOLOR_VIEW_L
  4920. : D3DCOLOR_VIEW_R
  4921. , viewNameW
  4922. );
  4923. }
  4924. if (m_ovr.isEnabled() )
  4925. {
  4926. m_ovr.getViewport(eye, &viewState.m_rect);
  4927. }
  4928. else
  4929. {
  4930. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  4931. viewState.m_rect.m_width /= 2;
  4932. }
  4933. }
  4934. else
  4935. {
  4936. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4937. {
  4938. wchar_t* viewNameW = s_viewNameW[view];
  4939. viewNameW[3] = L' ';
  4940. viewNameW[4] = L' ';
  4941. PIX_BEGINEVENT(D3DCOLOR_VIEW, viewNameW);
  4942. }
  4943. }
  4944. const Rect& scissorRect = _render->m_scissor[view];
  4945. viewHasScissor = !scissorRect.isZero();
  4946. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  4947. D3D11_VIEWPORT vp;
  4948. vp.TopLeftX = viewState.m_rect.m_x;
  4949. vp.TopLeftY = viewState.m_rect.m_y;
  4950. vp.Width = viewState.m_rect.m_width;
  4951. vp.Height = viewState.m_rect.m_height;
  4952. vp.MinDepth = 0.0f;
  4953. vp.MaxDepth = 1.0f;
  4954. deviceCtx->RSSetViewports(1, &vp);
  4955. Clear& clr = _render->m_clear[view];
  4956. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  4957. {
  4958. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  4959. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  4960. }
  4961. submitBlit(bs, view);
  4962. }
  4963. if (isCompute)
  4964. {
  4965. if (!wasCompute)
  4966. {
  4967. wasCompute = true;
  4968. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4969. {
  4970. wchar_t* viewNameW = s_viewNameW[view];
  4971. viewNameW[3] = L'C';
  4972. PIX_ENDEVENT();
  4973. PIX_BEGINEVENT(D3DCOLOR_COMPUTE, viewNameW);
  4974. }
  4975. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4976. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4977. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  4978. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  4979. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  4980. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  4981. }
  4982. const RenderCompute& compute = renderItem.compute;
  4983. if (0 != eye
  4984. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  4985. {
  4986. continue;
  4987. }
  4988. bool programChanged = false;
  4989. bool constantsChanged = compute.m_uniformBegin < compute.m_uniformEnd;
  4990. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_uniformBegin, compute.m_uniformEnd);
  4991. if (key.m_program != programIdx)
  4992. {
  4993. programIdx = key.m_program;
  4994. ProgramD3D11& program = m_program[key.m_program];
  4995. m_currentProgram = &program;
  4996. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  4997. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  4998. programChanged =
  4999. constantsChanged = true;
  5000. }
  5001. if (kInvalidHandle != programIdx)
  5002. {
  5003. ProgramD3D11& program = m_program[programIdx];
  5004. if (constantsChanged)
  5005. {
  5006. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5007. if (NULL != vcb)
  5008. {
  5009. commit(*vcb);
  5010. }
  5011. }
  5012. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  5013. if (constantsChanged
  5014. || program.m_numPredefined > 0)
  5015. {
  5016. commitShaderConstants();
  5017. }
  5018. }
  5019. BX_UNUSED(programChanged);
  5020. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5021. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5022. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5023. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  5024. {
  5025. const Binding& bind = renderBind.m_bind[ii];
  5026. if (kInvalidHandle != bind.m_idx)
  5027. {
  5028. switch (bind.m_type)
  5029. {
  5030. case Binding::Image:
  5031. case Binding::Texture:
  5032. {
  5033. TextureD3D11& texture = m_textures[bind.m_idx];
  5034. if (Access::Read != bind.m_un.m_compute.m_access)
  5035. {
  5036. uav[ii] = 0 == bind.m_un.m_compute.m_mip
  5037. ? texture.m_uav
  5038. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_un.m_compute.m_mip)
  5039. ;
  5040. }
  5041. else
  5042. {
  5043. srv[ii] = s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_un.m_compute.m_mip, true);
  5044. sampler[ii] = s_renderD3D11->getSamplerState(texture.m_flags, NULL);
  5045. }
  5046. }
  5047. break;
  5048. case Binding::IndexBuffer:
  5049. case Binding::VertexBuffer:
  5050. {
  5051. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  5052. ? m_indexBuffers[bind.m_idx]
