renderer_d3d12.cpp 187 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_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. namespace bgfx { namespace d3d12
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  11. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  12. struct PrimInfo
  13. {
  14. D3D_PRIMITIVE_TOPOLOGY m_topology;
  15. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  16. uint32_t m_min;
  17. uint32_t m_div;
  18. uint32_t m_sub;
  19. };
  20. static const PrimInfo s_primInfo[] =
  21. {
  22. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  23. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  24. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  25. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  26. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  27. };
  28. static const char* s_primName[] =
  29. {
  30. "TriList",
  31. "TriStrip",
  32. "Line",
  33. "Point",
  34. };
  35. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  36. static const uint32_t s_checkMsaa[] =
  37. {
  38. 0,
  39. 2,
  40. 4,
  41. 8,
  42. 16,
  43. };
  44. static DXGI_SAMPLE_DESC s_msaa[] =
  45. {
  46. { 1, 0 },
  47. { 2, 0 },
  48. { 4, 0 },
  49. { 8, 0 },
  50. { 16, 0 },
  51. };
  52. static const D3D12_BLEND s_blendFactor[][2] =
  53. {
  54. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  55. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  56. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  57. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  58. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  59. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  60. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  61. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  62. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  63. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  64. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  65. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  66. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  67. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  68. };
  69. static const D3D12_BLEND_OP s_blendEquation[] =
  70. {
  71. D3D12_BLEND_OP_ADD,
  72. D3D12_BLEND_OP_SUBTRACT,
  73. D3D12_BLEND_OP_REV_SUBTRACT,
  74. D3D12_BLEND_OP_MIN,
  75. D3D12_BLEND_OP_MAX,
  76. };
  77. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  78. {
  79. D3D12_COMPARISON_FUNC(0), // ignored
  80. D3D12_COMPARISON_FUNC_LESS,
  81. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  82. D3D12_COMPARISON_FUNC_EQUAL,
  83. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  84. D3D12_COMPARISON_FUNC_GREATER,
  85. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  86. D3D12_COMPARISON_FUNC_NEVER,
  87. D3D12_COMPARISON_FUNC_ALWAYS,
  88. };
  89. static const D3D12_STENCIL_OP s_stencilOp[] =
  90. {
  91. D3D12_STENCIL_OP_ZERO,
  92. D3D12_STENCIL_OP_KEEP,
  93. D3D12_STENCIL_OP_REPLACE,
  94. D3D12_STENCIL_OP_INCR,
  95. D3D12_STENCIL_OP_INCR_SAT,
  96. D3D12_STENCIL_OP_DECR,
  97. D3D12_STENCIL_OP_DECR_SAT,
  98. D3D12_STENCIL_OP_INVERT,
  99. };
  100. static const D3D12_CULL_MODE s_cullMode[] =
  101. {
  102. D3D12_CULL_MODE_NONE,
  103. D3D12_CULL_MODE_FRONT,
  104. D3D12_CULL_MODE_BACK,
  105. };
  106. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  107. {
  108. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  109. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  110. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  111. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  112. };
  113. /*
  114. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  115. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  116. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  117. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  118. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  119. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  120. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  121. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  122. * D3D11_FILTER_ANISOTROPIC = 0x55,
  123. *
  124. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  125. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  126. *
  127. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  128. * 0x10 // MIN_LINEAR
  129. * 0x04 // MAG_LINEAR
  130. * 0x01 // MIP_LINEAR
  131. */
  132. static const uint8_t s_textureFilter[3][3] =
  133. {
  134. {
  135. 0x10, // min linear
  136. 0x00, // min point
  137. 0x55, // anisotropic
  138. },
  139. {
  140. 0x04, // mag linear
  141. 0x00, // mag point
  142. 0x55, // anisotropic
  143. },
  144. {
  145. 0x01, // mip linear
  146. 0x00, // mip point
  147. 0x55, // anisotropic
  148. },
  149. };
  150. struct TextureFormatInfo
  151. {
  152. DXGI_FORMAT m_fmt;
  153. DXGI_FORMAT m_fmtSrv;
  154. DXGI_FORMAT m_fmtDsv;
  155. DXGI_FORMAT m_fmtSrgb;
  156. };
  157. static const TextureFormatInfo s_textureFormat[] =
  158. {
  159. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  160. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  161. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  162. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  163. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  164. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  165. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  166. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  167. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  168. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  177. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  178. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  179. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  180. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  181. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  182. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  183. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  184. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  185. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  186. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  187. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  188. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  189. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  190. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  191. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  192. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  193. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  194. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  195. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  196. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  197. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  198. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  199. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  200. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  201. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  202. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  203. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  204. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  205. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  206. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  207. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  208. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  209. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  210. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  211. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  212. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  213. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  214. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  215. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  216. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  217. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  218. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  219. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  220. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  221. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  222. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  223. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  224. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  225. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  226. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  227. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  228. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  229. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  230. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  231. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  232. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  233. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  234. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  235. };
  236. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  237. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  238. {
  239. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  240. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  241. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  242. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  243. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  244. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  245. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  246. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  247. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  248. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  249. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  250. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  251. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  254. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  255. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  256. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  257. };
  258. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  259. static const DXGI_FORMAT s_attribType[][4][2] =
  260. {
  261. { // Uint8
  262. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  263. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  264. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  265. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  266. },
  267. { // Uint10
  268. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  269. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  270. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  271. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  272. },
  273. { // Int16
  274. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  275. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  276. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  277. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  278. },
  279. { // Half
  280. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  281. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  282. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  283. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  284. },
  285. { // Float
  286. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  287. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  288. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  289. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  290. },
  291. };
  292. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  293. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  294. {
  295. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  296. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  297. {
  298. if (UINT16_MAX != _decl.m_attributes[attr])
  299. {
  300. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  301. if (0 == _decl.m_attributes[attr])
  302. {
  303. elem->AlignedByteOffset = 0;
  304. }
  305. else
  306. {
  307. uint8_t num;
  308. AttribType::Enum type;
  309. bool normalized;
  310. bool asInt;
  311. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  312. elem->Format = s_attribType[type][num-1][normalized];
  313. elem->AlignedByteOffset = _decl.m_offset[attr];
  314. }
  315. ++elem;
  316. }
  317. }
  318. return elem;
  319. }
  320. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  321. {
  322. D3D12_RESOURCE_BARRIER barrier;
  323. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  324. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  325. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  326. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  327. barrier.Transition.StateBefore = _stateBefore;
  328. barrier.Transition.StateAfter = _stateAfter;
  329. _commandList->ResourceBarrier(1, &barrier);
  330. }
  331. #if USE_D3D12_DYNAMIC_LIB
  332. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  333. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  334. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  335. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  336. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  337. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  338. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  339. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  340. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  341. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  342. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  343. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  344. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  345. static const GUID IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } };
  346. #else
  347. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  348. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  349. #endif // USE_D3D12_DYNAMIC_LIB
  350. struct HeapProperty
  351. {
  352. enum Enum
  353. {
  354. Default,
  355. Upload,
  356. ReadBack,
  357. Count
  358. };
  359. D3D12_HEAP_PROPERTIES m_properties;
  360. D3D12_RESOURCE_STATES m_state;
  361. };
  362. static const HeapProperty s_heapProperties[] =
  363. {
  364. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COMMON },
  365. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  366. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COPY_DEST },
  367. };
  368. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  369. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  370. {
  371. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  372. ID3D12Resource* resource;
  373. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  374. , D3D12_HEAP_FLAG_NONE
  375. , _resourceDesc
  376. , heapProperty.m_state
  377. , _clearValue
  378. , IID_ID3D12Resource
  379. , (void**)&resource
  380. ) );
  381. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  382. , _resourceDesc->Width
  383. );
  384. return resource;
  385. }
  386. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  387. {
  388. D3D12_RESOURCE_DESC resourceDesc;
  389. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  390. resourceDesc.Alignment = 0;
  391. resourceDesc.Width = _size;
  392. resourceDesc.Height = 1;
  393. resourceDesc.DepthOrArraySize = 1;
  394. resourceDesc.MipLevels = 1;
  395. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  396. resourceDesc.SampleDesc.Count = 1;
  397. resourceDesc.SampleDesc.Quality = 0;
  398. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  399. resourceDesc.Flags = _flags;
  400. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  401. }
  402. inline bool isLost(HRESULT _hr)
  403. {
  404. return false
  405. || _hr == DXGI_ERROR_DEVICE_REMOVED
  406. || _hr == DXGI_ERROR_DEVICE_HUNG
  407. || _hr == DXGI_ERROR_DEVICE_RESET
  408. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  409. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  410. ;
  411. }
  412. static const char* getLostReason(HRESULT _hr)
  413. {
  414. switch (_hr)
  415. {
  416. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  417. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  418. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  419. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  420. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  421. // The calling application should re-create the device and continue.
  422. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  423. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  424. // suspect, and the application should not continue.
  425. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  426. // A resource is not available at the time of the call, but may become available later.
  427. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  428. case S_OK: return "S_OK";
  429. default: break;
  430. }
  431. return "Unknown HRESULT?";
  432. }
  433. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  434. {
  435. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  436. {
  437. char temp[2048];
  438. va_list argList;
  439. va_start(argList, _format);
  440. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  441. va_end(argList);
  442. temp[size] = '\0';
  443. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  444. mbstowcs(wtemp, temp, size+1);
  445. _object->SetName(wtemp);
  446. }
  447. }
  448. #if USE_D3D12_DYNAMIC_LIB
  449. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  450. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  451. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  452. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  453. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  454. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  455. #endif // USE_D3D12_DYNAMIC_LIB
  456. inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  457. {
  458. #if BX_COMPILER_MSVC
  459. return _heap->GetCPUDescriptorHandleForHeapStart();
  460. #else
  461. D3D12_CPU_DESCRIPTOR_HANDLE handle;
  462. typedef void (WINAPI ID3D12DescriptorHeap::*PFN_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(D3D12_CPU_DESCRIPTOR_HANDLE *);
  463. (_heap->*(PFN_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(&ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart) )(&handle);
  464. return handle;
  465. #endif // BX_COMPILER_MSVC
  466. }
  467. inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  468. {
  469. #if BX_COMPILER_MSVC
  470. return _heap->GetGPUDescriptorHandleForHeapStart();
  471. #else
  472. D3D12_GPU_DESCRIPTOR_HANDLE handle;
  473. typedef void (WINAPI ID3D12DescriptorHeap::*PFN_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(D3D12_GPU_DESCRIPTOR_HANDLE *);
  474. (_heap->*(PFN_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(&ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart) )(&handle);
  475. return handle;
  476. #endif // BX_COMPILER_MSVC
  477. }
  478. inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
  479. {
  480. #if BX_COMPILER_MSVC
  481. return _resource->GetDesc();
  482. #else
  483. typedef void (STDMETHODCALLTYPE ID3D12Resource::*PFN_GET_GET_DESC)(D3D12_RESOURCE_DESC*);
  484. D3D12_RESOURCE_DESC desc;
  485. (_resource->*(PFN_GET_GET_DESC)(&ID3D12Resource::GetDesc))(&desc);
  486. return desc;
  487. #endif // BX_COMPILER_MSVC
  488. }
  489. struct RendererContextD3D12 : public RendererContextI
  490. {
  491. RendererContextD3D12()
  492. : m_d3d12dll(NULL)
  493. , m_dxgidll(NULL)
  494. , m_renderdocdll(NULL)
  495. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  496. , m_wireframe(false)
  497. , m_lost(false)
  498. , m_maxAnisotropy(1)
  499. , m_depthClamp(false)
  500. , m_fsChanges(0)
  501. , m_vsChanges(0)
  502. , m_backBufferColorIdx(0)
  503. , m_rtMsaa(false)
  504. {
  505. }
  506. ~RendererContextD3D12()
  507. {
  508. }
  509. bool init()
  510. {
  511. struct ErrorState
  512. {
  513. enum Enum
  514. {
  515. Default,
  516. LoadedKernel32,
  517. LoadedD3D12,
  518. LoadedDXGI,
  519. CreatedDXGIFactory,
  520. CreatedCommandQueue,
  521. };
  522. };
  523. ErrorState::Enum errorState = ErrorState::Default;
  524. LUID luid;
  525. m_renderdocdll = loadRenderDoc();
  526. setGraphicsDebuggerPresent(NULL != m_renderdocdll);
  527. m_fbh.idx = kInvalidHandle;
  528. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  529. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  530. #if USE_D3D12_DYNAMIC_LIB
  531. m_kernel32dll = bx::dlopen("kernel32.dll");
  532. if (NULL == m_kernel32dll)
  533. {
  534. BX_TRACE("Init error: Failed to load kernel32.dll.");
  535. goto error;
  536. }
  537. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  538. if (NULL == CreateEventExA)
  539. {
  540. BX_TRACE("Init error: Function CreateEventExA not found.");
  541. goto error;
  542. }
  543. errorState = ErrorState::LoadedKernel32;
  544. m_d3d12dll = bx::dlopen("d3d12.dll");
  545. if (NULL == m_d3d12dll)
  546. {
  547. BX_TRACE("Init error: Failed to load d3d12.dll.");
  548. goto error;
  549. }
  550. errorState = ErrorState::LoadedD3D12;
  551. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  552. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  553. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  554. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  555. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  556. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  557. if (NULL == D3D12CreateDevice
  558. || NULL == D3D12GetDebugInterface
  559. || NULL == D3D12SerializeRootSignature)
  560. {
  561. BX_TRACE("Init error: Function not found.");
  562. goto error;
  563. }
  564. m_dxgidll = bx::dlopen("dxgi.dll");
  565. if (NULL == m_dxgidll)
  566. {
  567. BX_TRACE("Init error: Failed to load dxgi.dll.");
  568. goto error;
  569. }
  570. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  571. if (NULL == CreateDXGIFactory1)
  572. {
  573. BX_TRACE("Init error: Function CreateDXGIFactory1 not found.");
  574. goto error;
  575. }
  576. #endif // USE_D3D12_DYNAMIC_LIB
  577. errorState = ErrorState::LoadedDXGI;
  578. HRESULT hr;
  579. #if BX_PLATFORM_WINDOWS
  580. hr = CreateDXGIFactory1(IID_IDXGIFactory4, (void**)&m_factory);
  581. #else
  582. hr = S_OK;
  583. m_factory = NULL;
  584. #endif // BX_PLATFORM_*
  585. if (FAILED(hr) )
  586. {
  587. BX_TRACE("Init error: Unable to create DXGI factory.");
  588. goto error;
  589. }
  590. errorState = ErrorState::CreatedDXGIFactory;
  591. m_adapter = NULL;
  592. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  593. if (NULL != m_factory)
  594. {
  595. #if BX_PLATFORM_WINDOWS
  596. IDXGIAdapter3* adapter;
  597. #else
  598. IDXGIAdapter* adapter;
  599. #endif // BX_PLATFORM_*
  600. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  601. {
  602. DXGI_ADAPTER_DESC desc;
  603. hr = adapter->GetDesc(&desc);
  604. if (SUCCEEDED(hr) )
  605. {
  606. BX_TRACE("Adapter #%d", ii);
  607. char description[BX_COUNTOF(desc.Description)];
  608. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  609. BX_TRACE("\tDescription: %s", description);
  610. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  611. , desc.VendorId
  612. , desc.DeviceId
  613. , desc.SubSysId
  614. , desc.Revision
  615. );
  616. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  617. , desc.DedicatedVideoMemory
  618. , desc.DedicatedSystemMemory
  619. , desc.SharedSystemMemory
  620. );
  621. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  622. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  623. ++g_caps.numGPUs;
  624. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  625. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  626. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  627. {
  628. m_adapter = adapter;
  629. m_adapter->AddRef();
  630. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  631. }
  632. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  633. && 0 != bx::strFind(description, "PerfHUD") )
  634. {
  635. m_adapter = adapter;
  636. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  637. }
  638. }
  639. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  640. }
  641. }
  642. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  643. {
  644. ID3D12Debug* debug;
  645. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug);
  646. if (SUCCEEDED(hr) )
  647. {
  648. debug->EnableDebugLayer();
  649. }
  650. }
  651. {
  652. D3D_FEATURE_LEVEL featureLevel[] =
  653. {
  654. D3D_FEATURE_LEVEL_12_1,
  655. D3D_FEATURE_LEVEL_12_0,
  656. D3D_FEATURE_LEVEL_11_1,
  657. D3D_FEATURE_LEVEL_11_0,
  658. };
  659. hr = E_FAIL;
  660. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  661. {
  662. hr = D3D12CreateDevice(m_adapter
  663. , featureLevel[ii]
  664. , IID_ID3D12Device
  665. , (void**)&m_device
  666. );
  667. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  668. , (featureLevel[ii] >> 12) & 0xf
  669. , (featureLevel[ii] >> 8) & 0xf
  670. );
  671. m_featureLevel = featureLevel[ii];
  672. }
  673. }
  674. if (FAILED(hr) )
  675. {
  676. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  677. goto error;
  678. }
  679. if (NULL != m_factory)
  680. {
  681. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  682. // NOTICE:
  683. // LUID STDMETHODCALLTYPE ID3D12Device::GetAdapterLuid() has a different behaviour in gcc ,
  684. // because gcc64 returns small struct in RAX, but the microsoft implemention of ID3D12Device::GetAdapterLuid() in d3d12.dll
  685. // pass the struct LUID's address as the second parameter.
