renderer_d3d12.cpp 242 KB

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  1. /*
  2. * Copyright 2011-2024 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. #if !BX_PLATFORM_WINDOWS && !BX_PLATFORM_LINUX
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  15. PFN_PIX_GET_THREAD_INFO bgfx_PIXGetThreadInfo;
  16. PFN_PIX_EVENTS_REPLACE_BLOCK bgfx_PIXEventsReplaceBlock;
  17. #endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  18. namespace bgfx { namespace d3d12
  19. {
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. inline void setViewType(ViewId _view, const bx::StringView _str)
  22. {
  23. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION || BGFX_CONFIG_PROFILER) )
  24. {
  25. bx::memCopy(&s_viewName[_view][3], _str.getPtr(), _str.getLength() );
  26. }
  27. }
  28. struct PrimInfo
  29. {
  30. D3D_PRIMITIVE_TOPOLOGY m_topology;
  31. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  32. uint32_t m_min;
  33. uint32_t m_div;
  34. uint32_t m_sub;
  35. };
  36. static const PrimInfo s_primInfo[] =
  37. {
  38. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  39. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  40. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  41. { D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 1, 1 },
  42. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  43. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  44. };
  45. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  46. static const uint32_t s_checkMsaa[] =
  47. {
  48. 0,
  49. 2,
  50. 4,
  51. 8,
  52. 16,
  53. };
  54. static DXGI_SAMPLE_DESC s_msaa[] =
  55. {
  56. { 1, 0 },
  57. { 2, 0 },
  58. { 4, 0 },
  59. { 8, 0 },
  60. { 16, 0 },
  61. };
  62. static const D3D12_BLEND s_blendFactor[][2] =
  63. {
  64. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  65. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  66. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  67. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  68. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  69. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  70. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  71. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  72. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  73. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  74. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  75. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  76. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  77. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  78. };
  79. static const D3D12_BLEND_OP s_blendEquation[] =
  80. {
  81. D3D12_BLEND_OP_ADD,
  82. D3D12_BLEND_OP_SUBTRACT,
  83. D3D12_BLEND_OP_REV_SUBTRACT,
  84. D3D12_BLEND_OP_MIN,
  85. D3D12_BLEND_OP_MAX,
  86. };
  87. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  88. {
  89. D3D12_COMPARISON_FUNC(0), // ignored
  90. D3D12_COMPARISON_FUNC_LESS,
  91. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  92. D3D12_COMPARISON_FUNC_EQUAL,
  93. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  94. D3D12_COMPARISON_FUNC_GREATER,
  95. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  96. D3D12_COMPARISON_FUNC_NEVER,
  97. D3D12_COMPARISON_FUNC_ALWAYS,
  98. };
  99. static const D3D12_STENCIL_OP s_stencilOp[] =
  100. {
  101. D3D12_STENCIL_OP_ZERO,
  102. D3D12_STENCIL_OP_KEEP,
  103. D3D12_STENCIL_OP_REPLACE,
  104. D3D12_STENCIL_OP_INCR,
  105. D3D12_STENCIL_OP_INCR_SAT,
  106. D3D12_STENCIL_OP_DECR,
  107. D3D12_STENCIL_OP_DECR_SAT,
  108. D3D12_STENCIL_OP_INVERT,
  109. };
  110. static const D3D12_CULL_MODE s_cullMode[] =
  111. {
  112. D3D12_CULL_MODE_NONE,
  113. D3D12_CULL_MODE_FRONT,
  114. D3D12_CULL_MODE_BACK,
  115. };
  116. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  117. {
  118. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  119. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  120. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  121. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  122. };
  123. /*
  124. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  125. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  126. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  127. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  128. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  129. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  130. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  131. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  132. * D3D11_FILTER_ANISOTROPIC = 0x55,
  133. *
  134. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  135. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  136. *
  137. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  138. * 0x10 // MIN_LINEAR
  139. * 0x04 // MAG_LINEAR
  140. * 0x01 // MIP_LINEAR
  141. */
  142. static const uint8_t s_textureFilter[3][3] =
  143. {
  144. {
  145. 0x10, // min linear
  146. 0x00, // min point
  147. 0x55, // anisotropic
  148. },
  149. {
  150. 0x04, // mag linear
  151. 0x00, // mag point
  152. 0x55, // anisotropic
  153. },
  154. {
  155. 0x01, // mip linear
  156. 0x00, // mip point
  157. 0x55, // anisotropic
  158. },
  159. };
  160. struct TextureFormatInfo
  161. {
  162. DXGI_FORMAT m_fmt;
  163. DXGI_FORMAT m_fmtSrv;
  164. DXGI_FORMAT m_fmtDsv;
  165. DXGI_FORMAT m_fmtSrgb;
  166. uint32_t m_mapping;
  167. };
  168. static const TextureFormatInfo s_textureFormat[] =
  169. {
  170. #define $0 D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0
  171. #define $1 D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1
  172. #define $R D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0
  173. #define $G D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1
  174. #define $B D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2
  175. #define $A D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3
  176. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC1
  177. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC2