  5053. : m_vertexBuffers[bind.m_idx]
  5054. ;
  5055. if (Access::Read != bind.m_un.m_compute.m_access)
  5056. {
  5057. uav[ii] = buffer.m_uav;
  5058. }
  5059. else
  5060. {
  5061. srv[ii] = buffer.m_srv;
  5062. }
  5063. }
  5064. break;
  5065. }
  5066. }
  5067. }
  5068. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  5069. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  5070. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  5071. if (isValid(compute.m_indirectBuffer) )
  5072. {
  5073. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  5074. ID3D11Buffer* ptr = vb.m_ptr;
  5075. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  5076. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5077. : compute.m_numIndirect
  5078. ;
  5079. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  5080. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  5081. {
  5082. deviceCtx->DispatchIndirect(ptr, args);
  5083. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  5084. }
  5085. }
  5086. else
  5087. {
  5088. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  5089. }
  5090. continue;
  5091. }
  5092. bool resetState = viewChanged || wasCompute;
  5093. if (wasCompute)
  5094. {
  5095. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5096. {
  5097. wchar_t* viewNameW = s_viewNameW[view];
  5098. viewNameW[3] = L' ';
  5099. PIX_ENDEVENT();
  5100. PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  5101. }
  5102. programIdx = kInvalidHandle;
  5103. m_currentProgram = NULL;
  5104. invalidateCompute();
  5105. }
  5106. const RenderDraw& draw = renderItem.draw;
  5107. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5108. if (isValid(draw.m_occlusionQuery)
  5109. && !hasOcclusionQuery
  5110. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  5111. {
  5112. continue;
  5113. }
  5114. const uint64_t newFlags = draw.m_stateFlags;
  5115. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5116. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  5117. currentState.m_stateFlags = newFlags;
  5118. const uint64_t newStencil = draw.m_stencil;
  5119. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  5120. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  5121. currentState.m_stencil = newStencil;
  5122. if (resetState)
  5123. {
  5124. wasCompute = false;
  5125. currentState.clear();
  5126. currentState.m_scissor = !draw.m_scissor;
  5127. changedFlags = BGFX_STATE_MASK;
  5128. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5129. currentState.m_stateFlags = newFlags;
  5130. currentState.m_stencil = newStencil;
  5131. currentBind.clear();
  5132. setBlendState(newFlags);
  5133. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  5134. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5135. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5136. }
  5137. if (prim.m_type != s_primInfo[primIndex].m_type)
  5138. {
  5139. prim = s_primInfo[primIndex];
  5140. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5141. }
  5142. uint16_t scissor = draw.m_scissor;
  5143. if (currentState.m_scissor != scissor)
  5144. {
  5145. currentState.m_scissor = scissor;
  5146. if (UINT16_MAX == scissor)
  5147. {
  5148. scissorEnabled = viewHasScissor;
  5149. if (viewHasScissor)
  5150. {
  5151. D3D11_RECT rc;
  5152. rc.left = viewScissorRect.m_x;
  5153. rc.top = viewScissorRect.m_y;
  5154. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5155. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5156. deviceCtx->RSSetScissorRects(1, &rc);
  5157. }
  5158. }
  5159. else
  5160. {
  5161. Rect scissorRect;
  5162. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5163. if (scissorRect.isZeroArea() )
  5164. {
  5165. continue;
  5166. }
  5167. scissorEnabled = true;
  5168. D3D11_RECT rc;
  5169. rc.left = scissorRect.m_x;
  5170. rc.top = scissorRect.m_y;
  5171. rc.right = scissorRect.m_x + scissorRect.m_width;
  5172. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5173. deviceCtx->RSSetScissorRects(1, &rc);
  5174. }
  5175. setRasterizerState(newFlags, wireframe, scissorEnabled);
  5176. }
  5177. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  5178. {
  5179. setDepthStencilState(newFlags, newStencil);
  5180. }
  5181. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  5182. {
  5183. setBlendState(newFlags, draw.m_rgba);
  5184. currentState.m_rgba = draw.m_rgba;
  5185. }
  5186. if ( (0