  686. typedef void (STDMETHODCALLTYPE ID3D12Device::*ID3D12Device_GetAdapterLuid_f)(LUID *);
  687. (m_device->*(ID3D12Device_GetAdapterLuid_f)(&ID3D12Device::GetAdapterLuid))(&luid);
  688. #if BX_PLATFORM_WINDOWS
  689. IDXGIAdapter3* adapter;
  690. #else
  691. IDXGIAdapter* adapter;
  692. #endif // BX_PLATFORM_*
  693. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  694. {
  695. adapter->GetDesc(&m_adapterDesc);
  696. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  697. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  698. {
  699. if (NULL == m_adapter)
  700. {
  701. m_adapter = adapter;
  702. }
  703. else
  704. {
  705. DX_RELEASE(adapter, 0);
  706. }
  707. break;
  708. }
  709. DX_RELEASE(adapter, 0);
  710. }
  711. }
  712. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  713. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  714. {
  715. uint32_t numNodes = m_device->GetNodeCount();
  716. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  717. for (uint32_t ii = 0; ii < numNodes; ++ii)
  718. {
  719. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  720. architecture.NodeIndex = ii;
  721. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  722. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  723. , ii
  724. , architecture.TileBasedRenderer
  725. , architecture.UMA
  726. , architecture.CacheCoherentUMA
  727. );
  728. if (0 == ii)
  729. {
  730. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  731. }
  732. }
  733. }
  734. #if !BX_PLATFORM_WINDOWS
  735. if (NULL == m_factory)
  736. {
  737. IDXGIDevice1* dxgiDevice;
  738. hr = m_device->QueryInterface(IID_IDXGIDevice1, (void**)&dxgiDevice);
  739. if (FAILED(hr) )
  740. {
  741. BX_TRACE("Init error: Unable to query IDXGIDevice1 interface 0x%08x.", hr);
  742. goto error;
  743. }
  744. hr = dxgiDevice->GetAdapter(&m_adapter);
  745. if (FAILED(hr) )
  746. {
  747. BX_TRACE("Init error: DXGIDevice1::GetAdapter failed 0x%08x.", hr);
  748. goto error;
  749. }
  750. hr = m_adapter->GetParent(IID_IDXGIFactory2, (void**)&m_factory);
  751. if (FAILED(hr) )
  752. {
  753. BX_TRACE("Init error: IDXGIAdapter::GetParent failed 0x%08x.", hr);
  754. goto error;
  755. }
  756. }
  757. #endif // !BX_PLATFORM_WINDOWS
  758. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  759. BX_TRACE("D3D12 options:")
  760. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  761. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  762. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  763. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  764. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  765. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  766. m_cmd.init(m_device);
  767. errorState = ErrorState::CreatedCommandQueue;
  768. if (NULL == g_platformData.backBuffer)
  769. {
  770. #if !BX_PLATFORM_WINDOWS
  771. hr = m_adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  772. DX_RELEASE(m_adapter, 1);
  773. if (FAILED(hr) )
  774. {
  775. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  776. goto error;
  777. }
  778. m_scd.Width = BGFX_DEFAULT_WIDTH;
  779. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  780. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  781. m_scd.Stereo = false;
  782. m_scd.SampleDesc.Count = 1;
  783. m_scd.SampleDesc.Quality = 0;
  784. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  785. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  786. m_scd.Scaling = DXGI_SCALING_STRETCH;
  787. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  788. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  789. if (NULL == g_platformData.ndt)
  790. {
  791. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  792. , (::IUnknown*)g_platformData.nwh
  793. , &m_scd
  794. , NULL
  795. , &m_swapChain
  796. );
  797. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  798. }
  799. else
  800. {
  801. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  802. hr = m_factory->CreateSwapChainForComposition(m_device
  803. , &m_scd
  804. , NULL
  805. , &m_swapChain
  806. );
  807. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  808. # if BX_PLATFORM_WINRT
  809. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  810. ISwapChainBackgroundPanelNative* panel = NULL;
  811. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  812. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  813. if (NULL != panel)
  814. {
  815. hr = panel->SetSwapChain(m_swapChain);
  816. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  817. panel->Release();
  818. }
  819. # endif // BX_PLATFORM_WINRT
  820. }
  821. #else
  822. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  823. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  824. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  825. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  826. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  827. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  828. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  829. m_scd.SampleDesc.Count = 1;
  830. m_scd.SampleDesc.Quality = 0;
  831. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  832. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  833. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  834. m_scd.Windowed = true;
  835. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  836. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  837. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  838. , m_scd.BufferCount
  839. , BX_COUNTOF(m_backBufferColor)
  840. );
  841. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  842. , &m_scd
  843. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  844. );
  845. #endif // BX_PLATFORM_*
  846. if (FAILED(hr) )
  847. {
  848. BX_TRACE("Init error: Failed to create swap chain.");
  849. goto error;
  850. }
  851. }
  852. m_presentElapsed = 0;
  853. {
  854. m_resolution.m_width = BGFX_DEFAULT_WIDTH;
  855. m_resolution.m_height = BGFX_DEFAULT_HEIGHT;
  856. m_numWindows = 1;
  857. #if BX_PLATFORM_WINDOWS
  858. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  859. , 0
  860. | DXGI_MWA_NO_WINDOW_CHANGES
  861. | DXGI_MWA_NO_ALT_ENTER
  862. ) );
  863. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  864. {
  865. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  866. if (SUCCEEDED(hr) )
  867. {
  868. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  869. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  870. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  871. D3D12_INFO_QUEUE_FILTER filter;
  872. bx::memSet(&filter, 0, sizeof(filter) );
  873. D3D12_MESSAGE_CATEGORY catlist[] =
  874. {
  875. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  876. D3D12_MESSAGE_CATEGORY_EXECUTION,
  877. };
  878. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  879. filter.DenyList.pCategoryList = catlist;
  880. m_infoQueue->PushStorageFilter(&filter);
  881. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  882. }
  883. }
  884. #endif // BX_PLATFORM_WINDOWS
  885. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  886. rtvDescHeap.NumDescriptors = 0
  887. + BX_COUNTOF(m_backBufferColor)
  888. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  889. ;
  890. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  891. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  892. rtvDescHeap.NodeMask = 1;
  893. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  894. , IID_ID3D12DescriptorHeap
  895. , (void**)&m_rtvDescriptorHeap
  896. ) );
  897. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  898. dsvDescHeap.NumDescriptors = 0
  899. + 1 // reserved for depth backbuffer.
  900. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  901. ;
  902. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  903. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  904. dsvDescHeap.NodeMask = 1;
  905. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  906. , IID_ID3D12DescriptorHeap
  907. , (void**)&m_dsvDescriptorHeap
  908. ) );
  909. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  910. {
  911. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  912. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  913. );
  914. }
  915. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  916. , 1024
  917. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  918. );
  919. D3D12_DESCRIPTOR_RANGE descRange[] =
  920. {
  921. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  922. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  923. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  924. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  925. };
  926. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  927. D3D12_ROOT_PARAMETER rootParameter[] =
  928. {
  929. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  930. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  931. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  932. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  933. };
  934. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  935. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  936. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  937. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  938. descRootSignature.pParameters = rootParameter;
  939. descRootSignature.NumStaticSamplers = 0;
  940. descRootSignature.pStaticSamplers = NULL;
  941. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  942. ID3DBlob* outBlob;
  943. ID3DBlob* errorBlob;
  944. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  945. , D3D_ROOT_SIGNATURE_VERSION_1
  946. , &outBlob
  947. , &errorBlob
  948. ) );
  949. DX_CHECK(m_device->CreateRootSignature(0
  950. , outBlob->GetBufferPointer()
  951. , outBlob->GetBufferSize()
  952. , IID_ID3D12RootSignature
  953. , (void**)&m_rootSignature
  954. ) );
  955. g_caps.supported |= ( 0
  956. | BGFX_CAPS_TEXTURE_3D
  957. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  958. | BGFX_CAPS_INSTANCING
  959. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  960. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  961. | BGFX_CAPS_FRAGMENT_DEPTH
  962. | BGFX_CAPS_BLEND_INDEPENDENT
  963. | BGFX_CAPS_COMPUTE
  964. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  965. // | BGFX_CAPS_SWAP_CHAIN
  966. | BGFX_CAPS_TEXTURE_BLIT
  967. | BGFX_CAPS_TEXTURE_READ_BACK
  968. | BGFX_CAPS_OCCLUSION_QUERY
  969. | BGFX_CAPS_ALPHA_TO_COVERAGE
  970. | BGFX_CAPS_TEXTURE_2D_ARRAY
  971. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  972. );
  973. g_caps.limits.maxTextureSize = 16384;
  974. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  975. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  976. {
  977. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  978. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  979. ? s_textureFormat[ii].m_fmtDsv
  980. : s_textureFormat[ii].m_fmt
  981. ;
  982. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  983. if (DXGI_FORMAT_UNKNOWN != fmt)
  984. {
  985. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  986. data.Format = fmt;
  987. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  988. if (SUCCEEDED(hr) )
  989. {
  990. support |= 0 != (data.Support1 & (0
  991. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  992. ) )
  993. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  994. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  995. ;
  996. support |= 0 != (data.Support1 & (0
  997. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  998. ) )
  999. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1000. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1001. ;
  1002. support |= 0 != (data.Support1 & (0
  1003. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1004. ) )
  1005. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1006. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1007. ;
  1008. support |= 0 != (data.Support1 & (0
  1009. | D3D12_FORMAT_SUPPORT1_BUFFER
  1010. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  1011. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  1012. ) )
  1013. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1014. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1015. ;
  1016. support |= 0 != (data.Support1 & (0
  1017. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  1018. ) )
  1019. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1020. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1021. ;
  1022. support |= 0 != (data.Support1 & (0
  1023. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  1024. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  1025. ) )
  1026. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1027. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1028. ;
  1029. support |= 0 != (data.Support1 & (0
  1030. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  1031. ) )
  1032. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1033. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1034. ;
  1035. support |= 0 != (data.Support1 & (0
  1036. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  1037. ) )
  1038. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1039. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1040. ;
  1041. }
  1042. else
  1043. {
  1044. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1045. }
  1046. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1047. {
  1048. // clear image flag for additional testing
  1049. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1050. data.Format = s_textureFormat[ii].m_fmt;
  1051. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1052. if (SUCCEEDED(hr) )
  1053. {
  1054. support |= 0 != (data.Support2 & (0
  1055. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1056. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1057. ) )
  1058. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1059. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1060. ;
  1061. }
  1062. }
  1063. }
  1064. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1065. {
  1066. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1067. {
  1068. DXGI_FORMAT InFormat;
  1069. UINT OutFormatSupport;
  1070. };
  1071. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1072. data.Format = fmtSrgb;
  1073. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1074. if (SUCCEEDED(hr) )
  1075. {
  1076. support |= 0 != (data.Support1 & (0
  1077. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1078. ) )
  1079. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1080. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1081. ;
  1082. support |= 0 != (data.Support1 & (0
  1083. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1084. ) )
  1085. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1086. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1087. ;
  1088. support |= 0 != (data.Support1 & (0
  1089. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1090. ) )
  1091. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1092. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1093. ;
  1094. }
  1095. else
  1096. {
  1097. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1098. }
  1099. }
  1100. g_caps.formats[ii] = support;
  1101. }
  1102. // Init reserved part of view name.
  1103. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1104. {
  1105. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1106. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1107. }
  1108. postReset();
  1109. m_batch.create(4<<10);
  1110. m_gpuTimer.init();
  1111. m_occlusionQuery.init();
  1112. }
  1113. g_internalData.context = m_device;
  1114. return true;
  1115. error:
  1116. switch (errorState)
  1117. {
  1118. case ErrorState::CreatedCommandQueue:
  1119. m_cmd.shutdown();
  1120. case ErrorState::CreatedDXGIFactory:
  1121. DX_RELEASE(m_device, 0);
  1122. DX_RELEASE(m_adapter, 0);
  1123. DX_RELEASE(m_factory, 0);
  1124. #if USE_D3D12_DYNAMIC_LIB
  1125. case ErrorState::LoadedDXGI:
  1126. bx::dlclose(m_dxgidll);
  1127. case ErrorState::LoadedD3D12:
  1128. bx::dlclose(m_d3d12dll);
  1129. case ErrorState::LoadedKernel32:
  1130. bx::dlclose(m_kernel32dll);
  1131. #endif // USE_D3D12_DYNAMIC_LIB
  1132. case ErrorState::Default:
  1133. default:
  1134. unloadRenderDoc(m_renderdocdll);
  1135. break;
  1136. }
  1137. return false;
  1138. }
  1139. void shutdown()
  1140. {
  1141. m_batch.destroy();
  1142. preReset();
  1143. m_gpuTimer.shutdown();
  1144. m_occlusionQuery.shutdown();
  1145. m_samplerAllocator.destroy();
  1146. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1147. {
  1148. m_scratchBuffer[ii].destroy();
  1149. }
  1150. m_pipelineStateCache.invalidate();
  1151. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1152. {
  1153. m_indexBuffers[ii].destroy();
  1154. }
  1155. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1156. {
  1157. m_vertexBuffers[ii].destroy();
  1158. }
  1159. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1160. {
  1161. m_shaders[ii].destroy();
  1162. }
  1163. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1164. {
  1165. m_textures[ii].destroy();
  1166. }
  1167. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1168. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1169. DX_RELEASE(m_rootSignature, 0);
  1170. DX_RELEASE(m_swapChain, 0);
  1171. m_cmd.shutdown();
  1172. DX_RELEASE(m_device, 0);
  1173. DX_RELEASE(m_adapter, 0);
  1174. DX_RELEASE(m_factory, 0);
  1175. unloadRenderDoc(m_renderdocdll);
  1176. #if USE_D3D12_DYNAMIC_LIB
  1177. bx::dlclose(m_dxgidll);
  1178. bx::dlclose(m_d3d12dll);
  1179. bx::dlclose(m_kernel32dll);
  1180. #endif // USE_D3D12_DYNAMIC_LIB
  1181. }
  1182. RendererType::Enum getRendererType() const override
  1183. {
  1184. return RendererType::Direct3D12;
  1185. }
  1186. const char* getRendererName() const override
  1187. {
  1188. return BGFX_RENDERER_DIRECT3D12_NAME;
  1189. }
  1190. bool isDeviceRemoved() override
  1191. {
  1192. return m_lost;
  1193. }
  1194. void flip(HMD& /*_hmd*/) override
  1195. {
  1196. if (NULL != m_swapChain
  1197. && !m_lost)
  1198. {
  1199. int64_t start = bx::getHPCounter();
  1200. HRESULT hr = 0;
  1201. uint32_t syncInterval = !!(m_resolution.m_flags & BGFX_RESET_VSYNC);
  1202. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1203. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1204. {
  1205. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, flags);
  1206. }
  1207. if (SUCCEEDED(hr) )
  1208. {
  1209. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  1210. hr = m_swapChain->Present(syncInterval, flags);
  1211. }
  1212. int64_t now = bx::getHPCounter();
  1213. m_presentElapsed = now - start;
  1214. m_lost = isLost(hr);
  1215. BGFX_FATAL(!m_lost
  1216. , bgfx::Fatal::DeviceLost
  1217. , "Device is lost. FAILED 0x%08x %s (%s)"
  1218. , hr
  1219. , getLostReason(hr)
  1220. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1221. );
  1222. }
  1223. }
  1224. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) override
  1225. {
  1226. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1227. }
  1228. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1229. {
  1230. m_indexBuffers[_handle.idx].destroy();
  1231. }
  1232. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1233. {
  1234. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1235. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1236. dump(decl);
  1237. }
  1238. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1239. {
  1240. }
  1241. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1242. {
  1243. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1244. }
  1245. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1246. {
  1247. m_vertexBuffers[_handle.idx].destroy();
  1248. }
  1249. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1250. {
  1251. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1252. }
  1253. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1254. {
  1255. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1256. }
  1257. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1258. {
  1259. m_indexBuffers[_handle.idx].destroy();
  1260. }
  1261. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1262. {
  1263. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1264. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1265. }
  1266. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1267. {
  1268. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1269. }
  1270. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1271. {
  1272. m_vertexBuffers[_handle.idx].destroy();
  1273. }
  1274. void createShader(ShaderHandle _handle, Memory* _mem) override
  1275. {
  1276. m_shaders[_handle.idx].create(_mem);
  1277. }
  1278. void destroyShader(ShaderHandle _handle) override
  1279. {
  1280. m_shaders[_handle.idx].destroy();
  1281. }
  1282. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1283. {
  1284. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1285. }
  1286. void destroyProgram(ProgramHandle _handle) override
  1287. {
  1288. m_program[_handle.idx].destroy();
  1289. }
  1290. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) override
  1291. {
  1292. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1293. }
  1294. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1295. {
  1296. }
