renderer_d3d11.cpp 81 KB

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  1. /*
  2. * Copyright 2011-2013 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx
  9. {
  10. typedef HRESULT (WINAPI * PFN_CREATEDXGIFACTORY)(REFIID _riid, void** _factory);
  11. static const D3D11_PRIMITIVE_TOPOLOGY s_primType[] =
  12. {
  13. D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
  14. D3D11_PRIMITIVE_TOPOLOGY_LINELIST,
  15. D3D11_PRIMITIVE_TOPOLOGY_POINTLIST,
  16. };
  17. static const uint32_t s_checkMsaa[] =
  18. {
  19. 0,
  20. 2,
  21. 4,
  22. 8,
  23. 16,
  24. };
  25. static DXGI_SAMPLE_DESC s_msaa[] =
  26. {
  27. { 1, 0 },
  28. { 2, 0 },
  29. { 4, 0 },
  30. { 8, 0 },
  31. { 16, 0 },
  32. };
  33. static const D3D11_BLEND s_blendFactor[][2] =
  34. {
  35. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  36. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO },
  37. { D3D11_BLEND_ONE, D3D11_BLEND_ONE },
  38. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA },
  39. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA },
  40. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA },
  41. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA },
  42. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA },
  43. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA },
  44. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA },
  45. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA },
  46. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE },
  47. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR },
  48. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR },
  49. };
  50. static const D3D11_COMPARISON_FUNC s_depthFunc[] =
  51. {
  52. D3D11_COMPARISON_LESS, // ignored
  53. D3D11_COMPARISON_LESS,
  54. D3D11_COMPARISON_LESS_EQUAL,
  55. D3D11_COMPARISON_EQUAL,
  56. D3D11_COMPARISON_GREATER_EQUAL,
  57. D3D11_COMPARISON_GREATER,
  58. D3D11_COMPARISON_NOT_EQUAL,
  59. D3D11_COMPARISON_NEVER,
  60. D3D11_COMPARISON_ALWAYS,
  61. };
  62. static const D3D11_COMPARISON_FUNC s_stencilFunc[] =
  63. {
  64. D3D11_COMPARISON_LESS, // ignored
  65. D3D11_COMPARISON_LESS,
  66. D3D11_COMPARISON_LESS_EQUAL,
  67. D3D11_COMPARISON_EQUAL,
  68. D3D11_COMPARISON_GREATER_EQUAL,
  69. D3D11_COMPARISON_GREATER,
  70. D3D11_COMPARISON_NOT_EQUAL,
  71. D3D11_COMPARISON_NEVER,
  72. D3D11_COMPARISON_ALWAYS,
  73. };
  74. static const D3D11_STENCIL_OP s_stencilOp[] =
  75. {
  76. D3D11_STENCIL_OP_ZERO,
  77. D3D11_STENCIL_OP_KEEP,
  78. D3D11_STENCIL_OP_REPLACE,
  79. D3D11_STENCIL_OP_INCR,
  80. D3D11_STENCIL_OP_INCR_SAT,
  81. D3D11_STENCIL_OP_DECR,
  82. D3D11_STENCIL_OP_DECR_SAT,
  83. D3D11_STENCIL_OP_INVERT,
  84. };
  85. static const D3D11_CULL_MODE s_cullMode[] =
  86. {
  87. D3D11_CULL_NONE,
  88. D3D11_CULL_FRONT,
  89. D3D11_CULL_BACK,
  90. };
  91. static DXGI_FORMAT s_colorFormat[] =
  92. {
  93. DXGI_FORMAT_UNKNOWN, // ignored
  94. DXGI_FORMAT_R8G8B8A8_UNORM,
  95. DXGI_FORMAT_R10G10B10A2_UNORM,
  96. DXGI_FORMAT_R16G16B16A16_UNORM,
  97. DXGI_FORMAT_R16G16B16A16_FLOAT,
  98. DXGI_FORMAT_R16_FLOAT,
  99. DXGI_FORMAT_R32_FLOAT,
  100. };
  101. static const DXGI_FORMAT s_depthFormat[] =
  102. {
  103. DXGI_FORMAT_UNKNOWN, // ignored
  104. DXGI_FORMAT_D24_UNORM_S8_UINT,
  105. };
  106. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  107. {
  108. D3D11_TEXTURE_ADDRESS_WRAP,
  109. D3D11_TEXTURE_ADDRESS_MIRROR,
  110. D3D11_TEXTURE_ADDRESS_CLAMP,
  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. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  124. * 0x10 // MIN_LINEAR
  125. * 0x04 // MAG_LINEAR
  126. * 0x01 // MIP_LINEAR
  127. */
  128. static const uint32_t s_textureFilter[3][3] =
  129. {
  130. {
  131. 0x10, // min linear
  132. 0x00, // min point
  133. 0x55, // anisotopic
  134. },
  135. {
  136. 0x04, // mag linear
  137. 0x00, // mag point
  138. 0x55, // anisotopic
  139. },
  140. {
  141. 0x01, // mip linear
  142. 0x00, // mip point
  143. 0x55, // anisotopic
  144. },
  145. };
  146. struct TextureFormatInfo
  147. {
  148. DXGI_FORMAT m_fmt;
  149. uint8_t m_bpp;
  150. };
  151. #ifndef DXGI_FORMAT_B4G4R4A4_UNORM
  152. // Win8 only BS
  153. // https://blogs.msdn.com/b/chuckw/archive/2012/11/14/directx-11-1-and-windows-7.aspx?Redirected=true
  154. // http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx
  155. # define DXGI_FORMAT_B4G4R4A4_UNORM DXGI_FORMAT(115)
  156. #endif // DXGI_FORMAT_B4G4R4A4_UNORM
  157. static const TextureFormatInfo s_textureFormat[TextureFormat::Count] =
  158. {
  159. { DXGI_FORMAT_BC1_UNORM, 4 },
  160. { DXGI_FORMAT_BC2_UNORM, 8 },
  161. { DXGI_FORMAT_BC3_UNORM, 8 },
  162. { DXGI_FORMAT_BC4_UNORM, 4 },
  163. { DXGI_FORMAT_BC5_UNORM, 8 },
  164. { DXGI_FORMAT_UNKNOWN, 0 },
  165. { DXGI_FORMAT_R8_UNORM, 8 },
  166. { DXGI_FORMAT_B8G8R8A8_UNORM, 32 },
  167. { DXGI_FORMAT_B8G8R8A8_UNORM, 32 },
  168. { DXGI_FORMAT_R16G16B16A16_UNORM, 64 },
  169. { DXGI_FORMAT_R16G16B16A16_FLOAT, 64 },
  170. { DXGI_FORMAT_B5G6R5_UNORM, 16 },
  171. { DXGI_FORMAT_B4G4R4A4_UNORM, 16 },
  172. { DXGI_FORMAT_B5G5R5A1_UNORM, 16 },
  173. { DXGI_FORMAT_R10G10B10A2_UNORM, 32 },
  174. };
  175. static const D3D11_INPUT_ELEMENT_DESC s_attrib[Attrib::Count] =
  176. {
  177. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  178. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  179. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  180. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  181. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  182. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  183. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  184. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  185. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  186. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  187. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  188. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  189. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  190. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  191. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  192. };
  193. static const DXGI_FORMAT s_attribType[AttribType::Count][4][2] =
  194. {
  195. {
  196. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  197. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  198. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  199. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  200. },
  201. {
  202. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  203. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  204. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  205. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  206. },
  207. {
  208. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  209. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  210. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  211. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  212. },
  213. {
  214. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  215. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  216. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  217. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  218. },
  219. };
  220. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  221. {
  222. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  223. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  224. {
  225. if (0xff != _decl.m_attributes[attr])
  226. {
  227. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  228. if (0 == _decl.m_attributes[attr])
  229. {
  230. elem->AlignedByteOffset = 0;
  231. }
  232. else
  233. {
  234. uint8_t num;
  235. AttribType::Enum type;
  236. bool normalized;
  237. bool asInt;
  238. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  239. elem->Format = s_attribType[type][num-1][normalized];
  240. elem->AlignedByteOffset = _decl.m_offset[attr];
  241. }
  242. ++elem;
  243. }
  244. }
  245. return elem;
  246. }
  247. struct TextureStage
  248. {
  249. TextureStage()
  250. {
  251. clear();
  252. }
  253. void clear()
  254. {
  255. memset(m_srv, 0, sizeof(m_srv) );
  256. memset(m_sampler, 0, sizeof(m_sampler) );
  257. }
  258. ID3D11ShaderResourceView* m_srv[BGFX_STATE_TEX_COUNT];
  259. ID3D11SamplerState* m_sampler[BGFX_STATE_TEX_COUNT];
  260. };
  261. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  262. template <typename Ty>
  263. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  264. {
  265. #if BGFX_CONFIG_DEBUG_OBJECT_NAME
  266. char temp[2048];
  267. va_list argList;
  268. va_start(argList, _format);
  269. int size = uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  270. va_end(argList);
  271. temp[size] = '\0';
  272. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  273. #endif // BGFX_CONFIG_DEBUG_OBJECT_NAME
  274. }
  275. struct RendererContext
  276. {
  277. RendererContext()
  278. : m_captureTexture(NULL)
  279. , m_captureResolve(NULL)
  280. , m_wireframe(false)
  281. , m_vsChanges(0)
  282. , m_fsChanges(0)
  283. {
  284. }
  285. void init()
  286. {
  287. m_d3d11dll = LoadLibrary("d3d11.dll");
  288. BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
  289. PFN_D3D11_CREATE_DEVICE d3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(m_d3d11dll, "D3D11CreateDevice");
  290. BGFX_FATAL(NULL != d3D11CreateDevice, Fatal::UnableToInitialize, "Function D3D11CreateDevice not found.");
  291. m_dxgidll = LoadLibrary("dxgi.dll");
  292. BGFX_FATAL(NULL != m_dxgidll, Fatal::UnableToInitialize, "Failed to load dxgi.dll.");
  293. PFN_CREATEDXGIFACTORY dxgiCreateDXGIFactory = (PFN_CREATEDXGIFACTORY)GetProcAddress(m_dxgidll, "CreateDXGIFactory");
  294. BGFX_FATAL(NULL != dxgiCreateDXGIFactory, Fatal::UnableToInitialize, "Function CreateDXGIFactory not found.");
  295. HRESULT hr;
  296. IDXGIFactory* factory;
  297. hr = dxgiCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
  298. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  299. m_adapter = NULL;
  300. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  301. IDXGIAdapter* adapter;
  302. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter); ++ii)
  303. {
  304. DXGI_ADAPTER_DESC desc;
  305. hr = adapter->GetDesc(&desc);
  306. if (SUCCEEDED(hr) )
  307. {
  308. BX_TRACE("Adapter #%d", ii);
  309. char description[countof(desc.Description)];
  310. wcstombs(description, desc.Description, countof(desc.Description) );
  311. BX_TRACE("\tDescription: %s", description);