  5187. | BGFX_STATE_CULL_MASK
  5188. | BGFX_STATE_ALPHA_REF_MASK
  5189. | BGFX_STATE_PT_MASK
  5190. | BGFX_STATE_POINT_SIZE_MASK
  5191. | BGFX_STATE_MSAA
  5192. | BGFX_STATE_LINEAA
  5193. | BGFX_STATE_CONSERVATIVE_RASTER
  5194. ) & changedFlags)
  5195. {
  5196. if ( (0
  5197. | BGFX_STATE_CULL_MASK
  5198. | BGFX_STATE_MSAA
  5199. | BGFX_STATE_LINEAA
  5200. | BGFX_STATE_CONSERVATIVE_RASTER
  5201. ) & changedFlags)
  5202. {
  5203. setRasterizerState(newFlags, wireframe, scissorEnabled);
  5204. }
  5205. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5206. {
  5207. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5208. viewState.m_alphaRef = ref/255.0f;
  5209. }
  5210. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5211. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5212. if (prim.m_type != s_primInfo[primIndex].m_type)
  5213. {
  5214. prim = s_primInfo[primIndex];
  5215. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5216. }
  5217. }
  5218. bool programChanged = false;
  5219. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5220. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_uniformBegin, draw.m_uniformEnd);
  5221. if (key.m_program != programIdx)
  5222. {
  5223. programIdx = key.m_program;
  5224. if (kInvalidHandle == programIdx)
  5225. {
  5226. m_currentProgram = NULL;
  5227. deviceCtx->VSSetShader(NULL, NULL, 0);
  5228. deviceCtx->PSSetShader(NULL, NULL, 0);
  5229. }
  5230. else
  5231. {
  5232. ProgramD3D11& program = m_program[programIdx];
  5233. m_currentProgram = &program;
  5234. const ShaderD3D11* vsh = program.m_vsh;
  5235. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  5236. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  5237. const ShaderD3D11* fsh = program.m_fsh;
  5238. if (NULL != m_currentColor
  5239. || fsh->m_hasDepthOp)
  5240. {
  5241. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  5242. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  5243. }
  5244. else
  5245. {
  5246. deviceCtx->PSSetShader(NULL, NULL, 0);
  5247. }
  5248. }
  5249. programChanged =
  5250. constantsChanged = true;
  5251. }
  5252. if (kInvalidHandle != programIdx)
  5253. {
  5254. ProgramD3D11& program = m_program[programIdx];
  5255. if (constantsChanged)
  5256. {
  5257. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5258. if (NULL != vcb)
  5259. {
  5260. commit(*vcb);
  5261. }
  5262. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5263. if (NULL != fcb)
  5264. {
  5265. commit(*fcb);
  5266. }
  5267. }
  5268. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  5269. if (constantsChanged
  5270. || program.m_numPredefined > 0)
  5271. {
  5272. commitShaderConstants();
  5273. }
  5274. }
  5275. {
  5276. uint32_t changes = 0;
  5277. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5278. {
  5279. const Binding& bind = renderBind.m_bind[stage];
  5280. Binding& current = currentBind.m_bind[stage];
  5281. if (current.m_idx != bind.m_idx
  5282. || current.m_type != bind.m_type
  5283. || current.m_un.m_draw.m_textureFlags != bind.m_un.m_draw.m_textureFlags
  5284. || programChanged)
  5285. {
  5286. if (kInvalidHandle != bind.m_idx)
  5287. {
  5288. switch (bind.m_type)
  5289. {
  5290. case Binding::Texture:
  5291. {
  5292. TextureD3D11& texture = m_textures[bind.m_idx];
  5293. texture.commit(stage, bind.m_un.m_draw.m_textureFlags, _render->m_colorPalette);
  5294. }
  5295. break;
  5296. case Binding::IndexBuffer:
  5297. case Binding::VertexBuffer:
  5298. {
  5299. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  5300. ? m_indexBuffers[bind.m_idx]
  5301. : m_vertexBuffers[bind.m_idx]
  5302. ;
  5303. m_textureStage.m_srv[stage] = buffer.m_srv;
  5304. m_textureStage.m_sampler[stage] = NULL;
  5305. }
  5306. break;
  5307. }
  5308. }
  5309. else
  5310. {
  5311. m_textureStage.m_srv[stage] = NULL;
  5312. m_textureStage.m_sampler[stage] = NULL;
  5313. }
  5314. ++changes;
  5315. }
  5316. current = bind;
  5317. }
  5318. if (0 < changes)
  5319. {
  5320. commitTextureStage();
  5321. }
  5322. }
  5323. bool vertexStreamChanged = hasVertexStreamChanged(currentState, draw);
  5324. if (programChanged
  5325. || vertexStreamChanged)
  5326. {
  5327. currentState.m_streamMask = draw.m_streamMask;