  1297. 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
  1298. {
  1299. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1300. }
  1301. void updateTextureEnd() override
  1302. {
  1303. }
  1304. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1305. {
  1306. const TextureD3D12& texture = m_textures[_handle.idx];
  1307. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1308. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1309. uint32_t numRows;
  1310. uint64_t total;
  1311. uint64_t srcPitch;
  1312. m_device->GetCopyableFootprints(&desc
  1313. , _mip
  1314. , 1
  1315. , 0
  1316. , &layout
  1317. , &numRows
  1318. , &srcPitch
  1319. , &total
  1320. );
  1321. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1322. D3D12_BOX box;
  1323. box.left = 0;
  1324. box.top = 0;
  1325. box.right = texture.m_width;
  1326. box.bottom = texture.m_height;
  1327. box.front = 0;
  1328. box.back = 1;
  1329. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1330. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1331. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1332. finish();
  1333. m_commandList = m_cmd.alloc();
  1334. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1335. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1336. uint8_t* src;
  1337. readback->Map(0, NULL, (void**)&src);
  1338. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1339. uint8_t* dst = (uint8_t*)_data;
  1340. uint32_t dstPitch = srcWidth*bpp/8;
  1341. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1342. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1343. {
  1344. bx::memCopy(dst, src, pitch);
  1345. src += srcPitch;
  1346. dst += dstPitch;
  1347. }
  1348. readback->Unmap(0, NULL);
  1349. DX_RELEASE(readback, 0);
  1350. }
  1351. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) override
  1352. {
  1353. TextureD3D12& texture = m_textures[_handle.idx];
  1354. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1355. const Memory* mem = alloc(size);
  1356. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1357. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1358. bx::write(&writer, magic);
  1359. TextureCreate tc;
  1360. tc.m_width = _width;
  1361. tc.m_height = _height;
  1362. tc.m_depth = 0;
  1363. tc.m_numLayers = 1;
  1364. tc.m_numMips = _numMips;
  1365. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1366. tc.m_cubeMap = false;
  1367. tc.m_mem = NULL;
  1368. bx::write(&writer, tc);
  1369. texture.destroy();
  1370. texture.create(mem, texture.m_flags, 0);
  1371. release(mem);
  1372. }
  1373. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1374. {
  1375. BX_UNUSED(_handle, _ptr);
  1376. }
  1377. uintptr_t getInternal(TextureHandle _handle) override
  1378. {
  1379. BX_UNUSED(_handle);
  1380. return 0;
  1381. }
  1382. void destroyTexture(TextureHandle _handle) override
  1383. {
  1384. m_textures[_handle.idx].destroy();
  1385. }
  1386. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1387. {
  1388. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1389. }
  1390. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) override
  1391. {
  1392. uint16_t denseIdx = m_numWindows++;
  1393. m_windows[denseIdx] = _handle;
  1394. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1395. }
  1396. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1397. {
  1398. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1399. if (UINT16_MAX != denseIdx)
  1400. {
  1401. --m_numWindows;
  1402. if (m_numWindows > 1)
  1403. {
  1404. FrameBufferHandle handle = m_windows[m_numWindows];
  1405. m_windows[denseIdx] = handle;
  1406. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1407. }
  1408. }
  1409. }
  1410. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1411. {
  1412. if (NULL != m_uniforms[_handle.idx])
  1413. {
  1414. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1415. }
  1416. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1417. void* data = BX_ALLOC(g_allocator, size);
  1418. bx::memSet(data, 0, size);
  1419. m_uniforms[_handle.idx] = data;
  1420. m_uniformReg.add(_handle, _name, data);
  1421. }
  1422. void destroyUniform(UniformHandle _handle) override
  1423. {
  1424. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1425. m_uniforms[_handle.idx] = NULL;
  1426. m_uniformReg.remove(_handle);
  1427. }
  1428. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1429. {
  1430. BX_UNUSED(_handle);
  1431. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1432. m_cmd.finish(m_backBufferColorFence[idx]);
  1433. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1434. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1435. const uint32_t width = (uint32_t)desc.Width;
  1436. const uint32_t height = (uint32_t)desc.Height;
  1437. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1438. uint32_t numRows;
  1439. uint64_t total;
  1440. uint64_t pitch;
  1441. m_device->GetCopyableFootprints(&desc
  1442. , 0
  1443. , 1
  1444. , 0
  1445. , &layout
  1446. , &numRows
  1447. , &pitch
  1448. , &total
  1449. );
  1450. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1451. D3D12_BOX box;
  1452. box.left = 0;
  1453. box.top = 0;
  1454. box.right = width;
  1455. box.bottom = height;
  1456. box.front = 0;
  1457. box.back = 1;
  1458. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1459. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1460. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1461. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1462. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1463. finish();
  1464. m_commandList = m_cmd.alloc();
  1465. void* data;
  1466. readback->Map(0, NULL, (void**)&data);
  1467. bimg::imageSwizzleBgra8(
  1468. data
  1469. , layout.Footprint.RowPitch
  1470. , width
  1471. , height
  1472. , data
  1473. , layout.Footprint.RowPitch
  1474. );
  1475. g_callback->screenShot(_filePath
  1476. , width
  1477. , height
  1478. , layout.Footprint.RowPitch
  1479. , data
  1480. , (uint32_t)total
  1481. , false
  1482. );
  1483. readback->Unmap(0, NULL);
  1484. DX_RELEASE(readback, 0);
  1485. }
  1486. void updateViewName(uint8_t _id, const char* _name) override
  1487. {
  1488. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1489. {
  1490. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1491. , _name
  1492. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1493. );
  1494. }
  1495. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1496. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1497. , _name
  1498. );
  1499. }
  1500. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1501. {
  1502. bx::memCopy(m_uniforms[_loc], _data, _size);
  1503. }
  1504. void setMarker(const char* /*_marker*/, uint32_t /*_size*/) override
  1505. {
  1506. }
  1507. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1508. {
  1509. m_occlusionQuery.invalidate(_handle);
  1510. }
  1511. virtual void setName(Handle _handle, const char* _name) override
  1512. {
  1513. switch (_handle.type)
  1514. {
  1515. case Handle::Shader:
  1516. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, _name);
  1517. break;
  1518. case Handle::Texture:
  1519. setDebugObjectName(m_textures[_handle.idx].m_ptr, _name);
  1520. break;
  1521. default:
  1522. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1523. break;
  1524. }
  1525. }
  1526. void submitBlit(BlitState& _bs, uint16_t _view);
  1527. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1528. void blitSetup(TextVideoMemBlitter& _blitter) override
  1529. {
  1530. const uint32_t width = getBufferWidth();
  1531. const uint32_t height = getBufferHeight();
  1532. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1533. setFrameBuffer(fbh, false);
  1534. D3D12_VIEWPORT vp;
  1535. vp.TopLeftX = 0;
  1536. vp.TopLeftY = 0;
  1537. vp.Width = (float)width;
  1538. vp.Height = (float)height;
  1539. vp.MinDepth = 0.0f;
  1540. vp.MaxDepth = 1.0f;
  1541. m_commandList->RSSetViewports(1, &vp);
  1542. D3D12_RECT rc;
  1543. rc.left = 0;
  1544. rc.top = 0;
  1545. rc.right = width;
  1546. rc.bottom = height;
  1547. m_commandList->RSSetScissorRects(1, &rc);
  1548. const uint64_t state = 0
  1549. | BGFX_STATE_RGB_WRITE
  1550. | BGFX_STATE_ALPHA_WRITE
  1551. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1552. ;
  1553. ID3D12PipelineState* pso = getPipelineState(state
  1554. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1555. , _blitter.m_vb->decl.idx
  1556. , _blitter.m_program.idx
  1557. , 0
  1558. );
  1559. m_commandList->SetPipelineState(pso);
  1560. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1561. float proj[16];
  1562. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1563. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1564. uint8_t flags = predefined.m_type;
  1565. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1566. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1567. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1568. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1569. ID3D12DescriptorHeap* heaps[] =
  1570. {
  1571. m_samplerAllocator.getHeap(),
  1572. scratchBuffer.getHeap(),
  1573. };
  1574. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1575. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1576. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1577. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1578. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1579. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1580. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1581. scratchBuffer.allocSrv(srvHandle, texture);
  1582. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1583. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1584. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1585. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1586. viewDesc.BufferLocation = vb.m_gpuVA;
  1587. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1588. viewDesc.SizeInBytes = vb.m_size;
  1589. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1590. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1591. D3D12_INDEX_BUFFER_VIEW ibv;
  1592. ibv.Format = DXGI_FORMAT_R16_UINT;
  1593. ibv.BufferLocation = ib.m_gpuVA;
  1594. ibv.SizeInBytes = ib.m_size;
  1595. m_commandList->IASetIndexBuffer(&ibv);
  1596. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1597. }
  1598. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1599. {
  1600. const uint32_t numVertices = _numIndices*4/6;
  1601. if (0 < numVertices)
  1602. {
  1603. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1604. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1605. m_commandList->DrawIndexedInstanced(_numIndices
  1606. , 1
  1607. , 0
  1608. , 0
  1609. , 0
  1610. );
  1611. }
  1612. }
  1613. void preReset()
  1614. {
  1615. finishAll();
  1616. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1617. {
  1618. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1619. }
  1620. DX_RELEASE(m_backBufferDepthStencil, 0);
  1621. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1622. {
  1623. m_frameBuffers[ii].preReset();
  1624. }
  1625. invalidateCache();
  1626. // capturePreReset();
  1627. }
  1628. void postReset()
  1629. {
  1630. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1631. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1632. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1633. {
  1634. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1635. handle.ptr += ii * rtvDescriptorSize;
  1636. DX_CHECK(m_swapChain->GetBuffer(ii
  1637. , IID_ID3D12Resource
  1638. , (void**)&m_backBufferColor[ii]
  1639. ) );
  1640. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1641. }
  1642. D3D12_RESOURCE_DESC resourceDesc;
  1643. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1644. resourceDesc.Alignment = 0;
  1645. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1646. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1647. resourceDesc.DepthOrArraySize = 1;
  1648. resourceDesc.MipLevels = 0;
  1649. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1650. resourceDesc.SampleDesc.Count = 1;
  1651. resourceDesc.SampleDesc.Quality = 0;
  1652. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1653. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1654. D3D12_CLEAR_VALUE clearValue;
  1655. clearValue.Format = resourceDesc.Format;
  1656. clearValue.DepthStencil.Depth = 1.0f;
  1657. clearValue.DepthStencil.Stencil = 0;
  1658. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1659. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1660. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  1661. dsvDesc.Format = resourceDesc.Format;
  1662. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1663. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1664. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1665. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1666. ;
  1667. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1668. , &dsvDesc
  1669. , getCPUHandleHeapStart(m_dsvDescriptorHeap)
  1670. );
  1671. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1672. {
  1673. m_frameBuffers[ii].postReset();
  1674. }
  1675. m_commandList = m_cmd.alloc();
  1676. // capturePostReset();
  1677. }
  1678. void invalidateCache()
  1679. {
  1680. m_pipelineStateCache.invalidate();
  1681. m_samplerStateCache.invalidate();
  1682. m_samplerAllocator.reset();
  1683. }
  1684. void updateMsaa()
  1685. {
  1686. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1687. {
  1688. uint32_t msaa = s_checkMsaa[ii];
  1689. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1690. bx::memSet(&data, 0, sizeof(msaa) );
  1691. data.Format = getBufferFormat();
  1692. data.SampleCount = msaa;
  1693. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1694. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1695. data.NumQualityLevels = 0;
  1696. if (SUCCEEDED(hr)
  1697. && 0 < data.NumQualityLevels)
  1698. {
  1699. s_msaa[ii].Count = data.SampleCount;
  1700. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1701. last = ii;
  1702. }
  1703. else
  1704. {
  1705. s_msaa[ii] = s_msaa[last];
  1706. }
  1707. }
  1708. }
  1709. bool updateResolution(const Resolution& _resolution)
  1710. {
  1711. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1712. {
  1713. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1714. }
  1715. else
  1716. {
  1717. m_maxAnisotropy = 1;
  1718. }
  1719. bool depthClamp = !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP);
  1720. if (m_depthClamp != depthClamp)
  1721. {
  1722. m_depthClamp = depthClamp;
  1723. m_pipelineStateCache.invalidate();
  1724. }
  1725. const uint32_t maskFlags = ~(0
  1726. | BGFX_RESET_HMD_RECENTER
  1727. | BGFX_RESET_MAXANISOTROPY
  1728. | BGFX_RESET_DEPTH_CLAMP
  1729. | BGFX_RESET_SUSPEND
  1730. );
  1731. if (m_resolution.m_width != _resolution.m_width
  1732. || m_resolution.m_height != _resolution.m_height
  1733. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  1734. {
  1735. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  1736. bool resize = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1737. m_resolution = _resolution;
  1738. m_resolution.m_flags = flags;
  1739. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1740. m_textVideoMem.clear();
  1741. setBufferSize(_resolution.m_width, _resolution.m_height);
  1742. preReset();
  1743. BX_UNUSED(resize);
  1744. #if BX_PLATFORM_WINDOWS
  1745. if (resize)
  1746. {
  1747. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1748. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1749. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1750. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1751. DX_CHECK(m_swapChain->ResizeBuffers1(m_scd.BufferCount
  1752. , m_scd.BufferDesc.Width
  1753. , m_scd.BufferDesc.Height
  1754. , m_scd.BufferDesc.Format
  1755. , m_scd.Flags
  1756. , nodeMask
  1757. , presentQueue
  1758. ) );
  1759. }
  1760. else
  1761. #endif // BX_PLATFORM_WINDOWS
  1762. {
  1763. updateMsaa();
  1764. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1765. DX_RELEASE(m_swapChain, 0);
  1766. #if BX_PLATFORM_WINDOWS
  1767. HRESULT hr;
  1768. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1769. , &m_scd
  1770. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1771. );
  1772. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1773. #endif // BX_PLATFORM_WINDOWS
  1774. }
  1775. postReset();
  1776. }
  1777. return false;
  1778. }
  1779. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1780. {
  1781. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1782. {
  1783. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1784. m_fsChanges += _numRegs;
  1785. }
  1786. else
  1787. {
  1788. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1789. m_vsChanges += _numRegs;
  1790. }
  1791. }
  1792. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1793. {
  1794. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1795. }
  1796. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1797. {
  1798. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1799. }
  1800. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1801. {
  1802. const ProgramD3D12& program = m_program[_programIdx];
  1803. uint32_t total = bx::strideAlign(0
  1804. + program.m_vsh->m_size
  1805. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1806. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1807. );
  1808. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1809. {
  1810. uint32_t size = program.m_vsh->m_size;
  1811. bx::memCopy(data, m_vsScratch, size);
  1812. data += size;
  1813. m_vsChanges = 0;
  1814. }
  1815. if (NULL != program.m_fsh)
  1816. {
  1817. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  1818. m_fsChanges = 0;
  1819. }
  1820. }
  1821. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1822. {
  1823. if (isValid(m_fbh)
  1824. && m_fbh.idx != _fbh.idx)
  1825. {
  1826. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1827. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1828. {
  1829. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1830. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1831. }
  1832. if (isValid(frameBuffer.m_depth) )
  1833. {
  1834. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1835. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  1836. if (!writeOnly)
  1837. {
  1838. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1839. }
  1840. }
  1841. }
  1842. if (!isValid(_fbh) )
  1843. {
  1844. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1845. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1846. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1847. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  1848. m_currentColor = &m_rtvHandle;
  1849. m_currentDepthStencil = &m_dsvHandle;
  1850. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  1851. }
  1852. else
  1853. {
  1854. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1855. if (0 < frameBuffer.m_num)
  1856. {
  1857. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1858. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1859. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  1860. m_currentColor = &m_rtvHandle;
  1861. }
  1862. else
  1863. {
  1864. m_currentColor = NULL;
  1865. }
  1866. if (isValid(frameBuffer.m_depth) )
  1867. {
  1868. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  1869. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1870. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  1871. m_currentDepthStencil = &m_dsvHandle;
  1872. }
  1873. else
  1874. {
  1875. m_currentDepthStencil = NULL;
  1876. }
  1877. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1878. {
  1879. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1880. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1881. }
  1882. if (isValid(frameBuffer.m_depth) )
  1883. {
  1884. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1885. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1886. }
  1887. m_commandList->OMSetRenderTargets(frameBuffer.m_num
  1888. , m_currentColor
  1889. , true
  1890. , m_currentDepthStencil
  1891. );
  1892. }
  1893. m_fbh = _fbh;
  1894. m_rtMsaa = _msaa;
  1895. }
  1896. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  1897. {
  1898. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  1899. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1900. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  1901. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1902. drt->LogicOpEnable = false;
  1903. {
  1904. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1905. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1906. const uint32_t srcRGB = (blend ) & 0xf;
  1907. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1908. const uint32_t srcA = (blend >> 8) & 0xf;
  1909. const uint32_t dstA = (blend >> 12) & 0xf;
  1910. const uint32_t equRGB = (equation ) & 0x7;
  1911. const uint32_t equA = (equation >> 3) & 0x7;
  1912. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1913. drt->DestBlend = s_blendFactor[dstRGB][0];
  1914. drt->BlendOp = s_blendEquation[equRGB];
  1915. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1916. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1917. drt->BlendOpAlpha = s_blendEquation[equA];
  1918. }
  1919. uint8_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  1920. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  1921. : 0
