renderer_d3d12.cpp 172 KB

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  1. /*
  2. * Copyright 2011-2016 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][256];
  11. struct PrimInfo
  12. {
  13. D3D_PRIMITIVE_TOPOLOGY m_topology;
  14. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  15. uint32_t m_min;
  16. uint32_t m_div;
  17. uint32_t m_sub;
  18. };
  19. static const PrimInfo s_primInfo[] =
  20. {
  21. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  22. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  23. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  24. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  25. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  26. };
  27. static const char* s_primName[] =
  28. {
  29. "TriList",
  30. "TriStrip",
  31. "Line",
  32. "Point",
  33. };
  34. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  35. static const uint32_t s_checkMsaa[] =
  36. {
  37. 0,
  38. 2,
  39. 4,
  40. 8,
  41. 16,
  42. };
  43. static DXGI_SAMPLE_DESC s_msaa[] =
  44. {
  45. { 1, 0 },
  46. { 2, 0 },
  47. { 4, 0 },
  48. { 8, 0 },
  49. { 16, 0 },
  50. };
  51. static const D3D12_BLEND s_blendFactor[][2] =
  52. {
  53. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  54. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  55. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  56. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  57. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  58. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  59. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  60. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  61. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  62. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  63. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  64. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  65. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  66. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  67. };
  68. static const D3D12_BLEND_OP s_blendEquation[] =
  69. {
  70. D3D12_BLEND_OP_ADD,
  71. D3D12_BLEND_OP_SUBTRACT,
  72. D3D12_BLEND_OP_REV_SUBTRACT,
  73. D3D12_BLEND_OP_MIN,
  74. D3D12_BLEND_OP_MAX,
  75. };
  76. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  77. {
  78. D3D12_COMPARISON_FUNC(0), // ignored
  79. D3D12_COMPARISON_FUNC_LESS,
  80. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  81. D3D12_COMPARISON_FUNC_EQUAL,
  82. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  83. D3D12_COMPARISON_FUNC_GREATER,
  84. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  85. D3D12_COMPARISON_FUNC_NEVER,
  86. D3D12_COMPARISON_FUNC_ALWAYS,
  87. };
  88. static const D3D12_STENCIL_OP s_stencilOp[] =
  89. {
  90. D3D12_STENCIL_OP_ZERO,
  91. D3D12_STENCIL_OP_KEEP,
  92. D3D12_STENCIL_OP_REPLACE,
  93. D3D12_STENCIL_OP_INCR,
  94. D3D12_STENCIL_OP_INCR_SAT,
  95. D3D12_STENCIL_OP_DECR,
  96. D3D12_STENCIL_OP_DECR_SAT,
  97. D3D12_STENCIL_OP_INVERT,
  98. };
  99. static const D3D12_CULL_MODE s_cullMode[] =
  100. {
  101. D3D12_CULL_MODE_NONE,
  102. D3D12_CULL_MODE_FRONT,
  103. D3D12_CULL_MODE_BACK,
  104. };
  105. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  106. {
  107. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  108. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  109. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  110. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  111. };
  112. /*
  113. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  114. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  115. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  116. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  117. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  118. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  119. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  120. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  121. * D3D11_FILTER_ANISOTROPIC = 0x55,
  122. *
  123. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  124. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  125. *
  126. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  127. * 0x10 // MIN_LINEAR
  128. * 0x04 // MAG_LINEAR
  129. * 0x01 // MIP_LINEAR
  130. */
  131. static const uint8_t s_textureFilter[3][3] =
  132. {
  133. {
  134. 0x10, // min linear
  135. 0x00, // min point
  136. 0x55, // anisotropic
  137. },
  138. {
  139. 0x04, // mag linear
  140. 0x00, // mag point
  141. 0x55, // anisotropic
  142. },
  143. {
  144. 0x01, // mip linear
  145. 0x00, // mip point
  146. 0x55, // anisotropic
  147. },
  148. };
  149. struct TextureFormatInfo
  150. {
  151. DXGI_FORMAT m_fmt;
  152. DXGI_FORMAT m_fmtSrv;
  153. DXGI_FORMAT m_fmtDsv;
  154. DXGI_FORMAT m_fmtSrgb;
  155. };
  156. static const TextureFormatInfo s_textureFormat[] =
  157. {
  158. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  159. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  160. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  161. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  162. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  163. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  164. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  165. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  166. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  167. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  168. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  176. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  177. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  178. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  179. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  180. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  181. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  182. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  183. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  184. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  185. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  186. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  187. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  188. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  189. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  190. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  191. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  192. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  193. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  194. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  195. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  196. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  197. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  198. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  199. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  200. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  201. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  202. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  203. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  204. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  205. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  206. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  207. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  208. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  209. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  210. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  211. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  212. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  213. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  214. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  215. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  216. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  217. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  218. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  219. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  220. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  221. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  222. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  223. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  224. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  225. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  226. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  227. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  228. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  229. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  230. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  231. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  232. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  233. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  234. };
  235. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  236. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  237. {
  238. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  239. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  240. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  241. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  242. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  243. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  244. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  245. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  246. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  247. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  248. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  249. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  250. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  251. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  252. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  253. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  254. };
  255. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  256. static const DXGI_FORMAT s_attribType[][4][2] =
  257. {
  258. { // Uint8
  259. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  260. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  261. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  262. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  263. },
  264. { // Uint10
  265. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  266. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  267. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  268. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  269. },
  270. { // Int16
  271. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  272. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  273. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  274. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  275. },
  276. { // Half
  277. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  278. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  279. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  280. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  281. },
  282. { // Float
  283. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  284. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  285. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  286. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  287. },
  288. };
  289. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  290. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  291. {
  292. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  293. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  294. {
  295. if (UINT16_MAX != _decl.m_attributes[attr])
  296. {
  297. memcpy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  298. if (0 == _decl.m_attributes[attr])
  299. {
  300. elem->AlignedByteOffset = 0;
  301. }
  302. else
  303. {
  304. uint8_t num;
  305. AttribType::Enum type;
  306. bool normalized;
  307. bool asInt;
  308. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  309. elem->Format = s_attribType[type][num-1][normalized];
  310. elem->AlignedByteOffset = _decl.m_offset[attr];
  311. }
  312. ++elem;
  313. }
  314. }
  315. return elem;
  316. }
  317. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  318. {
  319. D3D12_RESOURCE_BARRIER barrier;
  320. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  321. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  322. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  323. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  324. barrier.Transition.StateBefore = _stateBefore;
  325. barrier.Transition.StateAfter = _stateAfter;
  326. _commandList->ResourceBarrier(1, &barrier);
  327. }
  328. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  329. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  330. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  331. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  332. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  333. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  334. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  335. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  336. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  337. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  338. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  339. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  340. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  341. static const GUID IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } };
  342. struct HeapProperty
  343. {
  344. enum Enum
  345. {
  346. Default,
  347. Upload,
  348. ReadBack,
  349. Count
  350. };
  351. D3D12_HEAP_PROPERTIES m_properties;
  352. D3D12_RESOURCE_STATES m_state;
  353. };
  354. static const HeapProperty s_heapProperties[] =
  355. {
  356. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COMMON },
  357. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  358. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COPY_DEST },
  359. };
  360. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  361. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  362. {
  363. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  364. ID3D12Resource* resource;
  365. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  366. , D3D12_HEAP_FLAG_NONE
  367. , _resourceDesc
  368. , heapProperty.m_state
  369. , _clearValue
  370. , IID_ID3D12Resource
  371. , (void**)&resource
  372. ) );
  373. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  374. , _resourceDesc->Width
  375. );
  376. return resource;
  377. }
  378. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  379. {
  380. D3D12_RESOURCE_DESC resourceDesc;
  381. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  382. resourceDesc.Alignment = 0;
  383. resourceDesc.Width = _size;
  384. resourceDesc.Height = 1;
  385. resourceDesc.DepthOrArraySize = 1;
  386. resourceDesc.MipLevels = 1;
  387. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  388. resourceDesc.SampleDesc.Count = 1;
  389. resourceDesc.SampleDesc.Quality = 0;
  390. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  391. resourceDesc.Flags = _flags;
  392. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  393. }
  394. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  395. {
  396. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  397. {
  398. char temp[2048];
  399. va_list argList;
  400. va_start(argList, _format);
  401. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  402. va_end(argList);
  403. temp[size] = '\0';
  404. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  405. mbstowcs(wtemp, temp, size+1);
  406. _object->SetName(wtemp);
  407. }
  408. }
  409. #if USE_D3D12_DYNAMIC_LIB
  410. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  411. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  412. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  413. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  414. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  415. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  416. #endif // USE_D3D12_DYNAMIC_LIB
  417. struct RendererContextD3D12 : public RendererContextI
  418. {
  419. RendererContextD3D12()
  420. : m_d3d12dll(NULL)
  421. , m_dxgidll(NULL)
  422. , m_renderdocdll(NULL)
  423. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  424. , m_wireframe(false)
  425. , m_maxAnisotropy(1)
  426. , m_depthClamp(false)
  427. , m_fsChanges(0)
  428. , m_vsChanges(0)
  429. , m_backBufferColorIdx(0)
  430. , m_rtMsaa(false)
  431. {
  432. }
  433. ~RendererContextD3D12()
  434. {
  435. }
  436. bool init()
  437. {
  438. struct ErrorState
  439. {
  440. enum Enum
  441. {
  442. Default,
  443. LoadedKernel32,
  444. LoadedD3D12,
  445. LoadedDXGI,
  446. CreatedDXGIFactory,
  447. CreatedCommandQueue,
  448. };
  449. };
  450. ErrorState::Enum errorState = ErrorState::Default;
  451. LUID luid;
  452. m_fbh.idx = invalidHandle;
  453. memset(m_uniforms, 0, sizeof(m_uniforms) );
  454. memset(&m_resolution, 0, sizeof(m_resolution) );
  455. #if USE_D3D12_DYNAMIC_LIB
  456. m_kernel32dll = bx::dlopen("kernel32.dll");
  457. BX_WARN(NULL != m_kernel32dll, "Failed to load kernel32.dll.");
  458. if (NULL == m_kernel32dll)
  459. {
  460. goto error;
  461. }
  462. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  463. BX_WARN(NULL != CreateEventExA, "Function CreateEventExA not found.");
  464. if (NULL == CreateEventExA)
  465. {
  466. goto error;
  467. }
  468. errorState = ErrorState::LoadedKernel32;
  469. m_d3d12dll = bx::dlopen("d3d12.dll");
  470. BX_WARN(NULL != m_d3d12dll, "Failed to load d3d12.dll.");
  471. if (NULL == m_d3d12dll)
  472. {
  473. goto error;
  474. }
  475. errorState = ErrorState::LoadedD3D12;
  476. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  477. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  478. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  479. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  480. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  481. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  482. if (NULL == D3D12CreateDevice
  483. || NULL == D3D12GetDebugInterface
  484. || NULL == D3D12SerializeRootSignature)
  485. {
  486. goto error;
  487. }
  488. m_dxgidll = bx::dlopen("dxgi.dll");
  489. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  490. if (NULL == m_dxgidll)
  491. {
  492. goto error;
  493. }
  494. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  495. BX_WARN(NULL != CreateDXGIFactory1, "Function CreateDXGIFactory1 not found.");
  496. if (NULL == CreateDXGIFactory1)
  497. {
  498. goto error;
  499. }
  500. #endif // USE_D3D12_DYNAMIC_LIB
  501. errorState = ErrorState::LoadedDXGI;
  502. HRESULT hr;
  503. #if BX_PLATFORM_WINDOWS
  504. hr = CreateDXGIFactory1(IID_IDXGIFactory4, (void**)&m_factory);
  505. #else
  506. hr = S_OK;
  507. m_factory = NULL;
  508. #endif // BX_PLATFORM_*
  509. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  510. if (FAILED(hr) )
  511. {
  512. goto error;
  513. }
  514. errorState = ErrorState::CreatedDXGIFactory;
  515. m_adapter = NULL;
  516. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  517. {
  518. #if BX_PLATFORM_WINDOWS
  519. IDXGIAdapter3* adapter;
  520. #else
  521. IDXGIAdapter* adapter;
  522. #endif // BX_PLATFORM_*
  523. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  524. {
  525. DXGI_ADAPTER_DESC desc;
  526. hr = adapter->GetDesc(&desc);
  527. if (SUCCEEDED(hr) )
  528. {
  529. BX_TRACE("Adapter #%d", ii);
  530. char description[BX_COUNTOF(desc.Description)];
  531. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  532. BX_TRACE("\tDescription: %s", description);
  533. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  534. , desc.VendorId
  535. , desc.DeviceId
  536. , desc.SubSysId
  537. , desc.Revision
  538. );
  539. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  540. , desc.DedicatedVideoMemory
  541. , desc.DedicatedSystemMemory
  542. , desc.SharedSystemMemory
  543. );
  544. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  545. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  546. ++g_caps.numGPUs;
  547. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  548. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  549. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  550. {
  551. m_adapter = adapter;
  552. m_adapter->AddRef();
  553. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  554. }
  555. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  556. && 0 != strstr(description, "PerfHUD") )
  557. {
  558. m_adapter = adapter;
  559. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  560. }
  561. }
  562. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  563. }
  564. }
  565. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  566. {
  567. ID3D12Debug* debug;
  568. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug);
  569. if (SUCCEEDED(hr) )
  570. {
  571. debug->EnableDebugLayer();
  572. }
  573. }
  574. {
  575. D3D_FEATURE_LEVEL featureLevel[] =
  576. {
  577. D3D_FEATURE_LEVEL_12_1,
  578. D3D_FEATURE_LEVEL_12_0,
  579. D3D_FEATURE_LEVEL_11_1,
  580. D3D_FEATURE_LEVEL_11_0,
  581. };
  582. hr = E_FAIL;
  583. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  584. {
  585. hr = D3D12CreateDevice(m_adapter
  586. , featureLevel[ii]
  587. , IID_ID3D12Device
  588. , (void**)&m_device
  589. );
  590. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  591. , (featureLevel[ii] >> 12) & 0xf
  592. , (featureLevel[ii] >> 8) & 0xf
  593. );
  594. m_featureLevel = featureLevel[ii];
  595. }
  596. }
  597. if (FAILED(hr) )
  598. {
  599. BX_TRACE("Unable to create Direct3D12 device.");
  600. goto error;
  601. }
  602. {
  603. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  604. luid = m_device->GetAdapterLuid();
  605. #if BX_PLATFORM_WINDOWS
  606. IDXGIAdapter3* adapter;
  607. #else
  608. IDXGIAdapter* adapter;
  609. #endif // BX_PLATFORM_*
  610. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  611. {
  612. adapter->GetDesc(&m_adapterDesc);
  613. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  614. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  615. {
  616. if (NULL == m_adapter)
  617. {
  618. m_adapter = adapter;
  619. }
  620. else
  621. {
  622. DX_RELEASE(adapter, 0);
  623. }
  624. break;
  625. }
  626. DX_RELEASE(adapter, 0);
  627. }
  628. }
  629. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  630. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  631. {
  632. uint32_t numNodes = m_device->GetNodeCount();
  633. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  634. for (uint32_t ii = 0; ii < numNodes; ++ii)
  635. {
  636. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  637. architecture.NodeIndex = ii;
  638. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  639. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  640. , ii
  641. , architecture.TileBasedRenderer
  642. , architecture.UMA
  643. , architecture.CacheCoherentUMA
  644. );
  645. if (0 == ii)
  646. {
  647. memcpy(&m_architecture, &architecture, sizeof(architecture) );
  648. }
  649. }
  650. }
  651. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  652. BX_TRACE("D3D12 options:")
  653. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  654. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  655. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  656. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  657. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  658. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  659. m_cmd.init(m_device);
  660. errorState = ErrorState::CreatedCommandQueue;
  661. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  662. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  663. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  664. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  665. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  666. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  667. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  668. m_scd.SampleDesc.Count = 1;
  669. m_scd.SampleDesc.Quality = 0;
  670. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  671. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  672. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  673. m_scd.Windowed = true;
  674. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  675. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  676. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  677. , m_scd.BufferCount
  678. , BX_COUNTOF(m_backBufferColor)
  679. );
  680. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  681. , &m_scd
  682. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  683. );
  684. BX_WARN(SUCCEEDED(hr), "Failed to create swap chain.");
  685. if (FAILED(hr) )
  686. {
  687. goto error;
  688. }
  689. m_presentElapsed = 0;
  690. {
  691. m_resolution.m_width = BGFX_DEFAULT_WIDTH;
  692. m_resolution.m_height = BGFX_DEFAULT_HEIGHT;
  693. m_numWindows = 1;
  694. #if BX_PLATFORM_WINDOWS
  695. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  696. , 0
  697. | DXGI_MWA_NO_WINDOW_CHANGES
  698. | DXGI_MWA_NO_ALT_ENTER
  699. ) );
  700. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  701. {
  702. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  703. if (SUCCEEDED(hr) )
  704. {
  705. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  706. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  707. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  708. D3D12_INFO_QUEUE_FILTER filter;
  709. memset(&filter, 0, sizeof(filter) );
  710. D3D12_MESSAGE_CATEGORY catlist[] =
  711. {
  712. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  713. D3D12_MESSAGE_CATEGORY_EXECUTION,
  714. };
  715. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  716. filter.DenyList.pCategoryList = catlist;
  717. m_infoQueue->PushStorageFilter(&filter);
  718. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  719. }
  720. }
  721. #endif // BX_PLATFORM_WINDOWS
  722. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  723. rtvDescHeap.NumDescriptors = 0
  724. + BX_COUNTOF(m_backBufferColor)
  725. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  726. ;
  727. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  728. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  729. rtvDescHeap.NodeMask = 1;
  730. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  731. , IID_ID3D12DescriptorHeap
  732. , (void**)&m_rtvDescriptorHeap
  733. ) );
  734. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  735. dsvDescHeap.NumDescriptors = 0
  736. + 1 // reserved for depth backbuffer.