  5328. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5329. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5330. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5331. ID3D11Buffer* buffers[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5332. uint32_t strides[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5333. uint32_t offsets[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5334. const VertexDecl* decls[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5335. uint32_t numVertices = draw.m_numVertices;
  5336. uint8_t numStreams = 0;
  5337. for (uint32_t idx = 0, streamMask = draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  5338. ; 0 != streamMask
  5339. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  5340. )
  5341. {
  5342. streamMask >>= ntz;
  5343. idx += ntz;
  5344. currentState.m_stream[idx].m_decl = draw.m_stream[idx].m_decl;
  5345. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5346. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5347. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5348. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  5349. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[idx].m_decl.idx : vb.m_decl.idx;
  5350. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5351. uint32_t stride = vertexDecl.m_stride;
  5352. buffers[numStreams] = vb.m_ptr;
  5353. strides[numStreams] = stride;
  5354. offsets[numStreams] = draw.m_stream[idx].m_startVertex * stride;
  5355. decls[numStreams] = &vertexDecl;
  5356. numVertices = bx::uint32_min(UINT32_MAX == draw.m_numVertices
  5357. ? vb.m_size/stride
  5358. : draw.m_numVertices
  5359. , numVertices
  5360. );
  5361. }
  5362. currentState.m_numVertices = numVertices;
  5363. if (0 < numStreams)
  5364. {
  5365. deviceCtx->IASetVertexBuffers(0, numStreams, buffers, strides, offsets);
  5366. if (isValid(draw.m_instanceDataBuffer) )
  5367. {
  5368. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5369. uint32_t instStride = draw.m_instanceDataStride;
  5370. deviceCtx->IASetVertexBuffers(numStreams, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5371. setInputLayout(numStreams, decls, m_program[programIdx], draw.m_instanceDataStride/16);
  5372. }
  5373. else
  5374. {
  5375. deviceCtx->IASetVertexBuffers(numStreams, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5376. setInputLayout(numStreams, decls, m_program[programIdx], 0);
  5377. }
  5378. }
  5379. else
  5380. {
  5381. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5382. }
  5383. }
  5384. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  5385. {
  5386. currentState.m_indexBuffer = draw.m_indexBuffer;
  5387. uint16_t handle = draw.m_indexBuffer.idx;
  5388. if (kInvalidHandle != handle)
  5389. {
  5390. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  5391. deviceCtx->IASetIndexBuffer(ib.m_ptr
  5392. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  5393. , 0
  5394. );
  5395. }
  5396. else
  5397. {
  5398. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  5399. }
  5400. }
  5401. if (0 != currentState.m_streamMask)
  5402. {
  5403. uint32_t numVertices = currentState.m_numVertices;
  5404. uint32_t numIndices = 0;
  5405. uint32_t numPrimsSubmitted = 0;
  5406. uint32_t numInstances = 0;
  5407. uint32_t numPrimsRendered = 0;
  5408. uint32_t numDrawIndirect = 0;
  5409. if (hasOcclusionQuery)
  5410. {
  5411. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  5412. }
  5413. if (isValid(draw.m_indirectBuffer) )
  5414. {
  5415. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  5416. ID3D11Buffer* ptr = vb.m_ptr;
  5417. if (isValid(draw.m_indexBuffer) )
  5418. {
  5419. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5420. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5421. : draw.m_numIndirect
  5422. ;
  5423. multiDrawIndexedInstancedIndirect(numDrawIndirect
  5424. , ptr
  5425. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5426. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5427. );
  5428. }
  5429. else
  5430. {
  5431. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5432. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5433. : draw.m_numIndirect
  5434. ;
  5435. multiDrawInstancedIndirect(numDrawIndirect
  5436. , ptr
  5437. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5438. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5439. );
  5440. }
  5441. }
  5442. else
  5443. {
  5444. if (isValid(draw.m_indexBuffer) )
  5445. {
  5446. if (UINT32_MAX == draw.m_numIndices)
  5447. {