  1922. ;
  1923. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  1924. ? D3D12_COLOR_WRITE_ENABLE_RED
  1925. | D3D12_COLOR_WRITE_ENABLE_GREEN
  1926. | D3D12_COLOR_WRITE_ENABLE_BLUE
  1927. : 0
  1928. ;
  1929. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  1930. drt->RenderTargetWriteMask = writeMask;
  1931. if (_desc.IndependentBlendEnable)
  1932. {
  1933. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1934. {
  1935. drt = &_desc.RenderTarget[ii];
  1936. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1937. drt->LogicOpEnable = false;
  1938. const uint32_t src = (rgba ) & 0xf;
  1939. const uint32_t dst = (rgba >> 4) & 0xf;
  1940. const uint32_t equation = (rgba >> 8) & 0x7;
  1941. drt->SrcBlend = s_blendFactor[src][0];
  1942. drt->DestBlend = s_blendFactor[dst][0];
  1943. drt->BlendOp = s_blendEquation[equation];
  1944. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1945. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1946. drt->BlendOpAlpha = s_blendEquation[equation];
  1947. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  1948. drt->RenderTargetWriteMask = writeMask;
  1949. }
  1950. }
  1951. else
  1952. {
  1953. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1954. {
  1955. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  1956. }
  1957. }
  1958. }
  1959. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  1960. {
  1961. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  1962. _desc.FillMode = _wireframe
  1963. ? D3D12_FILL_MODE_WIREFRAME
  1964. : D3D12_FILL_MODE_SOLID
  1965. ;
  1966. _desc.CullMode = s_cullMode[cull];
  1967. _desc.FrontCounterClockwise = false;
  1968. _desc.DepthBias = 0;
  1969. _desc.DepthBiasClamp = 0.0f;
  1970. _desc.SlopeScaledDepthBias = 0.0f;
  1971. _desc.DepthClipEnable = !m_depthClamp;
  1972. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1973. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  1974. _desc.ForcedSampleCount = 0;
  1975. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  1976. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  1977. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  1978. ;
  1979. }
  1980. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  1981. {
  1982. const uint32_t fstencil = unpackStencil(0, _stencil);
  1983. bx::memSet(&_desc, 0, sizeof(_desc) );
  1984. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1985. _desc.DepthEnable = 0 != func;
  1986. _desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  1987. ? D3D12_DEPTH_WRITE_MASK_ALL
  1988. : D3D12_DEPTH_WRITE_MASK_ZERO
  1989. ;
  1990. _desc.DepthFunc = s_cmpFunc[func];
  1991. uint32_t bstencil = unpackStencil(1, _stencil);
  1992. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1993. bstencil = frontAndBack ? bstencil : fstencil;
  1994. _desc.StencilEnable = 0 != _stencil;
  1995. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1996. _desc.StencilWriteMask = 0xff;
  1997. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1998. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1999. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2000. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2001. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2002. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2003. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2004. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2005. }
  2006. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint8_t _numInstanceData)
  2007. {
  2008. VertexDecl decl;
  2009. bx::memCopy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  2010. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  2011. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2012. {
  2013. uint16_t mask = attrMask[ii];
  2014. uint16_t attr = (decl.m_attributes[ii] & mask);
  2015. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2016. }
  2017. D3D12_INPUT_ELEMENT_DESC* elem = fillVertexDecl(_vertexElements, decl);
  2018. uint32_t num = uint32_t(elem-_vertexElements);
  2019. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2020. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2021. {
  2022. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2023. uint32_t jj;
  2024. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2025. for (jj = 0; jj < num; ++jj)
  2026. {
  2027. curr = &_vertexElements[jj];
  2028. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2029. && curr->SemanticIndex == index)
  2030. {
  2031. break;
  2032. }
  2033. }
  2034. if (jj == num)
  2035. {
  2036. curr = elem;
  2037. ++elem;
  2038. }
  2039. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2040. curr->InputSlot = 1;
  2041. curr->SemanticIndex = index;
  2042. curr->AlignedByteOffset = ii*16;
  2043. }
  2044. return uint32_t(elem-_vertexElements);
  2045. }
  2046. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2047. {
  2048. union { void* ptr; uint32_t offset; } cast = { _userData };
  2049. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2050. {
  2051. DxbcOperand& operand = _instruction.operand[ii];
  2052. if (DxbcOperandType::ConstantBuffer == operand.type)
  2053. {
  2054. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2055. && 0 == operand.regIndex[0]
  2056. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  2057. {
  2058. operand.regIndex[1] += cast.offset;
  2059. }
  2060. }
  2061. }
  2062. }
  2063. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  2064. {
  2065. ProgramD3D12& program = m_program[_programIdx];
  2066. const uint32_t hash = program.m_vsh->m_hash;
  2067. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2068. if (BX_LIKELY(NULL != pso) )
  2069. {
  2070. return pso;
  2071. }
  2072. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2073. bx::memSet(&desc, 0, sizeof(desc) );
  2074. desc.pRootSignature = m_rootSignature;
  2075. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2076. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2077. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2078. , IID_ID3D12PipelineState
  2079. , (void**)&pso
  2080. ) );
  2081. m_pipelineStateCache.add(hash, pso);
  2082. return pso;
  2083. }
  2084. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint16_t _declIdx, uint16_t _programIdx, uint8_t _numInstanceData)
  2085. {
  2086. ProgramD3D12& program = m_program[_programIdx];
  2087. _state &= 0
  2088. | BGFX_STATE_RGB_WRITE
  2089. | BGFX_STATE_ALPHA_WRITE
  2090. | BGFX_STATE_DEPTH_WRITE
  2091. | BGFX_STATE_DEPTH_TEST_MASK
  2092. | BGFX_STATE_BLEND_MASK
  2093. | BGFX_STATE_BLEND_EQUATION_MASK
  2094. | BGFX_STATE_BLEND_INDEPENDENT
  2095. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2096. | BGFX_STATE_CULL_MASK
  2097. | BGFX_STATE_MSAA
  2098. | BGFX_STATE_LINEAA
  2099. | BGFX_STATE_CONSERVATIVE_RASTER
  2100. | BGFX_STATE_PT_MASK
  2101. ;
  2102. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2103. VertexDecl decl;
  2104. bx::memCopy(&decl, &m_vertexDecls[_declIdx], sizeof(VertexDecl) );
  2105. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2106. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2107. {
  2108. uint16_t mask = attrMask[ii];
  2109. uint16_t attr = (decl.m_attributes[ii] & mask);
  2110. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2111. }
  2112. bx::HashMurmur2A murmur;
  2113. murmur.begin();
  2114. murmur.add(_state);
  2115. murmur.add(_stencil);
  2116. murmur.add(program.m_vsh->m_hash);
  2117. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2118. murmur.add(program.m_fsh->m_hash);
  2119. murmur.add(m_vertexDecls[_declIdx].m_hash);
  2120. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  2121. murmur.add(m_fbh.idx);
  2122. murmur.add(_numInstanceData);
  2123. const uint32_t hash = murmur.end();
  2124. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2125. if (NULL != pso)
  2126. {
  2127. return pso;
  2128. }
  2129. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2130. bx::memSet(&desc, 0, sizeof(desc) );
  2131. desc.pRootSignature = m_rootSignature;
  2132. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2133. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2134. const Memory* temp = alloc(program.m_fsh->m_code->size);
  2135. bx::memSet(temp->data, 0, temp->size);
  2136. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2137. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2138. DxbcContext dxbc;
  2139. bx::Error err;
  2140. read(&rd, dxbc, &err);
  2141. bool patchShader = !dxbc.shader.aon9;
  2142. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2143. && patchShader)
  2144. {
  2145. union { uint32_t offset; void* ptr; } cast = { 0 };
  2146. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2147. write(&wr, dxbc, &err);
  2148. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2149. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2150. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2151. if (!patchShader)
  2152. {
  2153. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2154. {
  2155. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2156. {
  2157. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2158. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2159. break;
  2160. }
  2161. }
  2162. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2163. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2164. }
  2165. }
  2166. if (patchShader)
  2167. {
  2168. bx::memCopy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2169. bx::seek(&wr, 0, bx::Whence::Begin);
  2170. union { uint32_t offset; void* ptr; } cast =
  2171. {
  2172. uint32_t(program.m_vsh->m_size)/16
  2173. };
  2174. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2175. write(&wr, dxbc, &err);
  2176. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2177. desc.PS.pShaderBytecode = temp->data;
  2178. desc.PS.BytecodeLength = temp->size;
  2179. }
  2180. else
  2181. {
  2182. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2183. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2184. }
  2185. desc.DS.pShaderBytecode = NULL;
  2186. desc.DS.BytecodeLength = 0;
  2187. desc.HS.pShaderBytecode = NULL;
  2188. desc.HS.BytecodeLength = 0;
  2189. desc.GS.pShaderBytecode = NULL;
  2190. desc.GS.BytecodeLength = 0;
  2191. desc.StreamOutput.pSODeclaration = NULL;
  2192. desc.StreamOutput.NumEntries = 0;
  2193. desc.StreamOutput.pBufferStrides = NULL;
  2194. desc.StreamOutput.NumStrides = 0;
  2195. desc.StreamOutput.RasterizedStream = 0;
  2196. setBlendState(desc.BlendState, _state);
  2197. desc.SampleMask = 1;
  2198. setRasterizerState(desc.RasterizerState, _state);
  2199. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2200. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2201. desc.InputLayout.NumElements = setInputLayout(vertexElements, m_vertexDecls[_declIdx], program, _numInstanceData);
  2202. desc.InputLayout.pInputElementDescs = vertexElements;
  2203. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2204. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2205. if (isValid(m_fbh) )
  2206. {
  2207. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2208. desc.NumRenderTargets = frameBuffer.m_num;
  2209. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2210. {
  2211. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2212. }
  2213. if (isValid(frameBuffer.m_depth) )
  2214. {
  2215. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2216. }
  2217. else
  2218. {
  2219. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2220. }
  2221. }
  2222. else
  2223. {
  2224. desc.NumRenderTargets = 1;
  2225. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2226. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2227. }
  2228. desc.SampleDesc.Count = 1;
  2229. desc.SampleDesc.Quality = 0;
  2230. uint32_t length = g_callback->cacheReadSize(hash);
  2231. bool cached = length > 0;
  2232. void* cachedData = NULL;
  2233. if (cached)
  2234. {
  2235. cachedData = BX_ALLOC(g_allocator, length);
  2236. if (g_callback->cacheRead(hash, cachedData, length) )
  2237. {
  2238. BX_TRACE("Loading cached PSO (size %d).", length);
  2239. bx::MemoryReader reader(cachedData, length);
  2240. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2241. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2242. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2243. , IID_ID3D12PipelineState
  2244. , (void**)&pso
  2245. );
  2246. if (FAILED(hr) )
  2247. {
  2248. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  2249. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2250. }
  2251. }
  2252. }
  2253. if (NULL == pso)
  2254. {
  2255. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2256. , IID_ID3D12PipelineState
  2257. , (void**)&pso
  2258. ) );
  2259. }
  2260. m_pipelineStateCache.add(hash, pso);
  2261. release(temp);
  2262. ID3DBlob* blob;
  2263. HRESULT hr = pso->GetCachedBlob(&blob);
  2264. if (SUCCEEDED(hr) )
  2265. {
  2266. void* data = blob->GetBufferPointer();
  2267. length = (uint32_t)blob->GetBufferSize();
  2268. g_callback->cacheWrite(hash, data, length);
  2269. DX_RELEASE(blob, 0);
  2270. }
  2271. if (NULL != cachedData)
  2272. {
  2273. BX_FREE(g_allocator, cachedData);
  2274. }
  2275. return pso;
  2276. }
  2277. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2278. {
  2279. bx::HashMurmur2A murmur;
  2280. murmur.begin();
  2281. murmur.add(_flags, _num * sizeof(uint32_t) );
  2282. uint32_t hash = murmur.end();
  2283. uint16_t sampler = m_samplerStateCache.find(hash);
  2284. if (UINT16_MAX == sampler)
  2285. {
  2286. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2287. m_samplerStateCache.add(hash, sampler);
  2288. }
  2289. return sampler;
  2290. }
  2291. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2292. {
  2293. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2294. }
  2295. DXGI_FORMAT getBufferFormat()
  2296. {
  2297. #if BX_PLATFORM_WINDOWS
  2298. return m_scd.BufferDesc.Format;
  2299. #else
  2300. return m_scd.Format;
  2301. #endif
  2302. }
  2303. uint32_t getBufferWidth()
  2304. {
  2305. #if BX_PLATFORM_WINDOWS
  2306. return m_scd.BufferDesc.Width;
  2307. #else
  2308. return m_scd.Width;
  2309. #endif
  2310. }
  2311. uint32_t getBufferHeight()
  2312. {
  2313. #if BX_PLATFORM_WINDOWS
  2314. return m_scd.BufferDesc.Height;
  2315. #else
  2316. return m_scd.Height;
  2317. #endif
  2318. }
  2319. void setBufferSize(uint32_t _width, uint32_t _height)
  2320. {
  2321. #if BX_PLATFORM_WINDOWS
  2322. m_scd.BufferDesc.Width = _width;
  2323. m_scd.BufferDesc.Height = _height;
  2324. #else
  2325. m_scd.Width = _width;
  2326. m_scd.Height = _height;
  2327. #endif
  2328. }
  2329. void commit(UniformBuffer& _uniformBuffer)
  2330. {
  2331. _uniformBuffer.reset();
  2332. for (;;)
  2333. {
  2334. uint32_t opcode = _uniformBuffer.read();
  2335. if (UniformType::End == opcode)
  2336. {
  2337. break;
  2338. }
  2339. UniformType::Enum type;
  2340. uint16_t loc;
  2341. uint16_t num;
  2342. uint16_t copy;
  2343. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2344. const char* data;
  2345. if (copy)
  2346. {
  2347. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2348. }
  2349. else
  2350. {
  2351. UniformHandle handle;
  2352. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2353. data = (const char*)m_uniforms[handle.idx];
  2354. }
  2355. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2356. case UniformType::_uniform: \
  2357. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2358. { \
  2359. setShaderUniform(uint8_t(type), loc, data, num); \
  2360. } \
  2361. break;
  2362. switch ( (uint32_t)type)
  2363. {
  2364. case UniformType::Mat3:
  2365. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2366. {
  2367. float* value = (float*)data;
  2368. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2369. {
  2370. Matrix4 mtx;
  2371. mtx.un.val[ 0] = value[0];
  2372. mtx.un.val[ 1] = value[1];
  2373. mtx.un.val[ 2] = value[2];
  2374. mtx.un.val[ 3] = 0.0f;
  2375. mtx.un.val[ 4] = value[3];
  2376. mtx.un.val[ 5] = value[4];
  2377. mtx.un.val[ 6] = value[5];
  2378. mtx.un.val[ 7] = 0.0f;
  2379. mtx.un.val[ 8] = value[6];
  2380. mtx.un.val[ 9] = value[7];
  2381. mtx.un.val[10] = value[8];
  2382. mtx.un.val[11] = 0.0f;
  2383. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2384. }
  2385. }
  2386. break;
  2387. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2388. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2389. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2390. case UniformType::End:
  2391. break;
  2392. default:
  2393. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2394. break;
  2395. }
  2396. #undef CASE_IMPLEMENT_UNIFORM
  2397. }
  2398. }
  2399. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2400. {
  2401. if (isValid(m_fbh) )
  2402. {
  2403. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2404. frameBuffer.clear(m_commandList, _clear, _palette);
  2405. }
  2406. else
  2407. {
  2408. if (NULL != m_currentColor
  2409. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2410. {
  2411. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2412. {
  2413. uint8_t index = _clear.m_index[0];
  2414. if (UINT8_MAX != index)
  2415. {
  2416. m_commandList->ClearRenderTargetView(*m_currentColor
  2417. , _palette[index]
  2418. , _num
  2419. , _rect
  2420. );
  2421. }
  2422. }
  2423. else
  2424. {
  2425. float frgba[4] =
  2426. {
  2427. _clear.m_index[0] * 1.0f / 255.0f,
  2428. _clear.m_index[1] * 1.0f / 255.0f,
  2429. _clear.m_index[2] * 1.0f / 255.0f,
  2430. _clear.m_index[3] * 1.0f / 255.0f,
  2431. };
  2432. m_commandList->ClearRenderTargetView(*m_currentColor
  2433. , frgba
  2434. , _num
  2435. , _rect
  2436. );
  2437. }
  2438. }
  2439. if (NULL != m_currentDepthStencil
  2440. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2441. {
  2442. uint32_t flags = 0;
  2443. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2444. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2445. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2446. , D3D12_CLEAR_FLAGS(flags)
  2447. , _clear.m_depth
  2448. , _clear.m_stencil
  2449. , _num
  2450. , _rect
  2451. );
  2452. }
  2453. }
  2454. }
  2455. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2456. {
  2457. uint32_t width;
  2458. uint32_t height;
  2459. if (isValid(m_fbh) )
  2460. {
  2461. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2462. width = fb.m_width;
  2463. height = fb.m_height;
  2464. }
  2465. else
  2466. {
  2467. width = getBufferWidth();
  2468. height = getBufferHeight();
  2469. }
  2470. if (0 == _rect.m_x
  2471. && 0 == _rect.m_y
  2472. && width == _rect.m_width
  2473. && height == _rect.m_height)
  2474. {
  2475. clear(_clear, _palette);
  2476. }
  2477. else
  2478. {
  2479. D3D12_RECT rect;
  2480. rect.left = _rect.m_x;
  2481. rect.top = _rect.m_y;
  2482. rect.right = _rect.m_x + _rect.m_width;
  2483. rect.bottom = _rect.m_y + _rect.m_height;
  2484. clear(_clear, _palette, &rect, 1);
  2485. }
  2486. }
  2487. uint64_t kick()
  2488. {
  2489. uint64_t fence = m_cmd.kick();
  2490. m_commandList = m_cmd.alloc();
  2491. return fence;
  2492. }
  2493. void finish()
  2494. {
  2495. m_cmd.kick();
  2496. m_cmd.finish();
  2497. m_commandList = NULL;
  2498. }
  2499. void finishAll()
  2500. {
  2501. uint64_t fence = m_cmd.kick();
  2502. m_cmd.finish(fence, true);
  2503. m_commandList = NULL;
  2504. }
  2505. void* m_kernel32dll;
  2506. void* m_d3d12dll;
  2507. void* m_dxgidll;
  2508. void* m_renderdocdll;
  2509. D3D_FEATURE_LEVEL m_featureLevel;
  2510. D3D_DRIVER_TYPE m_driverType;
  2511. DXGI_ADAPTER_DESC m_adapterDesc;
  2512. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2513. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2514. #if BX_PLATFORM_WINDOWS
  2515. IDXGIAdapter3* m_adapter;
  2516. IDXGIFactory4* m_factory;
  2517. IDXGISwapChain3* m_swapChain;
  2518. ID3D12InfoQueue* m_infoQueue;
  2519. #else
  2520. IDXGIAdapter* m_adapter;
  2521. IDXGIFactory2* m_factory;
  2522. IDXGISwapChain1* m_swapChain;
  2523. #endif // BX_PLATFORM_WINDOWS
  2524. int64_t m_presentElapsed;
  2525. uint16_t m_numWindows;
  2526. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2527. ID3D12Device* m_device;
  2528. TimerQueryD3D12 m_gpuTimer;
  2529. OcclusionQueryD3D12 m_occlusionQuery;
  2530. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2531. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2532. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2533. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2534. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2535. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2536. ID3D12Resource* m_backBufferColor[4];
  2537. uint64_t m_backBufferColorFence[4];
  2538. ID3D12Resource* m_backBufferDepthStencil;
  2539. ScratchBufferD3D12 m_scratchBuffer[4];
  2540. DescriptorAllocatorD3D12 m_samplerAllocator;
  2541. ID3D12RootSignature* m_rootSignature;
  2542. CommandQueueD3D12 m_cmd;
  2543. BatchD3D12 m_batch;
  2544. ID3D12GraphicsCommandList* m_commandList;
  2545. Resolution m_resolution;
  2546. bool m_wireframe;
  2547. bool m_lost;
  2548. #if BX_PLATFORM_WINDOWS
  2549. DXGI_SWAP_CHAIN_DESC m_scd;
  2550. #else
  2551. DXGI_SWAP_CHAIN_DESC1 m_scd;
  2552. #endif // BX_PLATFORM_WINDOWS
  2553. uint32_t m_maxAnisotropy;
  2554. bool m_depthClamp;