  312. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  313. , desc.VendorId
  314. , desc.DeviceId
  315. , desc.SubSysId
  316. , desc.Revision
  317. );
  318. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  319. , desc.DedicatedVideoMemory
  320. , desc.DedicatedSystemMemory
  321. , desc.SharedSystemMemory
  322. );
  323. #if BGFX_CONFIG_DEBUG_PERFHUD
  324. if (0 != strstr(description, "PerfHUD") )
  325. {
  326. m_adapter = adapter;
  327. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  328. }
  329. #endif // BGFX_CONFIG_DEBUG_PERFHUD
  330. }
  331. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  332. }
  333. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  334. D3D_FEATURE_LEVEL features[] =
  335. {
  336. D3D_FEATURE_LEVEL_11_0,
  337. };
  338. memset(&m_scd, 0, sizeof(m_scd) );
  339. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  340. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  341. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  342. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  343. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  344. m_scd.SampleDesc.Count = 1;
  345. m_scd.SampleDesc.Quality = 0;
  346. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  347. m_scd.BufferCount = 1;
  348. m_scd.OutputWindow = g_bgfxHwnd;
  349. m_scd.Windowed = true;
  350. uint32_t flags = D3D11_CREATE_DEVICE_SINGLETHREADED
  351. #if BGFX_CONFIG_DEBUG
  352. | D3D11_CREATE_DEVICE_DEBUG
  353. #endif // BGFX_CONFIG_DEBUG
  354. ;
  355. D3D_FEATURE_LEVEL featureLevel;
  356. hr = d3D11CreateDevice(m_adapter
  357. , m_driverType
  358. , NULL
  359. , flags
  360. , features
  361. , 1
  362. , D3D11_SDK_VERSION
  363. , &m_device
  364. , &featureLevel
  365. , &m_deviceCtx
  366. );
  367. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  368. IDXGIDevice* device;
  369. hr = m_device->QueryInterface(__uuidof(IDXGIDevice), (void**)&device);
  370. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  371. hr = device->GetParent(__uuidof(IDXGIAdapter), (void**)&adapter);
  372. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  373. DX_RELEASE(device, 2);
  374. hr = adapter->GetDesc(&m_adapterDesc);
  375. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  376. hr = adapter->GetParent(__uuidof(IDXGIFactory), (void**)&m_factory);
  377. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  378. DX_RELEASE(adapter, 2);
  379. hr = m_factory->CreateSwapChain(m_device
  380. , &m_scd
  381. , &m_swapChain
  382. );
  383. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  384. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  385. {
  386. m_predefinedUniforms[ii].create(UniformType::Uniform4x4fv, 1, false);
  387. m_uniformReg.add(getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  388. }
  389. postReset();
  390. }
  391. void shutdown()
  392. {
  393. preReset();
  394. m_deviceCtx->ClearState();
  395. invalidateCache();
  396. for (uint32_t ii = 0; ii < countof(m_indexBuffers); ++ii)
  397. {
  398. m_indexBuffers[ii].destroy();
  399. }
  400. for (uint32_t ii = 0; ii < countof(m_vertexBuffers); ++ii)
  401. {
  402. m_vertexBuffers[ii].destroy();
  403. }
  404. for (uint32_t ii = 0; ii < countof(m_vertexShaders); ++ii)
  405. {
  406. m_vertexShaders[ii].destroy();
  407. }
  408. for (uint32_t ii = 0; ii < countof(m_fragmentShaders); ++ii)
  409. {
  410. m_fragmentShaders[ii].destroy();
  411. }
  412. for (uint32_t ii = 0; ii < countof(m_textures); ++ii)
  413. {
  414. m_textures[ii].destroy();
  415. }
  416. for (uint32_t ii = 0; ii < countof(m_renderTargets); ++ii)
  417. {
  418. m_renderTargets[ii].destroy();
  419. }
  420. for (uint32_t ii = 0; ii < countof(m_uniforms); ++ii)
  421. {
  422. m_uniforms[ii].destroy();
  423. }
  424. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  425. {
  426. m_predefinedUniforms[ii].destroy();
  427. }
  428. DX_RELEASE(m_swapChain, 0);
  429. DX_RELEASE(m_deviceCtx, 0);
  430. DX_RELEASE(m_device, 0);
  431. DX_RELEASE(m_factory, 0);
  432. FreeLibrary(m_dxgidll);
  433. FreeLibrary(m_d3d11dll);
  434. }
  435. void preReset()
  436. {
  437. DX_RELEASE(m_backBufferDepthStencil, 0);
  438. DX_RELEASE(m_backBufferColor, 0);
  439. // invalidateCache();
  440. capturePreReset();
  441. }
  442. void postReset()
  443. {
  444. ID3D11Texture2D* color;
  445. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&color) );
  446. DX_CHECK(m_device->CreateRenderTargetView(color, NULL, &m_backBufferColor) );
  447. DX_RELEASE(color, 0);
  448. D3D11_TEXTURE2D_DESC dsd;
  449. dsd.Width = m_scd.BufferDesc.Width;
  450. dsd.Height = m_scd.BufferDesc.Height;
  451. dsd.MipLevels = 1;
  452. dsd.ArraySize = 1;
  453. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  454. dsd.SampleDesc = m_scd.SampleDesc;
  455. dsd.Usage = D3D11_USAGE_DEFAULT;
  456. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  457. dsd.CPUAccessFlags = 0;
  458. dsd.MiscFlags = 0;
  459. ID3D11Texture2D* depthStencil;
  460. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  461. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  462. DX_RELEASE(depthStencil, 0);
  463. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  464. m_currentColor = m_backBufferColor;
  465. m_currentDepthStencil = m_backBufferDepthStencil;
  466. capturePostReset();
  467. }
  468. void flip()
  469. {
  470. if (NULL != m_swapChain)
  471. {
  472. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  473. DX_CHECK(m_swapChain->Present(syncInterval, 0) );
  474. }
  475. }
  476. void invalidateCache()
  477. {
  478. m_inputLayoutCache.invalidate();
  479. m_blendStateCache.invalidate();
  480. m_depthStencilStateCache.invalidate();
  481. m_rasterizerStateCache.invalidate();
  482. m_samplerStateCache.invalidate();
  483. }
  484. void updateMsaa()
  485. {
  486. for (uint32_t ii = 1, last = 0; ii < countof(s_msaa); ++ii)
  487. {
  488. uint32_t msaa = s_checkMsaa[ii];
  489. uint32_t quality = 0;
  490. HRESULT hr = m_device->CheckMultisampleQualityLevels(m_scd.BufferDesc.Format, msaa, &quality);
  491. if (SUCCEEDED(hr)
  492. && 0 < quality)
  493. {
  494. s_msaa[ii].Count = msaa;
  495. s_msaa[ii].Quality = quality - 1;
  496. last = ii;
  497. }
  498. else
  499. {
  500. s_msaa[ii] = s_msaa[last];
  501. }
  502. }
  503. }
  504. void updateResolution(const Resolution& _resolution)
  505. {
  506. if ( (uint32_t)m_scd.BufferDesc.Width != _resolution.m_width
  507. || (uint32_t)m_scd.BufferDesc.Height != _resolution.m_height
  508. || m_flags != _resolution.m_flags)
  509. {
  510. bool resize = (m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  511. m_flags = _resolution.m_flags;
  512. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  513. m_textVideoMem.clear();
  514. m_scd.BufferDesc.Width = _resolution.m_width;
  515. m_scd.BufferDesc.Height = _resolution.m_height;
  516. preReset();
  517. if (resize)
  518. {
  519. DX_CHECK(m_swapChain->ResizeBuffers(2
  520. , m_scd.BufferDesc.Width
  521. , m_scd.BufferDesc.Height
  522. , m_scd.BufferDesc.Format
  523. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  524. ) );
  525. }
  526. else
  527. {
  528. updateMsaa();
  529. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  530. DX_RELEASE(m_swapChain, 0);
  531. HRESULT hr;
  532. hr = m_factory->CreateSwapChain(m_device
  533. , &m_scd
  534. , &m_swapChain
  535. );
  536. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  537. }
  538. postReset();
  539. }
  540. }
  541. void setShaderConstant(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  542. {
  543. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  544. {
  545. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  546. m_fsChanges += _numRegs;
  547. }
  548. else
  549. {
  550. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  551. m_vsChanges += _numRegs;
  552. }
  553. }
  554. void commitShaderConstants()
  555. {
  556. if (0 < m_vsChanges)
  557. {
  558. if (NULL != m_currentProgram->m_vsh->m_buffer)
  559. {
  560. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  561. }
  562. m_vsChanges = 0;
  563. }
  564. if (0 < m_fsChanges)
  565. {
  566. if (NULL != m_currentProgram->m_fsh->m_buffer)
  567. {
  568. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  569. }
  570. m_fsChanges = 0;
  571. }
  572. }
  573. void setRenderTarget(RenderTargetHandle _rt, bool _msaa = true)
  574. {
  575. BX_UNUSED(_msaa);
  576. if (_rt.idx == invalidHandle)
  577. {
  578. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  579. m_currentColor = m_backBufferColor;
  580. m_currentDepthStencil = m_backBufferDepthStencil;
  581. }
  582. else
  583. {
  584. invalidateTextureStage();
  585. RenderTarget& renderTarget = m_renderTargets[_rt.idx];
  586. m_deviceCtx->OMSetRenderTargets(1, &renderTarget.m_rtv, renderTarget.m_dsv);
  587. m_currentColor = renderTarget.m_rtv;
  588. m_currentDepthStencil = renderTarget.m_dsv;
  589. }
  590. }
  591. void clear(const Clear& _clear)
  592. {
  593. if (NULL != m_currentColor
  594. && BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  595. {
  596. uint32_t rgba = _clear.m_rgba;
  597. float frgba[4] = { (rgba>>24)/255.0f, ( (rgba>>16)&0xff)/255.0f, ( (rgba>>8)&0xff)/255.0f, (rgba&0xff)/255.0f };
  598. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  599. }
  600. if (NULL != m_currentDepthStencil
  601. && (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
  602. {
  603. DWORD flags = 0;
  604. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
  605. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
  606. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  607. }
  608. }
  609. void setInputLayout(const VertexDecl& _vertexDecl, const Program& _program, uint8_t _numInstanceData)
  610. {
  611. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  612. layoutHash ^= _numInstanceData;
  613. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  614. if (NULL == layout)
  615. {
  616. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  617. VertexDecl decl;
  618. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  619. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  620. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  621. {
  622. uint8_t mask = attrMask[ii];
  623. uint8_t attr = (decl.m_attributes[ii] & mask);
  624. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  625. }
  626. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  627. uint32_t num = uint32_t(elem-vertexElements);