  737. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  738. ;
  739. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  740. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  741. dsvDescHeap.NodeMask = 1;
  742. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  743. , IID_ID3D12DescriptorHeap
  744. , (void**)&m_dsvDescriptorHeap
  745. ) );
  746. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  747. {
  748. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  749. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  750. );
  751. }
  752. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  753. , 1024
  754. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  755. );
  756. D3D12_DESCRIPTOR_RANGE descRange[] =
  757. {
  758. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  759. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  760. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  761. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  762. };
  763. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  764. D3D12_ROOT_PARAMETER rootParameter[] =
  765. {
  766. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  767. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  768. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  769. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  770. };
  771. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  772. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  773. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  774. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  775. descRootSignature.pParameters = rootParameter;
  776. descRootSignature.NumStaticSamplers = 0;
  777. descRootSignature.pStaticSamplers = NULL;
  778. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  779. ID3DBlob* outBlob;
  780. ID3DBlob* errorBlob;
  781. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  782. , D3D_ROOT_SIGNATURE_VERSION_1
  783. , &outBlob
  784. , &errorBlob
  785. ) );
  786. DX_CHECK(m_device->CreateRootSignature(0
  787. , outBlob->GetBufferPointer()
  788. , outBlob->GetBufferSize()
  789. , IID_ID3D12RootSignature
  790. , (void**)&m_rootSignature
  791. ) );
  792. UniformHandle handle = BGFX_INVALID_HANDLE;
  793. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  794. {
  795. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  796. }
  797. g_caps.supported |= ( 0
  798. | BGFX_CAPS_TEXTURE_3D
  799. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  800. | BGFX_CAPS_INSTANCING
  801. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  802. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  803. | BGFX_CAPS_FRAGMENT_DEPTH
  804. | BGFX_CAPS_BLEND_INDEPENDENT
  805. | BGFX_CAPS_COMPUTE
  806. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  807. // | BGFX_CAPS_SWAP_CHAIN
  808. | BGFX_CAPS_TEXTURE_BLIT
  809. | BGFX_CAPS_TEXTURE_READ_BACK
  810. | BGFX_CAPS_OCCLUSION_QUERY
  811. );
  812. g_caps.maxTextureSize = 16384;
  813. g_caps.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  814. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  815. {
  816. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  817. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  818. ? s_textureFormat[ii].m_fmtDsv
  819. : s_textureFormat[ii].m_fmt
  820. ;
  821. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  822. if (DXGI_FORMAT_UNKNOWN != fmt)
  823. {
  824. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  825. data.Format = fmt;
  826. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  827. if (SUCCEEDED(hr) )
  828. {
  829. support |= 0 != (data.Support1 & (0
  830. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  831. ) )
  832. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  833. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  834. ;
  835. support |= 0 != (data.Support1 & (0
  836. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  837. ) )
  838. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  839. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  840. ;
  841. support |= 0 != (data.Support1 & (0
  842. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  843. ) )
  844. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  845. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  846. ;
  847. support |= 0 != (data.Support1 & (0
  848. | D3D12_FORMAT_SUPPORT1_BUFFER
  849. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  850. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  851. ) )
  852. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  853. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  854. ;
  855. support |= 0 != (data.Support1 & (0
  856. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  857. ) )
  858. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  859. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  860. ;
  861. support |= 0 != (data.Support1 & (0
  862. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  863. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  864. ) )
  865. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  866. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  867. ;
  868. support |= 0 != (data.Support1 & (0
  869. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  870. ) )
  871. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  872. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  873. ;
  874. support |= 0 != (data.Support1 & (0
  875. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  876. ) )
  877. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  878. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  879. ;
  880. }
  881. else
  882. {
  883. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  884. }
  885. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  886. {
  887. // clear image flag for additional testing
  888. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  889. data.Format = s_textureFormat[ii].m_fmt;
  890. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  891. if (SUCCEEDED(hr) )
  892. {
  893. support |= 0 != (data.Support2 & (0
  894. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  895. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  896. ) )
  897. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  898. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  899. ;
  900. }
  901. }
  902. }
  903. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  904. {
  905. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  906. {
  907. DXGI_FORMAT InFormat;
  908. UINT OutFormatSupport;
  909. };
  910. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  911. data.Format = fmtSrgb;
  912. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  913. if (SUCCEEDED(hr) )
  914. {
  915. support |= 0 != (data.Support1 & (0
  916. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  917. ) )
  918. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  919. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  920. ;
  921. support |= 0 != (data.Support1 & (0
  922. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  923. ) )
  924. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  925. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  926. ;
  927. support |= 0 != (data.Support1 & (0
  928. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  929. ) )
  930. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  931. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  932. ;
  933. }
  934. else
  935. {
  936. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  937. }
  938. }
  939. g_caps.formats[ii] = support;
  940. }
  941. postReset();
  942. m_batch.create(4<<10);
  943. m_gpuTimer.init();
  944. m_occlusionQuery.init();
  945. }
  946. g_internalData.context = m_device;
  947. return true;
  948. error:
  949. switch (errorState)
  950. {
  951. case ErrorState::CreatedCommandQueue:
  952. m_cmd.shutdown();
  953. case ErrorState::CreatedDXGIFactory:
  954. DX_RELEASE(m_device, 0);
  955. DX_RELEASE(m_adapter, 0);
  956. DX_RELEASE(m_factory, 0);
  957. #if USE_D3D12_DYNAMIC_LIB
  958. case ErrorState::LoadedDXGI:
  959. bx::dlclose(m_dxgidll);
  960. case ErrorState::LoadedD3D12:
  961. bx::dlclose(m_d3d12dll);
  962. case ErrorState::LoadedKernel32:
  963. bx::dlclose(m_kernel32dll);
  964. #endif // USE_D3D12_DYNAMIC_LIB
  965. case ErrorState::Default:
  966. default:
  967. break;
  968. }
  969. return false;
  970. }
  971. void shutdown()
  972. {
  973. m_batch.destroy();
  974. preReset();
  975. m_gpuTimer.shutdown();
  976. m_occlusionQuery.shutdown();
  977. m_samplerAllocator.destroy();
  978. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  979. {
  980. m_scratchBuffer[ii].destroy();
  981. }
  982. m_pipelineStateCache.invalidate();
  983. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  984. {
  985. m_indexBuffers[ii].destroy();
  986. }
  987. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  988. {
  989. m_vertexBuffers[ii].destroy();
  990. }
  991. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  992. {
  993. m_shaders[ii].destroy();
  994. }
  995. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  996. {
  997. m_textures[ii].destroy();
  998. }
  999. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1000. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1001. DX_RELEASE(m_rootSignature, 0);
  1002. DX_RELEASE(m_swapChain, 0);
  1003. m_cmd.shutdown();
  1004. DX_RELEASE(m_device, 0);
  1005. DX_RELEASE(m_adapter, 0);
  1006. DX_RELEASE(m_factory, 0);
  1007. #if USE_D3D12_DYNAMIC_LIB
  1008. bx::dlclose(m_dxgidll);
  1009. bx::dlclose(m_d3d12dll);
  1010. bx::dlclose(m_kernel32dll);
  1011. #endif // USE_D3D12_DYNAMIC_LIB
  1012. }
  1013. RendererType::Enum getRendererType() const BX_OVERRIDE
  1014. {
  1015. return RendererType::Direct3D12;
  1016. }
  1017. const char* getRendererName() const BX_OVERRIDE
  1018. {
  1019. return BGFX_RENDERER_DIRECT3D12_NAME;
  1020. }
  1021. static bool isLost(HRESULT _hr)
  1022. {
  1023. return DXGI_ERROR_DEVICE_REMOVED == _hr
  1024. || DXGI_ERROR_DEVICE_HUNG == _hr
  1025. || DXGI_ERROR_DEVICE_RESET == _hr
  1026. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  1027. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  1028. ;
  1029. }
  1030. void flip(HMD& /*_hmd*/) BX_OVERRIDE
  1031. {
  1032. if (NULL != m_swapChain)
  1033. {
  1034. int64_t start = bx::getHPCounter();
  1035. HRESULT hr = 0;
  1036. uint32_t syncInterval = !!(m_resolution.m_flags & BGFX_RESET_VSYNC);
  1037. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1038. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1039. {
  1040. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, flags);
  1041. }
  1042. if (SUCCEEDED(hr) )
  1043. {
  1044. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  1045. hr = m_swapChain->Present(syncInterval, flags);
  1046. }
  1047. int64_t now = bx::getHPCounter();
  1048. m_presentElapsed = now - start;
  1049. if (FAILED(hr)
  1050. && isLost(hr) )
  1051. {
  1052. ++m_lost;
  1053. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1054. }
  1055. else
  1056. {
  1057. m_lost = 0;
  1058. }
  1059. }
  1060. }
  1061. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1062. {
  1063. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1064. }
  1065. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1066. {
  1067. m_indexBuffers[_handle.idx].destroy();
  1068. }
  1069. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1070. {
  1071. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1072. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1073. dump(decl);
  1074. }
  1075. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1076. {
  1077. }
  1078. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1079. {
  1080. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1081. }
  1082. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1083. {
  1084. m_vertexBuffers[_handle.idx].destroy();
  1085. }
  1086. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1087. {
  1088. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1089. }
  1090. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1091. {
  1092. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1093. }
  1094. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1095. {
  1096. m_indexBuffers[_handle.idx].destroy();
  1097. }
  1098. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1099. {
  1100. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1101. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1102. }
  1103. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1104. {
  1105. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1106. }
  1107. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1108. {
  1109. m_vertexBuffers[_handle.idx].destroy();
  1110. }
  1111. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1112. {
  1113. m_shaders[_handle.idx].create(_mem);
  1114. }
  1115. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1116. {
  1117. m_shaders[_handle.idx].destroy();
  1118. }
  1119. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1120. {
  1121. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1122. }
  1123. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1124. {
  1125. m_program[_handle.idx].destroy();
  1126. }
  1127. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1128. {
  1129. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1130. }
  1131. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1132. {
  1133. }
  1134. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1135. {
  1136. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1137. }
  1138. void updateTextureEnd() BX_OVERRIDE
  1139. {
  1140. }
  1141. void readTexture(TextureHandle _handle, void* _data) BX_OVERRIDE
  1142. {
  1143. const TextureD3D12& texture = m_textures[_handle.idx];
  1144. D3D12_RESOURCE_DESC desc = texture.m_ptr->GetDesc();
  1145. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1146. uint32_t numRows;
  1147. uint64_t total;
  1148. uint64_t srcPitch;
  1149. m_device->GetCopyableFootprints(&desc
  1150. , 0
  1151. , 1
  1152. , 0
  1153. , &layout
  1154. , &numRows
  1155. , &srcPitch
  1156. , &total
  1157. );
  1158. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1159. D3D12_BOX box;
  1160. box.left = 0;
  1161. box.top = 0;
  1162. box.right = texture.m_width;
  1163. box.bottom = texture.m_height;
  1164. box.front = 0;
  1165. box.back = 1;
  1166. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1167. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1168. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1169. finish();
  1170. m_commandList = m_cmd.alloc();
  1171. uint8_t* src;
  1172. readback->Map(0, NULL, (void**)&src);
  1173. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(texture.m_textureFormat) );
  1174. uint8_t* dst = (uint8_t*)_data;
  1175. uint32_t dstPitch = texture.m_width*bpp/8;
  1176. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1177. for (uint32_t yy = 0, height = texture.m_height; yy < height; ++yy)
  1178. {
  1179. memcpy(dst, src, pitch);
  1180. src += srcPitch;
  1181. dst += dstPitch;
  1182. }
  1183. readback->Unmap(0, NULL);
  1184. DX_RELEASE(readback, 0);
  1185. }
  1186. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  1187. {
  1188. TextureD3D12& texture = m_textures[_handle.idx];
  1189. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1190. const Memory* mem = alloc(size);
  1191. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1192. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1193. bx::write(&writer, magic);
  1194. TextureCreate tc;
  1195. tc.m_width = _width;
  1196. tc.m_height = _height;
  1197. tc.m_sides = 0;
  1198. tc.m_depth = 0;
  1199. tc.m_numMips = 1;
  1200. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1201. tc.m_cubeMap = false;
  1202. tc.m_mem = NULL;
  1203. bx::write(&writer, tc);
  1204. texture.destroy();
  1205. texture.create(mem, texture.m_flags, 0);
  1206. release(mem);
  1207. }
  1208. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) BX_OVERRIDE
  1209. {
  1210. BX_UNUSED(_handle, _ptr);
  1211. }
  1212. uintptr_t getInternal(TextureHandle _handle) BX_OVERRIDE
  1213. {
  1214. BX_UNUSED(_handle);
  1215. return 0;
  1216. }
  1217. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1218. {
  1219. m_textures[_handle.idx].destroy();
  1220. }
  1221. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) BX_OVERRIDE
  1222. {
  1223. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1224. }
  1225. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1226. {
  1227. uint16_t denseIdx = m_numWindows++;
  1228. m_windows[denseIdx] = _handle;
  1229. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1230. }
  1231. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1232. {
  1233. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1234. if (UINT16_MAX != denseIdx)
  1235. {
  1236. --m_numWindows;
  1237. if (m_numWindows > 1)
  1238. {
  1239. FrameBufferHandle handle = m_windows[m_numWindows];
  1240. m_windows[denseIdx] = handle;
  1241. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1242. }
  1243. }
  1244. }
  1245. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1246. {
  1247. if (NULL != m_uniforms[_handle.idx])
  1248. {
  1249. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1250. }
  1251. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1252. void* data = BX_ALLOC(g_allocator, size);
  1253. memset(data, 0, size);
  1254. m_uniforms[_handle.idx] = data;
  1255. m_uniformReg.add(_handle, _name, data);
  1256. }
  1257. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1258. {
  1259. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1260. m_uniforms[_handle.idx] = NULL;
  1261. }
  1262. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1263. {
  1264. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1265. m_cmd.finish(m_backBufferColorFence[idx]);
  1266. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1267. D3D12_RESOURCE_DESC desc = backBuffer->GetDesc();
  1268. const uint32_t width = (uint32_t)desc.Width;
  1269. const uint32_t height = (uint32_t)desc.Height;
  1270. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1271. uint32_t numRows;
  1272. uint64_t total;
  1273. uint64_t pitch;
  1274. m_device->GetCopyableFootprints(&desc
  1275. , 0
  1276. , 1
  1277. , 0
  1278. , &layout
  1279. , &numRows
  1280. , &pitch
  1281. , &total
  1282. );
  1283. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1284. D3D12_BOX box;
  1285. box.left = 0;
  1286. box.top = 0;
  1287. box.right = width;
  1288. box.bottom = height;
  1289. box.front = 0;
  1290. box.back = 1;
  1291. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1292. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1293. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1294. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1295. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1296. finish();
  1297. m_commandList = m_cmd.alloc();
  1298. void* data;
  1299. readback->Map(0, NULL, (void**)&data);
  1300. imageSwizzleBgra8(width
  1301. , height
  1302. , (uint32_t)pitch
  1303. , data
  1304. , data
  1305. );
  1306. g_callback->screenShot(_filePath
  1307. , width
  1308. , height