  178. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC3
  179. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC4
  180. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC5
  181. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC6H
  182. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BC7
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ETC1
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ETC2
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ETC2A
  186. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ETC2A1
  187. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // PTC12
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // PTC14
  189. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // PTC12A
  190. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // PTC14A
  191. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // PTC22
  192. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // PTC24
  193. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ATC
  194. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ATCE
  195. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ATCI
  196. { DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_4X4_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC4x4
  197. { DXGI_FORMAT_ASTC_5X4_UNORM, DXGI_FORMAT_ASTC_5X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X4_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC5x4
  198. { DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X5_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC5x5
  199. { DXGI_FORMAT_ASTC_6X5_UNORM, DXGI_FORMAT_ASTC_6X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X5_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC6x5
  200. { DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X6_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC6x6
  201. { DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X5_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC8x5
  202. { DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X6_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC8x6
  203. { DXGI_FORMAT_ASTC_8X8_UNORM, DXGI_FORMAT_ASTC_8X8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X8_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC8x8
  204. { DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X5_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC10x5
  205. { DXGI_FORMAT_ASTC_10X6_UNORM, DXGI_FORMAT_ASTC_10X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X6_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC10x6
  206. { DXGI_FORMAT_ASTC_10X8_UNORM, DXGI_FORMAT_ASTC_10X8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X8_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC10x8
  207. { DXGI_FORMAT_ASTC_10X10_UNORM, DXGI_FORMAT_ASTC_10X10_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X10_UNORM_SRGB,D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC10x10
  208. { DXGI_FORMAT_ASTC_12X10_UNORM, DXGI_FORMAT_ASTC_12X10_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_12X10_UNORM_SRGB,D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC12x10
  209. { DXGI_FORMAT_ASTC_12X12_UNORM, DXGI_FORMAT_ASTC_12X12_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_12X12_UNORM_SRGB,D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // ASTC12x12
  210. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // Unknown
  211. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R1
  212. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // A8
  213. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R8
  214. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R8I
  215. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R8U
  216. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R8S
  217. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R16
  218. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R16I
  219. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R16U
  220. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R16F
  221. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R16S
  222. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R32I
  223. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R32U
  224. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // R32F
  225. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG8
  226. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG8I
  227. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG8U
  228. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG8S
  229. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG16
  230. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG16I
  231. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG16U
  232. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG16F
  233. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG16S
  234. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG32I
  235. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG32U
  236. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG32F
  237. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGB8
  238. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGB8I
  239. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGB8U
  240. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGB8S
  241. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGB9E5F
  242. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BGRA8
  243. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA8
  244. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA8I
  245. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA8U
  246. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA8S
  247. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA16
  248. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA16I
  249. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA16U
  250. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA16F
  251. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA16S
  252. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA32I
  253. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA32U