  628. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  629. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  630. {
  631. uint32_t index = 8-_numInstanceData+ii;
  632. uint32_t jj;
  633. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  634. for (jj = 0; jj < num; ++jj)
  635. {
  636. curr = &vertexElements[jj];
  637. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  638. && curr->SemanticIndex == index)
  639. {
  640. break;
  641. }
  642. }
  643. if (jj == num)
  644. {
  645. curr = elem;
  646. ++elem;
  647. }
  648. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  649. curr->InputSlot = 1;
  650. curr->SemanticIndex = index;
  651. curr->AlignedByteOffset = ii*16;
  652. }
  653. num = uint32_t(elem-vertexElements);
  654. DX_CHECK(m_device->CreateInputLayout(vertexElements
  655. , num
  656. , _program.m_vsh->m_code->data
  657. , _program.m_vsh->m_code->size
  658. , &layout
  659. ) );
  660. m_inputLayoutCache.add(layoutHash, layout);
  661. }
  662. m_deviceCtx->IASetInputLayout(layout);
  663. }
  664. void setBlendState(uint64_t _state, uint32_t _rgba = UINT32_MAX)
  665. {
  666. _state &= BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE;
  667. ID3D11BlendState* bs = m_blendStateCache.find(_state);
  668. if (NULL == bs)
  669. {
  670. D3D11_BLEND_DESC desc;
  671. memset(&desc, 0, sizeof(desc) );
  672. D3D11_RENDER_TARGET_BLEND_DESC& drt = desc.RenderTarget[0];
  673. drt.BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  674. uint32_t blend = (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT;
  675. uint32_t src = blend&0xf;
  676. uint32_t dst = (blend>>4)&0xf;
  677. uint32_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  678. writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  679. drt.SrcBlend = s_blendFactor[src][0];
  680. drt.DestBlend = s_blendFactor[dst][0];
  681. drt.BlendOp = D3D11_BLEND_OP_ADD;
  682. drt.SrcBlendAlpha = s_blendFactor[src][1];
  683. drt.DestBlendAlpha = s_blendFactor[dst][1];
  684. drt.BlendOpAlpha = D3D11_BLEND_OP_ADD;
  685. drt.RenderTargetWriteMask = writeMask;
  686. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  687. m_blendStateCache.add(_state, bs);
  688. }
  689. float blendFactor[4];
  690. blendFactor[0] = (_rgba>>24)/255.0f;
  691. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  692. blendFactor[2] = ( (_rgba>>8)&0xff)/255.0f;
  693. blendFactor[3] = (_rgba&0xff)/255.0f;
  694. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  695. }
  696. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  697. {
  698. _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
  699. uint32_t fstencil = unpackStencil(0, _stencil);
  700. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  701. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  702. HashMurmur2A murmur;
  703. murmur.begin();
  704. murmur.add(_state);
  705. murmur.add(_stencil);
  706. uint32_t hash = murmur.end();
  707. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  708. if (NULL == dss)
  709. {
  710. D3D11_DEPTH_STENCIL_DESC desc;
  711. memset(&desc, 0, sizeof(desc) );
  712. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  713. desc.DepthEnable = 0 != func;
  714. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  715. desc.DepthFunc = s_depthFunc[func];
  716. uint32_t bstencil = unpackStencil(1, _stencil);
  717. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  718. bstencil = frontAndBack ? bstencil : fstencil;
  719. desc.StencilEnable = 0 != _stencil;
  720. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  721. desc.StencilWriteMask = 0xff;
  722. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  723. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  724. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  725. desc.FrontFace.StencilFunc = s_stencilFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  726. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  727. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  728. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  729. desc.BackFace.StencilFunc = s_stencilFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  730. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  731. m_depthStencilStateCache.add(hash, dss);
  732. }
  733. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  734. }
  735. void setDebugWireframe(bool _wireframe)
  736. {
  737. if (m_wireframe != _wireframe)
  738. {
  739. m_wireframe = _wireframe;
  740. m_rasterizerStateCache.invalidate();
  741. }
  742. }
  743. void setRasterizerState(uint64_t _state, bool _wireframe = false)
  744. {
  745. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  746. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  747. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  748. if (NULL == rs)
  749. {
  750. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  751. D3D11_RASTERIZER_DESC desc;
  752. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  753. desc.CullMode = s_cullMode[cull];
  754. desc.FrontCounterClockwise = false;
  755. desc.DepthBias = 0;
  756. desc.DepthBiasClamp = 0.0f;
  757. desc.SlopeScaledDepthBias = 0.0f;
  758. desc.DepthClipEnable = false;
  759. desc.ScissorEnable = false;
  760. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  761. desc.AntialiasedLineEnable = false;
  762. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  763. m_rasterizerStateCache.add(_state, rs);
  764. }
  765. m_deviceCtx->RSSetState(rs);
  766. }
  767. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  768. {
  769. _flags &= BGFX_TEXTURE_MIN_MASK|BGFX_TEXTURE_MAG_MASK|BGFX_TEXTURE_MIP_MASK
  770. | BGFX_TEXTURE_U_MASK|BGFX_TEXTURE_V_MASK|BGFX_TEXTURE_W_MASK
  771. ;
  772. uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  773. uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  774. uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  775. D3D11_SAMPLER_DESC sd;
  776. sd.Filter = (D3D11_FILTER)(minFilter|magFilter|mipFilter);
  777. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  778. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  779. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  780. sd.MipLODBias = 0.0f;
  781. sd.MaxAnisotropy = 1;
  782. sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
  783. sd.BorderColor[0] = 0.0f;
  784. sd.BorderColor[1] = 0.0f;
  785. sd.BorderColor[2] = 0.0f;
  786. sd.BorderColor[3] = 0.0f;
  787. sd.MinLOD = 0;
  788. sd.MaxLOD = D3D11_FLOAT32_MAX;
  789. uint32_t hash = bx::hashMurmur2A(sd);
  790. ID3D11SamplerState* sampler = m_samplerStateCache.find(hash);
  791. if (NULL == sampler)
  792. {
  793. m_device->CreateSamplerState(&sd, &sampler);
  794. DX_CHECK_REFCOUNT(sampler, 1);
  795. m_samplerStateCache.add(hash, sampler);
  796. }
  797. return sampler;
  798. }
  799. void commitTextureStage()
  800. {
  801. m_deviceCtx->PSSetShaderResources(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_srv);
  802. m_deviceCtx->PSSetSamplers(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_sampler);
  803. }
  804. void invalidateTextureStage()
  805. {
  806. m_textureStage.clear();
  807. commitTextureStage();
  808. }
  809. void capturePostReset()
  810. {
  811. if (m_flags&BGFX_RESET_CAPTURE)
  812. {
  813. ID3D11Texture2D* backBuffer;
  814. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  815. D3D11_TEXTURE2D_DESC backBufferDesc;
  816. backBuffer->GetDesc(&backBufferDesc);
  817. D3D11_TEXTURE2D_DESC desc;
  818. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  819. desc.SampleDesc.Count = 1;
  820. desc.SampleDesc.Quality = 0;
  821. desc.Usage = D3D11_USAGE_STAGING;
  822. desc.BindFlags = 0;
  823. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  824. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  825. if (SUCCEEDED(hr) )
  826. {
  827. if (backBufferDesc.SampleDesc.Count != 1)
  828. {
  829. desc.Usage = D3D11_USAGE_DEFAULT;
  830. desc.CPUAccessFlags = 0;
  831. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  832. }
  833. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  834. }
  835. DX_RELEASE(backBuffer, 0);
  836. }
  837. }
  838. void capturePreReset()
  839. {
  840. if (NULL != m_captureTexture)
  841. {
  842. g_callback->captureEnd();
  843. }
  844. DX_RELEASE(m_captureResolve, 0);
  845. DX_RELEASE(m_captureTexture, 0);
  846. }
  847. void capture()
  848. {
  849. if (NULL != m_captureTexture)
  850. {
  851. ID3D11Texture2D* backBuffer;
  852. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  853. DXGI_MODE_DESC& desc = m_scd.BufferDesc;
  854. if (NULL == m_captureResolve)
  855. {
  856. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  857. }
  858. else
  859. {
  860. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, desc.Format);
  861. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  862. }
  863. D3D11_MAPPED_SUBRESOURCE mapped;
  864. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  865. g_callback->captureFrame(mapped.pData, desc.Height*mapped.RowPitch);
  866. m_deviceCtx->Unmap(m_captureTexture, 0);
  867. DX_RELEASE(backBuffer, 0);
  868. }
  869. }
  870. void saveScreenShot(Memory* _mem)
  871. {
  872. ID3D11Texture2D* backBuffer;
  873. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  874. D3D11_TEXTURE2D_DESC backBufferDesc;
  875. backBuffer->GetDesc(&backBufferDesc);
  876. D3D11_TEXTURE2D_DESC desc;
  877. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  878. desc.SampleDesc.Count = 1;
  879. desc.SampleDesc.Quality = 0;
  880. desc.Usage = D3D11_USAGE_STAGING;
  881. desc.BindFlags = 0;
  882. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  883. ID3D11Texture2D* texture;
  884. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  885. if (SUCCEEDED(hr) )
  886. {
  887. if (backBufferDesc.SampleDesc.Count == 1)
  888. {
  889. m_deviceCtx->CopyResource(texture, backBuffer);
  890. }
  891. else
  892. {
  893. desc.Usage = D3D11_USAGE_DEFAULT;
  894. desc.CPUAccessFlags = 0;
  895. ID3D11Texture2D* resolve;
  896. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  897. if (SUCCEEDED(hr) )
  898. {
  899. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  900. m_deviceCtx->CopyResource(texture, resolve);
  901. DX_RELEASE(resolve, 0);
  902. }
  903. }
  904. D3D11_MAPPED_SUBRESOURCE mapped;
  905. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  906. g_callback->screenShot( (const char*)_mem->data
  907. , backBufferDesc.Width
  908. , backBufferDesc.Height
  909. , mapped.RowPitch
  910. , mapped.pData