  5448. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  5449. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  5450. numIndices = ib.m_size/indexSize;
  5451. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5452. numInstances = draw.m_numInstances;
  5453. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5454. if (numInstances > 1)
  5455. {
  5456. deviceCtx->DrawIndexedInstanced(numIndices
  5457. , draw.m_numInstances
  5458. , 0
  5459. , 0
  5460. , 0
  5461. );
  5462. }
  5463. else
  5464. {
  5465. deviceCtx->DrawIndexed(numIndices
  5466. , 0
  5467. , 0
  5468. );
  5469. }
  5470. }
  5471. else if (prim.m_min <= draw.m_numIndices)
  5472. {
  5473. numIndices = draw.m_numIndices;
  5474. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5475. numInstances = draw.m_numInstances;
  5476. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5477. if (numInstances > 1)
  5478. {
  5479. deviceCtx->DrawIndexedInstanced(numIndices
  5480. , draw.m_numInstances
  5481. , draw.m_startIndex
  5482. , 0
  5483. , 0
  5484. );
  5485. }
  5486. else
  5487. {
  5488. deviceCtx->DrawIndexed(numIndices
  5489. , draw.m_startIndex
  5490. , 0
  5491. );
  5492. }
  5493. }
  5494. }
  5495. else
  5496. {
  5497. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  5498. numInstances = draw.m_numInstances;
  5499. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5500. if (numInstances > 1)
  5501. {
  5502. deviceCtx->DrawInstanced(numVertices
  5503. , draw.m_numInstances
  5504. , 0
  5505. , 0
  5506. );
  5507. }
  5508. else
  5509. {
  5510. deviceCtx->Draw(numVertices
  5511. , 0
  5512. );
  5513. }
  5514. }
  5515. if (hasOcclusionQuery)
  5516. {
  5517. m_occlusionQuery.end();
  5518. }
  5519. }
  5520. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5521. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5522. statsNumInstances[primIndex] += numInstances;
  5523. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  5524. statsNumIndices += numIndices;
  5525. }
  5526. }
  5527. if (wasCompute)
  5528. {
  5529. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5530. {
  5531. wchar_t* viewNameW = s_viewNameW[view];
  5532. viewNameW[3] = L'C';
  5533. PIX_ENDEVENT();
  5534. PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  5535. }
  5536. invalidateCompute();
  5537. }
  5538. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5539. if (0 < _render->m_numRenderItems)
  5540. {
  5541. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5542. {
  5543. deviceCtx->Flush();
  5544. }
  5545. captureElapsed = -bx::getHPCounter();
  5546. capture();
  5547. captureElapsed += bx::getHPCounter();
  5548. profiler.end();
  5549. }
  5550. }
  5551. PIX_ENDEVENT();
  5552. int64_t timeEnd = bx::getHPCounter();
  5553. int64_t frameTime = timeEnd - timeBegin;
  5554. static int64_t min = frameTime;
  5555. static int64_t max = frameTime;
  5556. min = min > frameTime ? frameTime : min;
  5557. max = max < frameTime ? frameTime : max;
  5558. static uint32_t maxGpuLatency = 0;
  5559. static double maxGpuElapsed = 0.0f;
  5560. double elapsedGpuMs = 0.0;
  5561. if (UINT32_MAX != frameQueryIdx)
  5562. {
  5563. m_gpuTimer.end(frameQueryIdx);
  5564. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5565. double toGpuMs = 1000.0 / double(result.m_frequency);
  5566. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5567. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5568. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5569. }
  5570. const int64_t timerFreq = bx::getHPFrequency();
  5571. Stats& perfStats = _render->m_perfStats;
  5572. perfStats.cpuTimeBegin = timeBegin;
  5573. perfStats.cpuTimeEnd = timeEnd;
  5574. perfStats.cpuTimerFreq = timerFreq;
  5575. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5576. perfStats.gpuTimeBegin = result.m_begin;
  5577. perfStats.gpuTimeEnd = result.m_end;
  5578. perfStats.gpuTimerFreq = result.m_frequency;
  5579. perfStats.numDraw = statsKeyType[0];
  5580. perfStats.numCompute = statsKeyType[1];
  5581. perfStats.maxGpuLatency = maxGpuLatency;
  5582. m_nvapi.getMemoryInfo(perfStats.gpuMemoryUsed, perfStats.gpuMemoryMax);
  5583. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5584. {
  5585. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugstats");
  5586. m_needPresent = true;
  5587. TextVideoMem& tvm = m_textVideoMem;
  5588. static int64_t next = timeEnd;
  5589. if (timeEnd >= next)
  5590. {
  5591. next = timeEnd + timerFreq;
  5592. double freq = double(timerFreq);