  254. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGBA32F
  255. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // B5G6R5
  256. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING($B, $G, $R, $1) }, // R5G6B5
  257. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BGRA4
  258. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING($B, $G, $R, $A) }, // RGBA4
  259. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // BGR5A1
  260. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING($B, $G, $R, $A) }, // RGB5A1
  261. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RGB10A2
  262. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // RG11B10F
  263. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // UnknownDepth
  264. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D16
  265. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D24
  266. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D24S8
  267. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D32
  268. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D16F
  269. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D24F
  270. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D32F
  271. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }, // D0S8
  272. #undef $0
  273. #undef $1
  274. #undef $R
  275. #undef $G
  276. #undef $B
  277. #undef $A
  278. };
  279. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  280. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  281. {
  282. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  283. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  284. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  285. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  286. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  287. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  288. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  289. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  290. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  291. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  292. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  293. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  294. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  295. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  296. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  297. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  298. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  299. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  300. };
  301. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  302. static const DXGI_FORMAT s_attribType[][4][2] =
  303. {
  304. { // Uint8
  305. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  306. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  307. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  308. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  309. },
  310. { // Uint10
  311. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  312. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  313. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  314. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  315. },
  316. { // Int16
  317. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  318. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  319. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  320. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  321. },
  322. { // Half
  323. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  324. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  325. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  326. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  327. },
  328. { // Float
  329. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  330. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  331. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  332. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  333. },
  334. };
  335. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  336. static D3D12_INPUT_ELEMENT_DESC* fillVertexLayout(uint8_t _stream, D3D12_INPUT_ELEMENT_DESC* _out, const VertexLayout& _layout)
  337. {
  338. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  339. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  340. {
  341. if (UINT16_MAX != _layout.m_attributes[attr])
  342. {
  343. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  344. elem->InputSlot = _stream;
  345. if (0 == _layout.m_attributes[attr])
  346. {
  347. elem->AlignedByteOffset = 0;
  348. }
  349. else
  350. {
  351. uint8_t num;
  352. AttribType::Enum type;
  353. bool normalized;
  354. bool asInt;
  355. _layout.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  356. elem->Format = s_attribType[type][num-1][normalized];
  357. elem->AlignedByteOffset = _layout.m_offset[attr];
  358. }
  359. ++elem;
  360. }
  361. }
  362. return elem;
  363. }
  364. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  365. {
  366. D3D12_RESOURCE_BARRIER barrier;
  367. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  368. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  369. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  370. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  371. barrier.Transition.StateBefore = _stateBefore;
  372. barrier.Transition.StateAfter = _stateAfter;
  373. _commandList->ResourceBarrier(1, &barrier);
  374. }
  375. BX_PRAGMA_DIAGNOSTIC_PUSH();
  376. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  377. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  378. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  379. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  380. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  381. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  382. static const GUID IID_ID3D12Debug1 = { 0xaffaa4ca, 0x63fe, 0x4d8e, { 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04 } };