  1309. , (uint32_t)pitch
  1310. , data
  1311. , (uint32_t)total
  1312. , false
  1313. );
  1314. readback->Unmap(0, NULL);
  1315. DX_RELEASE(readback, 0);
  1316. }
  1317. void updateViewName(uint8_t /*_id*/, const char* /*_name*/) BX_OVERRIDE
  1318. {
  1319. }
  1320. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1321. {
  1322. memcpy(m_uniforms[_loc], _data, _size);
  1323. }
  1324. void setMarker(const char* /*_marker*/, uint32_t /*_size*/) BX_OVERRIDE
  1325. {
  1326. }
  1327. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1328. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1329. {
  1330. const uint32_t width = m_scd.BufferDesc.Width;
  1331. const uint32_t height = m_scd.BufferDesc.Height;
  1332. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1333. setFrameBuffer(fbh, false);
  1334. D3D12_VIEWPORT vp;
  1335. vp.TopLeftX = 0;
  1336. vp.TopLeftY = 0;
  1337. vp.Width = (float)width;
  1338. vp.Height = (float)height;
  1339. vp.MinDepth = 0.0f;
  1340. vp.MaxDepth = 1.0f;
  1341. m_commandList->RSSetViewports(1, &vp);
  1342. D3D12_RECT rc;
  1343. rc.left = 0;
  1344. rc.top = 0;
  1345. rc.right = width;
  1346. rc.bottom = height;
  1347. m_commandList->RSSetScissorRects(1, &rc);
  1348. const uint64_t state = 0
  1349. | BGFX_STATE_RGB_WRITE
  1350. | BGFX_STATE_ALPHA_WRITE
  1351. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1352. ;
  1353. ID3D12PipelineState* pso = getPipelineState(state
  1354. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1355. , _blitter.m_vb->decl.idx
  1356. , _blitter.m_program.idx
  1357. , 0
  1358. );
  1359. m_commandList->SetPipelineState(pso);
  1360. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1361. float proj[16];
  1362. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1363. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1364. uint8_t flags = predefined.m_type;
  1365. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1366. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1367. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1368. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1369. ID3D12DescriptorHeap* heaps[] =
  1370. {
  1371. m_samplerAllocator.getHeap(),
  1372. scratchBuffer.getHeap(),
  1373. };
  1374. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1375. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1376. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1377. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1378. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1379. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1380. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1381. scratchBuffer.allocSrv(srvHandle, texture);
  1382. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1383. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1384. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1385. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1386. viewDesc.BufferLocation = vb.m_gpuVA;
  1387. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1388. viewDesc.SizeInBytes = vb.m_size;
  1389. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1390. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1391. D3D12_INDEX_BUFFER_VIEW ibv;
  1392. ibv.Format = DXGI_FORMAT_R16_UINT;
  1393. ibv.BufferLocation = ib.m_gpuVA;
  1394. ibv.SizeInBytes = ib.m_size;
  1395. m_commandList->IASetIndexBuffer(&ibv);
  1396. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1397. }
  1398. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1399. {
  1400. const uint32_t numVertices = _numIndices*4/6;
  1401. if (0 < numVertices)
  1402. {
  1403. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1404. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1405. m_commandList->DrawIndexedInstanced(_numIndices
  1406. , 1
  1407. , 0
  1408. , 0
  1409. , 0
  1410. );
  1411. }
  1412. }
  1413. void preReset()
  1414. {
  1415. finishAll();
  1416. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1417. {
  1418. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1419. }
  1420. DX_RELEASE(m_backBufferDepthStencil, 0);
  1421. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1422. {
  1423. m_frameBuffers[ii].preReset();
  1424. }
  1425. invalidateCache();
  1426. // capturePreReset();
  1427. }
  1428. void postReset()
  1429. {
  1430. memset(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1431. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1432. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1433. {
  1434. D3D12_CPU_DESCRIPTOR_HANDLE handle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1435. handle.ptr += ii * rtvDescriptorSize;
  1436. DX_CHECK(m_swapChain->GetBuffer(ii
  1437. , IID_ID3D12Resource
  1438. , (void**)&m_backBufferColor[ii]
  1439. ) );
  1440. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1441. }
  1442. D3D12_RESOURCE_DESC resourceDesc;
  1443. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1444. resourceDesc.Alignment = 0;
  1445. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1446. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1447. resourceDesc.DepthOrArraySize = 1;
  1448. resourceDesc.MipLevels = 0;
  1449. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1450. resourceDesc.SampleDesc.Count = 1;
  1451. resourceDesc.SampleDesc.Quality = 0;
  1452. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1453. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1454. D3D12_CLEAR_VALUE clearValue;
  1455. clearValue.Format = resourceDesc.Format;
  1456. clearValue.DepthStencil.Depth = 1.0f;
  1457. clearValue.DepthStencil.Stencil = 0;
  1458. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1459. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1460. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  1461. dsvDesc.Format = resourceDesc.Format;
  1462. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1463. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1464. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1465. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1466. ;
  1467. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1468. , &dsvDesc
  1469. , m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart()
  1470. );
  1471. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1472. {
  1473. m_frameBuffers[ii].postReset();
  1474. }
  1475. m_commandList = m_cmd.alloc();
  1476. // capturePostReset();
  1477. }
  1478. void invalidateCache()
  1479. {
  1480. m_pipelineStateCache.invalidate();
  1481. m_samplerStateCache.invalidate();
  1482. m_samplerAllocator.reset();
  1483. }
  1484. void updateMsaa()
  1485. {
  1486. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1487. {
  1488. uint32_t msaa = s_checkMsaa[ii];
  1489. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1490. memset(&data, 0, sizeof(msaa) );
  1491. data.Format = m_scd.BufferDesc.Format;
  1492. data.SampleCount = msaa;
  1493. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1494. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1495. data.NumQualityLevels = 0;
  1496. if (SUCCEEDED(hr)
  1497. && 0 < data.NumQualityLevels)
  1498. {
  1499. s_msaa[ii].Count = data.SampleCount;
  1500. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1501. last = ii;
  1502. }
  1503. else
  1504. {
  1505. s_msaa[ii] = s_msaa[last];
  1506. }
  1507. }
  1508. }
  1509. void updateResolution(const Resolution& _resolution)
  1510. {
  1511. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1512. {
  1513. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1514. }
  1515. else
  1516. {
  1517. m_maxAnisotropy = 1;
  1518. }
  1519. bool depthClamp = !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP);
  1520. if (m_depthClamp != depthClamp)
  1521. {
  1522. m_depthClamp = depthClamp;
  1523. m_pipelineStateCache.invalidate();
  1524. }
  1525. uint32_t flags = _resolution.m_flags & ~(0
  1526. | BGFX_RESET_HMD_RECENTER
  1527. | BGFX_RESET_MAXANISOTROPY
  1528. | BGFX_RESET_DEPTH_CLAMP
  1529. | BGFX_RESET_SUSPEND
  1530. );
  1531. if (m_resolution.m_width != _resolution.m_width
  1532. || m_resolution.m_height != _resolution.m_height
  1533. || m_resolution.m_flags != flags)
  1534. {
  1535. flags &= ~BGFX_RESET_INTERNAL_FORCE;
  1536. bool resize = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1537. m_resolution = _resolution;
  1538. m_resolution.m_flags = flags;
  1539. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1540. m_textVideoMem.clear();
  1541. m_scd.BufferDesc.Width = _resolution.m_width;
  1542. m_scd.BufferDesc.Height = _resolution.m_height;
  1543. preReset();
  1544. BX_UNUSED(resize);
  1545. #if BX_PLATFORM_WINDOWS
  1546. if (resize)
  1547. {
  1548. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1549. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1550. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1551. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1552. DX_CHECK(m_swapChain->ResizeBuffers1(m_scd.BufferCount
  1553. , m_scd.BufferDesc.Width
  1554. , m_scd.BufferDesc.Height
  1555. , m_scd.BufferDesc.Format
  1556. , m_scd.Flags
  1557. , nodeMask
  1558. , presentQueue
  1559. ) );
  1560. }
  1561. else
  1562. #endif // BX_PLATFORM_WINDOWS
  1563. {
  1564. updateMsaa();
  1565. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1566. DX_RELEASE(m_swapChain, 0);
  1567. HRESULT hr;
  1568. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1569. , &m_scd
  1570. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1571. );
  1572. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1573. }
  1574. postReset();
  1575. }
  1576. }
  1577. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1578. {
  1579. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1580. {
  1581. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1582. m_fsChanges += _numRegs;
  1583. }
  1584. else
  1585. {
  1586. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1587. m_vsChanges += _numRegs;
  1588. }
  1589. }
  1590. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1591. {
  1592. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1593. }
  1594. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1595. {
  1596. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1597. }
  1598. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  1599. {
  1600. const ProgramD3D12& program = m_program[_programIdx];
  1601. uint32_t total = bx::strideAlign(0
  1602. + program.m_vsh->m_size
  1603. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  1604. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1605. );
  1606. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  1607. {
  1608. uint32_t size = program.m_vsh->m_size;
  1609. memcpy(data, m_vsScratch, size);
  1610. data += size;
  1611. m_vsChanges = 0;
  1612. }
  1613. if (NULL != program.m_fsh)
  1614. {
  1615. memcpy(data, m_fsScratch, program.m_fsh->m_size);
  1616. m_fsChanges = 0;
  1617. }
  1618. }
  1619. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1620. {
  1621. if (isValid(m_fbh)
  1622. && m_fbh.idx != _fbh.idx)
  1623. {
  1624. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1625. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1626. {
  1627. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1628. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1629. }
  1630. if (isValid(frameBuffer.m_depth) )
  1631. {
  1632. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1633. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  1634. if (!writeOnly)
  1635. {
  1636. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  1637. }
  1638. }
  1639. }
  1640. if (!isValid(_fbh) )
  1641. {
  1642. m_rtvHandle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1643. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1644. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1645. m_dsvHandle = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1646. m_currentColor = &m_rtvHandle;
  1647. m_currentDepthStencil = &m_dsvHandle;
  1648. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  1649. }
  1650. else
  1651. {
  1652. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1653. if (0 < frameBuffer.m_num)
  1654. {
  1655. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1656. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1657. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  1658. m_currentColor = &m_rtvHandle;
  1659. }
  1660. else
  1661. {
  1662. m_currentColor = NULL;
  1663. }
  1664. if (isValid(frameBuffer.m_depth) )
  1665. {
  1666. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1667. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1668. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  1669. m_currentDepthStencil = &m_dsvHandle;
  1670. }
  1671. else
  1672. {
  1673. m_currentDepthStencil = NULL;
  1674. }
  1675. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1676. {
  1677. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1678. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1679. }
  1680. if (isValid(frameBuffer.m_depth) )
  1681. {
  1682. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1683. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1684. }
  1685. m_commandList->OMSetRenderTargets(frameBuffer.m_num
  1686. , m_currentColor
  1687. , true
  1688. , m_currentDepthStencil
  1689. );
  1690. }
  1691. m_fbh = _fbh;
  1692. m_rtMsaa = _msaa;
  1693. }
  1694. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  1695. {
  1696. _desc.AlphaToCoverageEnable = false;
  1697. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1698. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  1699. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1700. drt->LogicOpEnable = false;
  1701. {
  1702. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1703. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1704. const uint32_t srcRGB = (blend ) & 0xf;
  1705. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1706. const uint32_t srcA = (blend >> 8) & 0xf;
  1707. const uint32_t dstA = (blend >> 12) & 0xf;
  1708. const uint32_t equRGB = (equation ) & 0x7;
  1709. const uint32_t equA = (equation >> 3) & 0x7;
  1710. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1711. drt->DestBlend = s_blendFactor[dstRGB][0];
  1712. drt->BlendOp = s_blendEquation[equRGB];
  1713. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1714. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1715. drt->BlendOpAlpha = s_blendEquation[equA];
  1716. }
  1717. uint8_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  1718. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  1719. : 0
  1720. ;
  1721. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  1722. ? D3D12_COLOR_WRITE_ENABLE_RED
  1723. | D3D12_COLOR_WRITE_ENABLE_GREEN
  1724. | D3D12_COLOR_WRITE_ENABLE_BLUE
  1725. : 0
  1726. ;
  1727. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  1728. drt->RenderTargetWriteMask = writeMask;
  1729. if (_desc.IndependentBlendEnable)
  1730. {
  1731. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1732. {
  1733. drt = &_desc.RenderTarget[ii];
  1734. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1735. drt->LogicOpEnable = false;
  1736. const uint32_t src = (rgba ) & 0xf;
  1737. const uint32_t dst = (rgba >> 4) & 0xf;
  1738. const uint32_t equation = (rgba >> 8) & 0x7;
  1739. drt->SrcBlend = s_blendFactor[src][0];
  1740. drt->DestBlend = s_blendFactor[dst][0];
  1741. drt->BlendOp = s_blendEquation[equation];
  1742. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1743. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1744. drt->BlendOpAlpha = s_blendEquation[equation];
  1745. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  1746. drt->RenderTargetWriteMask = writeMask;
  1747. }
  1748. }
  1749. else
  1750. {
  1751. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1752. {
  1753. memcpy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  1754. }
  1755. }
  1756. }
  1757. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  1758. {
  1759. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  1760. _desc.FillMode = _wireframe
  1761. ? D3D12_FILL_MODE_WIREFRAME
  1762. : D3D12_FILL_MODE_SOLID
  1763. ;
  1764. _desc.CullMode = s_cullMode[cull];
  1765. _desc.FrontCounterClockwise = false;
  1766. _desc.DepthBias = 0;
  1767. _desc.DepthBiasClamp = 0.0f;
  1768. _desc.SlopeScaledDepthBias = 0.0f;
  1769. _desc.DepthClipEnable = !m_depthClamp;
  1770. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1771. _desc.AntialiasedLineEnable = false;
  1772. _desc.ForcedSampleCount = 0;
  1773. _desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  1774. }
  1775. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  1776. {
  1777. const uint32_t fstencil = unpackStencil(0, _stencil);
  1778. memset(&_desc, 0, sizeof(_desc) );
  1779. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1780. _desc.DepthEnable = 0 != func;
  1781. _desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  1782. ? D3D12_DEPTH_WRITE_MASK_ALL
  1783. : D3D12_DEPTH_WRITE_MASK_ZERO
  1784. ;
  1785. _desc.DepthFunc = s_cmpFunc[func];
  1786. uint32_t bstencil = unpackStencil(1, _stencil);
  1787. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1788. bstencil = frontAndBack ? bstencil : fstencil;
  1789. _desc.StencilEnable = 0 != _stencil;
  1790. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1791. _desc.StencilWriteMask = 0xff;
  1792. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1793. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1794. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1795. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1796. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1797. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1798. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1799. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1800. }
  1801. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint8_t _numInstanceData)
  1802. {
  1803. VertexDecl decl;
  1804. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1805. const uint16_t* attrMask = _program.m_vsh->m_attrMask;
  1806. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1807. {
  1808. uint16_t mask = attrMask[ii];
  1809. uint16_t attr = (decl.m_attributes[ii] & mask);
  1810. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1811. }
  1812. D3D12_INPUT_ELEMENT_DESC* elem = fillVertexDecl(_vertexElements, decl);
  1813. uint32_t num = uint32_t(elem-_vertexElements);
  1814. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  1815. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1816. {
  1817. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1818. uint32_t jj;
  1819. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  1820. for (jj = 0; jj < num; ++jj)
  1821. {
  1822. curr = &_vertexElements[jj];
  1823. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1824. && curr->SemanticIndex == index)
  1825. {
  1826. break;
  1827. }
  1828. }
  1829. if (jj == num)
  1830. {
  1831. curr = elem;
  1832. ++elem;
  1833. }
  1834. memcpy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  1835. curr->InputSlot = 1;
  1836. curr->SemanticIndex = index;
  1837. curr->AlignedByteOffset = ii*16;
  1838. }
  1839. return uint32_t(elem-_vertexElements);
  1840. }