  911. , backBufferDesc.Height*mapped.RowPitch
  912. , false
  913. );
  914. m_deviceCtx->Unmap(texture, 0);
  915. DX_RELEASE(texture, 0);
  916. }
  917. DX_RELEASE(backBuffer, 0);
  918. }
  919. HMODULE m_d3d11dll;
  920. HMODULE m_dxgidll;
  921. D3D_DRIVER_TYPE m_driverType;
  922. IDXGIAdapter* m_adapter;
  923. DXGI_ADAPTER_DESC m_adapterDesc;
  924. IDXGIFactory* m_factory;
  925. IDXGISwapChain* m_swapChain;
  926. ID3D11Device* m_device;
  927. ID3D11DeviceContext* m_deviceCtx;
  928. ID3D11RenderTargetView* m_backBufferColor;
  929. ID3D11DepthStencilView* m_backBufferDepthStencil;
  930. ID3D11RenderTargetView* m_currentColor;
  931. ID3D11DepthStencilView* m_currentDepthStencil;
  932. ID3D11Texture2D* m_captureTexture;
  933. ID3D11Texture2D* m_captureResolve;
  934. bool m_wireframe;
  935. DXGI_SWAP_CHAIN_DESC m_scd;
  936. uint32_t m_flags;
  937. IndexBuffer m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  938. VertexBuffer m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  939. Shader m_vertexShaders[BGFX_CONFIG_MAX_VERTEX_SHADERS];
  940. Shader m_fragmentShaders[BGFX_CONFIG_MAX_FRAGMENT_SHADERS];
  941. Program m_program[BGFX_CONFIG_MAX_PROGRAMS];
  942. Texture m_textures[BGFX_CONFIG_MAX_TEXTURES];
  943. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  944. RenderTarget m_renderTargets[BGFX_CONFIG_MAX_RENDER_TARGETS];
  945. UniformBuffer m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  946. UniformBuffer m_predefinedUniforms[PredefinedUniform::Count];
  947. UniformRegistry m_uniformReg;
  948. StateCacheT<ID3D11BlendState> m_blendStateCache;
  949. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  950. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  951. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  952. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  953. TextVideoMem m_textVideoMem;
  954. RenderTargetHandle m_rt;
  955. TextureStage m_textureStage;
  956. Program* m_currentProgram;
  957. uint8_t m_vsScratch[64<<10];
  958. uint8_t m_fsScratch[64<<10];
  959. uint32_t m_vsChanges;
  960. uint32_t m_fsChanges;
  961. };
  962. static RendererContext s_renderCtx;
  963. void IndexBuffer::create(uint32_t _size, void* _data)
  964. {
  965. m_size = _size;
  966. m_dynamic = NULL == _data;
  967. D3D11_BUFFER_DESC desc;
  968. desc.ByteWidth = _size;
  969. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  970. desc.MiscFlags = 0;
  971. desc.StructureByteStride = 0;
  972. if (m_dynamic)
  973. {
  974. desc.Usage = D3D11_USAGE_DYNAMIC;
  975. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  976. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
  977. , NULL
  978. , &m_ptr
  979. ) );
  980. }
  981. else
  982. {
  983. desc.Usage = D3D11_USAGE_IMMUTABLE;
  984. desc.CPUAccessFlags = 0;
  985. D3D11_SUBRESOURCE_DATA srd;
  986. srd.pSysMem = _data;
  987. srd.SysMemPitch = 0;
  988. srd.SysMemSlicePitch = 0;
  989. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
  990. , &srd
  991. , &m_ptr
  992. ) );
  993. }
  994. }
  995. void IndexBuffer::update(uint32_t _offset, uint32_t _size, void* _data)
  996. {
  997. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  998. BX_CHECK(m_dynamic, "Must be dynamic!");
  999. D3D11_MAPPED_SUBRESOURCE mapped;
  1000. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  1001. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  1002. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  1003. deviceCtx->Unmap(m_ptr, 0);
  1004. }
  1005. void VertexBuffer::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
  1006. {
  1007. m_size = _size;
  1008. m_decl = _declHandle;
  1009. m_dynamic = NULL == _data;
  1010. D3D11_BUFFER_DESC desc;
  1011. desc.ByteWidth = _size;
  1012. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  1013. desc.MiscFlags = 0;
  1014. if (m_dynamic)
  1015. {
  1016. desc.Usage = D3D11_USAGE_DYNAMIC;
  1017. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1018. desc.StructureByteStride = 0;
  1019. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
  1020. , NULL
  1021. , &m_ptr
  1022. ) );
  1023. }
  1024. else
  1025. {
  1026. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1027. desc.CPUAccessFlags = 0;
  1028. desc.StructureByteStride = 0;
  1029. D3D11_SUBRESOURCE_DATA srd;
  1030. srd.pSysMem = _data;
  1031. srd.SysMemPitch = 0;
  1032. srd.SysMemSlicePitch = 0;
  1033. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc
  1034. , &srd
  1035. , &m_ptr
  1036. ) );
  1037. }
  1038. }
  1039. void VertexBuffer::update(uint32_t _offset, uint32_t _size, void* _data)
  1040. {
  1041. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  1042. BX_CHECK(m_dynamic, "Must be dynamic!");
  1043. D3D11_MAPPED_SUBRESOURCE mapped;
  1044. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  1045. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  1046. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  1047. deviceCtx->Unmap(m_ptr, 0);
  1048. }
  1049. void ConstantBuffer::commit()
  1050. {
  1051. reset();
  1052. do
  1053. {
  1054. uint32_t opcode = read();
  1055. if (UniformType::End == opcode)
  1056. {
  1057. break;
  1058. }
  1059. UniformType::Enum type;
  1060. uint16_t loc;
  1061. uint16_t num;
  1062. uint16_t copy;
  1063. decodeOpcode(opcode, type, loc, num, copy);
  1064. const char* data;
  1065. if (copy)
  1066. {
  1067. data = read(g_uniformTypeSize[type]*num);
  1068. }
  1069. else
  1070. {
  1071. memcpy(&data, read(sizeof(void*) ), sizeof(void*) );
  1072. }
  1073. #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
  1074. case UniformType::_uniform: \
  1075. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1076. { \
  1077. s_renderCtx.setShaderConstant(type, loc, data, num); \
  1078. } \
  1079. break;
  1080. switch ((int32_t)type)
  1081. {
  1082. CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
  1083. CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
  1084. CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
  1085. CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
  1086. CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
  1087. CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
  1088. CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
  1089. CASE_IMPLEMENT_UNIFORM(Uniform3x3fv, Matrix3fv, F, float);
  1090. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, Matrix4fv, F, float);
  1091. case UniformType::End:
  1092. break;
  1093. default:
  1094. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy);
  1095. break;
  1096. }
  1097. #undef CASE_IMPLEMENT_UNIFORM
  1098. } while (true);
  1099. }
  1100. void TextVideoMemBlitter::setup()
  1101. {
  1102. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  1103. uint32_t width = s_renderCtx.m_scd.BufferDesc.Width;
  1104. uint32_t height = s_renderCtx.m_scd.BufferDesc.Height;
  1105. RenderTargetHandle rt = BGFX_INVALID_HANDLE;
  1106. s_renderCtx.setRenderTarget(rt, false);
  1107. D3D11_VIEWPORT vp;
  1108. vp.TopLeftX = 0;
  1109. vp.TopLeftY = 0;
  1110. vp.Width = (float)width;
  1111. vp.Height = (float)height;
  1112. vp.MinDepth = 0.0f;
  1113. vp.MaxDepth = 1.0f;
  1114. deviceCtx->RSSetViewports(1, &vp);
  1115. uint64_t state = BGFX_STATE_RGB_WRITE
  1116. | BGFX_STATE_ALPHA_WRITE
  1117. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1118. ;
  1119. s_renderCtx.setBlendState(state);
  1120. s_renderCtx.setDepthStencilState(state);
  1121. s_renderCtx.setRasterizerState(state, false);
  1122. Program& program = s_renderCtx.m_program[m_program.idx];
  1123. s_renderCtx.m_currentProgram = &program;
  1124. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  1125. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1126. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  1127. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1128. VertexBuffer& vb = s_renderCtx.m_vertexBuffers[m_vb->handle.idx];
  1129. VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[m_vb->decl.idx];
  1130. uint32_t stride = vertexDecl.m_stride;
  1131. uint32_t offset = 0;
  1132. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1133. s_renderCtx.setInputLayout(vertexDecl, program, 0);
  1134. IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib->handle.idx];
  1135. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1136. float proj[16];
  1137. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1138. PredefinedUniform& predefined = program.m_predefined[0];
  1139. uint8_t flags = predefined.m_type;
  1140. s_renderCtx.setShaderConstant(flags, predefined.m_loc, proj, 4);
  1141. s_renderCtx.commitShaderConstants();
  1142. s_renderCtx.m_textures[m_texture.idx].commit(0);
  1143. s_renderCtx.commitTextureStage();
  1144. }
  1145. void TextVideoMemBlitter::render(uint32_t _numIndices)
  1146. {
  1147. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  1148. IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib->handle.idx];
  1149. ib.update(0, _numIndices*2, m_ib->data);
  1150. uint32_t numVertices = _numIndices*4/6;
  1151. s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data);
  1152. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1153. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1154. }
  1155. void ClearQuad::clear(const Rect& _rect, const Clear& _clear, uint32_t _height)
  1156. {
  1157. BX_UNUSED(_height);
  1158. uint32_t width = s_renderCtx.m_scd.BufferDesc.Width;
  1159. uint32_t height = s_renderCtx.m_scd.BufferDesc.Height;
  1160. if (0 == _rect.m_x
  1161. && 0 == _rect.m_y
  1162. && width == _rect.m_width
  1163. && height == _rect.m_height)
  1164. {
  1165. s_renderCtx.clear(_clear);
  1166. }
  1167. else
  1168. {
  1169. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  1170. uint64_t state = 0;
  1171. state |= _clear.m_flags & BGFX_CLEAR_COLOR_BIT ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  1172. state |= _clear.m_flags & BGFX_CLEAR_DEPTH_BIT ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  1173. uint64_t stencil = 0;
  1174. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL_BIT ? 0
  1175. | BGFX_STENCIL_TEST_ALWAYS
  1176. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  1177. | BGFX_STENCIL_FUNC_RMASK(0xff)
  1178. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  1179. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  1180. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  1181. : 0
  1182. ;
  1183. s_renderCtx.setBlendState(state);
  1184. s_renderCtx.setDepthStencilState(state, stencil);