  383. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  384. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  385. static const GUID IID_ID3D12Device1 = { 0x77acce80, 0x638e, 0x4e65, { 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e } };
  386. static const GUID IID_ID3D12Device2 = { 0x30baa41e, 0xb15b, 0x475c, { 0xa0, 0xbb, 0x1a, 0xf5, 0xc5, 0xb6, 0x43, 0x28 } };
  387. static const GUID IID_ID3D12Device3 = { 0x81dadc15, 0x2bad, 0x4392, { 0x93, 0xc5, 0x10, 0x13, 0x45, 0xc4, 0xaa, 0x98 } };
  388. static const GUID IID_ID3D12Device4 = { 0xe865df17, 0xa9ee, 0x46f9, { 0xa4, 0x63, 0x30, 0x98, 0x31, 0x5a, 0xa2, 0xe5 } };
  389. static const GUID IID_ID3D12Device5 = { 0x8b4f173b, 0x2fea, 0x4b80, { 0x8f, 0x58, 0x43, 0x07, 0x19, 0x1a, 0xb9, 0x5d } };
  390. static const GUID IID_ID3D12Device6 = { 0xc70b221b, 0x40e4, 0x4a17, { 0x89, 0xaf, 0x02, 0x5a, 0x07, 0x27, 0xa6, 0xdc } };
  391. static const GUID IID_ID3D12Device7 = { 0x5c014b53, 0x68a1, 0x4b9b, { 0x8b, 0xd1, 0xdd, 0x60, 0x46, 0xb9, 0x35, 0x8b } };
  392. static const GUID IID_ID3D12Device8 = { 0x9218e6bb, 0xf944, 0x4f7e, { 0xa7, 0x5c, 0xb1, 0xb2, 0xc7, 0xb7, 0x01, 0xf3 } };
  393. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  394. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  395. static const GUID IID_ID3D12GraphicsCommandList1 = { 0x553103fb, 0x1fe7, 0x4557, { 0xbb, 0x38, 0x94, 0x6d, 0x7d, 0x0e, 0x7c, 0xa7 } };
  396. static const GUID IID_ID3D12GraphicsCommandList2 = { 0x38c3e585, 0xff17, 0x412c, { 0x91, 0x50, 0x4f, 0xc6, 0xf9, 0xd7, 0x2a, 0x28 } };
  397. static const GUID IID_ID3D12GraphicsCommandList3 = { 0x6fda83a7, 0xb84c, 0x4e38, { 0x9a, 0xc8, 0xc7, 0xbd, 0x22, 0x01, 0x6b, 0x3d } };
  398. static const GUID IID_ID3D12GraphicsCommandList4 = { 0x8754318e, 0xd3a9, 0x4541, { 0x98, 0xcf, 0x64, 0x5b, 0x50, 0xdc, 0x48, 0x74 } };
  399. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  400. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  401. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  402. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  403. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  404. BX_PRAGMA_DIAGNOSTIC_POP();
  405. static const GUID s_d3dDeviceIIDs[] =
  406. {
  407. IID_ID3D12Device8,
  408. IID_ID3D12Device7,
  409. IID_ID3D12Device6,
  410. IID_ID3D12Device5,
  411. IID_ID3D12Device4,
  412. IID_ID3D12Device3,
  413. IID_ID3D12Device2,
  414. IID_ID3D12Device1,
  415. };
  416. struct HeapProperty
  417. {
  418. enum Enum
  419. {
  420. Default,
  421. Texture,
  422. Upload,
  423. ReadBack,
  424. Count
  425. };
  426. D3D12_HEAP_PROPERTIES m_properties;
  427. D3D12_RESOURCE_STATES m_state;
  428. };
  429. static HeapProperty s_heapProperties[] =
  430. {
  431. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  432. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  433. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  434. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COPY_DEST },
  435. };
  436. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  437. static inline D3D12_HEAP_PROPERTIES ID3D12DeviceGetCustomHeapProperties(ID3D12Device *device, uint32_t nodeMask, D3D12_HEAP_TYPE heapType)
  438. {
  439. #if BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
  440. return device->GetCustomHeapProperties(nodeMask, heapType);
  441. #else
  442. D3D12_HEAP_PROPERTIES ret;
  443. device->GetCustomHeapProperties(&ret, nodeMask, heapType);
  444. return ret;
  445. #endif // BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
  446. }
  447. static void initHeapProperties(ID3D12Device* _device, D3D12_HEAP_PROPERTIES& _properties)
  448. {
  449. if (D3D12_HEAP_TYPE_CUSTOM != _properties.Type)
  450. {
  451. _properties = ID3D12DeviceGetCustomHeapProperties(_device, 1, _properties.Type);
  452. }
  453. }
  454. static void initHeapProperties(ID3D12Device* _device)
  455. {
  456. #if BX_PLATFORM_LINUX || BX_PLATFORM_WINDOWS
  457. initHeapProperties(_device, s_heapProperties[HeapProperty::Default ].m_properties);
  458. initHeapProperties(_device, s_heapProperties[HeapProperty::Texture ].m_properties);
  459. initHeapProperties(_device, s_heapProperties[HeapProperty::Upload ].m_properties);
  460. initHeapProperties(_device, s_heapProperties[HeapProperty::ReadBack].m_properties);
  461. #else
  462. BX_UNUSED(_device);
  463. #endif // BX_PLATFORM_WINDOWS
  464. }
  465. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, const D3D12_RESOURCE_DESC* _resourceDesc, const D3D12_CLEAR_VALUE* _clearValue, bool _memSet = false)
  466. {
  467. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  468. ID3D12Resource* resource;
  469. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  470. , D3D12_HEAP_FLAG_NONE
  471. , _resourceDesc
  472. , heapProperty.m_state
  473. , _clearValue
  474. , IID_ID3D12Resource
  475. , (void**)&resource
  476. ) );
  477. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  478. , _resourceDesc->Width
  479. );
  480. if (BX_ENABLED(BX_PLATFORM_XBOXONE)
  481. && _memSet)
  482. {
  483. void* ptr;
  484. DX_CHECK(resource->Map(0, NULL, &ptr) );
  485. D3D12_RESOURCE_ALLOCATION_INFO rai;
  486. #if BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
  487. rai = _device->GetResourceAllocationInfo(1, 1, _resourceDesc);
  488. #else
  489. _device->GetResourceAllocationInfo(&rai, 1, 1, _resourceDesc);
  490. #endif // BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
  491. bx::memSet(ptr, 0, size_t(rai.SizeInBytes) );
  492. resource->Unmap(0, NULL);
  493. }
  494. return resource;
  495. }
  496. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  497. {
  498. D3D12_RESOURCE_DESC resourceDesc = {};
  499. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  500. resourceDesc.Alignment = 0;
  501. resourceDesc.Width = _size;
  502. resourceDesc.Height = 1;
  503. resourceDesc.DepthOrArraySize = 1;
  504. resourceDesc.MipLevels = 1;
  505. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  506. resourceDesc.SampleDesc.Count = 1;
  507. resourceDesc.SampleDesc.Quality = 0;
  508. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  509. resourceDesc.Flags = _flags;