  1841. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  1842. {
  1843. union { void* ptr; uint32_t offset; } cast = { _userData };
  1844. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  1845. {
  1846. DxbcOperand& operand = _instruction.operand[ii];
  1847. if (DxbcOperandType::ConstantBuffer == operand.type)
  1848. {
  1849. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  1850. && 0 == operand.regIndex[0]
  1851. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  1852. {
  1853. operand.regIndex[1] += cast.offset;
  1854. }
  1855. }
  1856. }
  1857. }
  1858. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  1859. {
  1860. ProgramD3D12& program = m_program[_programIdx];
  1861. const uint32_t hash = program.m_vsh->m_hash;
  1862. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1863. if (BX_LIKELY(NULL != pso) )
  1864. {
  1865. return pso;
  1866. }
  1867. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  1868. memset(&desc, 0, sizeof(desc) );
  1869. desc.pRootSignature = m_rootSignature;
  1870. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  1871. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  1872. DX_CHECK(m_device->CreateComputePipelineState(&desc
  1873. , IID_ID3D12PipelineState
  1874. , (void**)&pso
  1875. ) );
  1876. m_pipelineStateCache.add(hash, pso);
  1877. return pso;
  1878. }
  1879. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint16_t _declIdx, uint16_t _programIdx, uint8_t _numInstanceData)
  1880. {
  1881. ProgramD3D12& program = m_program[_programIdx];
  1882. _state &= 0
  1883. | BGFX_STATE_RGB_WRITE
  1884. | BGFX_STATE_ALPHA_WRITE
  1885. | BGFX_STATE_DEPTH_WRITE
  1886. | BGFX_STATE_DEPTH_TEST_MASK
  1887. | BGFX_STATE_BLEND_MASK
  1888. | BGFX_STATE_BLEND_EQUATION_MASK
  1889. | BGFX_STATE_BLEND_INDEPENDENT
  1890. | BGFX_STATE_CULL_MASK
  1891. | BGFX_STATE_MSAA
  1892. | BGFX_STATE_PT_MASK
  1893. ;
  1894. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1895. VertexDecl decl;
  1896. memcpy(&decl, &m_vertexDecls[_declIdx], sizeof(VertexDecl) );
  1897. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  1898. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1899. {
  1900. uint16_t mask = attrMask[ii];
  1901. uint16_t attr = (decl.m_attributes[ii] & mask);
  1902. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  1903. }
  1904. bx::HashMurmur2A murmur;
  1905. murmur.begin();
  1906. murmur.add(_state);
  1907. murmur.add(_stencil);
  1908. murmur.add(program.m_vsh->m_hash);
  1909. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  1910. murmur.add(program.m_fsh->m_hash);
  1911. murmur.add(m_vertexDecls[_declIdx].m_hash);
  1912. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  1913. murmur.add(m_fbh.idx);
  1914. murmur.add(_numInstanceData);
  1915. const uint32_t hash = murmur.end();
  1916. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1917. if (NULL != pso)
  1918. {
  1919. return pso;
  1920. }
  1921. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  1922. memset(&desc, 0, sizeof(desc) );
  1923. desc.pRootSignature = m_rootSignature;
  1924. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  1925. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  1926. const Memory* temp = alloc(program.m_fsh->m_code->size);
  1927. memset(temp->data, 0, temp->size);
  1928. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1929. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  1930. DxbcContext dxbc;
  1931. bx::Error err;
  1932. read(&rd, dxbc, &err);
  1933. bool patchShader = !dxbc.shader.aon9;
  1934. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  1935. && patchShader)
  1936. {
  1937. union { uint32_t offset; void* ptr; } cast = { 0 };
  1938. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1939. write(&wr, dxbc, &err);
  1940. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1941. patchShader = 0 == memcmp(program.m_fsh->m_code->data, temp->data, 16);
  1942. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  1943. if (!patchShader)
  1944. {
  1945. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  1946. {
  1947. if (0 != memcmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  1948. {
  1949. // dbgPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  1950. // dbgPrintfData(&temp->data[ii], temp->size-ii, "");
  1951. break;
  1952. }
  1953. }
  1954. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  1955. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  1956. }
  1957. }
  1958. if (patchShader)
  1959. {
  1960. memcpy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1961. bx::seek(&wr, 0, bx::Whence::Begin);
  1962. union { uint32_t offset; void* ptr; } cast =
  1963. {
  1964. uint32_t(program.m_vsh->m_size)/16
  1965. };
  1966. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1967. write(&wr, dxbc, &err);
  1968. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1969. desc.PS.pShaderBytecode = temp->data;
  1970. desc.PS.BytecodeLength = temp->size;
  1971. }
  1972. else
  1973. {
  1974. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  1975. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  1976. }
  1977. desc.DS.pShaderBytecode = NULL;
  1978. desc.DS.BytecodeLength = 0;
  1979. desc.HS.pShaderBytecode = NULL;
  1980. desc.HS.BytecodeLength = 0;
  1981. desc.GS.pShaderBytecode = NULL;
  1982. desc.GS.BytecodeLength = 0;
  1983. desc.StreamOutput.pSODeclaration = NULL;
  1984. desc.StreamOutput.NumEntries = 0;
  1985. desc.StreamOutput.pBufferStrides = NULL;
  1986. desc.StreamOutput.NumStrides = 0;
  1987. desc.StreamOutput.RasterizedStream = 0;
  1988. setBlendState(desc.BlendState, _state);
  1989. desc.SampleMask = 1;
  1990. setRasterizerState(desc.RasterizerState, _state);
  1991. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  1992. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1993. desc.InputLayout.NumElements = setInputLayout(vertexElements, m_vertexDecls[_declIdx], program, _numInstanceData);
  1994. desc.InputLayout.pInputElementDescs = vertexElements;
  1995. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  1996. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  1997. if (isValid(m_fbh) )
  1998. {
  1999. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2000. desc.NumRenderTargets = frameBuffer.m_num;
  2001. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2002. {
  2003. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2004. }
  2005. if (isValid(frameBuffer.m_depth) )
  2006. {
  2007. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2008. }
  2009. else
  2010. {
  2011. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2012. }
  2013. }
  2014. else
  2015. {
  2016. desc.NumRenderTargets = 1;
  2017. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2018. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2019. }
  2020. desc.SampleDesc.Count = 1;
  2021. desc.SampleDesc.Quality = 0;
  2022. uint32_t length = g_callback->cacheReadSize(hash);
  2023. bool cached = length > 0;
  2024. void* cachedData = NULL;
  2025. if (cached)
  2026. {
  2027. cachedData = BX_ALLOC(g_allocator, length);
  2028. if (g_callback->cacheRead(hash, cachedData, length) )
  2029. {
  2030. BX_TRACE("Loading cached PSO (size %d).", length);
  2031. bx::MemoryReader reader(cachedData, length);
  2032. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2033. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2034. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2035. , IID_ID3D12PipelineState
  2036. , (void**)&pso
  2037. );
  2038. if (FAILED(hr) )
  2039. {
  2040. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  2041. memset(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2042. }
  2043. }
  2044. }
  2045. if (NULL == pso)
  2046. {
  2047. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2048. , IID_ID3D12PipelineState
  2049. , (void**)&pso
  2050. ) );
  2051. }
  2052. m_pipelineStateCache.add(hash, pso);
  2053. release(temp);
  2054. ID3DBlob* blob;
  2055. HRESULT hr = pso->GetCachedBlob(&blob);
  2056. if (SUCCEEDED(hr) )
  2057. {
  2058. void* data = blob->GetBufferPointer();
  2059. length = (uint32_t)blob->GetBufferSize();
  2060. g_callback->cacheWrite(hash, data, length);
  2061. DX_RELEASE(blob, 0);
  2062. }
  2063. if (NULL != cachedData)
  2064. {
  2065. BX_FREE(g_allocator, cachedData);
  2066. }
  2067. return pso;
  2068. }
  2069. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2070. {
  2071. bx::HashMurmur2A murmur;
  2072. murmur.begin();
  2073. murmur.add(_flags, _num * sizeof(uint32_t) );
  2074. uint32_t hash = murmur.end();
  2075. uint16_t sampler = m_samplerStateCache.find(hash);
  2076. if (UINT16_MAX == sampler)
  2077. {
  2078. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2079. m_samplerStateCache.add(hash, sampler);
  2080. }
  2081. return sampler;
  2082. }
  2083. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2084. {
  2085. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2086. }
  2087. void commit(UniformBuffer& _uniformBuffer)
  2088. {
  2089. _uniformBuffer.reset();
  2090. for (;;)
  2091. {
  2092. uint32_t opcode = _uniformBuffer.read();
  2093. if (UniformType::End == opcode)
  2094. {
  2095. break;
  2096. }
  2097. UniformType::Enum type;
  2098. uint16_t loc;
  2099. uint16_t num;
  2100. uint16_t copy;
  2101. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2102. const char* data;
  2103. if (copy)
  2104. {
  2105. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2106. }
  2107. else
  2108. {
  2109. UniformHandle handle;
  2110. memcpy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2111. data = (const char*)m_uniforms[handle.idx];
  2112. }
  2113. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2114. case UniformType::_uniform: \
  2115. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2116. { \
  2117. setShaderUniform(uint8_t(type), loc, data, num); \
  2118. } \
  2119. break;
  2120. switch ( (uint32_t)type)
  2121. {
  2122. case UniformType::Mat3:
  2123. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2124. {
  2125. float* value = (float*)data;
  2126. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2127. {
  2128. Matrix4 mtx;
  2129. mtx.un.val[ 0] = value[0];
  2130. mtx.un.val[ 1] = value[1];
  2131. mtx.un.val[ 2] = value[2];
  2132. mtx.un.val[ 3] = 0.0f;
  2133. mtx.un.val[ 4] = value[3];
  2134. mtx.un.val[ 5] = value[4];
  2135. mtx.un.val[ 6] = value[5];
  2136. mtx.un.val[ 7] = 0.0f;
  2137. mtx.un.val[ 8] = value[6];
  2138. mtx.un.val[ 9] = value[7];
  2139. mtx.un.val[10] = value[8];
  2140. mtx.un.val[11] = 0.0f;
  2141. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2142. }
  2143. }
  2144. break;
  2145. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2146. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2147. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2148. case UniformType::End:
  2149. break;
  2150. default:
  2151. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2152. break;
  2153. }
  2154. #undef CASE_IMPLEMENT_UNIFORM
  2155. }
  2156. }
  2157. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2158. {
  2159. if (isValid(m_fbh) )
  2160. {
  2161. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2162. frameBuffer.clear(m_commandList, _clear, _palette);
  2163. }
  2164. else
  2165. {
  2166. if (NULL != m_currentColor
  2167. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2168. {
  2169. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2170. {
  2171. uint8_t index = _clear.m_index[0];
  2172. if (UINT8_MAX != index)
  2173. {
  2174. m_commandList->ClearRenderTargetView(*m_currentColor
  2175. , _palette[index]
  2176. , _num
  2177. , _rect
  2178. );
  2179. }
  2180. }
  2181. else
  2182. {
  2183. float frgba[4] =
  2184. {
  2185. _clear.m_index[0] * 1.0f / 255.0f,
  2186. _clear.m_index[1] * 1.0f / 255.0f,
  2187. _clear.m_index[2] * 1.0f / 255.0f,
  2188. _clear.m_index[3] * 1.0f / 255.0f,
  2189. };
  2190. m_commandList->ClearRenderTargetView(*m_currentColor
  2191. , frgba
  2192. , _num
  2193. , _rect
  2194. );
  2195. }
  2196. }
  2197. if (NULL != m_currentDepthStencil
  2198. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2199. {
  2200. uint32_t flags = 0;
  2201. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2202. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2203. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2204. , D3D12_CLEAR_FLAGS(flags)
  2205. , _clear.m_depth
  2206. , _clear.m_stencil
  2207. , _num
  2208. , _rect
  2209. );
  2210. }
  2211. }
  2212. }
  2213. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2214. {
  2215. uint32_t width;
  2216. uint32_t height;
  2217. if (isValid(m_fbh) )
  2218. {
  2219. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2220. width = fb.m_width;
  2221. height = fb.m_height;
  2222. }
  2223. else
  2224. {
  2225. width = m_scd.BufferDesc.Width;
  2226. height = m_scd.BufferDesc.Height;
  2227. }
  2228. if (0 == _rect.m_x
  2229. && 0 == _rect.m_y
  2230. && width == _rect.m_width
  2231. && height == _rect.m_height)
  2232. {
  2233. clear(_clear, _palette);
  2234. }
  2235. else
  2236. {
  2237. D3D12_RECT rect;
  2238. rect.left = _rect.m_x;
  2239. rect.top = _rect.m_y;
  2240. rect.right = _rect.m_x + _rect.m_width;
  2241. rect.bottom = _rect.m_y + _rect.m_height;
  2242. clear(_clear, _palette, &rect, 1);
  2243. }
  2244. }
  2245. uint64_t kick()
  2246. {
  2247. uint64_t fence = m_cmd.kick();
  2248. m_commandList = m_cmd.alloc();
  2249. return fence;
  2250. }
  2251. void finish()
  2252. {
  2253. m_cmd.kick();
  2254. m_cmd.finish();
  2255. m_commandList = NULL;
  2256. }
  2257. void finishAll()
  2258. {
  2259. uint64_t fence = m_cmd.kick();
  2260. m_cmd.finish(fence, true);
  2261. m_commandList = NULL;
  2262. }
  2263. void* m_kernel32dll;
  2264. void* m_d3d12dll;
  2265. void* m_dxgidll;
  2266. void* m_renderdocdll;
  2267. D3D_FEATURE_LEVEL m_featureLevel;
  2268. D3D_DRIVER_TYPE m_driverType;
  2269. DXGI_ADAPTER_DESC m_adapterDesc;
  2270. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2271. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2272. #if BX_PLATFORM_WINDOWS
  2273. IDXGIAdapter3* m_adapter;
  2274. IDXGIFactory4* m_factory;
  2275. IDXGISwapChain3* m_swapChain;
  2276. ID3D12InfoQueue* m_infoQueue;
  2277. #else
  2278. IDXGIAdapter* m_adapter;
  2279. IDXGIFactory2* m_factory;
  2280. IDXGISwapChain1* m_swapChain;
  2281. #endif // BX_PLATFORM_WINDOWS
  2282. int64_t m_presentElapsed;
  2283. uint16_t m_lost;
  2284. uint16_t m_numWindows;
  2285. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2286. ID3D12Device* m_device;
  2287. TimerQueryD3D12 m_gpuTimer;
  2288. OcclusionQueryD3D12 m_occlusionQuery;
  2289. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2290. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2291. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2292. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2293. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2294. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2295. ID3D12Resource* m_backBufferColor[4];
  2296. uint64_t m_backBufferColorFence[4];
  2297. ID3D12Resource* m_backBufferDepthStencil;
  2298. ScratchBufferD3D12 m_scratchBuffer[4];
  2299. DescriptorAllocatorD3D12 m_samplerAllocator;
  2300. ID3D12RootSignature* m_rootSignature;
  2301. CommandQueueD3D12 m_cmd;
  2302. BatchD3D12 m_batch;
  2303. ID3D12GraphicsCommandList* m_commandList;
  2304. Resolution m_resolution;
  2305. bool m_wireframe;
  2306. DXGI_SWAP_CHAIN_DESC m_scd;
  2307. uint32_t m_maxAnisotropy;
  2308. bool m_depthClamp;
  2309. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2310. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2311. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2312. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2313. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2314. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2315. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2316. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2317. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2318. UniformRegistry m_uniformReg;
  2319. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2320. StateCache m_samplerStateCache;
  2321. TextVideoMem m_textVideoMem;
  2322. uint8_t m_fsScratch[64<<10];
  2323. uint8_t m_vsScratch[64<<10];
  2324. uint32_t m_fsChanges;
  2325. uint32_t m_vsChanges;
  2326. FrameBufferHandle m_fbh;
  2327. uint32_t m_backBufferColorIdx;
  2328. bool m_rtMsaa;
  2329. };
  2330. static RendererContextD3D12* s_renderD3D12;
  2331. RendererContextI* rendererCreate()
  2332. {
  2333. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2334. if (!s_renderD3D12->init() )
  2335. {
  2336. BX_DELETE(g_allocator, s_renderD3D12);
  2337. s_renderD3D12 = NULL;
  2338. }
  2339. return s_renderD3D12;
  2340. }
  2341. void rendererDestroy()
  2342. {
  2343. s_renderD3D12->shutdown();
  2344. BX_DELETE(g_allocator, s_renderD3D12);
  2345. s_renderD3D12 = NULL;
  2346. }
  2347. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2348. {
  2349. m_size = _size;
  2350. ID3D12Device* device = s_renderD3D12->m_device;
  2351. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2352. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2353. desc.NumDescriptors = _maxDescriptors;
  2354. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2355. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2356. desc.NodeMask = 1;
  2357. DX_CHECK(device->CreateDescriptorHeap(&desc
  2358. , IID_ID3D12DescriptorHeap
  2359. , (void**)&m_heap
  2360. ) );
  2361. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2362. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2363. m_upload->Map(0, NULL, (void**)&m_data);
  2364. reset(m_gpuHandle);
  2365. }
  2366. void ScratchBufferD3D12::destroy()
  2367. {
  2368. m_upload->Unmap(0, NULL);
  2369. DX_RELEASE(m_upload, 0);
  2370. DX_RELEASE(m_heap, 0);
  2371. }
  2372. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2373. {
  2374. m_pos = 0;
  2375. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2376. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2377. _gpuHandle = m_gpuHandle;
  2378. }
  2379. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2380. {
  2381. _gpuAddress = m_gpuVA + m_pos;
  2382. void* data = &m_data[m_pos];
  2383. m_pos += BX_ALIGN_256(_size);
  2384. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2385. // desc.BufferLocation = _gpuAddress;
  2386. // desc.SizeInBytes = _size;
  2387. // ID3D12Device* device = s_renderD3D12->m_device;
  2388. // device->CreateConstantBufferView(&desc
  2389. // , m_cpuHandle
  2390. // );
  2391. // m_cpuHandle.ptr += m_incrementSize;
  2392. // m_gpuHandle.ptr += m_incrementSize;
  2393. return data;
  2394. }
  2395. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2396. {
  2397. ID3D12Device* device = s_renderD3D12->m_device;
  2398. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2399. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2400. if (0 != _mip)
  2401. {
  2402. memcpy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2403. srvd = &tmpSrvd;
  2404. switch (_texture.m_srvd.ViewDimension)
  2405. {
  2406. default:
  2407. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2408. srvd->Texture2D.MostDetailedMip = _mip;