  1185. s_renderCtx.setRasterizerState(state, false);
  1186. Program& program = s_renderCtx.m_program[m_program.idx];
  1187. s_renderCtx.m_currentProgram = &program;
  1188. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  1189. deviceCtx->VSSetConstantBuffers(0, 0, NULL);
  1190. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  1191. deviceCtx->PSSetConstantBuffers(0, 0, NULL);
  1192. VertexBuffer& vb = s_renderCtx.m_vertexBuffers[m_vb->handle.idx];
  1193. VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[m_vb->decl.idx];
  1194. uint32_t stride = vertexDecl.m_stride;
  1195. uint32_t offset = 0;
  1196. {
  1197. struct Vertex
  1198. {
  1199. float m_x;
  1200. float m_y;
  1201. float m_z;
  1202. uint32_t m_abgr;
  1203. } * vertex = (Vertex*)m_vb->data;
  1204. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  1205. const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
  1206. const float depth = _clear.m_depth;
  1207. vertex->m_x = -1.0f;
  1208. vertex->m_y = -1.0f;
  1209. vertex->m_z = depth;
  1210. vertex->m_abgr = abgr;
  1211. vertex++;
  1212. vertex->m_x = 1.0f;
  1213. vertex->m_y = -1.0f;
  1214. vertex->m_z = depth;
  1215. vertex->m_abgr = abgr;
  1216. vertex++;
  1217. vertex->m_x = 1.0f;
  1218. vertex->m_y = 1.0f;
  1219. vertex->m_z = depth;
  1220. vertex->m_abgr = abgr;
  1221. vertex++;
  1222. vertex->m_x = -1.0f;
  1223. vertex->m_y = 1.0f;
  1224. vertex->m_z = depth;
  1225. vertex->m_abgr = abgr;
  1226. }
  1227. s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(0, 4*m_decl.m_stride, m_vb->data);
  1228. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1229. s_renderCtx.setInputLayout(vertexDecl, program, 0);
  1230. IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib.idx];
  1231. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1232. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1233. deviceCtx->DrawIndexed(6, 0, 0);
  1234. }
  1235. }
  1236. void Shader::create(bool _fragment, const Memory* _mem)
  1237. {
  1238. bx::MemoryReader reader(_mem->data, _mem->size);
  1239. uint32_t magic;
  1240. bx::read(&reader, magic);
  1241. uint32_t iohash;
  1242. bx::read(&reader, iohash);
  1243. bx::read(&reader, m_attrMask, sizeof(m_attrMask) );
  1244. uint16_t count;
  1245. bx::read(&reader, count);
  1246. uint16_t size;
  1247. bx::read(&reader, size);
  1248. if (0 < size)
  1249. {
  1250. D3D11_BUFFER_DESC desc;
  1251. desc.ByteWidth = size;
  1252. desc.Usage = D3D11_USAGE_DEFAULT;
  1253. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1254. desc.CPUAccessFlags = 0;
  1255. desc.MiscFlags = 0;
  1256. desc.StructureByteStride = 0;
  1257. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  1258. }
  1259. m_numPredefined = 0;
  1260. m_numUniforms = count;
  1261. BX_TRACE("Shader consts %d", count);
  1262. uint8_t fragmentBit = _fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  1263. if (0 < count)
  1264. {
  1265. m_constantBuffer = ConstantBuffer::create(1024);
  1266. for (uint32_t ii = 0; ii < count; ++ii)
  1267. {
  1268. uint8_t nameSize;
  1269. bx::read(&reader, nameSize);
  1270. char name[256];
  1271. bx::read(&reader, &name, nameSize);
  1272. name[nameSize] = '\0';
  1273. uint8_t type;
  1274. bx::read(&reader, type);
  1275. uint8_t num;
  1276. bx::read(&reader, num);
  1277. uint16_t regIndex;
  1278. bx::read(&reader, regIndex);
  1279. uint16_t regCount;
  1280. bx::read(&reader, regCount);
  1281. const char* kind = "invalid";
  1282. const void* data = NULL;
  1283. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  1284. if (PredefinedUniform::Count != predefined)
  1285. {
  1286. kind = "predefined";
  1287. m_predefined[m_numPredefined].m_loc = regIndex;
  1288. m_predefined[m_numPredefined].m_count = regCount;
  1289. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  1290. m_numPredefined++;
  1291. }
  1292. else
  1293. {
  1294. const UniformInfo* info = s_renderCtx.m_uniformReg.find(name);
  1295. UniformBuffer* uniform = info != NULL ? (UniformBuffer*)info->m_data : NULL;
  1296. if (NULL != uniform)
  1297. {
  1298. kind = "user";
  1299. data = uniform->m_data;
  1300. m_constantBuffer->writeUniformRef( (UniformType::Enum)(type|fragmentBit), regIndex, data, regCount);
  1301. }
  1302. }
  1303. BX_TRACE("\t%s: %s, type %2d, num %2d, r.index %3d, r.count %2d"
  1304. , kind
  1305. , name
  1306. , type
  1307. , num
  1308. , regIndex
  1309. , regCount
  1310. );
  1311. }
  1312. m_constantBuffer->finish();
  1313. }
  1314. uint16_t shaderSize;
  1315. bx::read(&reader, shaderSize);
  1316. const DWORD* code = (const DWORD*)reader.getDataPtr();
  1317. bx::skip(&reader, shaderSize);
  1318. if (_fragment)
  1319. {
  1320. DX_CHECK(s_renderCtx.m_device->CreatePixelShader(code, shaderSize, NULL, (ID3D11PixelShader**)&m_ptr) );
  1321. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  1322. }
  1323. else
  1324. {
  1325. m_hash = hashMurmur2A(code, shaderSize);
  1326. m_code = alloc(shaderSize);
  1327. memcpy(m_code->data, code, shaderSize);
  1328. DX_CHECK(s_renderCtx.m_device->CreateVertexShader(code, shaderSize, NULL, (ID3D11VertexShader**)&m_ptr) );
  1329. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  1330. }
  1331. }
  1332. void Texture::create(const Memory* _mem, uint32_t _flags)
  1333. {
  1334. m_sampler = s_renderCtx.getSamplerState(_flags);
  1335. Dds dds;
  1336. if (parseDds(dds, _mem) )
  1337. {
  1338. bool decompress = false;
  1339. if (dds.m_cubeMap)
  1340. {
  1341. m_type = TextureCube;
  1342. }
  1343. else if (dds.m_depth > 1)
  1344. {
  1345. m_type = Texture3D;
  1346. }
  1347. else
  1348. {
  1349. m_type = Texture2D;
  1350. }
  1351. uint32_t numSrd = dds.m_numMips*(dds.m_cubeMap ? 6 : 1);
  1352. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  1353. uint32_t kk = 0;
  1354. bool convert = false;
  1355. m_numMips = dds.m_numMips;
  1356. if (decompress
  1357. || TextureFormat::Unknown < dds.m_type)
  1358. {
  1359. uint32_t bpp = s_textureFormat[dds.m_type].m_bpp;
  1360. convert = TextureFormat::BGRX8 == dds.m_type;
  1361. for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1362. {
  1363. uint32_t width = dds.m_width;
  1364. uint32_t height = dds.m_height;
  1365. uint32_t depth = dds.m_depth;
  1366. for (uint32_t lod = 0, num = m_numMips; lod < num; ++lod)
  1367. {
  1368. width = uint32_max(1, width);
  1369. height = uint32_max(1, height);
  1370. depth = uint32_max(1, depth);
  1371. Mip mip;
  1372. if (getRawImageData(dds, side, lod, _mem, mip) )
  1373. {
  1374. if (convert)
  1375. {
  1376. uint8_t* temp = (uint8_t*)g_realloc(NULL, mip.m_width*mip.m_height*bpp/8);
  1377. mip.decode(temp);
  1378. srd[kk].pSysMem = temp;
  1379. srd[kk].SysMemPitch = mip.m_width*bpp/8;
  1380. }
  1381. else
  1382. {
  1383. srd[kk].pSysMem = mip.m_data;
  1384. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  1385. }
  1386. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  1387. ++kk;
  1388. }
  1389. width >>= 1;
  1390. height >>= 1;
  1391. depth >>= 1;
  1392. }
  1393. }
  1394. }
  1395. else
  1396. {
  1397. for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1398. {
  1399. for (uint32_t lod = 0, num = m_numMips; lod < num; ++lod)
  1400. {
  1401. Mip mip;
  1402. if (getRawImageData(dds, side, lod, _mem, mip) )
  1403. {
  1404. srd[kk].pSysMem = mip.m_data;
  1405. if (TextureFormat::Unknown > dds.m_type)
  1406. {
  1407. srd[kk].SysMemPitch = (mip.m_width/4)*mip.m_blockSize;
  1408. srd[kk].SysMemSlicePitch = (mip.m_height/4)*srd[kk].SysMemPitch;
  1409. }
  1410. else
  1411. {
  1412. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  1413. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  1414. }
  1415. ++kk;
  1416. }
  1417. }
  1418. }
  1419. }
  1420. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  1421. memset(&srvd, 0, sizeof(srvd) );
  1422. srvd.Format = s_textureFormat[dds.m_type].m_fmt;
  1423. switch (m_type)
  1424. {
  1425. case Texture2D:
  1426. case TextureCube:
  1427. {
  1428. D3D11_TEXTURE2D_DESC desc;
  1429. desc.Width = dds.m_width;
  1430. desc.Height = dds.m_height;
  1431. desc.MipLevels = dds.m_numMips;
  1432. desc.Format = s_textureFormat[dds.m_type].m_fmt;
  1433. desc.SampleDesc.Count = 1;
  1434. desc.SampleDesc.Quality = 0;
  1435. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1436. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1437. desc.CPUAccessFlags = 0;
  1438. if (dds.m_cubeMap)
  1439. {
  1440. desc.ArraySize = 6;
  1441. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  1442. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  1443. srvd.TextureCube.MipLevels = dds.m_numMips;
  1444. }
  1445. else
  1446. {
  1447. desc.ArraySize = 1;
  1448. desc.MiscFlags = 0;
  1449. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  1450. srvd.Texture2D.MipLevels = dds.m_numMips;
  1451. }
  1452. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, srd, &m_texture2d) );
  1453. }
  1454. break;
  1455. case Texture3D:
  1456. {
  1457. D3D11_TEXTURE3D_DESC desc;
  1458. desc.Width = dds.m_width;
  1459. desc.Height = dds.m_height;
  1460. desc.Depth = dds.m_depth;
  1461. desc.MipLevels = dds.m_numMips;
  1462. desc.Format = s_textureFormat[dds.m_type].m_fmt;
  1463. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1464. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1465. desc.CPUAccessFlags = 0;
  1466. desc.MiscFlags = 0;
  1467. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  1468. srvd.Texture3D.MipLevels = dds.m_numMips;
  1469. DX_CHECK(s_renderCtx.m_device->CreateTexture3D(&desc, srd, &m_texture3d) );
  1470. }
  1471. break;
  1472. }
  1473. DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  1474. if (convert)
  1475. {
  1476. kk = 0;
  1477. for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1478. {
  1479. for (uint32_t lod = 0, num = dds.m_numMips; lod < num; ++lod)
  1480. {
  1481. g_free(const_cast<void*>(srd[kk].pSysMem) );
  1482. ++kk;
  1483. }
  1484. }
  1485. }
  1486. }
  1487. else
  1488. {
  1489. bx::MemoryReader reader(_mem->data, _mem->size);
  1490. uint32_t magic;
  1491. bx::read(&reader, magic);
  1492. if (BGFX_CHUNK_MAGIC_TEX == magic)
  1493. {
  1494. TextureCreate tc;
  1495. bx::read(&reader, tc);
  1496. if (tc.m_cubeMap)
  1497. {
  1498. m_type = TextureCube;
  1499. }
  1500. else if (tc.m_depth > 1)
  1501. {
  1502. m_type = Texture3D;
  1503. }
  1504. else
  1505. {
  1506. m_type = Texture2D;
  1507. }
  1508. m_numMips = tc.m_numMips;