  510. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  511. }
  512. inline bool isLost(HRESULT _hr)
  513. {
  514. return false
  515. || _hr == DXGI_ERROR_DEVICE_REMOVED
  516. || _hr == DXGI_ERROR_DEVICE_HUNG
  517. || _hr == DXGI_ERROR_DEVICE_RESET
  518. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  519. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  520. ;
  521. }
  522. static const char* getLostReason(HRESULT _hr)
  523. {
  524. switch (_hr)
  525. {
  526. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  527. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  528. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  529. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  530. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  531. // The calling application should re-create the device and continue.
  532. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  533. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  534. // suspect, and the application should not continue.
  535. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  536. // A resource is not available at the time of the call, but may become available later.
  537. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  538. case S_OK: return "S_OK";
  539. default: break;
  540. }
  541. return "Unknown HRESULT?";
  542. }
  543. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  544. {
  545. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  546. {
  547. char temp[2048];
  548. va_list argList;
  549. va_start(argList, _format);
  550. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  551. va_end(argList);
  552. temp[size] = '\0';
  553. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  554. mbstowcs(wtemp, temp, size+1);
  555. _object->SetName(wtemp);
  556. }
  557. }
  558. #if USE_D3D12_DYNAMIC_LIB
  559. static PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES D3D12EnableExperimentalFeatures;
  560. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  561. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  562. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  563. # if !BX_PLATFORM_LINUX
  564. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  565. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  566. # endif // !BX_PLATFORM_LINUX
  567. #endif // USE_D3D12_DYNAMIC_LIB
  568. inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  569. {
  570. #if BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
  571. return _heap->GetCPUDescriptorHandleForHeapStart();
  572. #else
  573. D3D12_CPU_DESCRIPTOR_HANDLE handle;
  574. _heap->GetCPUDescriptorHandleForHeapStart(&handle);
  575. return handle;
  576. #endif // BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
  577. }
  578. inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  579. {
  580. #if BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
  581. return _heap->GetGPUDescriptorHandleForHeapStart();
  582. #else
  583. D3D12_GPU_DESCRIPTOR_HANDLE handle;
  584. _heap->GetGPUDescriptorHandleForHeapStart(&handle);
  585. return handle;
  586. #endif // BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
  587. }
  588. inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
  589. {
  590. #if BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
  591. return _resource->GetDesc();
  592. #else
  593. D3D12_RESOURCE_DESC desc;
  594. _resource->GetDesc(&desc);
  595. return desc;
  596. #endif // BX_COMPILER_MSVC || (BX_COMPILER_CLANG && defined(_MSC_VER))
  597. }
  598. #if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  599. static PIXEventsThreadInfo s_pixEventsThreadInfo;
  600. PIXEventsThreadInfo* WINAPI stubPIXGetThreadInfo()
  601. {
  602. return &s_pixEventsThreadInfo;
  603. }
  604. uint64_t WINAPI stubPIXEventsReplaceBlock(bool _getEarliestTime)
  605. {
  606. BX_UNUSED(_getEarliestTime);
  607. return 0;
  608. }
  609. #endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  610. struct RendererContextD3D12 : public RendererContextI
  611. {
  612. RendererContextD3D12()
  613. : m_d3d12Dll(NULL)
  614. , m_renderDocDll(NULL)
  615. , m_winPixEvent(NULL)
  616. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  617. , m_swapChain(NULL)
  618. , m_wireframe(false)
  619. , m_lost(false)
  620. , m_maxAnisotropy(1)
  621. , m_depthClamp(false)
  622. , m_backBufferColorIdx(0)
  623. , m_rtMsaa(false)
  624. , m_directAccessSupport(false)
  625. {
  626. }
  627. ~RendererContextD3D12()
  628. {
  629. }
  630. bool init(const Init& _init)
  631. {
  632. struct ErrorState
  633. {
  634. enum Enum
  635. {
  636. Default,
  637. LoadedKernel32,
  638. LoadedD3D12,
  639. LoadedDXGI,
  640. CreatedDXGIFactory,
  641. CreatedCommandQueue,
  642. };
  643. };
  644. ErrorState::Enum errorState = ErrorState::Default;
  645. // LUID luid;
  646. #if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  647. m_winPixEvent = bx::dlopen("WinPixEventRuntime.dll");
  648. if (NULL != m_winPixEvent)
  649. {
  650. bgfx_PIXGetThreadInfo = (PFN_PIX_GET_THREAD_INFO )bx::dlsym(m_winPixEvent, "PIXGetThreadInfo");
  651. bgfx_PIXEventsReplaceBlock = (PFN_PIX_EVENTS_REPLACE_BLOCK)bx::dlsym(m_winPixEvent, "PIXEventsReplaceBlock");
  652. }
  653. if (NULL == bgfx_PIXGetThreadInfo
  654. || NULL == bgfx_PIXEventsReplaceBlock)
  655. {
  656. bgfx_PIXGetThreadInfo = stubPIXGetThreadInfo;
  657. bgfx_PIXEventsReplaceBlock = stubPIXEventsReplaceBlock;
  658. }
  659. #endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  660. if (_init.debug
  661. || _init.profile)
  662. {
  663. m_renderDocDll = loadRenderDoc();
  664. }
  665. setGraphicsDebuggerPresent(NULL != m_renderDocDll || NULL != m_winPixEvent);
  666. m_fbh.idx = kInvalidHandle;
  667. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  668. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  669. #if USE_D3D12_DYNAMIC_LIB
  670. # if !BX_PLATFORM_LINUX
  671. m_kernel32Dll = bx::dlopen("kernel32.dll");
  672. if (NULL == m_kernel32Dll)
  673. {
  674. BX_TRACE("Init error: Failed to load kernel32.dll.");