  2409. srvd->Texture2D.MipLevels = 1;
  2410. srvd->Texture2D.PlaneSlice = 0;
  2411. srvd->Texture2D.ResourceMinLODClamp = 0;
  2412. break;
  2413. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2414. srvd->TextureCube.MostDetailedMip = _mip;
  2415. srvd->TextureCube.MipLevels = 1;
  2416. srvd->TextureCube.ResourceMinLODClamp = 0;
  2417. break;
  2418. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2419. srvd->Texture3D.MostDetailedMip = _mip;
  2420. srvd->Texture3D.MipLevels = 1;
  2421. srvd->Texture3D.ResourceMinLODClamp = 0;
  2422. break;
  2423. }
  2424. }
  2425. device->CreateShaderResourceView(_texture.m_ptr
  2426. , srvd
  2427. , m_cpuHandle
  2428. );
  2429. m_cpuHandle.ptr += m_incrementSize;
  2430. _gpuHandle = m_gpuHandle;
  2431. m_gpuHandle.ptr += m_incrementSize;
  2432. }
  2433. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2434. {
  2435. ID3D12Device* device = s_renderD3D12->m_device;
  2436. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2437. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2438. if (0 != _mip)
  2439. {
  2440. memcpy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2441. uavd = &tmpUavd;
  2442. switch (_texture.m_uavd.ViewDimension)
  2443. {
  2444. default:
  2445. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2446. uavd->Texture2D.MipSlice = _mip;
  2447. uavd->Texture2D.PlaneSlice = 0;
  2448. break;
  2449. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2450. uavd->Texture3D.MipSlice = _mip;
  2451. break;
  2452. }
  2453. }
  2454. device->CreateUnorderedAccessView(_texture.m_ptr
  2455. , NULL
  2456. , uavd
  2457. , m_cpuHandle
  2458. );
  2459. m_cpuHandle.ptr += m_incrementSize;
  2460. _gpuHandle = m_gpuHandle;
  2461. m_gpuHandle.ptr += m_incrementSize;
  2462. }
  2463. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2464. {
  2465. ID3D12Device* device = s_renderD3D12->m_device;
  2466. device->CreateShaderResourceView(_buffer.m_ptr
  2467. , &_buffer.m_srvd
  2468. , m_cpuHandle
  2469. );
  2470. m_cpuHandle.ptr += m_incrementSize;
  2471. _gpuHandle = m_gpuHandle;
  2472. m_gpuHandle.ptr += m_incrementSize;
  2473. }
  2474. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2475. {
  2476. ID3D12Device* device = s_renderD3D12->m_device;
  2477. device->CreateUnorderedAccessView(_buffer.m_ptr
  2478. , NULL
  2479. , &_buffer.m_uavd
  2480. , m_cpuHandle
  2481. );
  2482. m_cpuHandle.ptr += m_incrementSize;
  2483. _gpuHandle = m_gpuHandle;
  2484. m_gpuHandle.ptr += m_incrementSize;
  2485. }
  2486. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2487. {
  2488. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2489. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2490. ID3D12Device* device = s_renderD3D12->m_device;
  2491. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2492. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2493. desc.NumDescriptors = _maxDescriptors;
  2494. desc.Type = _type;
  2495. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2496. desc.NodeMask = 1;
  2497. DX_CHECK(device->CreateDescriptorHeap(&desc
  2498. , IID_ID3D12DescriptorHeap
  2499. , (void**)&m_heap
  2500. ) );
  2501. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2502. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2503. }
  2504. void DescriptorAllocatorD3D12::destroy()
  2505. {
  2506. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2507. DX_RELEASE(m_heap, 0);
  2508. }
  2509. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2510. {
  2511. uint16_t idx = m_handleAlloc->alloc();
  2512. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2513. ID3D12Device* device = s_renderD3D12->m_device;
  2514. device->CreateShaderResourceView(_ptr
  2515. , _desc
  2516. , cpuHandle
  2517. );
  2518. return idx;
  2519. }
  2520. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2521. {
  2522. uint16_t idx = m_handleAlloc->alloc();
  2523. ID3D12Device* device = s_renderD3D12->m_device;
  2524. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  2525. for (uint32_t ii = 0; ii < _num; ++ii)
  2526. {
  2527. uint32_t flags = _flags[ii];
  2528. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2529. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2530. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2531. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2532. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2533. D3D12_SAMPLER_DESC sd;
  2534. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2535. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2536. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2537. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2538. sd.MipLODBias = 0.0f;
  2539. sd.MaxAnisotropy = maxAnisotropy;
  2540. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2541. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2542. if (NULL != _palette
  2543. && needBorderColor(flags) )
  2544. {
  2545. const float* rgba = _palette[index];
  2546. sd.BorderColor[0] = rgba[0];
  2547. sd.BorderColor[1] = rgba[1];
  2548. sd.BorderColor[2] = rgba[2];
  2549. sd.BorderColor[3] = rgba[3];
  2550. }
  2551. else
  2552. {
  2553. sd.BorderColor[0] = 0.0f;
  2554. sd.BorderColor[1] = 0.0f;
  2555. sd.BorderColor[2] = 0.0f;
  2556. sd.BorderColor[3] = 0.0f;
  2557. }
  2558. sd.MinLOD = 0;
  2559. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2560. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2561. {
  2562. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2563. };
  2564. device->CreateSampler(&sd, cpuHandle);
  2565. }
  2566. return idx;
  2567. }
  2568. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  2569. {
  2570. m_handleAlloc->free(_idx);
  2571. }
  2572. void DescriptorAllocatorD3D12::reset()
  2573. {
  2574. uint16_t max = m_handleAlloc->getMaxHandles();
  2575. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2576. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  2577. }
  2578. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  2579. {
  2580. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2581. return gpuHandle;
  2582. }
  2583. void CommandQueueD3D12::init(ID3D12Device* _device)
  2584. {
  2585. D3D12_COMMAND_QUEUE_DESC queueDesc;
  2586. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  2587. queueDesc.Priority = 0;
  2588. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  2589. queueDesc.NodeMask = 1;
  2590. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  2591. , IID_ID3D12CommandQueue
  2592. , (void**)&m_commandQueue
  2593. ) );
  2594. m_completedFence = 0;
  2595. m_currentFence = 0;
  2596. DX_CHECK(_device->CreateFence(0
  2597. , D3D12_FENCE_FLAG_NONE
  2598. , IID_ID3D12Fence
  2599. , (void**)&m_fence
  2600. ) );
  2601. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2602. {
  2603. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  2604. , IID_ID3D12CommandAllocator
  2605. , (void**)&m_commandList[ii].m_commandAllocator
  2606. ) );
  2607. DX_CHECK(_device->CreateCommandList(0
  2608. , D3D12_COMMAND_LIST_TYPE_DIRECT
  2609. , m_commandList[ii].m_commandAllocator
  2610. , NULL
  2611. , IID_ID3D12GraphicsCommandList
  2612. , (void**)&m_commandList[ii].m_commandList
  2613. ) );
  2614. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  2615. }
  2616. }
  2617. void CommandQueueD3D12::shutdown()
  2618. {
  2619. finish(UINT64_MAX, true);
  2620. DX_RELEASE(m_fence, 0);
  2621. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  2622. {
  2623. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  2624. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  2625. }
  2626. DX_RELEASE(m_commandQueue, 0);
  2627. }
  2628. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  2629. {
  2630. while (0 == m_control.reserve(1) )
  2631. {
  2632. consume();
  2633. }
  2634. CommandList& commandList = m_commandList[m_control.m_current];
  2635. DX_CHECK(commandList.m_commandAllocator->Reset() );
  2636. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  2637. return commandList.m_commandList;
  2638. }
  2639. uint64_t CommandQueueD3D12::kick()
  2640. {
  2641. CommandList& commandList = m_commandList[m_control.m_current];
  2642. DX_CHECK(commandList.m_commandList->Close() );
  2643. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  2644. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  2645. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  2646. const uint64_t fence = m_currentFence++;
  2647. m_commandQueue->Signal(m_fence, fence);
  2648. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  2649. m_control.commit(1);
  2650. return fence;
  2651. }
  2652. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  2653. {
  2654. while (0 < m_control.available() )
  2655. {
  2656. consume();
  2657. if (!_finishAll
  2658. && _waitFence <= m_completedFence)
  2659. {
  2660. return;
  2661. }
  2662. }
  2663. BX_CHECK(0 == m_control.available(), "");
  2664. }
  2665. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  2666. {
  2667. if (0 < m_control.available() )
  2668. {
  2669. if (consume(0)
  2670. && _waitFence <= m_completedFence)
  2671. {
  2672. return true;
  2673. }
  2674. }
  2675. return false;
  2676. }
  2677. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  2678. {
  2679. m_release[m_control.m_current].push_back(_ptr);
  2680. }
  2681. bool CommandQueueD3D12::consume(uint32_t _ms)
  2682. {
  2683. CommandList& commandList = m_commandList[m_control.m_read];
  2684. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  2685. {
  2686. CloseHandle(commandList.m_event);
  2687. commandList.m_event = NULL;
  2688. m_completedFence = m_fence->GetCompletedValue();
  2689. m_commandQueue->Wait(m_fence, m_completedFence);
  2690. ResourceArray& ra = m_release[m_control.m_read];
  2691. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  2692. {
  2693. DX_RELEASE(*it, 0);
  2694. }
  2695. ra.clear();
  2696. m_control.consume(1);
  2697. return true;
  2698. }
  2699. return false;
  2700. }
  2701. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  2702. {
  2703. m_maxDrawPerBatch = _maxDrawPerBatch;
  2704. setSeqMode(false);
  2705. setIndirectMode(true);
  2706. ID3D12Device* device = s_renderD3D12->m_device;
  2707. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  2708. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  2709. {
  2710. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2711. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2712. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2713. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  2714. };
  2715. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  2716. {
  2717. sizeof(DrawIndirectCommand),
  2718. BX_COUNTOF(drawArgDesc),
  2719. drawArgDesc,
  2720. 1,
  2721. };
  2722. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  2723. , rootSignature
  2724. , IID_ID3D12CommandSignature
  2725. , (void**)&m_commandSignature[Draw]
  2726. ) );
  2727. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  2728. {
  2729. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  2730. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  2731. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  2732. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  2733. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  2734. };
  2735. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  2736. {
  2737. sizeof(DrawIndexedIndirectCommand),
  2738. BX_COUNTOF(drawIndexedArgDesc),
  2739. drawIndexedArgDesc,
  2740. 1,
  2741. };
  2742. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  2743. , rootSignature
  2744. , IID_ID3D12CommandSignature
  2745. , (void**)&m_commandSignature[DrawIndexed]
  2746. ) );
  2747. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  2748. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  2749. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2750. {
  2751. m_indirect[ii].create(m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand)
  2752. , NULL
  2753. , BGFX_BUFFER_DRAW_INDIRECT
  2754. , false
  2755. , sizeof(DrawIndexedIndirectCommand)
  2756. );
  2757. }
  2758. }
  2759. void BatchD3D12::destroy()
  2760. {
  2761. BX_FREE(g_allocator, m_cmds[0]);
  2762. BX_FREE(g_allocator, m_cmds[1]);
  2763. DX_RELEASE(m_commandSignature[0], 0);
  2764. DX_RELEASE(m_commandSignature[1], 0);
  2765. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  2766. {
  2767. m_indirect[ii].destroy();
  2768. }
  2769. }
  2770. template<typename Ty>
  2771. Ty& BatchD3D12::getCmd(Enum _type)
  2772. {
  2773. uint32_t index = m_num[_type];
  2774. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  2775. m_num[_type]++;
  2776. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  2777. return *cmd;
  2778. }
  2779. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  2780. {
  2781. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  2782. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[_draw.m_vertexBuffer.idx];
  2783. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2784. uint16_t declIdx = !isValid(vb.m_decl) ? _draw.m_vertexDecl.idx : vb.m_decl.idx;
  2785. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[declIdx];
  2786. uint32_t numIndices = 0;
  2787. if (Draw == type)
  2788. {
  2789. const uint32_t numVertices = UINT32_MAX == _draw.m_numVertices
  2790. ? vb.m_size / vertexDecl.m_stride
  2791. : _draw.m_numVertices
  2792. ;
  2793. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  2794. cmd.cbv = _cbv;
  2795. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2796. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2797. cmd.vbv[0].SizeInBytes = vb.m_size;
  2798. if (isValid(_draw.m_instanceDataBuffer) )
  2799. {
  2800. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2801. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2802. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2803. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2804. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2805. }
  2806. else
  2807. {
  2808. memset(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  2809. }
  2810. cmd.draw.InstanceCount = _draw.m_numInstances;
  2811. cmd.draw.VertexCountPerInstance = numVertices;
  2812. cmd.draw.StartVertexLocation = _draw.m_startVertex;
  2813. cmd.draw.StartInstanceLocation = 0;
  2814. }
  2815. else
  2816. {
  2817. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  2818. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2819. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  2820. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  2821. numIndices = UINT32_MAX == _draw.m_numIndices
  2822. ? ib.m_size / indexSize
  2823. : _draw.m_numIndices
  2824. ;
  2825. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  2826. cmd.cbv = _cbv;
  2827. cmd.ibv.BufferLocation = ib.m_gpuVA;
  2828. cmd.ibv.SizeInBytes = ib.m_size;
  2829. cmd.ibv.Format = hasIndex16
  2830. ? DXGI_FORMAT_R16_UINT
  2831. : DXGI_FORMAT_R32_UINT
  2832. ;
  2833. cmd.vbv[0].BufferLocation = vb.m_gpuVA;
  2834. cmd.vbv[0].StrideInBytes = vertexDecl.m_stride;
  2835. cmd.vbv[0].SizeInBytes = vb.m_size;
  2836. if (isValid(_draw.m_instanceDataBuffer) )
  2837. {
  2838. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  2839. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2840. cmd.vbv[1].BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  2841. cmd.vbv[1].StrideInBytes = _draw.m_instanceDataStride;
  2842. cmd.vbv[1].SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  2843. }
  2844. else
  2845. {
  2846. memset(&cmd.vbv[1], 0, sizeof(cmd.vbv[1]) );
  2847. }
  2848. cmd.drawIndexed.IndexCountPerInstance = numIndices;
  2849. cmd.drawIndexed.InstanceCount = _draw.m_numInstances;
  2850. cmd.drawIndexed.StartIndexLocation = _draw.m_startIndex;
  2851. cmd.drawIndexed.BaseVertexLocation = _draw.m_startVertex;
  2852. cmd.drawIndexed.StartInstanceLocation = 0;
  2853. }
  2854. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  2855. {
  2856. flush(_commandList, type);
  2857. }
  2858. return numIndices;
  2859. }
  2860. static const uint32_t s_indirectCommandSize[] =
  2861. {
  2862. sizeof(BatchD3D12::DrawIndirectCommand),
  2863. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  2864. };
  2865. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  2866. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  2867. {
  2868. uint32_t num = m_num[_type];
  2869. if (0 != num)
  2870. {
  2871. m_num[_type] = 0;
  2872. if (m_minIndirect < num)
  2873. {
  2874. m_stats.m_numIndirect[_type]++;
  2875. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  2876. m_currIndirect %= BX_COUNTOF(m_indirect);
  2877. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  2878. _commandList->ExecuteIndirect(m_commandSignature[_type]
  2879. , num
  2880. , indirect.m_ptr
  2881. , 0
  2882. , NULL
  2883. , 0
  2884. );
  2885. }
  2886. else
  2887. {
  2888. m_stats.m_numImmediate[_type]++;
  2889. if (Draw == _type)
  2890. {
  2891. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  2892. for (uint32_t ii = 0; ii < num; ++ii)
  2893. {
  2894. const DrawIndirectCommand& cmd = cmds[ii];
  2895. if (m_current.cbv != cmd.cbv)
  2896. {
  2897. m_current.cbv = cmd.cbv;
  2898. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  2899. }
  2900. if (0 != memcmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  2901. {
  2902. memcpy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  2903. _commandList->IASetVertexBuffers(0
  2904. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  2905. , cmd.vbv
  2906. );
  2907. }
  2908. _commandList->DrawInstanced(
  2909. cmd.draw.VertexCountPerInstance
  2910. , cmd.draw.InstanceCount
  2911. , cmd.draw.StartVertexLocation
  2912. , cmd.draw.StartInstanceLocation
  2913. );
  2914. }
  2915. }
  2916. else
  2917. {
  2918. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  2919. for (uint32_t ii = 0; ii < num; ++ii)
  2920. {
  2921. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  2922. if (m_current.cbv != cmd.cbv)
  2923. {
  2924. m_current.cbv = cmd.cbv;
  2925. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  2926. }
  2927. if (0 != memcmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  2928. {
  2929. memcpy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  2930. _commandList->IASetVertexBuffers(0
  2931. , 0 == cmd.vbv[1].BufferLocation ? 1 : 2
  2932. , cmd.vbv
  2933. );
  2934. }
  2935. if (0 != memcmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  2936. {
  2937. memcpy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  2938. _commandList->IASetIndexBuffer(&cmd.ibv);
  2939. }
  2940. _commandList->DrawIndexedInstanced(
  2941. cmd.drawIndexed.IndexCountPerInstance
  2942. , cmd.drawIndexed.InstanceCount
  2943. , cmd.drawIndexed.StartIndexLocation
  2944. , cmd.drawIndexed.BaseVertexLocation
  2945. , cmd.drawIndexed.StartInstanceLocation
  2946. );
  2947. }
  2948. }
  2949. }
  2950. }
  2951. }
  2952. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  2953. {
  2954. flush(_commandList, Draw);
  2955. flush(_commandList, DrawIndexed);
  2956. if (_clean)
  2957. {
  2958. memset(&m_current, 0, sizeof(m_current) );
  2959. }
  2960. }
  2961. void BatchD3D12::begin()
  2962. {
  2963. memset(&m_stats, 0, sizeof(m_stats) );