  2555. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2556. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2557. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2558. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2559. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2560. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2561. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2562. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2563. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2564. UniformRegistry m_uniformReg;
  2565. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2566. StateCache m_samplerStateCache;
  2567. TextVideoMem m_textVideoMem;
  2568. uint8_t m_fsScratch[64<<10];
  2569. uint8_t m_vsScratch[64<<10];
  2570. uint32_t m_fsChanges;
  2571. uint32_t m_vsChanges;
  2572. FrameBufferHandle m_fbh;
  2573. uint32_t m_backBufferColorIdx;
  2574. bool m_rtMsaa;
  2575. };
  2576. static RendererContextD3D12* s_renderD3D12;
  2577. RendererContextI* rendererCreate()
  2578. {
  2579. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2580. if (!s_renderD3D12->init() )
  2581. {
  2582. BX_DELETE(g_allocator, s_renderD3D12);
  2583. s_renderD3D12 = NULL;
  2584. }
  2585. return s_renderD3D12;
  2586. }
  2587. void rendererDestroy()
  2588. {
  2589. s_renderD3D12->shutdown();
  2590. BX_DELETE(g_allocator, s_renderD3D12);
  2591. s_renderD3D12 = NULL;
  2592. }
  2593. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2594. {
  2595. m_size = _size;
  2596. ID3D12Device* device = s_renderD3D12->m_device;
  2597. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2598. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2599. desc.NumDescriptors = _maxDescriptors;
  2600. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2601. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2602. desc.NodeMask = 1;
  2603. DX_CHECK(device->CreateDescriptorHeap(&desc
  2604. , IID_ID3D12DescriptorHeap
  2605. , (void**)&m_heap
  2606. ) );
  2607. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2608. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2609. m_upload->Map(0, NULL, (void**)&m_data);
  2610. reset(m_gpuHandle);
  2611. }
  2612. void ScratchBufferD3D12::destroy()
  2613. {
  2614. m_upload->Unmap(0, NULL);
  2615. DX_RELEASE(m_upload, 0);
  2616. DX_RELEASE(m_heap, 0);
  2617. }
  2618. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2619. {
  2620. m_pos = 0;
  2621. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2622. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2623. _gpuHandle = m_gpuHandle;
  2624. }
  2625. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2626. {
  2627. _gpuAddress = m_gpuVA + m_pos;
  2628. void* data = &m_data[m_pos];
  2629. m_pos += BX_ALIGN_256(_size);
  2630. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2631. // desc.BufferLocation = _gpuAddress;
  2632. // desc.SizeInBytes = _size;
  2633. // ID3D12Device* device = s_renderD3D12->m_device;
  2634. // device->CreateConstantBufferView(&desc
  2635. // , m_cpuHandle
  2636. // );
  2637. // m_cpuHandle.ptr += m_incrementSize;
  2638. // m_gpuHandle.ptr += m_incrementSize;
  2639. return data;
  2640. }
  2641. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2642. {
  2643. ID3D12Device* device = s_renderD3D12->m_device;
  2644. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2645. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2646. if (0 != _mip)
  2647. {
  2648. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2649. srvd = &tmpSrvd;
  2650. switch (_texture.m_srvd.ViewDimension)
  2651. {
  2652. default:
  2653. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2654. srvd->Texture2D.MostDetailedMip = _mip;
  2655. srvd->Texture2D.MipLevels = 1;
  2656. srvd->Texture2D.PlaneSlice = 0;
  2657. srvd->Texture2D.ResourceMinLODClamp = 0;
  2658. break;
  2659. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2660. srvd->TextureCube.MostDetailedMip = _mip;
  2661. srvd->TextureCube.MipLevels = 1;
  2662. srvd->TextureCube.ResourceMinLODClamp = 0;
  2663. break;
  2664. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2665. srvd->Texture3D.MostDetailedMip = _mip;
  2666. srvd->Texture3D.MipLevels = 1;
  2667. srvd->Texture3D.ResourceMinLODClamp = 0;
  2668. break;
  2669. }
  2670. }
  2671. device->CreateShaderResourceView(_texture.m_ptr
  2672. , srvd
  2673. , m_cpuHandle
  2674. );
  2675. m_cpuHandle.ptr += m_incrementSize;
  2676. _gpuHandle = m_gpuHandle;
  2677. m_gpuHandle.ptr += m_incrementSize;
  2678. }
  2679. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2680. {
  2681. ID3D12Device* device = s_renderD3D12->m_device;
  2682. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2683. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2684. if (0 != _mip)
  2685. {
  2686. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2687. uavd = &tmpUavd;
  2688. switch (_texture.m_uavd.ViewDimension)
  2689. {
  2690. default:
  2691. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2692. uavd->Texture2D.MipSlice = _mip;
  2693. uavd->Texture2D.PlaneSlice = 0;
  2694. break;
  2695. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  2696. uavd->Texture2DArray.MipSlice = _mip;
  2697. uavd->Texture2DArray.PlaneSlice = 0;
  2698. break;
  2699. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2700. uavd->Texture3D.MipSlice = _mip;
  2701. break;
  2702. }
  2703. }
  2704. device->CreateUnorderedAccessView(_texture.m_ptr
  2705. , NULL
  2706. , uavd
  2707. , m_cpuHandle
  2708. );
  2709. m_cpuHandle.ptr += m_incrementSize;
  2710. _gpuHandle = m_gpuHandle;
  2711. m_gpuHandle.ptr += m_incrementSize;
  2712. }
  2713. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2714. {
  2715. ID3D12Device* device = s_renderD3D12->m_device;
  2716. device->CreateShaderResourceView(_buffer.m_ptr
  2717. , &_buffer.m_srvd
  2718. , m_cpuHandle
  2719. );
  2720. m_cpuHandle.ptr += m_incrementSize;
  2721. _gpuHandle = m_gpuHandle;
  2722. m_gpuHandle.ptr += m_incrementSize;
  2723. }
  2724. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2725. {
  2726. ID3D12Device* device = s_renderD3D12->m_device;
  2727. device->CreateUnorderedAccessView(_buffer.m_ptr
  2728. , NULL
  2729. , &_buffer.m_uavd
  2730. , m_cpuHandle
  2731. );
  2732. m_cpuHandle.ptr += m_incrementSize;
  2733. _gpuHandle = m_gpuHandle;
  2734. m_gpuHandle.ptr += m_incrementSize;
  2735. }
  2736. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2737. {
  2738. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2739. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2740. ID3D12Device* device = s_renderD3D12->m_device;
  2741. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2742. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2743. desc.NumDescriptors = _maxDescriptors;
  2744. desc.Type = _type;
  2745. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2746. desc.NodeMask = 1;
  2747. DX_CHECK(device->CreateDescriptorHeap(&desc
  2748. , IID_ID3D12DescriptorHeap
  2749. , (void**)&m_heap
  2750. ) );
  2751. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2752. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2753. }
  2754. void DescriptorAllocatorD3D12::destroy()
  2755. {
  2756. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2757. DX_RELEASE(m_heap, 0);
  2758. }
  2759. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2760. {
  2761. uint16_t idx = m_handleAlloc->alloc();
  2762. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2763. ID3D12Device* device = s_renderD3D12->m_device;
  2764. device->CreateShaderResourceView(_ptr
  2765. , _desc
  2766. , cpuHandle
  2767. );
  2768. return idx;
  2769. }
  2770. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2771. {
  2772. uint16_t idx = m_handleAlloc->alloc();
  2773. ID3D12Device* device = s_renderD3D12->m_device;
  2774. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  2775. for (uint32_t ii = 0; ii < _num; ++ii)
  2776. {
  2777. uint32_t flags = _flags[ii];
  2778. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2779. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2780. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2781. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2782. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2783. D3D12_SAMPLER_DESC sd;
  2784. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2785. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2786. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2787. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2788. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2789. sd.MaxAnisotropy = maxAnisotropy;
  2790. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2791. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2792. if (NULL != _palette
  2793. && needBorderColor(flags) )
  2794. {
  2795. const float* rgba = _palette[index];
  2796. sd.BorderColor[0] = rgba[0];
  2797. sd.BorderColor[1] = rgba[1];
  2798. sd.BorderColor[2] = rgba[2];
  2799. sd.BorderColor[3] = rgba[3];
  2800. }
  2801. else
  2802. {
  2803. sd.BorderColor[0] = 0.0f;
  2804. sd.BorderColor[1] = 0.0f;
  2805. sd.BorderColor[2] = 0.0f;
  2806. sd.BorderColor[3] = 0.0f;
  2807. }
  2808. sd.MinLOD = 0;
  2809. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2810. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2811. {
  2812. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2813. };
  2814. device->CreateSampler(&sd, cpuHandle);
  2815. }
  2816. return idx;
  2817. }
  2818. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  2819. {
  2820. m_handleAlloc->free(_idx);
  2821. }
  2822. void DescriptorAllocatorD3D12::reset()
  2823. {
  2824. uint16_t max = m_handleAlloc->getMaxHandles();
  2825. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2826. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2827. }
  2828. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  2829. {
  2830. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2831. return gpuHandle;
  2832. }
  2833. void CommandQueueD3D12::init(ID3D12Device* _device)
  2834. {
  2835. D3D12_COMMAND_QUEUE_DESC queueDesc;
  2836. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  2837. queueDesc.Priority = 0;
  2838. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  2839. queueDesc.NodeMask = 1;
  2840. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  2841. , IID_ID3D12CommandQueue
  2842. , (void**)&m_commandQueue
  2843. ) );
  2844. m_completedFence = 0;
  2845. m_currentFence = 0;
  2846. DX_CHECK(_device->CreateFence(0
  2847. , D3D12_FENCE_FLAG_NONE
  2848. , IID_ID3D12Fence
  2849. , (void**)&m_fence
  2850. ) );
  2851. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2852. {
  2853. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  2854. , IID_ID3D12CommandAllocator
  2855. , (void**)&m_commandList[ii].m_commandAllocator
  2856. ) );
  2857. DX_CHECK(_device->CreateCommandList(0
  2858. , D3D12_COMMAND_LIST_TYPE_DIRECT
  2859. , m_commandList[ii].m_commandAllocator
  2860. , NULL
  2861. , IID_ID3D12GraphicsCommandList
  2862. , (void**)&m_commandList[ii].m_commandList
  2863. ) );
  2864. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  2865. }
  2866. }
  2867. void CommandQueueD3D12::shutdown()
  2868. {
  2869. finish(UINT64_MAX, true);
  2870. DX_RELEASE(m_fence, 0);
  2871. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2872. {
  2873. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  2874. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  2875. }
  2876. DX_RELEASE(m_commandQueue, 0);
  2877. }
  2878. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  2879. {
  2880. while (0 == m_control.reserve(1) )
  2881. {
  2882. consume();
  2883. }
  2884. CommandList& commandList = m_commandList[m_control.m_current];
  2885. DX_CHECK(commandList.m_commandAllocator->Reset() );
  2886. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  2887. return commandList.m_commandList;
  2888. }
  2889. uint64_t CommandQueueD3D12::kick()
  2890. {
  2891. CommandList& commandList = m_commandList[m_control.m_current];
  2892. DX_CHECK(commandList.m_commandList->Close() );
  2893. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  2894. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  2895. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  2896. const uint64_t fence = m_currentFence++;
  2897. m_commandQueue->Signal(m_fence, fence);
  2898. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  2899. m_control.commit(1);
  2900. return fence;
  2901. }
  2902. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  2903. {
  2904. while (0 < m_control.available() )
  2905. {
  2906. consume();
  2907. if (!_finishAll
  2908. && _waitFence <= m_completedFence)
  2909. {
  2910. return;
  2911. }
  2912. }
  2913. BX_CHECK(0 == m_control.available(), "");
  2914. }
  2915. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  2916. {
  2917. if (0 < m_control.available() )
  2918. {
  2919. if (consume(0)
  2920. && _waitFence <= m_completedFence)
  2921. {
  2922. return true;
  2923. }
  2924. }
  2925. return false;
  2926. }
  2927. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  2928. {
  2929. m_release[m_control.m_current].push_back(_ptr);
  2930. }
  2931. bool CommandQueueD3D12::consume(uint32_t _ms)
  2932. {
  2933. CommandList& commandList = m_commandList[m_control.m_read];
  2934. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  2935. {
  2936. CloseHandle(commandList.m_event);
  2937. commandList.m_event = NULL;
  2938. m_completedFence = m_fence->GetCompletedValue();
  2939. m_commandQueue->Wait(m_fence, m_completedFence);
  2940. ResourceArray& ra = m_release[m_control.m_read];
  2941. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  2942. {
  2943. DX_RELEASE(*it, 0);
  2944. }
  2945. ra.clear();
  2946. m_control.consume(1);
  2947. return true;
  2948. }
  2949. return false;
  2950. }
  2951. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  2952. {
  2953. m_maxDrawPerBatch = _maxDrawPerBatch;
  2954. setSeqMode(false);
  2955. setIndirectMode(true);
  2956. ID3D12Device* device = s_renderD3D12->m_device;
  2957. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  2958. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  2959. {
  2960. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2961. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2962. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2963. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  2964. };
  2965. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  2966. {
  2967. sizeof(DrawIndirectCommand),
  2968. BX_COUNTOF(drawArgDesc),
  2969. drawArgDesc,
  2970. 1,
  2971. };
  2972. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  2973. , rootSignature
  2974. , IID_ID3D12CommandSignature
  2975. , (void**)&m_commandSignature[Draw]
  2976. ) );
  2977. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  2978. {
  2979. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2980. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2981. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2982. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  2983. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  2984. };
  2985. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  2986. {
  2987. sizeof(DrawIndexedIndirectCommand),
  2988. BX_COUNTOF(drawIndexedArgDesc),
  2989. drawIndexedArgDesc,
  2990. 1,
  2991. };
  2992. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  2993. , rootSignature
  2994. , IID_ID3D12CommandSignature
  2995. , (void**)&m_commandSignature[DrawIndexed]
  2996. ) );
  2997. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  2998. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  2999. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3000. {
  3001. m_indirect[ii].create(m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand)
  3002. , NULL
  3003. , BGFX_BUFFER_DRAW_INDIRECT
  3004. , false
  3005. , sizeof(DrawIndexedIndirectCommand)
  3006. );
  3007. }
  3008. }
  3009. void BatchD3D12::destroy()
  3010. {
  3011. BX_FREE(g_allocator, m_cmds[0]);
  3012. BX_FREE(g_allocator, m_cmds[1]);
  3013. DX_RELEASE(m_commandSignature[0], 0);
  3014. DX_RELEASE(m_commandSignature[1], 0);
  3015. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3016. {
  3017. m_indirect[ii].destroy();
  3018. }
  3019. }
  3020. template<typename Ty>
  3021. Ty& BatchD3D12::getCmd(Enum _type)
  3022. {
  3023. uint32_t index = m_num[_type];
  3024. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  3025. m_num[_type]++;
  3026. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3027. return *cmd;
  3028. }
  3029. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3030. {
  3031. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3032. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[_draw.m_stream[0].m_handle.idx];
  3033. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3034. uint16_t declIdx = !isValid(vb.m_decl) ? _draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  3035. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[declIdx];
  3036. uint32_t numIndices = 0;
  3037. if (Draw == type)
  3038. {
  3039. const uint32_t numVertices = UINT32_MAX == _draw.m_numVertices
  3040. ? vb.m_size / vertexDecl.m_stride
  3041. : _draw.m_numVertices
  3042. ;
  3043. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3044. cmd.cbv = _cbv;
  3045. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  3046. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  3047. cmd.vbv[0].SizeInBytes = vb.m_size;
  3048. if (isValid(_draw.m_instanceDataBuffer) )
  3049. {
  3050. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3051. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3052. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3053. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  3054. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3055. }
  3056. else
  3057. {
  3058. bx::memSet(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  3059. }
  3060. cmd.draw.InstanceCount = _draw.m_numInstances;
  3061. cmd.draw.VertexCountPerInstance = numVertices;
  3062. cmd.draw.StartVertexLocation = _draw.m_stream[0].m_startVertex;
  3063. cmd.draw.StartInstanceLocation = 0;
  3064. }
  3065. else
  3066. {
  3067. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3068. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3069. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3070. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3071. numIndices = UINT32_MAX == _draw.m_numIndices
  3072. ? ib.m_size / indexSize
  3073. : _draw.m_numIndices
  3074. ;
  3075. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3076. cmd.cbv = _cbv;
  3077. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3078. cmd.ibv.SizeInBytes = ib.m_size;
  3079. cmd.ibv.Format = hasIndex16
  3080. ? DXGI_FORMAT_R16_UINT
  3081. : DXGI_FORMAT_R32_UINT
  3082. ;
  3083. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  3084. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  3085. cmd.vbv[0].SizeInBytes = vb.m_size;
  3086. if (isValid(_draw.m_instanceDataBuffer) )
  3087. {
  3088. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3089. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3090. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3091. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  3092. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3093. }
  3094. else
  3095. {
  3096. bx::memSet(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  3097. }
  3098. cmd.drawIndexed.IndexCountPerInstance = numIndices;
  3099. cmd.drawIndexed.InstanceCount = _draw.m_numInstances;
  3100. cmd.drawIndexed.StartIndexLocation = _draw.m_startIndex;
  3101. cmd.drawIndexed.BaseVertexLocation = _draw.m_stream[0].m_startVertex;
  3102. cmd.drawIndexed.StartInstanceLocation = 0;
  3103. }
  3104. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3105. {
  3106. flush(_commandList, type);
  3107. }
  3108. return numIndices;
  3109. }
  3110. static const uint32_t s_indirectCommandSize[] =
  3111. {
  3112. sizeof(BatchD3D12::DrawIndirectCommand),
  3113. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3114. };
  3115. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3116. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3117. {
  3118. uint32_t num = m_num[_type];
  3119. if (0 != num)
  3120. {
  3121. m_num[_type] = 0;
  3122. if (m_minIndirect < num)
  3123. {
  3124. m_stats.m_numIndirect[_type]++;
  3125. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3126. m_currIndirect %= BX_COUNTOF(m_indirect);
  3127. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3128. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3129. , num
  3130. , indirect.m_ptr
  3131. , 0
  3132. , NULL
  3133. , 0
  3134. );
  3135. }
  3136. else
  3137. {
  3138. m_stats.m_numImmediate[_type]++;
  3139. if (Draw == _type)
  3140. {
  3141. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3142. for (uint32_t ii = 0; ii < num; ++ii)
  3143. {
  3144. const DrawIndirectCommand& cmd = cmds[ii];
  3145. if (m_current.cbv != cmd.cbv)
  3146. {
  3147. m_current.cbv = cmd.cbv;
  3148. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3149. }
  3150. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3151. {
  3152. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3153. _commandList->IASetVertexBuffers(0
  3154. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  3155. , cmd.vbv
  3156. );
  3157. }