  675. goto error;
  676. }
  677. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32Dll, "CreateEventExA");
  678. if (NULL == CreateEventExA)
  679. {
  680. BX_TRACE("Init error: Function CreateEventExA not found.");
  681. goto error;
  682. }
  683. errorState = ErrorState::LoadedKernel32;
  684. # endif // !BX_PLATFORM_LINUX
  685. m_nvapi.init();
  686. {
  687. const char* d3d12DllName =
  688. #if BX_PLATFORM_LINUX
  689. "libd3d12.so"
  690. #else
  691. "d3d12.dll"
  692. #endif // BX_PLATFORM_LINUX
  693. ;
  694. m_d3d12Dll = bx::dlopen(d3d12DllName);
  695. if (NULL == m_d3d12Dll)
  696. {
  697. BX_TRACE("Init error: Failed to load %s.", d3d12DllName);
  698. goto error;
  699. }
  700. }
  701. errorState = ErrorState::LoadedD3D12;
  702. D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)bx::dlsym(m_d3d12Dll, "D3D12EnableExperimentalFeatures");
  703. BX_WARN(NULL != D3D12EnableExperimentalFeatures, "Function D3D12EnableExperimentalFeatures not found.");
  704. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12Dll, "D3D12CreateDevice");
  705. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  706. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12Dll, "D3D12GetDebugInterface");
  707. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  708. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12Dll, "D3D12SerializeRootSignature");
  709. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  710. if (NULL == D3D12CreateDevice
  711. || NULL == D3D12GetDebugInterface
  712. || NULL == D3D12SerializeRootSignature)
  713. {
  714. BX_TRACE("Init error: Function not found.");
  715. goto error;
  716. }
  717. #endif // USE_D3D12_DYNAMIC_LIB
  718. #if !BX_PLATFORM_LINUX
  719. if (!m_dxgi.init(g_caps) )
  720. {
  721. goto error;
  722. }
  723. errorState = ErrorState::LoadedDXGI;
  724. #endif // !BX_PLATFORM_LINUX
  725. HRESULT hr;
  726. if (NULL != g_platformData.context)
  727. {
  728. m_device = (ID3D12Device*)g_platformData.context;
  729. m_device->AddRef();
  730. hr = S_OK;
  731. }
  732. else
  733. {
  734. #if BX_PLATFORM_LINUX || BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  735. if (_init.debug
  736. || _init.profile)
  737. {
  738. ID3D12Debug* debug0;
  739. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug0);
  740. if (SUCCEEDED(hr) )
  741. {
  742. if (_init.debug)
  743. {
  744. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  745. debug0->EnableDebugLayer();
  746. {
  747. ID3D12Debug1* debug1;
  748. hr = debug0->QueryInterface(IID_ID3D12Debug1, (void**)&debug1);
  749. if (SUCCEEDED(hr))
  750. {
  751. // https://discordapp.com/channels/590611987420020747/593519198995742733/703642988345032804
  752. // D3D12 Bug Number: 26131261
  753. // There is a bug in the D3D12 validation that causes example-21 to fail when using UAV
  754. // Setting SetEnableSynchronizedCommandQueueValidation below to false avoids the bug
  755. // It was fixed in (probably) the first windows 11 sdk, 22000
  756. // However, the fix causes any dx12 context with validation to break if this is set to false, so we can't do that anymore
  757. if (windowsVersionIs(Condition::GreaterEqual, 0x0A00, 22000))
  758. {
  759. debug1->SetEnableGPUBasedValidation(true);
  760. }
  761. else
  762. {
  763. debug1->SetEnableSynchronizedCommandQueueValidation(false);
  764. }
  765. }
  766. DX_RELEASE(debug1, 1);
  767. }
  768. #endif // BX_PLATFORM_WINDOWS
  769. }
  770. DX_RELEASE(debug0, 0);
  771. }
  772. }
  773. D3D_FEATURE_LEVEL featureLevel[] =
  774. {
  775. D3D_FEATURE_LEVEL_12_2,
  776. D3D_FEATURE_LEVEL_12_1,
  777. D3D_FEATURE_LEVEL_12_0,
  778. D3D_FEATURE_LEVEL_11_1,
  779. D3D_FEATURE_LEVEL_11_0,
  780. };
  781. hr = E_FAIL;
  782. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  783. {
  784. hr = D3D12CreateDevice(
  785. #if BX_PLATFORM_LINUX
  786. NULL
  787. #else
  788. m_dxgi.m_adapter
  789. #endif // BX_PLATFORM_LINUX
  790. , featureLevel[ii]
  791. , IID_ID3D12Device
  792. , (void**)&m_device
  793. );
  794. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  795. , (featureLevel[ii] >> 12) & 0xf
  796. , (featureLevel[ii] >> 8) & 0xf
  797. );
  798. m_featureLevel = featureLevel[ii];
  799. }
  800. #else
  801. // Reference(s):
  802. // - https://github.com/Microsoft/Xbox-ATG-Samples/blob/1271bfd61b4883c775f395b6f13aeabea70290ca/XDKSamples/Graphics/AdvancedESRAM12/DeviceResources.cpp#L64
  803. D3D12XBOX_CREATE_DEVICE_PARAMETERS params = {};
  804. params.Version = D3D12_SDK_VERSION;
  805. params.ProcessDebugFlags = D3D12XBOX_PROCESS_DEBUG_FLAGS(0
  806. | (_init.debug ? D3D12XBOX_PROCESS_DEBUG_FLAG_DEBUG : 0)
  807. | (_init.profile ? D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED : 0)
  808. );
  809. params.GraphicsCommandQueueRingSizeBytes = UINT32_MAX;
  810. params.GraphicsScratchMemorySizeBytes = UINT32_MAX;
  811. params.ComputeScratchMemorySizeBytes = UINT32_MAX;
  812. params.DisableGeometryShaderAllocations = true;
  813. params.DisableTessellationShaderAllocations = true;
  814. hr = D3D12XboxCreateDevice(
  815. m_dxgi.m_adapter
  816. , &params
  817. , IID_ID3D12Device
  818. , (void**)&m_device
  819. );
  820. m_featureLevel = D3D_FEATURE_LEVEL_12_1;
  821. if (SUCCEEDED(hr) )
  822. {
  823. m_device->SetDebugErrorFilterX(0x73EC9EAF, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_BREAKS);
  824. m_device->SetDebugErrorFilterX(0x8EC9B15C, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_OUTPUT);
  825. }
  826. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  827. if (FAILED(hr) )
  828. {
  829. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  830. goto error;
  831. }
  832. }
  833. #if !BX_PLATFORM_LINUX
  834. m_dxgi.update(m_device);
  835. #endif // !BX_PLATFORM_LINUX
  836. {
  837. m_deviceInterfaceVersion = 0;
  838. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  839. {
  840. ID3D12Device* device;
  841. hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  842. if (SUCCEEDED(hr) )
  843. {
  844. device->Release(); // BK - ignore ref count.