  2964. memset(&m_current, 0, sizeof(m_current) );
  2965. }
  2966. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  2967. {
  2968. flush(_commandList);
  2969. }
  2970. struct UavFormat
  2971. {
  2972. DXGI_FORMAT format[3];
  2973. uint32_t stride;
  2974. };
  2975. static const UavFormat s_uavFormat[] =
  2976. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  2977. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  2978. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  2979. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  2980. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  2981. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  2982. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  2983. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  2984. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  2985. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  2986. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  2987. };
  2988. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  2989. {
  2990. m_size = _size;
  2991. m_flags = _flags;
  2992. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  2993. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  2994. m_dynamic = NULL == _data || needUav;
  2995. DXGI_FORMAT format;
  2996. uint32_t stride;
  2997. D3D12_RESOURCE_FLAGS flags = needUav
  2998. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  2999. : D3D12_RESOURCE_FLAG_NONE
  3000. ;
  3001. if (drawIndirect)
  3002. {
  3003. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3004. stride = 16;
  3005. }
  3006. else
  3007. {
  3008. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3009. if (0 == uavFormat)
  3010. {
  3011. if (_vertex)
  3012. {
  3013. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3014. stride = 16;
  3015. }
  3016. else
  3017. {
  3018. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3019. {
  3020. format = DXGI_FORMAT_R16_UINT;
  3021. stride = 2;
  3022. }
  3023. else
  3024. {
  3025. format = DXGI_FORMAT_R32_UINT;
  3026. stride = 4;
  3027. }
  3028. }
  3029. }
  3030. else
  3031. {
  3032. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3033. format = s_uavFormat[uavFormat].format[uavType];
  3034. stride = s_uavFormat[uavFormat].stride;
  3035. }
  3036. }
  3037. stride = 0 == _stride ? stride : _stride;
  3038. m_srvd.Format = format;
  3039. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3040. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3041. m_srvd.Buffer.FirstElement = 0;
  3042. m_srvd.Buffer.NumElements = m_size / stride;
  3043. m_srvd.Buffer.StructureByteStride = 0;
  3044. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3045. m_uavd.Format = format;
  3046. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3047. m_uavd.Buffer.FirstElement = 0;
  3048. m_uavd.Buffer.NumElements = m_size / stride;
  3049. m_uavd.Buffer.StructureByteStride = 0;
  3050. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3051. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3052. ID3D12Device* device = s_renderD3D12->m_device;
  3053. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3054. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, flags);
  3055. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3056. setState(commandList, drawIndirect
  3057. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3058. : D3D12_RESOURCE_STATE_GENERIC_READ
  3059. );
  3060. if (!m_dynamic)
  3061. {
  3062. update(commandList, 0, _size, _data);
  3063. }
  3064. }
  3065. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3066. {
  3067. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3068. uint8_t* data;
  3069. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3070. memcpy(data, _data, _size);
  3071. staging->Unmap(0, NULL);
  3072. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3073. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3074. setState(_commandList, state);
  3075. s_renderD3D12->m_cmd.release(staging);
  3076. }
  3077. void BufferD3D12::destroy()
  3078. {
  3079. if (NULL != m_ptr)
  3080. {
  3081. s_renderD3D12->m_cmd.release(m_ptr);
  3082. m_dynamic = false;
  3083. }
  3084. }
  3085. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3086. {
  3087. if (m_state != _state)
  3088. {
  3089. setResourceBarrier(_commandList
  3090. , m_ptr
  3091. , m_state
  3092. , _state
  3093. );
  3094. bx::xchg(m_state, _state);
  3095. }
  3096. return _state;
  3097. }
  3098. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3099. {
  3100. BufferD3D12::create(_size, _data, _flags, true);
  3101. m_decl = _declHandle;
  3102. }
  3103. void ShaderD3D12::create(const Memory* _mem)
  3104. {
  3105. bx::MemoryReader reader(_mem->data, _mem->size);
  3106. uint32_t magic;
  3107. bx::read(&reader, magic);
  3108. switch (magic)
  3109. {
  3110. case BGFX_CHUNK_MAGIC_CSH:
  3111. case BGFX_CHUNK_MAGIC_FSH:
  3112. case BGFX_CHUNK_MAGIC_VSH:
  3113. break;
  3114. default:
  3115. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3116. break;
  3117. }
  3118. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3119. uint32_t iohash;
  3120. bx::read(&reader, iohash);
  3121. uint16_t count;
  3122. bx::read(&reader, count);
  3123. m_numPredefined = 0;
  3124. m_numUniforms = count;
  3125. BX_TRACE("%s Shader consts %d"
  3126. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3127. , count
  3128. );
  3129. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3130. if (0 < count)
  3131. {
  3132. for (uint32_t ii = 0; ii < count; ++ii)
  3133. {
  3134. uint8_t nameSize;
  3135. bx::read(&reader, nameSize);
  3136. char name[256];
  3137. bx::read(&reader, &name, nameSize);
  3138. name[nameSize] = '\0';
  3139. uint8_t type;
  3140. bx::read(&reader, type);
  3141. uint8_t num;
  3142. bx::read(&reader, num);
  3143. uint16_t regIndex;
  3144. bx::read(&reader, regIndex);
  3145. uint16_t regCount;
  3146. bx::read(&reader, regCount);
  3147. const char* kind = "invalid";
  3148. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3149. if (PredefinedUniform::Count != predefined)
  3150. {
  3151. kind = "predefined";
  3152. m_predefined[m_numPredefined].m_loc = regIndex;
  3153. m_predefined[m_numPredefined].m_count = regCount;
  3154. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3155. m_numPredefined++;
  3156. }
  3157. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3158. {
  3159. const UniformInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3160. BX_CHECK(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3161. if (NULL != info)
  3162. {
  3163. if (NULL == m_constantBuffer)
  3164. {
  3165. m_constantBuffer = UniformBuffer::create(1024);
  3166. }
  3167. kind = "user";
  3168. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3169. }
  3170. }
  3171. else
  3172. {
  3173. kind = "sampler";
  3174. }
  3175. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3176. , kind
  3177. , name
  3178. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3179. , num
  3180. , regIndex
  3181. , regCount
  3182. );
  3183. BX_UNUSED(kind);
  3184. }
  3185. if (NULL != m_constantBuffer)
  3186. {
  3187. m_constantBuffer->finish();
  3188. }
  3189. }
  3190. uint16_t shaderSize;
  3191. bx::read(&reader, shaderSize);
  3192. const void* code = reader.getDataPtr();
  3193. bx::skip(&reader, shaderSize+1);
  3194. m_code = copy(code, shaderSize);
  3195. uint8_t numAttrs;
  3196. bx::read(&reader, numAttrs);
  3197. memset(m_attrMask, 0, sizeof(m_attrMask) );
  3198. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3199. {
  3200. uint16_t id;
  3201. bx::read(&reader, id);
  3202. Attrib::Enum attr = idToAttrib(id);
  3203. if (Attrib::Count != attr)
  3204. {
  3205. m_attrMask[attr] = UINT16_MAX;
  3206. }
  3207. }
  3208. bx::HashMurmur2A murmur;
  3209. murmur.begin();
  3210. murmur.add(iohash);
  3211. murmur.add(code, shaderSize);
  3212. murmur.add(numAttrs);
  3213. murmur.add(m_attrMask, numAttrs);
  3214. m_hash = murmur.end();
  3215. bx::read(&reader, m_size);
  3216. }
  3217. void TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3218. {
  3219. ImageContainer imageContainer;
  3220. if (imageParse(imageContainer, _mem->data, _mem->size) )
  3221. {
  3222. uint8_t numMips = imageContainer.m_numMips;
  3223. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3224. numMips -= startLod;
  3225. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  3226. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3227. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3228. m_flags = _flags;
  3229. m_width = textureWidth;
  3230. m_height = textureHeight;
  3231. m_depth = imageContainer.m_depth;
  3232. m_requestedFormat = uint8_t(imageContainer.m_format);
  3233. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3234. const bool convert = m_textureFormat != m_requestedFormat;
  3235. const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3236. if (imageContainer.m_cubeMap)
  3237. {
  3238. m_type = TextureCube;
  3239. }
  3240. else if (imageContainer.m_depth > 1)
  3241. {
  3242. m_type = Texture3D;
  3243. }
  3244. else
  3245. {
  3246. m_type = Texture2D;
  3247. }
  3248. m_numMips = numMips;
  3249. const uint16_t numSides = imageContainer.m_cubeMap ? 6 : 1;
  3250. uint32_t numSrd = numMips*numSides;
  3251. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3252. uint32_t kk = 0;
  3253. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  3254. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3255. uint32_t blockWidth = 1;
  3256. uint32_t blockHeight = 1;
  3257. if (convert && compressed)
  3258. {
  3259. blockWidth = blockInfo.blockWidth;
  3260. blockHeight = blockInfo.blockHeight;
  3261. }
  3262. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3263. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3264. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3265. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3266. , this - s_renderD3D12->m_textures
  3267. , getName( (TextureFormat::Enum)m_textureFormat)
  3268. , getName( (TextureFormat::Enum)m_requestedFormat)
  3269. , textureWidth
  3270. , textureHeight
  3271. , imageContainer.m_cubeMap ? "x6" : ""
  3272. , renderTarget ? 'x' : ' '
  3273. , writeOnly ? 'x' : ' '
  3274. , computeWrite ? 'x' : ' '
  3275. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3276. );
  3277. uint32_t totalSize = 0;
  3278. for (uint8_t side = 0; side < numSides; ++side)
  3279. {
  3280. uint32_t width = textureWidth;
  3281. uint32_t height = textureHeight;
  3282. uint32_t depth = imageContainer.m_depth;
  3283. for (uint8_t lod = 0; lod < numMips; ++lod)
  3284. {
  3285. width = bx::uint32_max(blockWidth, width);
  3286. height = bx::uint32_max(blockHeight, height);
  3287. depth = bx::uint32_max(1, depth);
  3288. ImageMip mip;
  3289. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3290. {
  3291. if (convert)
  3292. {
  3293. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3294. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3295. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3296. imageDecodeToBgra8(temp
  3297. , mip.m_data
  3298. , mip.m_width
  3299. , mip.m_height
  3300. , pitch, mip.m_format
  3301. );
  3302. srd[kk].pData = temp;
  3303. srd[kk].RowPitch = pitch;
  3304. srd[kk].SlicePitch = slice;
  3305. totalSize += slice;
  3306. }
  3307. else if (compressed)
  3308. {
  3309. uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3310. uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3311. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3312. imageCopy(mip.m_height/blockInfo.blockHeight
  3313. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3314. , mip.m_data
  3315. , pitch
  3316. , temp
  3317. );
  3318. srd[kk].pData = temp;
  3319. srd[kk].RowPitch = pitch;
  3320. srd[kk].SlicePitch = slice;
  3321. totalSize += slice;
  3322. }
  3323. else
  3324. {
  3325. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3326. const uint32_t slice = bx::strideAlign(pitch * mip.m_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3327. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  3328. imageCopy(mip.m_height
  3329. , mip.m_width*mip.m_bpp / 8
  3330. , mip.m_data
  3331. , pitch
  3332. , temp
  3333. );
  3334. srd[kk].pData = temp;
  3335. srd[kk].RowPitch = pitch;
  3336. srd[kk].SlicePitch = slice;
  3337. totalSize += slice;
  3338. }
  3339. if (swizzle)
  3340. {
  3341. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  3342. }
  3343. srd[kk].SlicePitch = mip.m_height*srd[kk].RowPitch;
  3344. ++kk;
  3345. }
  3346. else
  3347. {
  3348. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3349. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3350. totalSize += slice;
  3351. }
  3352. width >>= 1;
  3353. height >>= 1;
  3354. depth >>= 1;
  3355. }
  3356. }
  3357. BX_TRACE("texture total size: %d", totalSize);
  3358. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3359. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3360. memset(&m_srvd, 0, sizeof(m_srvd) );
  3361. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3362. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3363. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3364. if (swizzle)
  3365. {
  3366. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3367. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3368. }
  3369. m_uavd.Format = m_srvd.Format;
  3370. ID3D12Device* device = s_renderD3D12->m_device;
  3371. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3372. D3D12_RESOURCE_DESC resourceDesc;
  3373. resourceDesc.Alignment = 0;
  3374. resourceDesc.Width = textureWidth;
  3375. resourceDesc.Height = textureHeight;
  3376. resourceDesc.MipLevels = numMips;
  3377. resourceDesc.Format = format;
  3378. resourceDesc.SampleDesc = msaa;
  3379. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3380. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3381. resourceDesc.DepthOrArraySize = numSides;
  3382. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3383. D3D12_CLEAR_VALUE* clearValue = NULL;
  3384. if (isDepth(TextureFormat::Enum(m_textureFormat) ) )
  3385. {
  3386. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3387. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3388. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3389. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3390. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3391. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3392. clearValue->DepthStencil.Depth = 1.0f;
  3393. clearValue->DepthStencil.Stencil = 0;
  3394. }
  3395. else if (renderTarget)
  3396. {
  3397. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3398. clearValue->Format = resourceDesc.Format;
  3399. clearValue->Color[0] = 0.0f;
  3400. clearValue->Color[1] = 0.0f;
  3401. clearValue->Color[2] = 0.0f;
  3402. clearValue->Color[3] = 0.0f;
  3403. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3404. }
  3405. if (writeOnly)
  3406. {
  3407. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3408. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3409. }
  3410. if (computeWrite)
  3411. {
  3412. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3413. }
  3414. switch (m_type)
  3415. {
  3416. case Texture2D:
  3417. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3418. m_srvd.ViewDimension = 1 < msaa.Count ? D3D12_SRV_DIMENSION_TEXTURE2DMS : D3D12_SRV_DIMENSION_TEXTURE2D;
  3419. m_srvd.Texture2D.MostDetailedMip = 0;
  3420. m_srvd.Texture2D.MipLevels = numMips;
  3421. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  3422. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3423. m_uavd.Texture2D.MipSlice = 0;
  3424. m_uavd.Texture2D.PlaneSlice = 0;
  3425. break;
  3426. case Texture3D:
  3427. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  3428. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  3429. m_srvd.Texture3D.MostDetailedMip = 0;
  3430. m_srvd.Texture3D.MipLevels = numMips;
  3431. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  3432. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  3433. m_uavd.Texture3D.MipSlice = 0;
  3434. m_uavd.Texture3D.FirstWSlice = 0;
  3435. m_uavd.Texture3D.WSize = 0;
  3436. break;
  3437. case TextureCube:
  3438. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  3439. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  3440. m_srvd.TextureCube.MostDetailedMip = 0;
  3441. m_srvd.TextureCube.MipLevels = numMips;
  3442. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  3443. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  3444. m_uavd.Texture2D.MipSlice = 0;
  3445. m_uavd.Texture2D.PlaneSlice = 0;
  3446. break;
  3447. }
  3448. m_ptr = createCommittedResource(device, HeapProperty::Default, &resourceDesc, clearValue);
  3449. {
  3450. uint64_t uploadBufferSize;
  3451. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  3452. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  3453. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  3454. device->GetCopyableFootprints(&resourceDesc
  3455. , 0
  3456. , numSrd
  3457. , 0
  3458. , layouts
  3459. , numRows
  3460. , rowSizeInBytes
  3461. , &uploadBufferSize
  3462. );
  3463. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  3464. , uploadBufferSize
  3465. , totalSize
  3466. , numRows[0]
  3467. , rowSizeInBytes[0]
  3468. );
  3469. }
  3470. if (kk != 0)
  3471. {
  3472. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
  3473. setState(commandList,D3D12_RESOURCE_STATE_COPY_DEST);
  3474. uint64_t result = UpdateSubresources(commandList
  3475. , m_ptr
  3476. , staging
  3477. , 0
  3478. , 0
  3479. , numSrd
  3480. , srd
  3481. );
  3482. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  3483. BX_TRACE("Update subresource %" PRId64, result);
  3484. setState(commandList, state);
  3485. s_renderD3D12->m_cmd.release(staging);
  3486. }
  3487. else
  3488. {
  3489. setState(commandList, state);
  3490. }
  3491. if (0 != kk)
  3492. {
  3493. kk = 0;
  3494. for (uint8_t side = 0; side < numSides; ++side)
  3495. {
  3496. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3497. {
  3498. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  3499. ++kk;
  3500. }
  3501. }
  3502. }
  3503. }
  3504. }
  3505. void TextureD3D12::destroy()
  3506. {
  3507. if (NULL != m_ptr)
  3508. {
  3509. s_renderD3D12->m_cmd.release(m_ptr);
  3510. m_ptr = NULL;
  3511. }
  3512. }
  3513. 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)
  3514. {
  3515. setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3516. const uint32_t subres = _mip + (_side * m_numMips);
  3517. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  3518. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3519. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3520. D3D12_RESOURCE_DESC desc = m_ptr->GetDesc();
  3521. desc.Height = _rect.m_height;
  3522. uint32_t numRows;
  3523. uint64_t rowPitch;
  3524. uint64_t totalBytes;
  3525. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  3526. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  3527. , subres
  3528. , 1
  3529. , 0
  3530. , &layout
  3531. , &numRows
  3532. , &rowPitch
  3533. , &totalBytes
  3534. );
  3535. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  3536. uint8_t* data;