  1509. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  1510. memset(&srvd, 0, sizeof(srvd) );
  1511. srvd.Format = s_textureFormat[tc.m_format].m_fmt;
  1512. if (NULL != tc.m_mem)
  1513. {
  1514. D3D11_TEXTURE2D_DESC desc;
  1515. desc.Width = tc.m_width;
  1516. desc.Height = tc.m_height;
  1517. desc.MipLevels = tc.m_numMips;
  1518. desc.ArraySize = 1;
  1519. desc.Format = srvd.Format;
  1520. desc.SampleDesc.Count = 1;
  1521. desc.SampleDesc.Quality = 0;
  1522. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1523. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1524. desc.CPUAccessFlags = 0;
  1525. desc.MiscFlags = 0;
  1526. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  1527. srvd.Texture2D.MipLevels = tc.m_numMips;
  1528. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(tc.m_numMips*sizeof(D3D11_SUBRESOURCE_DATA) );
  1529. uint32_t bpp = s_textureFormat[tc.m_format].m_bpp;
  1530. uint8_t* data = tc.m_mem->data;
  1531. for (uint8_t side = 0, numSides = tc.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1532. {
  1533. uint32_t width = tc.m_width;
  1534. uint32_t height = tc.m_height;
  1535. uint32_t depth = tc.m_depth;
  1536. for (uint32_t lod = 0, num = tc.m_numMips; lod < num; ++lod)
  1537. {
  1538. width = uint32_max(1, width);
  1539. height = uint32_max(1, height);
  1540. depth = uint32_max(1, depth);
  1541. srd[lod].pSysMem = data;
  1542. srd[lod].SysMemPitch = width*bpp/8;
  1543. srd[lod].SysMemSlicePitch = 0;
  1544. data += width*height*bpp/8;
  1545. width >>= 1;
  1546. height >>= 1;
  1547. depth >>= 1;
  1548. }
  1549. }
  1550. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, srd, &m_texture2d) );
  1551. release(tc.m_mem);
  1552. }
  1553. else
  1554. {
  1555. switch (m_type)
  1556. {
  1557. case Texture2D:
  1558. case TextureCube:
  1559. {
  1560. D3D11_TEXTURE2D_DESC desc;
  1561. desc.Width = tc.m_width;
  1562. desc.Height = tc.m_height;
  1563. desc.MipLevels = tc.m_numMips;
  1564. desc.Format = srvd.Format;
  1565. desc.SampleDesc.Count = 1;
  1566. desc.SampleDesc.Quality = 0;
  1567. desc.Usage = D3D11_USAGE_DEFAULT;
  1568. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1569. desc.CPUAccessFlags = 0;
  1570. if (TextureCube == m_type)
  1571. {
  1572. desc.ArraySize = 6;
  1573. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  1574. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  1575. srvd.TextureCube.MipLevels = m_numMips;
  1576. }
  1577. else
  1578. {
  1579. desc.ArraySize = 1;
  1580. desc.MiscFlags = 0;
  1581. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  1582. srvd.Texture2D.MipLevels = m_numMips;
  1583. }
  1584. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, NULL, &m_texture2d) );
  1585. }
  1586. break;
  1587. case Texture3D:
  1588. {
  1589. D3D11_TEXTURE3D_DESC desc;
  1590. desc.Width = tc.m_width;
  1591. desc.Height = tc.m_height;
  1592. desc.Depth = tc.m_depth;
  1593. desc.MipLevels = tc.m_numMips;
  1594. desc.Format = srvd.Format;
  1595. desc.Usage = D3D11_USAGE_DEFAULT;
  1596. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1597. desc.CPUAccessFlags = 0;
  1598. desc.MiscFlags = 0;
  1599. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  1600. srvd.Texture3D.MipLevels = m_numMips;
  1601. DX_CHECK(s_renderCtx.m_device->CreateTexture3D(&desc, NULL, &m_texture3d) );
  1602. }
  1603. break;
  1604. }
  1605. }
  1606. DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  1607. }
  1608. else
  1609. {
  1610. //
  1611. }
  1612. }
  1613. }
  1614. void Texture::destroy()
  1615. {
  1616. DX_RELEASE(m_srv, 0);
  1617. DX_RELEASE(m_ptr, 0);
  1618. }
  1619. void Texture::commit(uint8_t _stage)
  1620. {
  1621. s_renderCtx.m_textureStage.m_srv[_stage] = m_srv;
  1622. s_renderCtx.m_textureStage.m_sampler[_stage] = m_sampler;
  1623. }
  1624. void Texture::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, const Memory* _mem)
  1625. {
  1626. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  1627. D3D11_BOX box;
  1628. box.left = _rect.m_x;
  1629. box.top = _rect.m_y;
  1630. box.right = box.left + _rect.m_width;
  1631. box.bottom = box.top + _rect.m_height;
  1632. box.front = _z;
  1633. box.back = box.front + _depth;
  1634. uint32_t subres = _mip + (_side * m_numMips);
  1635. #if 0
  1636. D3D11_MAPPED_SUBRESOURCE mapped;
  1637. DX_CHECK(deviceCtx->Map(m_ptr, 0, D3D11_MAP_WRITE, D3D11_MAP_FLAG_DO_NOT_WAIT, &mapped) );
  1638. memcpy( (uint8_t*)mapped.pData + subres*mapped.DepthPitch, _mem->data, _mem->size);
  1639. deviceCtx->Unmap(m_ptr, 0);
  1640. deviceCtx->CopySubresourceRegion(m_ptr
  1641. , subres
  1642. , _rect.m_x
  1643. , _rect.m_y
  1644. , _rect.m_z
  1645. , staging // D3D11_USAGE_STAGING
  1646. , ...
  1647. );
  1648. #else
  1649. deviceCtx->UpdateSubresource(m_ptr, subres, &box, _mem->data, _rect.m_width*4, 0);
  1650. #endif // 0
  1651. }
  1652. void RenderTarget::create(uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
  1653. {
  1654. m_width = _width;
  1655. m_height = _height;
  1656. m_flags = _flags;
  1657. uint32_t colorFormat = (m_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
  1658. uint32_t depthFormat = (m_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
  1659. D3D11_TEXTURE2D_DESC desc;
  1660. desc.Width = _width;
  1661. desc.Height = _height;
  1662. desc.MipLevels = 1;
  1663. desc.ArraySize = 1;
  1664. desc.Format = s_colorFormat[colorFormat];
  1665. desc.SampleDesc.Count = 1;
  1666. desc.SampleDesc.Quality = 0;
  1667. desc.Usage = D3D11_USAGE_DEFAULT;
  1668. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET;
  1669. desc.CPUAccessFlags = 0;
  1670. desc.MiscFlags = 0;
  1671. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, NULL, &m_colorTexture) );
  1672. DX_CHECK(s_renderCtx.m_device->CreateRenderTargetView(m_colorTexture, NULL, &m_rtv) );
  1673. DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_colorTexture, NULL, &m_srv) );
  1674. if (0 < depthFormat)
  1675. {
  1676. D3D11_TEXTURE2D_DESC desc;
  1677. desc.Width = _width;
  1678. desc.Height = _height;
  1679. desc.MipLevels = 1;
  1680. desc.ArraySize = 1;
  1681. desc.Format = s_depthFormat[depthFormat];
  1682. desc.SampleDesc.Count = 1;
  1683. desc.SampleDesc.Quality = 0;
  1684. desc.Usage = D3D11_USAGE_DEFAULT;
  1685. desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1686. desc.CPUAccessFlags = 0;
  1687. desc.MiscFlags = 0;
  1688. DX_CHECK(s_renderCtx.m_device->CreateTexture2D(&desc, NULL, &m_depthTexture) );
  1689. DX_CHECK(s_renderCtx.m_device->CreateDepthStencilView(m_depthTexture, NULL, &m_dsv) );
  1690. // DX_CHECK(s_renderCtx.m_device->CreateShaderResourceView(m_depthTexture, NULL, &m_srv) );
  1691. }
  1692. m_sampler = s_renderCtx.getSamplerState(_textureFlags);
  1693. }
  1694. void RenderTarget::destroy()
  1695. {
  1696. DX_RELEASE(m_srv, 0);
  1697. DX_RELEASE(m_rtv, 0);
  1698. DX_RELEASE(m_colorTexture, 0);
  1699. DX_RELEASE(m_dsv, 0);
  1700. DX_RELEASE(m_depthTexture, 0);
  1701. m_flags = 0;
  1702. }
  1703. void RenderTarget::commit(uint8_t _stage)
  1704. {
  1705. s_renderCtx.m_textureStage.m_srv[_stage] = m_srv;
  1706. s_renderCtx.m_textureStage.m_sampler[_stage] = m_sampler;
  1707. }
  1708. void UniformBuffer::create(UniformType::Enum _type, uint16_t _num, bool _alloc)
  1709. {
  1710. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1711. if (_alloc)
  1712. {
  1713. m_data = g_realloc(NULL, size);
  1714. memset(m_data, 0, size);
  1715. }
  1716. D3D11_BUFFER_DESC desc;
  1717. desc.ByteWidth = size;
  1718. desc.Usage = D3D11_USAGE_DEFAULT;
  1719. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1720. desc.CPUAccessFlags = 0;
  1721. desc.MiscFlags = 0;
  1722. desc.StructureByteStride = 0;
  1723. DX_CHECK(s_renderCtx.m_device->CreateBuffer(&desc, NULL, &m_ptr) );
  1724. }
  1725. void UniformBuffer::destroy()
  1726. {
  1727. if (NULL != m_data)
  1728. {
  1729. g_free(m_data);
  1730. m_data = NULL;
  1731. }
  1732. DX_RELEASE(m_ptr, 0);
  1733. }
  1734. void Context::flip()
  1735. {
  1736. s_renderCtx.flip();
  1737. }
  1738. void Context::rendererInit()
  1739. {
  1740. s_renderCtx.init();
  1741. }
  1742. void Context::rendererShutdown()
  1743. {
  1744. s_renderCtx.shutdown();
  1745. }
  1746. void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem)
  1747. {
  1748. s_renderCtx.m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  1749. }
  1750. void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle)
  1751. {
  1752. s_renderCtx.m_indexBuffers[_handle.idx].destroy();
  1753. }
  1754. void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl)
  1755. {
  1756. VertexDecl& decl = s_renderCtx.m_vertexDecls[_handle.idx];
  1757. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1758. dump(decl);
  1759. }
  1760. void Context::rendererDestroyVertexDecl(VertexDeclHandle /*_handle*/)
  1761. {
  1762. }
  1763. void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle)
  1764. {
  1765. s_renderCtx.m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  1766. }
  1767. void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle)
  1768. {
  1769. s_renderCtx.m_vertexBuffers[_handle.idx].destroy();
  1770. }
  1771. void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size)
  1772. {
  1773. s_renderCtx.m_indexBuffers[_handle.idx].create(_size, NULL);
  1774. }
  1775. void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  1776. {
  1777. s_renderCtx.m_indexBuffers[_handle.idx].update(_offset, uint32_min(_size, _mem->size), _mem->data);
  1778. }
  1779. void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle)
  1780. {
  1781. s_renderCtx.m_indexBuffers[_handle.idx].destroy();
  1782. }
  1783. void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size)
  1784. {
  1785. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1786. s_renderCtx.m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  1787. }
  1788. void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  1789. {
  1790. s_renderCtx.m_vertexBuffers[_handle.idx].update(_offset, uint32_min(_size, _mem->size), _mem->data);
  1791. }
  1792. void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle)
  1793. {
  1794. s_renderCtx.m_vertexBuffers[_handle.idx].destroy();
  1795. }
  1796. void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem)
  1797. {
  1798. s_renderCtx.m_vertexShaders[_handle.idx].create(false, _mem);
  1799. }
  1800. void Context::rendererDestroyVertexShader(VertexShaderHandle _handle)