  845. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs) - ii;
  846. break;
  847. }
  848. }
  849. }
  850. #if !BX_PLATFORM_LINUX
  851. if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
  852. {
  853. m_nvapi.shutdown();
  854. }
  855. #endif // !BX_PLATFORM_LINUX
  856. {
  857. uint32_t numNodes = m_device->GetNodeCount();
  858. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  859. for (uint32_t ii = 0; ii < numNodes; ++ii)
  860. {
  861. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  862. architecture.NodeIndex = ii;
  863. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  864. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  865. , ii
  866. , architecture.TileBasedRenderer
  867. , architecture.UMA
  868. , architecture.CacheCoherentUMA
  869. );
  870. if (0 == ii)
  871. {
  872. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  873. }
  874. }
  875. }
  876. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  877. BX_TRACE("D3D12 options:");
  878. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  879. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  880. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  881. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  882. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  883. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  884. for (D3D12_FEATURE_DATA_D3D12_OPTIONS1 options1; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS1, &options1, sizeof(options1)));)
  885. {
  886. BX_TRACE("D3D12 options 1:");
  887. BX_TRACE("\tWaveOps %d", options1.WaveOps);
  888. BX_TRACE("\tWaveLaneCountMin %d", options1.WaveLaneCountMin);
  889. BX_TRACE("\tWaveLaneCountMax %d", options1.WaveLaneCountMax);
  890. BX_TRACE("\tTotalLaneCount %d", options1.TotalLaneCount);
  891. BX_TRACE("\tExpandedComputeResourceStates %d", options1.ExpandedComputeResourceStates);
  892. BX_TRACE("\tInt64ShaderOps %d", options1.Int64ShaderOps);
  893. break;
  894. }
  895. for (D3D12_FEATURE_DATA_D3D12_OPTIONS2 options2; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS2, &options2, sizeof(options2)));)
  896. {
  897. BX_TRACE("D3D12 options 2:");
  898. BX_TRACE("\tCopyQueueTimestampQueriesSupported %d", options2.DepthBoundsTestSupported);
  899. BX_TRACE("\tCastingFullyTypedFormatSupported %d", options2.ProgrammableSamplePositionsTier);
  900. break;
  901. }
  902. for (D3D12_FEATURE_DATA_D3D12_OPTIONS3 options3; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3, &options3, sizeof(options3)));)
  903. {
  904. BX_TRACE("D3D12 options 3:");
  905. BX_TRACE("\tCopyQueueTimestampQueriesSupported %d", options3.CopyQueueTimestampQueriesSupported);
  906. BX_TRACE("\tCastingFullyTypedFormatSupported %d", options3.CastingFullyTypedFormatSupported);
  907. BX_TRACE("\tWriteBufferImmediateSupportFlags %d", options3.WriteBufferImmediateSupportFlags);
  908. BX_TRACE("\tViewInstancingTier %d", options3.ViewInstancingTier);
  909. BX_TRACE("\tBarycentricsSupported %d", options3.BarycentricsSupported);
  910. break;
  911. }
  912. for (D3D12_FEATURE_DATA_D3D12_OPTIONS4 options4; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS4, &options4, sizeof(options4)));)
  913. {
  914. BX_TRACE("D3D12 options 4:");
  915. BX_TRACE("\tMSAA64KBAlignedTextureSupported %d", options4.MSAA64KBAlignedTextureSupported);
  916. BX_TRACE("\tSharedResourceCompatibilityTier %d", options4.SharedResourceCompatibilityTier);
  917. BX_TRACE("\tNative16BitShaderOpsSupported %d", options4.Native16BitShaderOpsSupported);
  918. break;
  919. }
  920. for (D3D12_FEATURE_DATA_D3D12_OPTIONS5 options5; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS5, &options5, sizeof(options5) ) );)
  921. {
  922. BX_TRACE("D3D12 options 5:");
  923. BX_TRACE("\tSRVOnlyTiledResourceTier3 %d", options5.SRVOnlyTiledResourceTier3);
  924. BX_TRACE("\tRenderPassesTier %d", options5.RenderPassesTier);
  925. BX_TRACE("\tRaytracingTier %d", options5.RaytracingTier);
  926. break;
  927. }
  928. for (D3D12_FEATURE_DATA_D3D12_OPTIONS6 options6; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS6, &options6, sizeof(options6)));)
  929. {
  930. BX_TRACE("D3D12 options 6:");
  931. BX_TRACE("\tAdditionalShadingRatesSupported %d", options6.AdditionalShadingRatesSupported);
  932. BX_TRACE("\tPerPrimitiveShadingRateSupportedWithViewportIndexing %d", options6.PerPrimitiveShadingRateSupportedWithViewportIndexing);
  933. BX_TRACE("\tVariableShadingRateTier %d", options6.VariableShadingRateTier);
  934. BX_TRACE("\tShadingRateImageTileSize %d", options6.ShadingRateImageTileSize);
  935. BX_TRACE("\tBackgroundProcessingSupported %d", options6.BackgroundProcessingSupported);
  936. break;
  937. }
  938. for (D3D12_FEATURE_DATA_D3D12_OPTIONS7 options7; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS7, &options7, sizeof(options7)));)
  939. {
  940. BX_TRACE("D3D12 options 7:");
  941. BX_TRACE("\tMeshShaderTier %d", options7.MeshShaderTier);