  3537. DX_CHECK(staging->Map(0, NULL, (void**)&data) );
  3538. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  3539. {
  3540. memcpy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  3541. }
  3542. staging->Unmap(0, NULL);
  3543. D3D12_BOX box;
  3544. box.left = 0;
  3545. box.top = 0;
  3546. box.right = box.left + _rect.m_width;
  3547. box.bottom = box.top + _rect.m_height;
  3548. box.front = _z;
  3549. box.back = _z+_depth;
  3550. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  3551. dst.SubresourceIndex = subres;
  3552. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  3553. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  3554. setState(_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  3555. s_renderD3D12->m_cmd.release(staging);
  3556. }
  3557. void TextureD3D12::resolve()
  3558. {
  3559. }
  3560. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3561. {
  3562. if (m_state != _state)
  3563. {
  3564. setResourceBarrier(_commandList
  3565. , m_ptr
  3566. , m_state
  3567. , _state
  3568. );
  3569. bx::xchg(m_state, _state);
  3570. }
  3571. return _state;
  3572. }
  3573. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  3574. {
  3575. m_numTh = _num;
  3576. memcpy(m_attachment, _attachment, _num*sizeof(Attachment) );
  3577. postReset();
  3578. }
  3579. void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/)
  3580. {
  3581. }
  3582. void FrameBufferD3D12::preReset()
  3583. {
  3584. }
  3585. void FrameBufferD3D12::postReset()
  3586. {
  3587. if (m_numTh != 0)
  3588. {
  3589. ID3D12Device* device = s_renderD3D12->m_device;
  3590. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3591. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3592. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3593. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3594. m_width = 0;
  3595. m_height = 0;
  3596. m_depth.idx = bgfx::invalidHandle;
  3597. m_num = 0;
  3598. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3599. {
  3600. TextureHandle handle = m_attachment[ii].handle;
  3601. if (isValid(handle) )
  3602. {
  3603. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  3604. if (0 == m_width)
  3605. {
  3606. D3D12_RESOURCE_DESC desc = texture.m_ptr->GetDesc();
  3607. m_width = uint32_t(desc.Width);
  3608. m_height = uint32_t(desc.Height);
  3609. }
  3610. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3611. {
  3612. BX_CHECK(!isValid(m_depth), "");
  3613. m_depth = handle;
  3614. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3615. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3616. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3617. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(texture.m_textureFormat) );
  3618. BX_UNUSED(blockInfo);
  3619. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  3620. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  3621. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  3622. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  3623. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  3624. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  3625. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  3626. ;
  3627. device->CreateDepthStencilView(texture.m_ptr
  3628. , &dsvDesc
  3629. , dsvDescriptor
  3630. );
  3631. }
  3632. else
  3633. {
  3634. m_texture[m_num] = handle;
  3635. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  3636. device->CreateRenderTargetView(texture.m_ptr
  3637. , NULL
  3638. , rtv
  3639. );
  3640. m_num++;
  3641. }
  3642. }
  3643. }
  3644. }
  3645. }
  3646. uint16_t FrameBufferD3D12::destroy()
  3647. {
  3648. m_numTh = 0;
  3649. m_depth.idx = bgfx::invalidHandle;
  3650. uint16_t denseIdx = m_denseIdx;
  3651. m_denseIdx = UINT16_MAX;
  3652. return denseIdx;
  3653. }
  3654. void FrameBufferD3D12::resolve()
  3655. {
  3656. }
  3657. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  3658. {
  3659. ID3D12Device* device = s_renderD3D12->m_device;
  3660. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  3661. if (BGFX_CLEAR_COLOR & _clear.m_flags
  3662. && 0 != m_num)
  3663. {
  3664. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3665. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  3666. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  3667. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3668. {
  3669. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3670. {
  3671. uint8_t index = _clear.m_index[ii];
  3672. if (UINT8_MAX != index)
  3673. {
  3674. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3675. _commandList->ClearRenderTargetView(rtv
  3676. , _palette[index]
  3677. , _num
  3678. , _rect
  3679. );
  3680. }
  3681. }
  3682. }
  3683. else
  3684. {
  3685. float frgba[4] =
  3686. {
  3687. _clear.m_index[0]*1.0f/255.0f,
  3688. _clear.m_index[1]*1.0f/255.0f,
  3689. _clear.m_index[2]*1.0f/255.0f,
  3690. _clear.m_index[3]*1.0f/255.0f,
  3691. };
  3692. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3693. {
  3694. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  3695. _commandList->ClearRenderTargetView(rtv
  3696. , frgba
  3697. , _num
  3698. , _rect
  3699. );
  3700. }
  3701. }
  3702. }
  3703. if (isValid(m_depth)
  3704. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  3705. {
  3706. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  3707. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  3708. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  3709. DWORD flags = 0;
  3710. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  3711. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  3712. _commandList->ClearDepthStencilView(dsvDescriptor
  3713. , D3D12_CLEAR_FLAGS(flags)
  3714. , _clear.m_depth
  3715. , _clear.m_stencil
  3716. , _num
  3717. , _rect
  3718. );
  3719. }
  3720. }
  3721. void TimerQueryD3D12::init()
  3722. {
  3723. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  3724. queryHeapDesc.Count = m_control.m_size * 2;
  3725. queryHeapDesc.NodeMask = 1;
  3726. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  3727. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  3728. , IID_ID3D12QueryHeap
  3729. , (void**)&m_queryHeap
  3730. ) );
  3731. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  3732. m_readback = createCommittedResource(s_renderD3D12->m_device
  3733. , HeapProperty::ReadBack
  3734. , size
  3735. );
  3736. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  3737. D3D12_RANGE range = { 0, size };
  3738. m_readback->Map(0, &range, (void**)&m_result);
  3739. }
  3740. void TimerQueryD3D12::shutdown()
  3741. {
  3742. D3D12_RANGE range = { 0, 0 };
  3743. m_readback->Unmap(0, &range);
  3744. DX_RELEASE(m_queryHeap, 0);
  3745. DX_RELEASE(m_readback, 0);
  3746. }
  3747. void TimerQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList)
  3748. {
  3749. BX_UNUSED(_commandList);
  3750. while (0 == m_control.reserve(1) )
  3751. {
  3752. m_control.consume(1);
  3753. }
  3754. uint32_t offset = m_control.m_current * 2 + 0;
  3755. _commandList->EndQuery(m_queryHeap
  3756. , D3D12_QUERY_TYPE_TIMESTAMP
  3757. , offset
  3758. );
  3759. }
  3760. void TimerQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3761. {
  3762. BX_UNUSED(_commandList);
  3763. uint32_t offset = m_control.m_current * 2;
  3764. _commandList->EndQuery(m_queryHeap
  3765. , D3D12_QUERY_TYPE_TIMESTAMP
  3766. , offset + 1
  3767. );
  3768. _commandList->ResolveQueryData(m_queryHeap
  3769. , D3D12_QUERY_TYPE_TIMESTAMP
  3770. , offset
  3771. , 2
  3772. , m_readback
  3773. , offset * sizeof(uint64_t)
  3774. );
  3775. m_control.commit(1);
  3776. }
  3777. bool TimerQueryD3D12::get()
  3778. {
  3779. if (0 != m_control.available() )
  3780. {
  3781. uint32_t offset = m_control.m_read * 2;
  3782. m_begin = m_result[offset+0];
  3783. m_end = m_result[offset+1];
  3784. m_elapsed = m_end - m_begin;
  3785. m_control.consume(1);
  3786. return true;
  3787. }
  3788. return false;
  3789. }
  3790. void OcclusionQueryD3D12::init()
  3791. {
  3792. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  3793. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  3794. queryHeapDesc.NodeMask = 1;
  3795. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  3796. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  3797. , IID_ID3D12QueryHeap
  3798. , (void**)&m_queryHeap
  3799. ) );
  3800. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  3801. m_readback = createCommittedResource(s_renderD3D12->m_device
  3802. , HeapProperty::ReadBack
  3803. , size
  3804. );
  3805. D3D12_RANGE range = { 0, size };
  3806. m_readback->Map(0, &range, (void**)&m_result);
  3807. }
  3808. void OcclusionQueryD3D12::shutdown()
  3809. {
  3810. D3D12_RANGE range = { 0, 0 };
  3811. m_readback->Unmap(0, &range);
  3812. DX_RELEASE(m_queryHeap, 0);
  3813. DX_RELEASE(m_readback, 0);
  3814. }
  3815. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  3816. {
  3817. while (0 == m_control.reserve(1) )
  3818. {
  3819. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  3820. _render->m_occlusion[handle.idx] = 0 < m_result[handle.idx];
  3821. m_control.consume(1);
  3822. }
  3823. m_handle[m_control.m_current] = _handle;
  3824. _commandList->BeginQuery(m_queryHeap
  3825. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  3826. , _handle.idx
  3827. );
  3828. }
  3829. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3830. {
  3831. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  3832. _commandList->EndQuery(m_queryHeap
  3833. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  3834. , handle.idx
  3835. );
  3836. _commandList->ResolveQueryData(m_queryHeap
  3837. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  3838. , handle.idx
  3839. , 1
  3840. , m_readback
  3841. , handle.idx * sizeof(uint64_t)
  3842. );
  3843. m_control.commit(1);
  3844. }
  3845. struct Bind
  3846. {
  3847. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  3848. uint16_t m_samplerStateIdx;
  3849. };
  3850. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  3851. {
  3852. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  3853. updateResolution(_render->m_resolution);
  3854. int64_t elapsed = -bx::getHPCounter();
  3855. int64_t captureElapsed = 0;
  3856. m_gpuTimer.begin(m_commandList);
  3857. if (0 < _render->m_iboffset)
  3858. {
  3859. TransientIndexBuffer* ib = _render->m_transientIb;
  3860. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  3861. }
  3862. if (0 < _render->m_vboffset)
  3863. {
  3864. TransientVertexBuffer* vb = _render->m_transientVb;
  3865. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  3866. }
  3867. _render->sort();
  3868. RenderDraw currentState;
  3869. currentState.clear();
  3870. currentState.m_stateFlags = BGFX_STATE_NONE;
  3871. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3872. _render->m_hmdInitialized = false;
  3873. const bool hmdEnabled = false;
  3874. ViewState viewState(_render, hmdEnabled);
  3875. viewState.reset(_render, hmdEnabled);
  3876. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  3877. // setDebugWireframe(wireframe);
  3878. uint16_t currentSamplerStateIdx = invalidHandle;
  3879. uint16_t currentProgramIdx = invalidHandle;
  3880. uint32_t currentBindHash = 0;
  3881. bool hasPredefined = false;
  3882. bool commandListChanged = false;
  3883. ID3D12PipelineState* currentPso = NULL;
  3884. SortKey key;
  3885. uint16_t view = UINT16_MAX;
  3886. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  3887. BlitKey blitKey;
  3888. blitKey.decode(_render->m_blitKeys[0]);
  3889. uint16_t numBlitItems = _render->m_numBlitItems;
  3890. uint16_t blitItem = 0;
  3891. uint32_t blendFactor = 0;
  3892. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3893. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  3894. PrimInfo prim = s_primInfo[primIndex];
  3895. bool wasCompute = false;
  3896. bool viewHasScissor = false;
  3897. bool restoreScissor = false;
  3898. Rect viewScissorRect;
  3899. viewScissorRect.clear();
  3900. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3901. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3902. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3903. uint32_t statsNumIndices = 0;
  3904. uint32_t statsKeyType[2] = {};
  3905. #if BX_PLATFORM_WINDOWS
  3906. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  3907. #endif // BX_PLATFORM_WINDOWS
  3908. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  3909. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  3910. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  3911. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  3912. scratchBuffer.reset(gpuHandle);
  3913. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  3914. StateCacheLru<Bind, 64> bindLru;
  3915. setResourceBarrier(m_commandList
  3916. , m_backBufferColor[m_backBufferColorIdx]
  3917. , D3D12_RESOURCE_STATE_PRESENT
  3918. , D3D12_RESOURCE_STATE_RENDER_TARGET
  3919. );
  3920. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3921. {
  3922. m_batch.begin();
  3923. // uint8_t eye = 0;
  3924. // uint8_t restartState = 0;
  3925. viewState.m_rect = _render->m_rect[0];
  3926. int32_t numItems = _render->m_num;
  3927. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  3928. {
  3929. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  3930. statsKeyType[isCompute]++;
  3931. const bool viewChanged = 0
  3932. || key.m_view != view
  3933. || item == numItems
  3934. ;
  3935. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  3936. ++item;
  3937. if (viewChanged)
  3938. {
  3939. m_batch.flush(m_commandList, true);
  3940. kick();
  3941. view = key.m_view;
  3942. currentPso = NULL;
  3943. currentSamplerStateIdx = invalidHandle;
  3944. currentProgramIdx = invalidHandle;
  3945. hasPredefined = false;
  3946. fbh = _render->m_fb[view];
  3947. setFrameBuffer(fbh);
  3948. viewState.m_rect = _render->m_rect[view];
  3949. const Rect& rect = _render->m_rect[view];
  3950. const Rect& scissorRect = _render->m_scissor[view];
  3951. viewHasScissor = !scissorRect.isZero();
  3952. viewScissorRect = viewHasScissor ? scissorRect : rect;
  3953. D3D12_VIEWPORT vp;
  3954. vp.TopLeftX = rect.m_x;
  3955. vp.TopLeftY = rect.m_y;
  3956. vp.Width = rect.m_width;
  3957. vp.Height = rect.m_height;
  3958. vp.MinDepth = 0.0f;
  3959. vp.MaxDepth = 1.0f;
  3960. m_commandList->RSSetViewports(1, &vp);
  3961. D3D12_RECT rc;
  3962. rc.left = viewScissorRect.m_x;
  3963. rc.top = viewScissorRect.m_y;
  3964. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3965. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3966. m_commandList->RSSetScissorRects(1, &rc);
  3967. restoreScissor = false;
  3968. Clear& clr = _render->m_clear[view];
  3969. if (BGFX_CLEAR_NONE != clr.m_flags)
  3970. {
  3971. Rect clearRect = rect;
  3972. clearRect.intersect(rect, viewScissorRect);
  3973. clearQuad(clearRect, clr, _render->m_colorPalette);
  3974. }
  3975. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  3976. for (; blitItem < numBlitItems && blitKey.m_view <= view; blitItem++)
  3977. {
  3978. const BlitItem& blit = _render->m_blitItem[blitItem];
  3979. blitKey.decode(_render->m_blitKeys[blitItem+1]);
  3980. const TextureD3D12& src = m_textures[blit.m_src.idx];
  3981. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  3982. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  3983. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  3984. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  3985. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  3986. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  3987. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  3988. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  3989. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  3990. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  3991. if (TextureD3D12::Texture3D == src.m_type)
  3992. {
  3993. D3D12_BOX box;
  3994. box.left = blit.m_srcX;
  3995. box.top = blit.m_srcY;
  3996. box.front = blit.m_srcZ;
  3997. box.right = blit.m_srcX + width;
  3998. box.bottom = blit.m_srcY + height;;
  3999. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4000. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{}} };
  4001. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {{}} };
  4002. m_commandList->CopyTextureRegion(&dstLocation
  4003. , blit.m_dstX
  4004. , blit.m_dstY
  4005. , blit.m_dstZ
  4006. , &srcLocation
  4007. , &box
  4008. );
  4009. }
  4010. else
  4011. {
  4012. D3D12_BOX box;
  4013. box.left = blit.m_srcX;
  4014. box.top = blit.m_srcY;
  4015. box.front = 0;
  4016. box.right = blit.m_srcX + width;
  4017. box.bottom = blit.m_srcY + height;;
  4018. box.back = 1;
  4019. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4020. ? blit.m_srcZ
  4021. : 0
  4022. ;
  4023. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4024. ? blit.m_dstZ
  4025. : 0
  4026. ;
  4027. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4028. dstLocation.pResource = dst.m_ptr;
  4029. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4030. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4031. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4032. srcLocation.pResource = src.m_ptr;
  4033. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4034. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4035. bool depthStencil = isDepth(TextureFormat::Enum(src.m_textureFormat) );
  4036. m_commandList->CopyTextureRegion(&dstLocation
  4037. , blit.m_dstX
  4038. , blit.m_dstY
  4039. , 0
  4040. , &srcLocation
  4041. , depthStencil ? NULL : &box
  4042. );
  4043. }
  4044. }
  4045. }
  4046. if (isCompute)
  4047. {
  4048. if (!wasCompute)
  4049. {
  4050. wasCompute = true;
  4051. m_commandList->SetComputeRootSignature(m_rootSignature);
  4052. ID3D12DescriptorHeap* heaps[] = {
  4053. m_samplerAllocator.getHeap(),
  4054. scratchBuffer.getHeap(),
  4055. };
  4056. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4057. }
  4058. const RenderCompute& compute = renderItem.compute;
  4059. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4060. if (pso != currentPso)
  4061. {
  4062. currentPso = pso;
  4063. m_commandList->SetPipelineState(pso);
  4064. currentBindHash = 0;
  4065. }
  4066. uint32_t bindHash = bx::hashMurmur2A(compute.m_bind, sizeof(compute.m_bind) );
  4067. if (currentBindHash != bindHash)
  4068. {
  4069. currentBindHash = bindHash;
  4070. Bind* bindCached = bindLru.find(bindHash);
  4071. if (NULL == bindCached)
  4072. {
  4073. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4074. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4075. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4076. {
  4077. const Binding& bind = compute.m_bind[ii];
  4078. if (invalidHandle != bind.m_idx)
  4079. {
  4080. switch (bind.m_type)
  4081. {
  4082. case Binding::Image:
  4083. {
  4084. TextureD3D12& texture = m_textures[bind.m_idx];
  4085. if (Access::Read != bind.m_un.m_compute.m_access)
  4086. {
  4087. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4088. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4089. }
  4090. else
  4091. {
  4092. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4093. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4094. samplerFlags[ii] = texture.m_flags;