  3158. _commandList->DrawInstanced(
  3159. cmd.draw.VertexCountPerInstance
  3160. , cmd.draw.InstanceCount
  3161. , cmd.draw.StartVertexLocation
  3162. , cmd.draw.StartInstanceLocation
  3163. );
  3164. }
  3165. }
  3166. else
  3167. {
  3168. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3169. for (uint32_t ii = 0; ii < num; ++ii)
  3170. {
  3171. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3172. if (m_current.cbv != cmd.cbv)
  3173. {
  3174. m_current.cbv = cmd.cbv;
  3175. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3176. }
  3177. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3178. {
  3179. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3180. _commandList->IASetVertexBuffers(0
  3181. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  3182. , cmd.vbv
  3183. );
  3184. }
  3185. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3186. {
  3187. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3188. _commandList->IASetIndexBuffer(&cmd.ibv);
  3189. }
  3190. _commandList->DrawIndexedInstanced(
  3191. cmd.drawIndexed.IndexCountPerInstance
  3192. , cmd.drawIndexed.InstanceCount
  3193. , cmd.drawIndexed.StartIndexLocation
  3194. , cmd.drawIndexed.BaseVertexLocation
  3195. , cmd.drawIndexed.StartInstanceLocation
  3196. );
  3197. }
  3198. }
  3199. }
  3200. }
  3201. }
  3202. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3203. {
  3204. flush(_commandList, Draw);
  3205. flush(_commandList, DrawIndexed);
  3206. if (_clean)
  3207. {
  3208. bx::memSet(&m_current, 0, sizeof(m_current) );
  3209. }
  3210. }
  3211. void BatchD3D12::begin()
  3212. {
  3213. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3214. bx::memSet(&m_current, 0, sizeof(m_current) );
  3215. }
  3216. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3217. {
  3218. flush(_commandList);
  3219. }
  3220. struct UavFormat
  3221. {
  3222. DXGI_FORMAT format[3];
  3223. uint32_t stride;
  3224. };
  3225. static const UavFormat s_uavFormat[] =
  3226. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3227. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3228. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3229. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3230. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3231. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3232. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3233. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3234. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3235. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3236. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3237. };
  3238. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3239. {
  3240. m_size = _size;
  3241. m_flags = _flags;
  3242. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3243. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3244. m_dynamic = NULL == _data || needUav;
  3245. DXGI_FORMAT format;
  3246. uint32_t stride;
  3247. uint32_t flags = needUav
  3248. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3249. : D3D12_RESOURCE_FLAG_NONE
  3250. ;
  3251. if (drawIndirect)
  3252. {
  3253. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3254. stride = 16;
  3255. }
  3256. else
  3257. {
  3258. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3259. if (0 == uavFormat)
  3260. {
  3261. if (_vertex)
  3262. {
  3263. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3264. stride = 16;
  3265. }
  3266. else
  3267. {
  3268. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3269. {
  3270. format = DXGI_FORMAT_R16_UINT;
  3271. stride = 2;
  3272. }
  3273. else
  3274. {
  3275. format = DXGI_FORMAT_R32_UINT;
  3276. stride = 4;
  3277. }
  3278. }
  3279. }
  3280. else
  3281. {
  3282. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3283. format = s_uavFormat[uavFormat].format[uavType];
  3284. stride = s_uavFormat[uavFormat].stride;
  3285. }
  3286. }
  3287. stride = 0 == _stride ? stride : _stride;
  3288. m_srvd.Format = format;
  3289. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3290. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3291. m_srvd.Buffer.FirstElement = 0;
  3292. m_srvd.Buffer.NumElements = m_size / stride;
  3293. m_srvd.Buffer.StructureByteStride = 0;
  3294. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3295. m_uavd.Format = format;
  3296. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3297. m_uavd.Buffer.FirstElement = 0;
  3298. m_uavd.Buffer.NumElements = m_size / stride;
  3299. m_uavd.Buffer.StructureByteStride = 0;
  3300. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3301. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3302. ID3D12Device* device = s_renderD3D12->m_device;
  3303. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3304. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3305. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3306. setState(commandList, drawIndirect
  3307. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3308. : D3D12_RESOURCE_STATE_GENERIC_READ
  3309. );
  3310. if (!m_dynamic)
  3311. {
  3312. update(commandList, 0, _size, _data);
  3313. }
  3314. }
  3315. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3316. {
  3317. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3318. uint8_t* data;
  3319. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3320. bx::memCopy(data, _data, _size);
  3321. staging->Unmap(0, NULL);
  3322. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3323. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3324. setState(_commandList, state);
  3325. s_renderD3D12->m_cmd.release(staging);
  3326. }
  3327. void BufferD3D12::destroy()
  3328. {
  3329. if (NULL != m_ptr)
  3330. {
  3331. s_renderD3D12->m_cmd.release(m_ptr);
  3332. m_dynamic = false;
  3333. }
  3334. }
  3335. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3336. {
  3337. if (m_state != _state)
  3338. {
  3339. setResourceBarrier(_commandList
  3340. , m_ptr
  3341. , m_state
  3342. , _state
  3343. );
  3344. bx::xchg(m_state, _state);
  3345. }
  3346. return _state;
  3347. }
  3348. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3349. {
  3350. BufferD3D12::create(_size, _data, _flags, true);
  3351. m_decl = _declHandle;
  3352. }
  3353. void ShaderD3D12::create(const Memory* _mem)
  3354. {
  3355. bx::MemoryReader reader(_mem->data, _mem->size);
  3356. uint32_t magic;
  3357. bx::read(&reader, magic);
  3358. switch (magic)
  3359. {
  3360. case BGFX_CHUNK_MAGIC_CSH:
  3361. case BGFX_CHUNK_MAGIC_FSH:
  3362. case BGFX_CHUNK_MAGIC_VSH:
  3363. break;
  3364. default:
  3365. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3366. break;
  3367. }
  3368. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3369. uint32_t iohash;
  3370. bx::read(&reader, iohash);
  3371. uint16_t count;
  3372. bx::read(&reader, count);
  3373. m_numPredefined = 0;
  3374. m_numUniforms = count;
  3375. BX_TRACE("%s Shader consts %d"
  3376. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3377. , count
  3378. );
  3379. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3380. if (0 < count)
  3381. {
  3382. for (uint32_t ii = 0; ii < count; ++ii)
  3383. {
  3384. uint8_t nameSize = 0;
  3385. bx::read(&reader, nameSize);
  3386. char name[256] = {};
  3387. bx::read(&reader, &name, nameSize);
  3388. name[nameSize] = '\0';
  3389. uint8_t type = 0;
  3390. bx::read(&reader, type);
  3391. uint8_t num = 0;
  3392. bx::read(&reader, num);
  3393. uint16_t regIndex = 0;
  3394. bx::read(&reader, regIndex);
  3395. uint16_t regCount = 0;
  3396. bx::read(&reader, regCount);
  3397. const char* kind = "invalid";
  3398. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3399. if (PredefinedUniform::Count != predefined)
  3400. {
  3401. kind = "predefined";
  3402. m_predefined[m_numPredefined].m_loc = regIndex;
  3403. m_predefined[m_numPredefined].m_count = regCount;
  3404. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3405. m_numPredefined++;
  3406. }
  3407. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3408. {
  3409. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3410. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3411. if (NULL != info)
  3412. {
  3413. if (NULL == m_constantBuffer)
  3414. {
  3415. m_constantBuffer = UniformBuffer::create(1024);
  3416. }
  3417. kind = "user";
  3418. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3419. }
  3420. }
  3421. else
  3422. {
  3423. kind = "sampler";
  3424. }
  3425. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3426. , kind
  3427. , name
  3428. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3429. , num
  3430. , regIndex
  3431. , regCount
  3432. );
  3433. BX_UNUSED(kind);
  3434. }
  3435. if (NULL != m_constantBuffer)
  3436. {
  3437. m_constantBuffer->finish();
  3438. }
  3439. }
  3440. uint32_t shaderSize;
  3441. bx::read(&reader, shaderSize);
  3442. const void* code = reader.getDataPtr();
  3443. bx::skip(&reader, shaderSize+1);
  3444. m_code = copy(code, shaderSize);
  3445. uint8_t numAttrs = 0;
  3446. bx::read(&reader, numAttrs);
  3447. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3448. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3449. {
  3450. uint16_t id;
  3451. bx::read(&reader, id);
  3452. Attrib::Enum attr = idToAttrib(id);
  3453. if (Attrib::Count != attr)
  3454. {
  3455. m_attrMask[attr] = UINT16_MAX;
  3456. }
  3457. }
  3458. bx::HashMurmur2A murmur;
  3459. murmur.begin();
  3460. murmur.add(iohash);
  3461. murmur.add(code, shaderSize);
  3462. murmur.add(numAttrs);
  3463. murmur.add(m_attrMask, numAttrs);
  3464. m_hash = murmur.end();
  3465. bx::read(&reader, m_size);
  3466. }
  3467. void TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3468. {
  3469. bimg::ImageContainer imageContainer;
  3470. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3471. {
  3472. uint8_t numMips = imageContainer.m_numMips;
  3473. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3474. numMips -= startLod;
  3475. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3476. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3477. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3478. const uint16_t numLayers = imageContainer.m_numLayers;
  3479. m_flags = _flags;
  3480. m_width = textureWidth;
  3481. m_height = textureHeight;
  3482. m_depth = imageContainer.m_depth;
  3483. m_requestedFormat = uint8_t(imageContainer.m_format);
  3484. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3485. const bool convert = m_textureFormat != m_requestedFormat;
  3486. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3487. if (imageContainer.m_cubeMap)
  3488. {
  3489. m_type = TextureCube;
  3490. }
  3491. else if (imageContainer.m_depth > 1)
  3492. {
  3493. m_type = Texture3D;
  3494. }
  3495. else
  3496. {
  3497. m_type = Texture2D;
  3498. }
  3499. m_numMips = numMips;
  3500. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3501. const uint32_t numSrd = numSides * numMips;
  3502. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3503. uint32_t kk = 0;
  3504. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3505. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3506. uint32_t blockWidth = 1;
  3507. uint32_t blockHeight = 1;
  3508. if (convert && compressed)
  3509. {
  3510. blockWidth = blockInfo.blockWidth;
  3511. blockHeight = blockInfo.blockHeight;
  3512. }
  3513. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3514. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3515. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3516. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3517. , this - s_renderD3D12->m_textures
  3518. , getName( (TextureFormat::Enum)m_textureFormat)
  3519. , getName( (TextureFormat::Enum)m_requestedFormat)
  3520. , textureWidth
  3521. , textureHeight
  3522. , imageContainer.m_cubeMap ? "x6" : ""
  3523. , renderTarget ? 'x' : ' '
  3524. , writeOnly ? 'x' : ' '
  3525. , computeWrite ? 'x' : ' '
  3526. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3527. );
  3528. uint32_t totalSize = 0;
  3529. for (uint8_t side = 0; side < numSides; ++side)
  3530. {
  3531. uint32_t width = textureWidth;
  3532. uint32_t height = textureHeight;
  3533. uint32_t depth = imageContainer.m_depth;
  3534. for (uint8_t lod = 0; lod < numMips; ++lod)
  3535. {
  3536. width = bx::uint32_max(blockWidth, width);
  3537. height = bx::uint32_max(blockHeight, height);
  3538. depth = bx::uint32_max(1, depth);
  3539. bimg::ImageMip mip;
  3540. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3541. {
  3542. if (convert)
  3543. {
  3544. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3545. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3546. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3547. bimg::imageDecodeToBgra8(temp
  3548. , mip.m_data
  3549. , mip.m_width
  3550. , mip.m_height
  3551. , pitch, mip.m_format
  3552. );
  3553. srd[kk].pData = temp;
  3554. srd[kk].RowPitch = pitch;
  3555. srd[kk].SlicePitch = slice;
  3556. totalSize += slice;
  3557. }
  3558. else if (compressed)
  3559. {
  3560. uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3561. uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3562. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3563. bimg::imageCopy(temp
  3564. , mip.m_height/blockInfo.blockHeight
  3565. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3566. , mip.m_data
  3567. , pitch
  3568. );
  3569. srd[kk].pData = temp;
  3570. srd[kk].RowPitch = pitch;
  3571. srd[kk].SlicePitch = slice;
  3572. totalSize += slice;
  3573. }
  3574. else
  3575. {
  3576. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3577. const uint32_t slice = bx::strideAlign(pitch * mip.m_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3578. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3579. bimg::imageCopy(temp
  3580. , mip.m_height
  3581. , mip.m_width*mip.m_bpp / 8
  3582. , mip.m_data
  3583. , pitch
  3584. );
  3585. srd[kk].pData = temp;
  3586. srd[kk].RowPitch = pitch;
  3587. srd[kk].SlicePitch = slice;
  3588. totalSize += slice;
  3589. }
  3590. srd[kk].SlicePitch = mip.m_height*srd[kk].RowPitch;
  3591. ++kk;
  3592. }
  3593. else
  3594. {
  3595. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3596. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3597. totalSize += slice;
  3598. }
  3599. width >>= 1;
  3600. height >>= 1;
  3601. depth >>= 1;
  3602. }
  3603. }
  3604. BX_TRACE("texture total size: %d", totalSize);
  3605. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3606. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3607. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  3608. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3609. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3610. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3611. if (swizzle)
  3612. {
  3613. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3614. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3615. }
  3616. m_uavd.Format = m_srvd.Format;
  3617. ID3D12Device* device = s_renderD3D12->m_device;
  3618. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3619. D3D12_RESOURCE_DESC resourceDesc;
  3620. resourceDesc.Alignment = 0;
  3621. resourceDesc.Width = textureWidth;
  3622. resourceDesc.Height = textureHeight;
  3623. resourceDesc.MipLevels = numMips;
  3624. resourceDesc.Format = format;
  3625. resourceDesc.SampleDesc = msaa;
  3626. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3627. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3628. resourceDesc.DepthOrArraySize = numSides;
  3629. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3630. D3D12_CLEAR_VALUE* clearValue = NULL;
  3631. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3632. {
  3633. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3634. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3635. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3636. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3637. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3638. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3639. clearValue->DepthStencil.Depth = 1.0f;
  3640. clearValue->DepthStencil.Stencil = 0;
  3641. }
  3642. else if (renderTarget)
  3643. {
  3644. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3645. clearValue->Format = resourceDesc.Format;
  3646. clearValue->Color[0] = 0.0f;
  3647. clearValue->Color[1] = 0.0f;
  3648. clearValue->Color[2] = 0.0f;
  3649. clearValue->Color[3] = 0.0f;
  3650. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3651. }
  3652. if (writeOnly)
  3653. {
  3654. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3655. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3656. }
  3657. if (computeWrite)
  3658. {
  3659. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3660. }
  3661. switch (m_type)
  3662. {
  3663. case Texture2D:
  3664. case TextureCube:
  3665. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3666. if (imageContainer.m_cubeMap)
  3667. {
  3668. if (1 < numLayers)
  3669. {
  3670. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  3671. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  3672. m_srvd.TextureCubeArray.MipLevels = numMips;
  3673. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  3674. m_srvd.TextureCubeArray.NumCubes = numLayers;
  3675. }
  3676. else
  3677. {
  3678. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3679. m_srvd.TextureCube.MostDetailedMip = 0;
  3680. m_srvd.TextureCube.MipLevels = numMips;
  3681. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3682. }
  3683. }
  3684. else
  3685. {
  3686. if (1 < numLayers)
  3687. {
  3688. m_srvd.ViewDimension = 1 < msaa.Count
  3689. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  3690. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  3691. ;
  3692. m_srvd.Texture2DArray.MostDetailedMip = 0;
  3693. m_srvd.Texture2DArray.MipLevels = numMips;
  3694. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  3695. m_srvd.Texture2DArray.ArraySize = numLayers;
  3696. }
  3697. else
  3698. {
  3699. m_srvd.ViewDimension = 1 < msaa.Count
  3700. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  3701. : D3D12_SRV_DIMENSION_TEXTURE2D
  3702. ;
  3703. m_srvd.Texture2D.MostDetailedMip = 0;
  3704. m_srvd.Texture2D.MipLevels = numMips;
  3705. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3706. }
  3707. }
  3708. if (1 < numLayers)
  3709. {
  3710. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3711. m_uavd.Texture2DArray.MipSlice = 0;
  3712. m_uavd.Texture2DArray.PlaneSlice = 0;
  3713. }
  3714. else
  3715. {
  3716. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3717. m_uavd.Texture2D.MipSlice = 0;
  3718. m_uavd.Texture2D.PlaneSlice = 0;
  3719. }
  3720. if (TextureCube == m_type)
  3721. {
  3722. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  3723. m_uavd.Texture2DArray.MipSlice = 0;
  3724. m_uavd.Texture2DArray.ArraySize = 6;
  3725. }
  3726. break;
  3727. case Texture3D:
  3728. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3729. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  3730. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  3731. m_srvd.Texture3D.MostDetailedMip = 0;
  3732. m_srvd.Texture3D.MipLevels = numMips;
  3733. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  3734. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  3735. m_uavd.Texture3D.MipSlice = 0;
  3736. m_uavd.Texture3D.FirstWSlice = 0;
  3737. m_uavd.Texture3D.WSize = 0;
  3738. break;
  3739. }
  3740. m_ptr = createCommittedResource(device, HeapProperty::Default, &resourceDesc, clearValue);
  3741. {
  3742. uint64_t uploadBufferSize;
  3743. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  3744. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  3745. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  3746. device->GetCopyableFootprints(&resourceDesc
  3747. , 0
  3748. , numSrd
  3749. , 0
  3750. , layouts
  3751. , numRows
  3752. , rowSizeInBytes
  3753. , &uploadBufferSize
  3754. );
  3755. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  3756. , uploadBufferSize
  3757. , totalSize
  3758. , numRows[0]
  3759. , rowSizeInBytes[0]
  3760. );
  3761. }
  3762. if (kk != 0)
  3763. {
  3764. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
  3765. setState(commandList,D3D12_RESOURCE_STATE_COPY_DEST);
  3766. uint64_t result = UpdateSubresources(commandList
  3767. , m_ptr
  3768. , staging
  3769. , 0
  3770. , 0
  3771. , numSrd
  3772. , srd
  3773. );
  3774. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  3775. BX_TRACE("Update subresource %" PRId64, result);
  3776. setState(commandList, state);
  3777. s_renderD3D12->m_cmd.release(staging);
  3778. }
  3779. else
  3780. {
  3781. setState(commandList, state);
  3782. }
  3783. if (0 != kk)
  3784. {
  3785. kk = 0;
  3786. for (uint8_t side = 0; side < numSides; ++side)
  3787. {
  3788. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3789. {
  3790. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  3791. ++kk;
  3792. }
  3793. }
  3794. }
  3795. }
  3796. }
  3797. void TextureD3D12::destroy()
  3798. {
  3799. if (NULL != m_ptr)
  3800. {
  3801. s_renderD3D12->m_cmd.release(m_ptr);
  3802. m_ptr = NULL;
  3803. }
  3804. }
  3805. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3806. {
  3807. setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3808. const uint32_t subres = _mip + (_side * m_numMips);