  1801. {
  1802. s_renderCtx.m_vertexShaders[_handle.idx].destroy();
  1803. }
  1804. void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem)
  1805. {
  1806. s_renderCtx.m_fragmentShaders[_handle.idx].create(true, _mem);
  1807. }
  1808. void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle)
  1809. {
  1810. s_renderCtx.m_fragmentShaders[_handle.idx].destroy();
  1811. }
  1812. void Context::rendererCreateProgram(ProgramHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh)
  1813. {
  1814. s_renderCtx.m_program[_handle.idx].create(s_renderCtx.m_vertexShaders[_vsh.idx], s_renderCtx.m_fragmentShaders[_fsh.idx]);
  1815. }
  1816. void Context::rendererDestroyProgram(FragmentShaderHandle _handle)
  1817. {
  1818. s_renderCtx.m_program[_handle.idx].destroy();
  1819. }
  1820. void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags)
  1821. {
  1822. s_renderCtx.m_textures[_handle.idx].create(_mem, _flags);
  1823. }
  1824. void Context::rendererUpdateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/)
  1825. {
  1826. }
  1827. void Context::rendererUpdateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, const Memory* _mem)
  1828. {
  1829. s_renderCtx.m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _mem);
  1830. }
  1831. void Context::rendererUpdateTextureEnd()
  1832. {
  1833. }
  1834. void Context::rendererDestroyTexture(TextureHandle _handle)
  1835. {
  1836. s_renderCtx.m_textures[_handle.idx].destroy();
  1837. }
  1838. void Context::rendererCreateRenderTarget(RenderTargetHandle _handle, uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
  1839. {
  1840. s_renderCtx.m_renderTargets[_handle.idx].create(_width, _height, _flags, _textureFlags);
  1841. }
  1842. void Context::rendererDestroyRenderTarget(RenderTargetHandle _handle)
  1843. {
  1844. s_renderCtx.m_renderTargets[_handle.idx].destroy();
  1845. }
  1846. void Context::rendererCreateUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name)
  1847. {
  1848. s_renderCtx.m_uniforms[_handle.idx].create(_type, _num);
  1849. s_renderCtx.m_uniformReg.add(_name, &s_renderCtx.m_uniforms[_handle.idx]);
  1850. }
  1851. void Context::rendererDestroyUniform(UniformHandle _handle)
  1852. {
  1853. s_renderCtx.m_uniforms[_handle.idx].destroy();
  1854. }
  1855. void Context::rendererSaveScreenShot(Memory* _mem)
  1856. {
  1857. s_renderCtx.saveScreenShot(_mem);
  1858. }
  1859. void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size)
  1860. {
  1861. memcpy(s_renderCtx.m_uniforms[_loc].m_data, _data, _size);
  1862. }
  1863. void Context::rendererSubmit()
  1864. {
  1865. ID3D11DeviceContext* deviceCtx = s_renderCtx.m_deviceCtx;
  1866. s_renderCtx.updateResolution(m_render->m_resolution);
  1867. int64_t elapsed = -bx::getHPCounter();
  1868. int64_t captureElapsed = 0;
  1869. if (0 < m_render->m_iboffset)
  1870. {
  1871. TransientIndexBuffer* ib = m_render->m_transientIb;
  1872. s_renderCtx.m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data);
  1873. }
  1874. if (0 < m_render->m_vboffset)
  1875. {
  1876. TransientVertexBuffer* vb = m_render->m_transientVb;
  1877. s_renderCtx.m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data);
  1878. }
  1879. m_render->sort();
  1880. RenderState currentState;
  1881. currentState.reset();
  1882. currentState.m_flags = BGFX_STATE_NONE;
  1883. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  1884. Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
  1885. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1886. {
  1887. mtxMul(viewProj[ii].val, m_render->m_view[ii].val, m_render->m_proj[ii].val);
  1888. }
  1889. bool wireframe = !!(m_render->m_debug&BGFX_DEBUG_WIREFRAME);
  1890. s_renderCtx.setDebugWireframe(wireframe);
  1891. uint16_t programIdx = invalidHandle;
  1892. SortKey key;
  1893. uint8_t view = 0xff;
  1894. RenderTargetHandle rt = BGFX_INVALID_HANDLE;
  1895. float alphaRef = 0.0f;
  1896. D3D11_PRIMITIVE_TOPOLOGY primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  1897. deviceCtx->IASetPrimitiveTopology(primType);
  1898. uint32_t primNumVerts = 3;
  1899. uint32_t statsNumPrimsSubmitted = 0;
  1900. uint32_t statsNumIndices = 0;
  1901. uint32_t statsNumInstances = 0;
  1902. uint32_t statsNumPrimsRendered = 0;
  1903. if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) )
  1904. {
  1905. for (uint32_t item = 0, numItems = m_render->m_num; item < numItems; ++item)
  1906. {
  1907. key.decode(m_render->m_sortKeys[item]);
  1908. const RenderState& state = m_render->m_renderState[m_render->m_sortValues[item] ];
  1909. const uint64_t newFlags = state.m_flags;
  1910. uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
  1911. currentState.m_flags = newFlags;
  1912. const uint64_t newStencil = state.m_stencil;
  1913. uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil;
  1914. currentState.m_stencil = newStencil;
  1915. if (key.m_view != view)
  1916. {
  1917. currentState.clear();
  1918. changedFlags = BGFX_STATE_MASK;
  1919. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  1920. currentState.m_flags = newFlags;
  1921. currentState.m_stencil = newStencil;
  1922. view = key.m_view;
  1923. programIdx = invalidHandle;
  1924. if (m_render->m_rt[view].idx != rt.idx)
  1925. {
  1926. rt = m_render->m_rt[view];
  1927. s_renderCtx.setRenderTarget(rt);
  1928. }
  1929. Rect& rect = m_render->m_rect[view];
  1930. D3D11_VIEWPORT vp;
  1931. vp.TopLeftX = rect.m_x;
  1932. vp.TopLeftY = rect.m_y;
  1933. vp.Width = rect.m_width;
  1934. vp.Height = rect.m_height;
  1935. vp.MinDepth = 0.0f;
  1936. vp.MaxDepth = 1.0f;
  1937. deviceCtx->RSSetViewports(1, &vp);
  1938. Clear& clear = m_render->m_clear[view];
  1939. if (BGFX_CLEAR_NONE != clear.m_flags)
  1940. {
  1941. m_clearQuad.clear(rect, clear);
  1942. }
  1943. s_renderCtx.setBlendState(BGFX_STATE_DEFAULT);
  1944. s_renderCtx.setDepthStencilState(BGFX_STATE_DEFAULT, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  1945. s_renderCtx.setRasterizerState(BGFX_STATE_DEFAULT, wireframe);
  1946. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  1947. if (primType != s_primType[primIndex])
  1948. {
  1949. primType = s_primType[primIndex];
  1950. primNumVerts = 3-primIndex;
  1951. deviceCtx->IASetPrimitiveTopology(primType);
  1952. }
  1953. }
  1954. if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
  1955. || 0 != changedStencil)
  1956. {
  1957. s_renderCtx.setDepthStencilState(newFlags, newStencil);
  1958. }
  1959. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_ALPHA_MASK|BGFX_STATE_RGB_WRITE
  1960. |BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_REF_MASK|BGFX_STATE_PT_MASK
  1961. |BGFX_STATE_POINT_SIZE_MASK|BGFX_STATE_SRGBWRITE|BGFX_STATE_MSAA) & changedFlags)
  1962. {
  1963. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  1964. {
  1965. s_renderCtx.setBlendState(newFlags, state.m_rgba);
  1966. }
  1967. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  1968. {
  1969. s_renderCtx.setRasterizerState(newFlags, wireframe);
  1970. }
  1971. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  1972. {
  1973. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  1974. alphaRef = ref/255.0f;
  1975. }
  1976. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  1977. if (primType != s_primType[primIndex])
  1978. {
  1979. primType = s_primType[primIndex];
  1980. primNumVerts = 3-primIndex;
  1981. deviceCtx->IASetPrimitiveTopology(primType);
  1982. }
  1983. }
  1984. bool programChanged = false;
  1985. bool constantsChanged = state.m_constBegin < state.m_constEnd;
  1986. rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
  1987. if (key.m_program != programIdx)
  1988. {
  1989. programIdx = key.m_program;
  1990. if (invalidHandle == programIdx)
  1991. {
  1992. s_renderCtx.m_currentProgram = NULL;
  1993. deviceCtx->VSSetShader(NULL, 0, 0);
  1994. deviceCtx->PSSetShader(NULL, 0, 0);
  1995. }
  1996. else
  1997. {
  1998. Program& program = s_renderCtx.m_program[programIdx];
  1999. s_renderCtx.m_currentProgram = &program;
  2000. deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
  2001. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  2002. deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
  2003. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  2004. }
  2005. programChanged =
  2006. constantsChanged = true;
  2007. }
  2008. if (invalidHandle != programIdx)
  2009. {
  2010. Program& program = s_renderCtx.m_program[programIdx];
  2011. if (constantsChanged)
  2012. {
  2013. program.commit();
  2014. }
  2015. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  2016. {
  2017. PredefinedUniform& predefined = program.m_predefined[ii];
  2018. uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
  2019. switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
  2020. {
  2021. case PredefinedUniform::ViewRect:
  2022. {
  2023. float rect[4];
  2024. rect[0] = m_render->m_rect[view].m_x;
  2025. rect[1] = m_render->m_rect[view].m_y;
  2026. rect[2] = m_render->m_rect[view].m_width;
  2027. rect[3] = m_render->m_rect[view].m_height;
  2028. s_renderCtx.setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
  2029. }
  2030. break;
  2031. case PredefinedUniform::ViewTexel:
  2032. {
  2033. float rect[4];
  2034. rect[0] = 1.0f/float(m_render->m_rect[view].m_width);
  2035. rect[1] = 1.0f/float(m_render->m_rect[view].m_height);
  2036. s_renderCtx.setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
  2037. }
  2038. break;
  2039. case PredefinedUniform::View:
  2040. {
  2041. s_renderCtx.setShaderConstant(flags, predefined.m_loc, m_render->m_view[view].val, uint32_min(4, predefined.m_count) );
  2042. }
  2043. break;
  2044. case PredefinedUniform::ViewProj:
  2045. {
  2046. s_renderCtx.setShaderConstant(flags, predefined.m_loc, viewProj[view].val, uint32_min(4, predefined.m_count) );
  2047. }
  2048. break;
  2049. case PredefinedUniform::Model:
  2050. {
  2051. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2052. s_renderCtx.setShaderConstant(flags, predefined.m_loc, model.val, uint32_min(state.m_num*4, predefined.m_count) );
  2053. }
  2054. break;
  2055. case PredefinedUniform::ModelView:
  2056. {
  2057. Matrix4 modelView;
  2058. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2059. mtxMul(modelView.val, model.val, m_render->m_view[view].val);
  2060. s_renderCtx.setShaderConstant(flags, predefined.m_loc, modelView.val, uint32_min(4, predefined.m_count) );
  2061. }
  2062. break;