  4095. }
  4096. }
  4097. break;
  4098. case Binding::IndexBuffer:
  4099. case Binding::VertexBuffer:
  4100. {
  4101. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4102. ? m_indexBuffers[bind.m_idx]
  4103. : m_vertexBuffers[bind.m_idx]
  4104. ;
  4105. if (Access::Read != bind.m_un.m_compute.m_access)
  4106. {
  4107. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4108. scratchBuffer.allocUav(srvHandle[ii], buffer);
  4109. }
  4110. else
  4111. {
  4112. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4113. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  4114. }
  4115. }
  4116. break;
  4117. }
  4118. }
  4119. }
  4120. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  4121. if (samplerStateIdx != currentSamplerStateIdx)
  4122. {
  4123. currentSamplerStateIdx = samplerStateIdx;
  4124. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4125. }
  4126. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4127. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4128. Bind bind;
  4129. bind.m_srvHandle = srvHandle[0];
  4130. bind.m_samplerStateIdx = samplerStateIdx;
  4131. bindLru.add(bindHash, bind, 0);
  4132. }
  4133. else
  4134. {
  4135. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4136. if (samplerStateIdx != currentSamplerStateIdx)
  4137. {
  4138. currentSamplerStateIdx = samplerStateIdx;
  4139. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4140. }
  4141. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4142. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4143. }
  4144. }
  4145. bool constantsChanged = false;
  4146. if (compute.m_constBegin < compute.m_constEnd
  4147. || currentProgramIdx != key.m_program)
  4148. {
  4149. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  4150. currentProgramIdx = key.m_program;
  4151. ProgramD3D12& program = m_program[currentProgramIdx];
  4152. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4153. if (NULL != vcb)
  4154. {
  4155. commit(*vcb);
  4156. }
  4157. hasPredefined = 0 < program.m_numPredefined;
  4158. constantsChanged = true;
  4159. }
  4160. if (constantsChanged
  4161. || hasPredefined)
  4162. {
  4163. ProgramD3D12& program = m_program[currentProgramIdx];
  4164. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  4165. commitShaderConstants(key.m_program, gpuAddress);
  4166. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  4167. }
  4168. if (isValid(compute.m_indirectBuffer) )
  4169. {
  4170. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4171. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4172. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4173. : compute.m_numIndirect
  4174. ;
  4175. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4176. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4177. {
  4178. // m_commandList->ExecuteIndirect(ptr, args);
  4179. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4180. }
  4181. }
  4182. else
  4183. {
  4184. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4185. }
  4186. continue;
  4187. }
  4188. const RenderDraw& draw = renderItem.draw;
  4189. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4190. if (isValid(draw.m_occlusionQuery)
  4191. && !hasOcclusionQuery
  4192. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  4193. {
  4194. continue;
  4195. }
  4196. const uint64_t newFlags = draw.m_stateFlags;
  4197. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4198. currentState.m_stateFlags = newFlags;
  4199. const uint64_t newStencil = draw.m_stencil;
  4200. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  4201. currentState.m_stencil = newStencil;
  4202. if (viewChanged
  4203. || wasCompute)
  4204. {
  4205. if (wasCompute)
  4206. {
  4207. wasCompute = false;
  4208. }
  4209. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4210. {
  4211. BX_UNUSED(s_viewNameW);
  4212. // wchar_t* viewNameW = s_viewNameW[view];
  4213. // viewNameW[3] = L' ';
  4214. // PIX_ENDEVENT();
  4215. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  4216. }
  4217. commandListChanged = true;
  4218. }
  4219. if (commandListChanged)
  4220. {
  4221. commandListChanged = false;
  4222. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  4223. ID3D12DescriptorHeap* heaps[] = {
  4224. m_samplerAllocator.getHeap(),
  4225. scratchBuffer.getHeap(),
  4226. };
  4227. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4228. currentPso = NULL;
  4229. currentBindHash = 0;
  4230. currentSamplerStateIdx = invalidHandle;
  4231. currentProgramIdx = invalidHandle;
  4232. currentState.clear();
  4233. currentState.m_scissor = !draw.m_scissor;
  4234. changedFlags = BGFX_STATE_MASK;
  4235. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4236. currentState.m_stateFlags = newFlags;
  4237. currentState.m_stencil = newStencil;
  4238. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4239. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4240. }
  4241. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  4242. if (isValid(draw.m_vertexBuffer) )
  4243. {
  4244. const uint64_t state = draw.m_stateFlags;
  4245. bool hasFactor = 0
  4246. || f0 == (state & f0)
  4247. || f1 == (state & f1)
  4248. ;
  4249. const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
  4250. uint16_t declIdx = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4251. ID3D12PipelineState* pso =
  4252. getPipelineState(state
  4253. , draw.m_stencil
  4254. , declIdx
  4255. , key.m_program
  4256. , uint8_t(draw.m_instanceDataStride/16)
  4257. );
  4258. uint16_t scissor = draw.m_scissor;
  4259. uint32_t bindHash = bx::hashMurmur2A(draw.m_bind, sizeof(draw.m_bind) );
  4260. if (currentBindHash != bindHash
  4261. || 0 != changedStencil
  4262. || (hasFactor && blendFactor != draw.m_rgba)
  4263. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4264. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4265. || currentState.m_scissor != scissor
  4266. || pso != currentPso
  4267. || hasOcclusionQuery)
  4268. {
  4269. m_batch.flush(m_commandList);
  4270. }
  4271. if (currentBindHash != bindHash)
  4272. {
  4273. currentBindHash = bindHash;
  4274. Bind* bindCached = bindLru.find(bindHash);
  4275. if (NULL == bindCached)
  4276. {
  4277. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4278. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  4279. {
  4280. srvHandle[0].ptr = 0;
  4281. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4282. {
  4283. const Binding& bind = draw.m_bind[stage];
  4284. if (invalidHandle != bind.m_idx)
  4285. {
  4286. TextureD3D12& texture = m_textures[bind.m_idx];
  4287. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4288. scratchBuffer.allocSrv(srvHandle[stage], texture);
  4289. samplerFlags[stage] = (0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & bind.m_un.m_draw.m_textureFlags)
  4290. ? bind.m_un.m_draw.m_textureFlags
  4291. : texture.m_flags
  4292. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK|BGFX_TEXTURE_BORDER_COLOR_MASK)
  4293. ;
  4294. }
  4295. else
  4296. {
  4297. memcpy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  4298. samplerFlags[stage] = 0;
  4299. }
  4300. }
  4301. }
  4302. if (srvHandle[0].ptr != 0)
  4303. {
  4304. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  4305. if (samplerStateIdx != currentSamplerStateIdx)
  4306. {
  4307. currentSamplerStateIdx = samplerStateIdx;
  4308. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4309. }
  4310. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4311. Bind bind;
  4312. bind.m_srvHandle = srvHandle[0];
  4313. bind.m_samplerStateIdx = samplerStateIdx;
  4314. bindLru.add(bindHash, bind, 0);
  4315. }
  4316. }
  4317. else
  4318. {
  4319. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4320. if (samplerStateIdx != currentSamplerStateIdx)
  4321. {
  4322. currentSamplerStateIdx = samplerStateIdx;
  4323. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4324. }
  4325. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4326. }
  4327. }
  4328. if (0 != changedStencil)
  4329. {
  4330. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  4331. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  4332. m_commandList->OMSetStencilRef(ref);
  4333. }
  4334. if (hasFactor
  4335. && blendFactor != draw.m_rgba)
  4336. {
  4337. blendFactor = draw.m_rgba;
  4338. float bf[4];
  4339. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  4340. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  4341. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  4342. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  4343. m_commandList->OMSetBlendFactor(bf);
  4344. }
  4345. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  4346. || prim.m_topology != s_primInfo[primIndex].m_topology)
  4347. {
  4348. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4349. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4350. prim = s_primInfo[primIndex];
  4351. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  4352. }
  4353. if (currentState.m_scissor != scissor)
  4354. {
  4355. currentState.m_scissor = scissor;
  4356. if (UINT16_MAX == scissor)
  4357. {
  4358. if (restoreScissor
  4359. || viewHasScissor)
  4360. {
  4361. restoreScissor = false;
  4362. D3D12_RECT rc;
  4363. rc.left = viewScissorRect.m_x;
  4364. rc.top = viewScissorRect.m_y;
  4365. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4366. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4367. m_commandList->RSSetScissorRects(1, &rc);
  4368. }
  4369. }
  4370. else
  4371. {
  4372. restoreScissor = true;
  4373. Rect scissorRect;
  4374. scissorRect.intersect(viewScissorRect,_render->m_rectCache.m_cache[scissor]);
  4375. D3D12_RECT rc;
  4376. rc.left = scissorRect.m_x;
  4377. rc.top = scissorRect.m_y;
  4378. rc.right = scissorRect.m_x + scissorRect.m_width;
  4379. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4380. m_commandList->RSSetScissorRects(1, &rc);
  4381. }
  4382. }
  4383. if (pso != currentPso)
  4384. {
  4385. currentPso = pso;
  4386. m_commandList->SetPipelineState(pso);
  4387. }
  4388. bool constantsChanged = false;
  4389. if (draw.m_constBegin < draw.m_constEnd
  4390. || currentProgramIdx != key.m_program
  4391. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4392. {
  4393. currentProgramIdx = key.m_program;
  4394. ProgramD3D12& program = m_program[currentProgramIdx];
  4395. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4396. if (NULL != vcb)
  4397. {
  4398. commit(*vcb);
  4399. }
  4400. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4401. if (NULL != fcb)
  4402. {
  4403. commit(*fcb);
  4404. }
  4405. hasPredefined = 0 < program.m_numPredefined;
  4406. constantsChanged = true;
  4407. }
  4408. if (constantsChanged
  4409. || hasPredefined)
  4410. {
  4411. ProgramD3D12& program = m_program[currentProgramIdx];
  4412. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4413. viewState.m_alphaRef = ref/255.0f;
  4414. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  4415. commitShaderConstants(key.m_program, gpuAddress);
  4416. }
  4417. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  4418. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  4419. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4420. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4421. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4422. statsNumInstances[primIndex] += draw.m_numInstances;
  4423. statsNumIndices += numIndices;
  4424. if (hasOcclusionQuery)
  4425. {
  4426. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  4427. m_batch.flush(m_commandList);
  4428. m_occlusionQuery.end(m_commandList);
  4429. }
  4430. }
  4431. }
  4432. m_batch.end(m_commandList);
  4433. }
  4434. int64_t now = bx::getHPCounter();
  4435. elapsed += now;
  4436. static int64_t last = now;
  4437. Stats& perfStats = _render->m_perfStats;
  4438. perfStats.cpuTimeBegin = last;
  4439. int64_t frameTime = now - last;
  4440. last = now;
  4441. static int64_t min = frameTime;
  4442. static int64_t max = frameTime;
  4443. min = bx::int64_min(min, frameTime);
  4444. max = bx::int64_max(max, frameTime);
  4445. static uint32_t maxGpuLatency = 0;
  4446. static double maxGpuElapsed = 0.0f;
  4447. double elapsedGpuMs = 0.0;
  4448. static int64_t presentMin = m_presentElapsed;
  4449. static int64_t presentMax = m_presentElapsed;
  4450. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  4451. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  4452. m_gpuTimer.end(m_commandList);
  4453. while (m_gpuTimer.get() )
  4454. {
  4455. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  4456. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  4457. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  4458. }
  4459. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  4460. const int64_t timerFreq = bx::getHPFrequency();
  4461. perfStats.cpuTimeEnd = now;
  4462. perfStats.cpuTimerFreq = timerFreq;
  4463. perfStats.gpuTimeBegin = m_gpuTimer.m_begin;
  4464. perfStats.gpuTimeEnd = m_gpuTimer.m_end;
  4465. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  4466. if (_render->m_debug & (BGFX_DEBUG_IFH | BGFX_DEBUG_STATS) )
  4467. {
  4468. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  4469. TextVideoMem& tvm = m_textVideoMem;
  4470. static int64_t next = now;
  4471. if (now >= next)
  4472. {
  4473. next = now + bx::getHPFrequency();
  4474. double freq = double(bx::getHPFrequency() );
  4475. double toMs = 1000.0 / freq;
  4476. tvm.clear();
  4477. uint16_t pos = 0;
  4478. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  4479. , " %s (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4480. , getRendererName()
  4481. , (m_featureLevel >> 12) & 0xf
  4482. , (m_featureLevel >> 8) & 0xf
  4483. );
  4484. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  4485. char description[BX_COUNTOF(desc.Description)];
  4486. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  4487. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  4488. char dedicatedVideo[16];
  4489. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  4490. char dedicatedSystem[16];
  4491. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  4492. char sharedSystem[16];
  4493. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  4494. char processMemoryUsed[16];
  4495. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  4496. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  4497. , dedicatedVideo
  4498. , dedicatedSystem
  4499. , sharedSystem
  4500. , processMemoryUsed
  4501. );
  4502. #if BX_PLATFORM_WINDOWS
  4503. DXGI_QUERY_VIDEO_MEMORY_INFO memInfo;
  4504. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &memInfo) );
  4505. char budget[16];
  4506. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  4507. char currentUsage[16];
  4508. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  4509. char availableForReservation[16];
  4510. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  4511. char currentReservation[16];
  4512. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  4513. tvm.printf(0, pos++, 0x8f, " Budget: %s, Usage: %s, AvailRes: %s, CurrRes: %s "
  4514. , budget
  4515. , currentUsage
  4516. , availableForReservation
  4517. , currentReservation
  4518. );
  4519. #endif // BX_PLATFORM_WINDOWS
  4520. pos = 10;
  4521. tvm.printf(10, pos++, 0x8e, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4522. , double(frameTime)*toMs
  4523. , double(min)*toMs
  4524. , double(max)*toMs
  4525. , freq/frameTime
  4526. );
  4527. tvm.printf(10, pos++, 0x8e, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  4528. , double(m_presentElapsed)*toMs
  4529. , double(presentMin)*toMs
  4530. , double(presentMax)*toMs
  4531. );
  4532. char hmd[16];
  4533. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4534. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4535. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  4536. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4537. , 0 != msaa ? '\xfe' : ' '
  4538. , 1<<msaa
  4539. , ", no-HMD "
  4540. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  4541. );
  4542. double elapsedCpuMs = double(elapsed)*toMs;
  4543. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  4544. , _render->m_num
  4545. , statsKeyType[0]
  4546. , statsKeyType[1]
  4547. , elapsedCpuMs
  4548. );
  4549. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  4550. {
  4551. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d "
  4552. , s_primName[ii]
  4553. , statsNumPrimsRendered[ii]
  4554. , statsNumInstances[ii]
  4555. , statsNumPrimsSubmitted[ii]
  4556. );
  4557. }
  4558. tvm.printf(10, pos++, 0x8e, " Batch: %7dx%d indirect, %7d immediate "
  4559. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  4560. , m_batch.m_maxDrawPerBatch
  4561. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  4562. );
  4563. tvm.printf(10, pos++, 0x8e, " %7dx%d indirect, %7d immediate "
  4564. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  4565. , m_batch.m_maxDrawPerBatch
  4566. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  4567. );
  4568. // if (NULL != m_renderdocdll)
  4569. // {
  4570. // tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4571. // }
  4572. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  4573. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  4574. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  4575. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  4576. pos++;
  4577. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4578. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Bind | Queued ");
  4579. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d "
  4580. , m_pipelineStateCache.getCount()
  4581. , m_samplerStateCache.getCount()
  4582. , bindLru.getCount()
  4583. , m_cmd.m_control.available()
  4584. );
  4585. pos++;
  4586. double captureMs = double(captureElapsed)*toMs;
  4587. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  4588. uint8_t attr[2] = { 0x89, 0x8a };
  4589. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4590. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  4591. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  4592. min = frameTime;
  4593. max = frameTime;
  4594. presentMin = m_presentElapsed;
  4595. presentMax = m_presentElapsed;
  4596. }
  4597. blit(this, _textVideoMemBlitter, tvm);
  4598. // PIX_ENDEVENT();
  4599. }
  4600. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4601. {
  4602. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  4603. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4604. // PIX_ENDEVENT();
  4605. }
  4606. setResourceBarrier(m_commandList
  4607. , m_backBufferColor[m_backBufferColorIdx]
  4608. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4609. , D3D12_RESOURCE_STATE_PRESENT
  4610. );
  4611. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  4612. }
  4613. } /* namespace d3d12 */ } // namespace bgfx
  4614. #else
  4615. namespace bgfx { namespace d3d12
  4616. {
  4617. RendererContextI* rendererCreate()
  4618. {
  4619. return NULL;
  4620. }
  4621. void rendererDestroy()
  4622. {
  4623. }
  4624. } /* namespace d3d12 */ } // namespace bgfx
  4625. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12