  3809. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3810. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3811. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3812. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  3813. desc.Height = _rect.m_height;
  3814. uint32_t numRows;
  3815. uint64_t totalBytes;
  3816. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  3817. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  3818. , subres
  3819. , 1
  3820. , 0
  3821. , &layout
  3822. , &numRows
  3823. , NULL
  3824. , &totalBytes
  3825. );
  3826. const uint32_t rowPitch = layout.Footprint.RowPitch;
  3827. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  3828. uint8_t* data;
  3829. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3830. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  3831. {
  3832. bx::memCopy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  3833. }
  3834. staging->Unmap(0, NULL);
  3835. D3D12_BOX box;
  3836. box.left = 0;
  3837. box.top = 0;
  3838. box.right = box.left + _rect.m_width;
  3839. box.bottom = box.top + _rect.m_height;
  3840. box.front = _z;
  3841. box.back = _z+_depth;
  3842. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  3843. dst.SubresourceIndex = subres;
  3844. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  3845. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  3846. setState(_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  3847. s_renderD3D12->m_cmd.release(staging);
  3848. }
  3849. void TextureD3D12::resolve()
  3850. {
  3851. }
  3852. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3853. {
  3854. if (m_state != _state)
  3855. {
  3856. setResourceBarrier(_commandList
  3857. , m_ptr
  3858. , m_state
  3859. , _state
  3860. );
  3861. bx::xchg(m_state, _state);
  3862. }
  3863. return _state;
  3864. }
  3865. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  3866. {
  3867. m_denseIdx = UINT16_MAX;
  3868. m_numTh = _num;
  3869. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  3870. postReset();
  3871. }
  3872. void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/)
  3873. {
  3874. }
  3875. void FrameBufferD3D12::preReset()
  3876. {
  3877. }
  3878. void FrameBufferD3D12::postReset()
  3879. {
  3880. if (m_numTh != 0)
  3881. {
  3882. ID3D12Device* device = s_renderD3D12->m_device;
  3883. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  3884. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3885. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3886. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3887. m_width = 0;
  3888. m_height = 0;
  3889. m_depth.idx = bgfx::kInvalidHandle;
  3890. m_num = 0;
  3891. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3892. {
  3893. TextureHandle handle = m_attachment[ii].handle;
  3894. if (isValid(handle) )
  3895. {
  3896. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  3897. if (0 == m_width)
  3898. {
  3899. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  3900. m_width = uint32_t(desc.Width);
  3901. m_height = uint32_t(desc.Height);
  3902. }
  3903. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  3904. {
  3905. BX_CHECK(!isValid(m_depth), "");
  3906. m_depth = handle;
  3907. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  3908. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3909. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3910. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  3911. BX_UNUSED(blockInfo);
  3912. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3913. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  3914. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3915. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  3916. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  3917. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  3918. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  3919. ;
  3920. device->CreateDepthStencilView(texture.m_ptr
  3921. , &dsvDesc
  3922. , dsvDescriptor
  3923. );
  3924. }
  3925. else
  3926. {
  3927. m_texture[m_num] = handle;
  3928. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  3929. device->CreateRenderTargetView(texture.m_ptr
  3930. , NULL
  3931. , rtv
  3932. );
  3933. m_num++;
  3934. }
  3935. }
  3936. }
  3937. }
  3938. }
  3939. uint16_t FrameBufferD3D12::destroy()
  3940. {
  3941. m_numTh = 0;
  3942. m_depth.idx = bgfx::kInvalidHandle;
  3943. uint16_t denseIdx = m_denseIdx;
  3944. m_denseIdx = UINT16_MAX;
  3945. return denseIdx;
  3946. }
  3947. void FrameBufferD3D12::resolve()
  3948. {
  3949. }
  3950. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  3951. {
  3952. ID3D12Device* device = s_renderD3D12->m_device;
  3953. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3954. if (BGFX_CLEAR_COLOR & _clear.m_flags
  3955. && 0 != m_num)
  3956. {
  3957. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  3958. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3959. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3960. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3961. {
  3962. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3963. {
  3964. uint8_t index = _clear.m_index[ii];
  3965. if (UINT8_MAX != index)
  3966. {
  3967. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3968. _commandList->ClearRenderTargetView(rtv
  3969. , _palette[index]
  3970. , _num
  3971. , _rect
  3972. );
  3973. }
  3974. }
  3975. }
  3976. else
  3977. {
  3978. float frgba[4] =
  3979. {
  3980. _clear.m_index[0]*1.0f/255.0f,
  3981. _clear.m_index[1]*1.0f/255.0f,
  3982. _clear.m_index[2]*1.0f/255.0f,
  3983. _clear.m_index[3]*1.0f/255.0f,
  3984. };
  3985. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3986. {
  3987. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3988. _commandList->ClearRenderTargetView(rtv
  3989. , frgba
  3990. , _num
  3991. , _rect
  3992. );
  3993. }
  3994. }
  3995. }
  3996. if (isValid(m_depth)
  3997. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3998. {
  3999. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4000. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4001. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4002. DWORD flags = 0;
  4003. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  4004. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  4005. _commandList->ClearDepthStencilView(dsvDescriptor
  4006. , D3D12_CLEAR_FLAGS(flags)
  4007. , _clear.m_depth
  4008. , _clear.m_stencil
  4009. , _num
  4010. , _rect
  4011. );
  4012. }
  4013. }
  4014. void TimerQueryD3D12::init()
  4015. {
  4016. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4017. queryHeapDesc.Count = m_control.m_size * 2;
  4018. queryHeapDesc.NodeMask = 1;
  4019. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4020. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4021. , IID_ID3D12QueryHeap
  4022. , (void**)&m_queryHeap
  4023. ) );
  4024. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  4025. m_readback = createCommittedResource(s_renderD3D12->m_device
  4026. , HeapProperty::ReadBack
  4027. , size
  4028. );
  4029. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  4030. D3D12_RANGE range = { 0, size };
  4031. m_readback->Map(0, &range, (void**)&m_queryResult);
  4032. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4033. {
  4034. Result& result = m_result[ii];
  4035. result.reset();
  4036. }
  4037. m_control.reset();
  4038. }
  4039. void TimerQueryD3D12::shutdown()
  4040. {
  4041. D3D12_RANGE range = { 0, 0 };
  4042. m_readback->Unmap(0, &range);
  4043. DX_RELEASE(m_queryHeap, 0);
  4044. DX_RELEASE(m_readback, 0);
  4045. }
  4046. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx)
  4047. {
  4048. while (0 == m_control.reserve(1) )
  4049. {
  4050. m_control.consume(1);
  4051. }
  4052. Result& result = m_result[_resultIdx];
  4053. ++result.m_pending;
  4054. const uint32_t idx = m_control.m_current;
  4055. Query& query = m_query[idx];
  4056. query.m_resultIdx = _resultIdx;
  4057. query.m_ready = false;
  4058. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4059. uint32_t offset = idx * 2 + 0;
  4060. commandList->EndQuery(m_queryHeap
  4061. , D3D12_QUERY_TYPE_TIMESTAMP
  4062. , offset
  4063. );
  4064. m_control.commit(1);
  4065. return idx;
  4066. }
  4067. void TimerQueryD3D12::end(uint32_t _idx)
  4068. {
  4069. Query& query = m_query[_idx];
  4070. query.m_ready = true;
  4071. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  4072. uint32_t offset = _idx * 2;
  4073. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4074. commandList->EndQuery(m_queryHeap
  4075. , D3D12_QUERY_TYPE_TIMESTAMP
  4076. , offset + 1
  4077. );
  4078. commandList->ResolveQueryData(m_queryHeap
  4079. , D3D12_QUERY_TYPE_TIMESTAMP
  4080. , offset
  4081. , 2
  4082. , m_readback
  4083. , offset * sizeof(uint64_t)
  4084. );
  4085. while (update() )
  4086. {
  4087. }
  4088. }
  4089. bool TimerQueryD3D12::update()
  4090. {
  4091. if (0 != m_control.available() )
  4092. {
  4093. uint32_t idx = m_control.m_read;
  4094. Query& query = m_query[idx];
  4095. if (!query.m_ready)
  4096. {
  4097. return false;
  4098. }
  4099. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  4100. {
  4101. return false;
  4102. }
  4103. m_control.consume(1);
  4104. Result& result = m_result[query.m_resultIdx];
  4105. --result.m_pending;
  4106. uint32_t offset = idx * 2;
  4107. result.m_begin = m_queryResult[offset+0];
  4108. result.m_end = m_queryResult[offset+1];
  4109. return true;
  4110. }
  4111. return false;
  4112. }
  4113. void OcclusionQueryD3D12::init()
  4114. {
  4115. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4116. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4117. queryHeapDesc.NodeMask = 1;
  4118. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4119. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4120. , IID_ID3D12QueryHeap
  4121. , (void**)&m_queryHeap
  4122. ) );
  4123. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4124. m_readback = createCommittedResource(s_renderD3D12->m_device
  4125. , HeapProperty::ReadBack
  4126. , size
  4127. );
  4128. D3D12_RANGE range = { 0, size };
  4129. m_readback->Map(0, &range, (void**)&m_result);
  4130. }
  4131. void OcclusionQueryD3D12::shutdown()
  4132. {
  4133. D3D12_RANGE range = { 0, 0 };
  4134. m_readback->Unmap(0, &range);
  4135. DX_RELEASE(m_queryHeap, 0);
  4136. DX_RELEASE(m_readback, 0);
  4137. }
  4138. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4139. {
  4140. while (0 == m_control.reserve(1) )
  4141. {
  4142. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4143. if (isValid(handle) )
  4144. {
  4145. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4146. }
  4147. m_control.consume(1);
  4148. }
  4149. m_handle[m_control.m_current] = _handle;
  4150. _commandList->BeginQuery(m_queryHeap
  4151. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4152. , _handle.idx
  4153. );
  4154. }
  4155. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4156. {
  4157. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4158. _commandList->EndQuery(m_queryHeap
  4159. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4160. , handle.idx
  4161. );
  4162. _commandList->ResolveQueryData(m_queryHeap
  4163. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4164. , handle.idx
  4165. , 1
  4166. , m_readback
  4167. , handle.idx * sizeof(uint64_t)
  4168. );
  4169. m_control.commit(1);
  4170. }
  4171. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4172. {
  4173. const uint32_t size = m_control.m_size;
  4174. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4175. {
  4176. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4177. if (handle.idx == _handle.idx)
  4178. {
  4179. handle.idx = bgfx::kInvalidHandle;
  4180. }
  4181. }
  4182. }
  4183. struct Bind
  4184. {
  4185. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4186. uint16_t m_samplerStateIdx;
  4187. };
  4188. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4189. {
  4190. while (_bs.hasItem(_view) )
  4191. {
  4192. const BlitItem& blit = _bs.advance();
  4193. const TextureD3D12& src = m_textures[blit.m_src.idx];
  4194. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4195. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4196. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4197. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4198. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4199. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4200. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4201. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4202. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4203. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4204. if (TextureD3D12::Texture3D == src.m_type)
  4205. {
  4206. D3D12_BOX box;
  4207. box.left = blit.m_srcX;
  4208. box.top = blit.m_srcY;
  4209. box.front = blit.m_srcZ;
  4210. box.right = blit.m_srcX + width;
  4211. box.bottom = blit.m_srcY + height;;
  4212. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4213. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{}} };
  4214. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{}} };
  4215. m_commandList->CopyTextureRegion(&dstLocation
  4216. , blit.m_dstX
  4217. , blit.m_dstY
  4218. , blit.m_dstZ
  4219. , &srcLocation
  4220. , &box
  4221. );
  4222. }
  4223. else
  4224. {
  4225. D3D12_BOX box;
  4226. box.left = blit.m_srcX;
  4227. box.top = blit.m_srcY;
  4228. box.front = 0;
  4229. box.right = blit.m_srcX + width;
  4230. box.bottom = blit.m_srcY + height;;
  4231. box.back = 1;
  4232. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4233. ? blit.m_srcZ
  4234. : 0
  4235. ;
  4236. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4237. ? blit.m_dstZ
  4238. : 0
  4239. ;
  4240. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4241. dstLocation.pResource = dst.m_ptr;
  4242. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4243. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4244. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4245. srcLocation.pResource = src.m_ptr;
  4246. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4247. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4248. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4249. m_commandList->CopyTextureRegion(&dstLocation
  4250. , blit.m_dstX
  4251. , blit.m_dstY
  4252. , 0
  4253. , &srcLocation
  4254. , depthStencil ? NULL : &box
  4255. );
  4256. }
  4257. }
  4258. }
  4259. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4260. {
  4261. // PIX_BEGINEVENT(D3DCOLOR_FRAME, L"rendererSubmit");
  4262. if (m_lost
  4263. || updateResolution(_render->m_resolution) )
  4264. {
  4265. return;
  4266. }
  4267. int64_t timeBegin = bx::getHPCounter();
  4268. int64_t captureElapsed = 0;
  4269. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4270. if (0 < _render->m_iboffset)
  4271. {
  4272. TransientIndexBuffer* ib = _render->m_transientIb;
  4273. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4274. }
  4275. if (0 < _render->m_vboffset)
  4276. {
  4277. TransientVertexBuffer* vb = _render->m_transientVb;
  4278. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4279. }
  4280. _render->sort();
  4281. RenderDraw currentState;
  4282. currentState.clear();
  4283. currentState.m_stateFlags = BGFX_STATE_NONE;
  4284. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4285. RenderBind currentBind;
  4286. currentBind.clear();
  4287. _render->m_hmdInitialized = false;
  4288. const bool hmdEnabled = false;
  4289. static ViewState viewState;
  4290. viewState.reset(_render, hmdEnabled);
  4291. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4292. // setDebugWireframe(wireframe);
  4293. uint16_t currentSamplerStateIdx = kInvalidHandle;
  4294. uint16_t currentProgramIdx = kInvalidHandle;
  4295. uint32_t currentBindHash = 0;
  4296. bool hasPredefined = false;
  4297. bool commandListChanged = false;
  4298. ID3D12PipelineState* currentPso = NULL;
  4299. SortKey key;
  4300. uint16_t view = UINT16_MAX;
  4301. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4302. BlitState bs(_render);
  4303. uint32_t blendFactor = 0;
  4304. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4305. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4306. PrimInfo prim = s_primInfo[primIndex];
  4307. bool wasCompute = false;
  4308. bool viewHasScissor = false;
  4309. bool restoreScissor = false;
  4310. Rect viewScissorRect;
  4311. viewScissorRect.clear();
  4312. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4313. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4314. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4315. uint32_t statsNumIndices = 0;
  4316. uint32_t statsKeyType[2] = {};
  4317. Profiler<TimerQueryD3D12> profiler(
  4318. _render
  4319. , m_gpuTimer
  4320. , s_viewName
  4321. );
  4322. #if BX_PLATFORM_WINDOWS
  4323. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4324. #endif // BX_PLATFORM_WINDOWS
  4325. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4326. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4327. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4328. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4329. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4330. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4331. scratchBuffer.reset(gpuHandle);
  4332. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4333. StateCacheLru<Bind, 64> bindLru;
  4334. setResourceBarrier(m_commandList
  4335. , m_backBufferColor[m_backBufferColorIdx]
  4336. , D3D12_RESOURCE_STATE_PRESENT
  4337. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4338. );
  4339. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4340. {
  4341. m_batch.begin();
  4342. // uint8_t eye = 0;
  4343. // uint8_t restartState = 0;
  4344. viewState.m_rect = _render->m_rect[0];
  4345. int32_t numItems = _render->m_num;
  4346. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4347. {
  4348. const uint64_t encodedKey = _render->m_sortKeys[item];
  4349. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4350. statsKeyType[isCompute]++;
  4351. const bool viewChanged = 0
  4352. || key.m_view != view
  4353. || item == numItems
  4354. ;
  4355. const uint32_t itemIdx = _render->m_sortValues[item];
  4356. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4357. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4358. ++item;
  4359. if (viewChanged)
  4360. {
  4361. m_batch.flush(m_commandList, true);
  4362. kick();
  4363. view = key.m_view;
  4364. currentPso = NULL;
  4365. currentSamplerStateIdx = kInvalidHandle;
  4366. currentProgramIdx = kInvalidHandle;
  4367. hasPredefined = false;
  4368. fbh = _render->m_fb[view];
  4369. setFrameBuffer(fbh);
  4370. if (item > 1)
  4371. {
  4372. profiler.end();
  4373. }
  4374. profiler.begin(view);
  4375. viewState.m_rect = _render->m_rect[view];
  4376. const Rect& rect = _render->m_rect[view];
  4377. const Rect& scissorRect = _render->m_scissor[view];
  4378. viewHasScissor = !scissorRect.isZero();
  4379. viewScissorRect = viewHasScissor ? scissorRect : rect;
  4380. D3D12_VIEWPORT vp;
  4381. vp.TopLeftX = rect.m_x;
  4382. vp.TopLeftY = rect.m_y;
  4383. vp.Width = rect.m_width;
  4384. vp.Height = rect.m_height;
  4385. vp.MinDepth = 0.0f;
  4386. vp.MaxDepth = 1.0f;
  4387. m_commandList->RSSetViewports(1, &vp);
  4388. D3D12_RECT rc;
  4389. rc.left = viewScissorRect.m_x;
  4390. rc.top = viewScissorRect.m_y;
  4391. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4392. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4393. m_commandList->RSSetScissorRects(1, &rc);
  4394. restoreScissor = false;
  4395. Clear& clr = _render->m_clear[view];
  4396. if (BGFX_CLEAR_NONE != clr.m_flags)
  4397. {
  4398. Rect clearRect = rect;
  4399. clearRect.setIntersect(rect, viewScissorRect);
  4400. clearQuad(clearRect, clr, _render->m_colorPalette);
  4401. }
  4402. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  4403. submitBlit(bs, view);
  4404. }
  4405. if (isCompute)
  4406. {
  4407. if (!wasCompute)
  4408. {
  4409. wasCompute = true;
  4410. m_commandList->SetComputeRootSignature(m_rootSignature);
  4411. ID3D12DescriptorHeap* heaps[] = {
  4412. m_samplerAllocator.getHeap(),
  4413. scratchBuffer.getHeap(),
  4414. };
  4415. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4416. }
  4417. const RenderCompute& compute = renderItem.compute;
  4418. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4419. if (pso != currentPso)
  4420. {
  4421. currentPso = pso;
  4422. m_commandList->SetPipelineState(pso);
  4423. currentBindHash = 0;
  4424. }
  4425. uint32_t bindHash = bx::hashMurmur2A(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4426. if (currentBindHash != bindHash)
  4427. {
  4428. currentBindHash = bindHash;
  4429. Bind* bindCached = bindLru.find(bindHash);
  4430. if (NULL == bindCached)
  4431. {
  4432. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4433. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4434. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4435. {
  4436. const Binding& bind = renderBind.m_bind[ii];
  4437. if (kInvalidHandle != bind.m_idx)
  4438. {
  4439. switch (bind.m_type)
  4440. {
  4441. case Binding::Image:
  4442. case Binding::Texture:
  4443. {
  4444. TextureD3D12& texture = m_textures[bind.m_idx];
  4445. if (Access::Read != bind.m_un.m_compute.m_access)
  4446. {