  2063. case PredefinedUniform::ModelViewProj:
  2064. {
  2065. Matrix4 modelViewProj;
  2066. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2067. mtxMul(modelViewProj.val, model.val, viewProj[view].val);
  2068. s_renderCtx.setShaderConstant(flags, predefined.m_loc, modelViewProj.val, uint32_min(4, predefined.m_count) );
  2069. }
  2070. break;
  2071. case PredefinedUniform::ModelViewProjX:
  2072. {
  2073. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2074. static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
  2075. {
  2076. 0.5f, 0.0f, 0.0f, 0.0f,
  2077. 0.0f, 0.5f, 0.0f, 0.0f,
  2078. 0.0f, 0.0f, 0.5f, 0.0f,
  2079. 0.5f, 0.5f, 0.5f, 1.0f,
  2080. };
  2081. uint8_t other = m_render->m_other[view];
  2082. Matrix4 viewProjBias;
  2083. mtxMul(viewProjBias.val, viewProj[other].val, s_bias);
  2084. Matrix4 modelViewProj;
  2085. mtxMul(modelViewProj.val, model.val, viewProjBias.val);
  2086. s_renderCtx.setShaderConstant(flags, predefined.m_loc, modelViewProj.val, uint32_min(4, predefined.m_count) );
  2087. }
  2088. break;
  2089. case PredefinedUniform::ViewProjX:
  2090. {
  2091. static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
  2092. {
  2093. 0.5f, 0.0f, 0.0f, 0.0f,
  2094. 0.0f, 0.5f, 0.0f, 0.0f,
  2095. 0.0f, 0.0f, 0.5f, 0.0f,
  2096. 0.5f, 0.5f, 0.5f, 1.0f,
  2097. };
  2098. uint8_t other = m_render->m_other[view];
  2099. Matrix4 viewProjBias;
  2100. mtxMul(viewProjBias.val, viewProj[other].val, s_bias);
  2101. s_renderCtx.setShaderConstant(flags, predefined.m_loc, viewProjBias.val, uint32_min(4, predefined.m_count) );
  2102. }
  2103. break;
  2104. case PredefinedUniform::AlphaRef:
  2105. {
  2106. s_renderCtx.setShaderConstant(flags, predefined.m_loc, &alphaRef, 1);
  2107. }
  2108. break;
  2109. default:
  2110. BX_CHECK(false, "predefined %d not handled", predefined.m_type);
  2111. break;
  2112. }
  2113. }
  2114. if (constantsChanged
  2115. || program.m_numPredefined > 0)
  2116. {
  2117. s_renderCtx.commitShaderConstants();
  2118. }
  2119. }
  2120. // if (BGFX_STATE_TEX_MASK & changedFlags)
  2121. {
  2122. uint32_t changes = 0;
  2123. uint64_t flag = BGFX_STATE_TEX0;
  2124. for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
  2125. {
  2126. const Sampler& sampler = state.m_sampler[stage];
  2127. Sampler& current = currentState.m_sampler[stage];
  2128. if (current.m_idx != sampler.m_idx
  2129. || current.m_flags != sampler.m_flags
  2130. || programChanged)
  2131. {
  2132. if (invalidHandle != sampler.m_idx)
  2133. {
  2134. switch (sampler.m_flags&BGFX_SAMPLER_TYPE_MASK)
  2135. {
  2136. case BGFX_SAMPLER_TEXTURE:
  2137. s_renderCtx.m_textures[sampler.m_idx].commit(stage);
  2138. break;
  2139. case BGFX_SAMPLER_RENDERTARGET_COLOR:
  2140. s_renderCtx.m_renderTargets[sampler.m_idx].commit(stage);
  2141. break;
  2142. case BGFX_SAMPLER_RENDERTARGET_DEPTH:
  2143. // id = s_renderCtx.m_renderTargets[sampler.m_idx].m_depth.m_id;
  2144. break;
  2145. }
  2146. }
  2147. else
  2148. {
  2149. s_renderCtx.m_textureStage.m_srv[stage] = NULL;
  2150. s_renderCtx.m_textureStage.m_sampler[stage] = NULL;
  2151. }
  2152. ++changes;
  2153. }
  2154. current = sampler;
  2155. flag <<= 1;
  2156. }
  2157. if (0 < changes)
  2158. {
  2159. s_renderCtx.commitTextureStage();
  2160. }
  2161. }
  2162. if (currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx || programChanged)
  2163. {
  2164. currentState.m_vertexBuffer = state.m_vertexBuffer;
  2165. uint16_t handle = state.m_vertexBuffer.idx;
  2166. if (invalidHandle != handle)
  2167. {
  2168. const VertexBuffer& vb = s_renderCtx.m_vertexBuffers[handle];
  2169. uint16_t decl = vb.m_decl.idx == invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx;
  2170. const VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[decl];
  2171. uint32_t stride = vertexDecl.m_stride;
  2172. uint32_t offset = 0;
  2173. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2174. if (invalidHandle != state.m_instanceDataBuffer.idx)
  2175. {
  2176. const VertexBuffer& inst = s_renderCtx.m_vertexBuffers[state.m_instanceDataBuffer.idx];
  2177. uint32_t instStride = state.m_instanceDataStride;
  2178. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &state.m_instanceDataOffset);
  2179. s_renderCtx.setInputLayout(vertexDecl, s_renderCtx.m_program[programIdx], state.m_instanceDataStride/16);
  2180. }
  2181. else
  2182. {
  2183. deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
  2184. s_renderCtx.setInputLayout(vertexDecl, s_renderCtx.m_program[programIdx], 0);
  2185. }
  2186. }
  2187. else
  2188. {
  2189. deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
  2190. }
  2191. }
  2192. if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
  2193. {
  2194. currentState.m_indexBuffer = state.m_indexBuffer;
  2195. uint16_t handle = state.m_indexBuffer.idx;
  2196. if (invalidHandle != handle)
  2197. {
  2198. const IndexBuffer& ib = s_renderCtx.m_indexBuffers[handle];
  2199. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  2200. }
  2201. else
  2202. {
  2203. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  2204. }
  2205. }
  2206. if (invalidHandle != currentState.m_vertexBuffer.idx)
  2207. {
  2208. uint32_t numVertices = state.m_numVertices;
  2209. if (UINT32_C(0xffffffff) == numVertices)
  2210. {
  2211. const VertexBuffer& vb = s_renderCtx.m_vertexBuffers[currentState.m_vertexBuffer.idx];
  2212. uint16_t decl = vb.m_decl.idx == invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx;
  2213. const VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[decl];
  2214. numVertices = vb.m_size/vertexDecl.m_stride;
  2215. }
  2216. uint32_t numIndices = 0;
  2217. uint32_t numPrimsSubmitted = 0;
  2218. uint32_t numInstances = 0;
  2219. uint32_t numPrimsRendered = 0;
  2220. if (invalidHandle != state.m_indexBuffer.idx)
  2221. {
  2222. if (UINT32_MAX == state.m_numIndices)
  2223. {
  2224. numIndices = s_renderCtx.m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
  2225. numPrimsSubmitted = numIndices/primNumVerts;
  2226. numInstances = state.m_numInstances;
  2227. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2228. deviceCtx->DrawIndexedInstanced(numIndices
  2229. , state.m_numInstances
  2230. , 0
  2231. , state.m_startVertex
  2232. , 0
  2233. );
  2234. }
  2235. else if (primNumVerts <= state.m_numIndices)
  2236. {
  2237. numIndices = state.m_numIndices;
  2238. numPrimsSubmitted = numIndices/primNumVerts;
  2239. numInstances = state.m_numInstances;
  2240. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2241. deviceCtx->DrawIndexedInstanced(numIndices
  2242. , state.m_numInstances
  2243. , state.m_startIndex
  2244. , state.m_startVertex
  2245. , 0
  2246. );
  2247. }
  2248. }
  2249. else
  2250. {
  2251. numPrimsSubmitted = numVertices/primNumVerts;
  2252. numInstances = state.m_numInstances;
  2253. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2254. deviceCtx->DrawInstanced(numVertices
  2255. , state.m_numInstances
  2256. , state.m_startVertex
  2257. , 0
  2258. );
  2259. }
  2260. statsNumPrimsSubmitted += numPrimsSubmitted;
  2261. statsNumIndices += numIndices;
  2262. statsNumInstances += numInstances;
  2263. statsNumPrimsRendered += numPrimsRendered;
  2264. }
  2265. }
  2266. if (0 < m_render->m_num)
  2267. {
  2268. captureElapsed = -bx::getHPCounter();
  2269. s_renderCtx.capture();
  2270. captureElapsed += bx::getHPCounter();
  2271. }
  2272. }
  2273. int64_t now = bx::getHPCounter();
  2274. elapsed += now;
  2275. static int64_t last = now;
  2276. int64_t frameTime = now - last;
  2277. last = now;
  2278. static int64_t min = frameTime;
  2279. static int64_t max = frameTime;
  2280. min = min > frameTime ? frameTime : min;
  2281. max = max < frameTime ? frameTime : max;
  2282. if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  2283. {
  2284. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), "debugstats");
  2285. TextVideoMem& tvm = s_renderCtx.m_textVideoMem;
  2286. static int64_t next = now;
  2287. if (now >= next)
  2288. {
  2289. next = now + bx::getHPFrequency();
  2290. double freq = double(bx::getHPFrequency() );
  2291. double toMs = 1000.0/freq;
  2292. tvm.clear();
  2293. uint16_t pos = 0;
  2294. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " ");
  2295. const DXGI_ADAPTER_DESC& desc = s_renderCtx.m_adapterDesc;
  2296. char description[countof(desc.Description)];
  2297. wcstombs(description, desc.Description, countof(desc.Description) );
  2298. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  2299. tvm.printf(0, pos++, 0x0f, " Memory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  2300. , desc.DedicatedVideoMemory
  2301. , desc.DedicatedSystemMemory
  2302. , desc.SharedSystemMemory
  2303. );
  2304. pos = 10;
  2305. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS%s"
  2306. , double(frameTime)*toMs
  2307. , double(min)*toMs
  2308. , double(max)*toMs
  2309. , freq/frameTime
  2310. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? " (vsync)" : ""
  2311. );
  2312. double elapsedCpuMs = double(elapsed)*toMs;
  2313. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
  2314. , m_render->m_num
  2315. , elapsedCpuMs
  2316. );
  2317. tvm.printf(10, pos++, 0x8e, " Prims: %7d (#inst: %5d), submitted: %7d"
  2318. , statsNumPrimsRendered
  2319. , statsNumInstances
  2320. , statsNumPrimsSubmitted
  2321. );
  2322. double captureMs = double(captureElapsed)*toMs;
  2323. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  2324. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  2325. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", m_render->m_vboffset);
  2326. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", m_render->m_iboffset);
  2327. uint8_t attr[2] = { 0x89, 0x8a };
  2328. uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender;
  2329. tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", m_render->m_waitSubmit*toMs);
  2330. tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", m_render->m_waitRender*toMs);
  2331. min = frameTime;
  2332. max = frameTime;
  2333. }
  2334. m_textVideoMemBlitter.blit(tvm);
  2335. // PIX_ENDEVENT();
  2336. }
  2337. else if (m_render->m_debug & BGFX_DEBUG_TEXT)
  2338. {
  2339. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), "debugtext");
  2340. m_textVideoMemBlitter.blit(m_render->m_textVideoMem);
  2341. // PIX_ENDEVENT();
  2342. }
  2343. }
  2344. }
  2345. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11