  5593. double toMs = 1000.0/freq;
  5594. tvm.clear();
  5595. uint16_t pos = 0;
  5596. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  5597. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5598. , getRendererName()
  5599. , m_deviceInterfaceVersion
  5600. , (m_featureLevel >> 12) & 0xf
  5601. , (m_featureLevel >> 8) & 0xf
  5602. );
  5603. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  5604. char description[BX_COUNTOF(desc.Description)];
  5605. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5606. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5607. char dedicatedVideo[16];
  5608. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5609. char dedicatedSystem[16];
  5610. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5611. char sharedSystem[16];
  5612. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5613. char processMemoryUsed[16];
  5614. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5615. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5616. , dedicatedVideo
  5617. , dedicatedSystem
  5618. , sharedSystem
  5619. , processMemoryUsed
  5620. );
  5621. pos = 10;
  5622. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5623. , double(frameTime)*toMs
  5624. , double(min)*toMs
  5625. , double(max)*toMs
  5626. , freq/frameTime
  5627. );
  5628. char hmd[16];
  5629. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  5630. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5631. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  5632. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5633. , 0 != msaa ? '\xfe' : ' '
  5634. , 1<<msaa
  5635. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  5636. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5637. );
  5638. double elapsedCpuMs = double(frameTime)*toMs;
  5639. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  5640. , _render->m_numRenderItems
  5641. , statsKeyType[0]
  5642. , statsKeyType[1]
  5643. , elapsedCpuMs
  5644. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  5645. , maxGpuElapsed
  5646. , maxGpuLatency
  5647. );
  5648. maxGpuLatency = 0;
  5649. maxGpuElapsed = 0.0;
  5650. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  5651. {
  5652. tvm.printf(10, pos++, 0x8e, " %10s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  5653. , s_primName[ii]
  5654. , statsNumPrimsRendered[ii]
  5655. , statsNumInstances[ii]
  5656. , statsNumPrimsSubmitted[ii]
  5657. , statsNumDrawIndirect[ii]
  5658. );
  5659. }
  5660. if (NULL != m_renderdocdll)
  5661. {
  5662. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  5663. }
  5664. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  5665. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5666. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  5667. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  5668. pos++;
  5669. tvm.printf(10, pos++, 0x8e, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  5670. pos++;
  5671. tvm.printf(10, pos++, 0x8e, " State cache: ");
  5672. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  5673. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  5674. , m_blendStateCache.getCount()
  5675. , m_depthStencilStateCache.getCount()
  5676. , m_inputLayoutCache.getCount()
  5677. , m_rasterizerStateCache.getCount()
  5678. , m_samplerStateCache.getCount()
  5679. );
  5680. pos++;
  5681. double captureMs = double(captureElapsed)*toMs;
  5682. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  5683. uint8_t attr[2] = { 0x89, 0x8a };
  5684. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5685. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5686. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5687. min = frameTime;
  5688. max = frameTime;
  5689. }
  5690. blit(this, _textVideoMemBlitter, tvm);
  5691. PIX_ENDEVENT();
  5692. }
  5693. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5694. {
  5695. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugtext");
  5696. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5697. PIX_ENDEVENT();
  5698. }
  5699. }
  5700. } /* namespace d3d11 */ } // namespace bgfx
  5701. #else
  5702. namespace bgfx { namespace d3d11
  5703. {
  5704. RendererContextI* rendererCreate()
  5705. {
  5706. return NULL;
  5707. }
  5708. void rendererDestroy()
  5709. {
  5710. }
  5711. } /* namespace d3d11 */ } // namespace bgfx
  5712. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11