  4447. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4448. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4449. }
  4450. else
  4451. {
  4452. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4453. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4454. samplerFlags[ii] = texture.m_flags;
  4455. }
  4456. }
  4457. break;
  4458. case Binding::IndexBuffer:
  4459. case Binding::VertexBuffer:
  4460. {
  4461. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4462. ? m_indexBuffers[bind.m_idx]
  4463. : m_vertexBuffers[bind.m_idx]
  4464. ;
  4465. if (Access::Read != bind.m_un.m_compute.m_access)
  4466. {
  4467. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4468. scratchBuffer.allocUav(srvHandle[ii], buffer);
  4469. }
  4470. else
  4471. {
  4472. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4473. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  4474. }
  4475. }
  4476. break;
  4477. }
  4478. }
  4479. }
  4480. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  4481. if (samplerStateIdx != currentSamplerStateIdx)
  4482. {
  4483. currentSamplerStateIdx = samplerStateIdx;
  4484. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4485. }
  4486. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4487. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4488. Bind bind;
  4489. bind.m_srvHandle = srvHandle[0];
  4490. bind.m_samplerStateIdx = samplerStateIdx;
  4491. bindLru.add(bindHash, bind, 0);
  4492. }
  4493. else
  4494. {
  4495. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4496. if (samplerStateIdx != currentSamplerStateIdx)
  4497. {
  4498. currentSamplerStateIdx = samplerStateIdx;
  4499. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4500. }
  4501. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4502. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4503. }
  4504. }
  4505. bool constantsChanged = false;
  4506. if (compute.m_constBegin < compute.m_constEnd
  4507. || currentProgramIdx != key.m_program)
  4508. {
  4509. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  4510. currentProgramIdx = key.m_program;
  4511. ProgramD3D12& program = m_program[currentProgramIdx];
  4512. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4513. if (NULL != vcb)
  4514. {
  4515. commit(*vcb);
  4516. }
  4517. hasPredefined = 0 < program.m_numPredefined;
  4518. constantsChanged = true;
  4519. }
  4520. if (constantsChanged
  4521. || hasPredefined)
  4522. {
  4523. ProgramD3D12& program = m_program[currentProgramIdx];
  4524. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  4525. commitShaderConstants(key.m_program, gpuAddress);
  4526. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  4527. }
  4528. if (isValid(compute.m_indirectBuffer) )
  4529. {
  4530. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4531. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4532. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4533. : compute.m_numIndirect
  4534. ;
  4535. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4536. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4537. {
  4538. // m_commandList->ExecuteIndirect(ptr, args);
  4539. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4540. }
  4541. }
  4542. else
  4543. {
  4544. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4545. }
  4546. continue;
  4547. }
  4548. const RenderDraw& draw = renderItem.draw;
  4549. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4550. if (isValid(draw.m_occlusionQuery)
  4551. && !hasOcclusionQuery
  4552. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  4553. {
  4554. continue;
  4555. }
  4556. const uint64_t newFlags = draw.m_stateFlags;
  4557. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4558. currentState.m_stateFlags = newFlags;
  4559. const uint64_t newStencil = draw.m_stencil;
  4560. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  4561. currentState.m_stencil = newStencil;
  4562. if (viewChanged
  4563. || wasCompute)
  4564. {
  4565. if (wasCompute)
  4566. {
  4567. wasCompute = false;
  4568. }
  4569. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4570. {
  4571. BX_UNUSED(s_viewNameW);
  4572. // wchar_t* viewNameW = s_viewNameW[view];
  4573. // viewNameW[3] = L' ';
  4574. // PIX_ENDEVENT();
  4575. // PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  4576. }
  4577. commandListChanged = true;
  4578. }
  4579. if (commandListChanged)
  4580. {
  4581. commandListChanged = false;
  4582. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  4583. ID3D12DescriptorHeap* heaps[] = {
  4584. m_samplerAllocator.getHeap(),
  4585. scratchBuffer.getHeap(),
  4586. };
  4587. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4588. currentPso = NULL;
  4589. currentBindHash = 0;
  4590. currentSamplerStateIdx = kInvalidHandle;
  4591. currentProgramIdx = kInvalidHandle;
  4592. currentState.clear();
  4593. currentState.m_scissor = !draw.m_scissor;
  4594. changedFlags = BGFX_STATE_MASK;
  4595. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4596. currentState.m_stateFlags = newFlags;
  4597. currentState.m_stencil = newStencil;
  4598. currentBind.clear();
  4599. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4600. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4601. }
  4602. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  4603. if (isValid(draw.m_stream[0].m_handle) )
  4604. {
  4605. const uint64_t state = draw.m_stateFlags;
  4606. bool hasFactor = 0
  4607. || f0 == (state & f0)
  4608. || f1 == (state & f1)
  4609. || f2 == (state & f2)
  4610. || f3 == (state & f3)
  4611. ;
  4612. const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_stream[0].m_handle.idx];
  4613. uint16_t declIdx = !isValid(vb.m_decl) ? draw.m_stream[0].m_decl.idx : vb.m_decl.idx;
  4614. ID3D12PipelineState* pso =
  4615. getPipelineState(state
  4616. , draw.m_stencil
  4617. , declIdx
  4618. , key.m_program
  4619. , uint8_t(draw.m_instanceDataStride/16)
  4620. );
  4621. uint16_t scissor = draw.m_scissor;
  4622. uint32_t bindHash = bx::hashMurmur2A(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4623. if (currentBindHash != bindHash
  4624. || 0 != changedStencil
  4625. || (hasFactor && blendFactor != draw.m_rgba)
  4626. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4627. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4628. || currentState.m_scissor != scissor
  4629. || pso != currentPso
  4630. || hasOcclusionQuery)
  4631. {
  4632. m_batch.flush(m_commandList);
  4633. }
  4634. if (currentBindHash != bindHash)
  4635. {
  4636. currentBindHash = bindHash;
  4637. Bind* bindCached = bindLru.find(bindHash);
  4638. if (NULL == bindCached)
  4639. {
  4640. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4641. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4642. {
  4643. srvHandle[0].ptr = 0;
  4644. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4645. {
  4646. const Binding& bind = renderBind.m_bind[stage];
  4647. if (kInvalidHandle != bind.m_idx)
  4648. {
  4649. switch (bind.m_type)
  4650. {
  4651. case Binding::Texture:
  4652. {
  4653. TextureD3D12& texture = m_textures[bind.m_idx];
  4654. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4655. scratchBuffer.allocSrv(srvHandle[stage], texture);
  4656. samplerFlags[stage] = (0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & bind.m_un.m_draw.m_textureFlags)
  4657. ? bind.m_un.m_draw.m_textureFlags
  4658. : texture.m_flags
  4659. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK | BGFX_TEXTURE_BORDER_COLOR_MASK)
  4660. ;
  4661. }
  4662. break;
  4663. case Binding::IndexBuffer:
  4664. case Binding::VertexBuffer:
  4665. {
  4666. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4667. ? m_indexBuffers[bind.m_idx]
  4668. : m_vertexBuffers[bind.m_idx]
  4669. ;
  4670. if (Access::Read != bind.m_un.m_compute.m_access)
  4671. {
  4672. // The api functions prevent binding with Access::Write,
  4673. // but might as well allow it in here for future-proofing
  4674. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4675. scratchBuffer.allocUav(srvHandle[stage], buffer);
  4676. }
  4677. else
  4678. {
  4679. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4680. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  4681. }
  4682. }
  4683. break;
  4684. }
  4685. }
  4686. else
  4687. {
  4688. bx::memCopy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  4689. samplerFlags[stage] = 0;
  4690. }
  4691. }
  4692. }
  4693. if (srvHandle[0].ptr != 0)
  4694. {
  4695. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  4696. if (samplerStateIdx != currentSamplerStateIdx)
  4697. {
  4698. currentSamplerStateIdx = samplerStateIdx;
  4699. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4700. }
  4701. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4702. Bind bind;
  4703. bind.m_srvHandle = srvHandle[0];
  4704. bind.m_samplerStateIdx = samplerStateIdx;
  4705. bindLru.add(bindHash, bind, 0);
  4706. }
  4707. }
  4708. else
  4709. {
  4710. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4711. if (samplerStateIdx != currentSamplerStateIdx)
  4712. {
  4713. currentSamplerStateIdx = samplerStateIdx;
  4714. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4715. }
  4716. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4717. }
  4718. }
  4719. if (0 != changedStencil)
  4720. {
  4721. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  4722. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  4723. m_commandList->OMSetStencilRef(ref);
  4724. }
  4725. if (hasFactor
  4726. && blendFactor != draw.m_rgba)
  4727. {
  4728. blendFactor = draw.m_rgba;
  4729. float bf[4];
  4730. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  4731. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  4732. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  4733. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  4734. m_commandList->OMSetBlendFactor(bf);
  4735. }
  4736. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4737. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4738. {
  4739. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4740. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4741. prim = s_primInfo[primIndex];
  4742. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  4743. }
  4744. if (currentState.m_scissor != scissor)
  4745. {
  4746. currentState.m_scissor = scissor;
  4747. if (UINT16_MAX == scissor)
  4748. {
  4749. if (restoreScissor
  4750. || viewHasScissor)
  4751. {
  4752. restoreScissor = false;
  4753. D3D12_RECT rc;
  4754. rc.left = viewScissorRect.m_x;
  4755. rc.top = viewScissorRect.m_y;
  4756. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4757. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4758. m_commandList->RSSetScissorRects(1, &rc);
  4759. }
  4760. }
  4761. else
  4762. {
  4763. restoreScissor = true;
  4764. Rect scissorRect;
  4765. scissorRect.setIntersect(viewScissorRect,_render->m_rectCache.m_cache[scissor]);
  4766. if (scissorRect.isZeroArea() )
  4767. {
  4768. continue;
  4769. }
  4770. D3D12_RECT rc;
  4771. rc.left = scissorRect.m_x;
  4772. rc.top = scissorRect.m_y;
  4773. rc.right = scissorRect.m_x + scissorRect.m_width;
  4774. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4775. m_commandList->RSSetScissorRects(1, &rc);
  4776. }
  4777. }
  4778. if (pso != currentPso)
  4779. {
  4780. currentPso = pso;
  4781. m_commandList->SetPipelineState(pso);
  4782. }
  4783. bool constantsChanged = false;
  4784. if (draw.m_constBegin < draw.m_constEnd
  4785. || currentProgramIdx != key.m_program
  4786. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4787. {
  4788. currentProgramIdx = key.m_program;
  4789. ProgramD3D12& program = m_program[currentProgramIdx];
  4790. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4791. if (NULL != vcb)
  4792. {
  4793. commit(*vcb);
  4794. }
  4795. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4796. if (NULL != fcb)
  4797. {
  4798. commit(*fcb);
  4799. }
  4800. hasPredefined = 0 < program.m_numPredefined;
  4801. constantsChanged = true;
  4802. }
  4803. if (constantsChanged
  4804. || hasPredefined)
  4805. {
  4806. ProgramD3D12& program = m_program[currentProgramIdx];
  4807. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4808. viewState.m_alphaRef = ref/255.0f;
  4809. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  4810. commitShaderConstants(key.m_program, gpuAddress);
  4811. }
  4812. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  4813. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  4814. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4815. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4816. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4817. statsNumInstances[primIndex] += draw.m_numInstances;
  4818. statsNumIndices += numIndices;
  4819. if (hasOcclusionQuery)
  4820. {
  4821. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  4822. m_batch.flush(m_commandList);
  4823. m_occlusionQuery.end(m_commandList);
  4824. }
  4825. }
  4826. }
  4827. m_batch.end(m_commandList);
  4828. kick();
  4829. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  4830. if (0 < _render->m_num)
  4831. {
  4832. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  4833. {
  4834. // deviceCtx->Flush();
  4835. }
  4836. // captureElapsed = -bx::getHPCounter();
  4837. // capture();
  4838. // captureElapsed += bx::getHPCounter();
  4839. profiler.end();
  4840. }
  4841. }
  4842. int64_t timeEnd = bx::getHPCounter();
  4843. int64_t frameTime = timeEnd - timeBegin;
  4844. static int64_t min = frameTime;
  4845. static int64_t max = frameTime;
  4846. min = bx::int64_min(min, frameTime);
  4847. max = bx::int64_max(max, frameTime);
  4848. static uint32_t maxGpuLatency = 0;
  4849. static double maxGpuElapsed = 0.0f;
  4850. double elapsedGpuMs = 0.0;
  4851. static int64_t presentMin = m_presentElapsed;
  4852. static int64_t presentMax = m_presentElapsed;
  4853. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  4854. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  4855. if (UINT32_MAX != frameQueryIdx)
  4856. {
  4857. m_gpuTimer.end(frameQueryIdx);
  4858. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  4859. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  4860. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  4861. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  4862. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  4863. }
  4864. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  4865. const int64_t timerFreq = bx::getHPFrequency();
  4866. Stats& perfStats = _render->m_perfStats;
  4867. perfStats.cpuTimeBegin = timeBegin;
  4868. perfStats.cpuTimeEnd = timeEnd;
  4869. perfStats.cpuTimerFreq = timerFreq;
  4870. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  4871. perfStats.gpuTimeBegin = result.m_begin;
  4872. perfStats.gpuTimeEnd = result.m_end;
  4873. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  4874. perfStats.numDraw = statsKeyType[0];
  4875. perfStats.numCompute = statsKeyType[1];
  4876. perfStats.maxGpuLatency = maxGpuLatency;
  4877. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  4878. {
  4879. // PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugstats");
  4880. // m_needPresent = true;
  4881. TextVideoMem& tvm = m_textVideoMem;
  4882. static int64_t next = timeEnd;
  4883. if (timeEnd >= next)
  4884. {
  4885. next = timeEnd + timerFreq;
  4886. double freq = double(timerFreq);
  4887. double toMs = 1000.0 / freq;
  4888. tvm.clear();
  4889. uint16_t pos = 0;
  4890. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  4891. , " %s (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4892. , getRendererName()
  4893. , (m_featureLevel >> 12) & 0xf
  4894. , (m_featureLevel >> 8) & 0xf
  4895. );
  4896. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  4897. char description[BX_COUNTOF(desc.Description)];
  4898. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  4899. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  4900. char dedicatedVideo[16];
  4901. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  4902. char dedicatedSystem[16];
  4903. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  4904. char sharedSystem[16];
  4905. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  4906. char processMemoryUsed[16];
  4907. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  4908. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  4909. , dedicatedVideo
  4910. , dedicatedSystem
  4911. , sharedSystem
  4912. , processMemoryUsed
  4913. );
  4914. #if BX_PLATFORM_WINDOWS
  4915. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  4916. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  4917. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  4918. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  4919. {
  4920. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  4921. char budget[16];
  4922. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  4923. char currentUsage[16];
  4924. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  4925. char availableForReservation[16];
  4926. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  4927. char currentReservation[16];
  4928. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  4929. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  4930. , 0 == ii ? "Local " : "Non-local"
  4931. , budget
  4932. , currentUsage
  4933. , availableForReservation
  4934. , currentReservation
  4935. );
  4936. }
  4937. #endif // BX_PLATFORM_WINDOWS
  4938. pos = 10;
  4939. tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4940. , double(frameTime)*toMs
  4941. , double(min)*toMs
  4942. , double(max)*toMs
  4943. , freq/frameTime
  4944. );
  4945. tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  4946. , double(m_presentElapsed)*toMs
  4947. , double(presentMin)*toMs
  4948. , double(presentMax)*toMs
  4949. );
  4950. char hmd[16];
  4951. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4952. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4953. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  4954. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4955. , 0 != msaa ? '\xfe' : ' '
  4956. , 1<<msaa
  4957. , ", no-HMD "
  4958. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  4959. );
  4960. double elapsedCpuMs = double(frameTime)*toMs;
  4961. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  4962. , _render->m_num
  4963. , statsKeyType[0]
  4964. , statsKeyType[1]
  4965. , elapsedCpuMs
  4966. );
  4967. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4968. {
  4969. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d "
  4970. , s_primName[ii]
  4971. , statsNumPrimsRendered[ii]
  4972. , statsNumInstances[ii]
  4973. , statsNumPrimsSubmitted[ii]
  4974. );
  4975. }
  4976. tvm.printf(10, pos++, 0x8e, " Batch: %7dx%d indirect, %7d immediate "
  4977. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  4978. , m_batch.m_maxDrawPerBatch
  4979. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  4980. );
  4981. tvm.printf(10, pos++, 0x8e, " %7dx%d indirect, %7d immediate "
  4982. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  4983. , m_batch.m_maxDrawPerBatch
  4984. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  4985. );
  4986. if (NULL != m_renderdocdll)
  4987. {
  4988. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4989. }
  4990. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  4991. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  4992. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  4993. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  4994. pos++;
  4995. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4996. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Bind | Queued ");
  4997. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d "
  4998. , m_pipelineStateCache.getCount()
  4999. , m_samplerStateCache.getCount()
  5000. , bindLru.getCount()
  5001. , m_cmd.m_control.available()
  5002. );
  5003. pos++;
  5004. double captureMs = double(captureElapsed)*toMs;
  5005. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  5006. uint8_t attr[2] = { 0x89, 0x8a };
  5007. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5008. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5009. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5010. min = frameTime;
  5011. max = frameTime;
  5012. presentMin = m_presentElapsed;
  5013. presentMax = m_presentElapsed;
  5014. }
  5015. blit(this, _textVideoMemBlitter, tvm);
  5016. // PIX_ENDEVENT();
  5017. }
  5018. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5019. {
  5020. // PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugtext");
  5021. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5022. // PIX_ENDEVENT();
  5023. }
  5024. setResourceBarrier(m_commandList
  5025. , m_backBufferColor[m_backBufferColorIdx]
  5026. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5027. , D3D12_RESOURCE_STATE_PRESENT
  5028. );
  5029. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  5030. }
  5031. } /* namespace d3d12 */ } // namespace bgfx
  5032. #else
  5033. namespace bgfx { namespace d3d12
  5034. {
  5035. RendererContextI* rendererCreate()
  5036. {
  5037. return NULL;
  5038. }
  5039. void rendererDestroy()
  5040. {
  5041. }
  5042. } /* namespace d3d12 */ } // namespace bgfx
  5043. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12