  942. BX_TRACE("\tSamplerFeedbackTier %d", options7.SamplerFeedbackTier);
  943. break;
  944. }
  945. for (D3D12_FEATURE_DATA_D3D12_OPTIONS8 options8; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS8, &options8, sizeof(options8)));)
  946. {
  947. BX_TRACE("D3D12 options 8:");
  948. BX_TRACE("\tUnalignedBlockTexturesSupported %d", options8.UnalignedBlockTexturesSupported);
  949. break;
  950. }
  951. for (D3D12_FEATURE_DATA_D3D12_OPTIONS9 options9; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS9, &options9, sizeof(options9)));)
  952. {
  953. BX_TRACE("D3D12 options 9:");
  954. BX_TRACE("\tMeshShaderPipelineStatsSupported %d", options9.MeshShaderPipelineStatsSupported);
  955. BX_TRACE("\tMeshShaderSupportsFullRangeRenderTargetArrayIndex %d", options9.MeshShaderSupportsFullRangeRenderTargetArrayIndex);
  956. BX_TRACE("\tAtomicInt64OnTypedResourceSupported %d", options9.AtomicInt64OnTypedResourceSupported);
  957. BX_TRACE("\tAtomicInt64OnGroupSharedSupported %d", options9.AtomicInt64OnGroupSharedSupported);
  958. BX_TRACE("\tDerivativesInMeshAndAmplificationShadersSupported %d", options9.DerivativesInMeshAndAmplificationShadersSupported);
  959. BX_TRACE("\tWaveMMATier %d", options9.WaveMMATier);
  960. break;
  961. }
  962. for (D3D12_FEATURE_DATA_D3D12_OPTIONS10 options10; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS10, &options10, sizeof(options10)));)
  963. {
  964. BX_TRACE("D3D12 options 10:");
  965. BX_TRACE("\tVariableRateShadingSumCombinerSupported %d", options10.VariableRateShadingSumCombinerSupported);
  966. BX_TRACE("\tMeshShaderPerPrimitiveShadingRateSupported %d", options10.MeshShaderPerPrimitiveShadingRateSupported);
  967. break;
  968. }
  969. for (D3D12_FEATURE_DATA_D3D12_OPTIONS11 options11; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS11, &options11, sizeof(options11)));)
  970. {
  971. BX_TRACE("D3D12 options 11:");
  972. BX_TRACE("\tAtomicInt64OnDescriptorHeapResourceSupported %d", options11.AtomicInt64OnDescriptorHeapResourceSupported);
  973. break;
  974. }
  975. for (D3D12_FEATURE_DATA_D3D12_OPTIONS12 options12; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options12, sizeof(options12)));)
  976. {
  977. BX_TRACE("D3D12 options 12:");
  978. BX_TRACE("\tMSPrimitivesPipelineStatisticIncludesCulledPrimitives %d", options12.MSPrimitivesPipelineStatisticIncludesCulledPrimitives);
  979. BX_TRACE("\tEnhancedBarriersSupported %d", options12.EnhancedBarriersSupported);
  980. BX_TRACE("\tRelaxedFormatCastingSupported %d", options12.RelaxedFormatCastingSupported);
  981. break;
  982. }
  983. for (D3D12_FEATURE_DATA_D3D12_OPTIONS13 options13; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options13, sizeof(options13)));)
  984. {
  985. BX_TRACE("D3D12 options 13:");
  986. BX_TRACE("\tUnrestrictedBufferTextureCopyPitchSupported %d", options13.UnrestrictedBufferTextureCopyPitchSupported);
  987. BX_TRACE("\tUnrestrictedVertexElementAlignmentSupported %d", options13.UnrestrictedVertexElementAlignmentSupported);
  988. BX_TRACE("\tInvertedViewportHeightFlipsYSupported %d", options13.InvertedViewportHeightFlipsYSupported);
  989. BX_TRACE("\tInvertedViewportDepthFlipsZSupported %d", options13.InvertedViewportDepthFlipsZSupported);
  990. BX_TRACE("\tTextureCopyBetweenDimensionsSupported %d", options13.TextureCopyBetweenDimensionsSupported);
  991. BX_TRACE("\tAlphaBlendFactorSupported %d", options13.AlphaBlendFactorSupported);
  992. break;
  993. }
  994. for (D3D12_FEATURE_DATA_D3D12_OPTIONS14 options14; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options14, sizeof(options14)));)
  995. {
  996. BX_TRACE("D3D12 options 14:");
  997. BX_TRACE("\tAdvancedTextureOpsSupported %d", options14.AdvancedTextureOpsSupported);
  998. BX_TRACE("\tWriteableMSAATexturesSupported %d", options14.WriteableMSAATexturesSupported);
  999. BX_TRACE("\tIndependentFrontAndBackStencilRefMaskSupported %d", options14.IndependentFrontAndBackStencilRefMaskSupported);
  1000. break;
  1001. }
  1002. for (D3D12_FEATURE_DATA_D3D12_OPTIONS15 options15; SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &options15, sizeof(options15)));)
  1003. {
  1004. BX_TRACE("D3D12 options 15:");
  1005. BX_TRACE("\tTriangleFanSupported %d", options15.TriangleFanSupported);
  1006. BX_TRACE("\tDynamicIndexBufferStripCutSupported %d", options15.DynamicIndexBufferStripCutSupported);
  1007. break;
  1008. }
  1009. initHeapProperties(m_device);
  1010. m_cmd.init(m_device);
  1011. m_device->SetPrivateDataInterface(IID_ID3D12CommandQueue, m_cmd.m_commandQueue);
  1012. errorState = ErrorState::CreatedCommandQueue;
  1013. if (NULL == g_platformData.backBuffer)
  1014. {
  1015. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1016. m_scd.width = _init.resolution.width;
  1017. m_scd.height = _init.resolution.height;
  1018. m_scd.format = s_textureFormat[_init.resolution.format].m_fmt;
  1019. m_scd.stereo = false;
  1020. updateMsaa(m_scd.format);
  1021. m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1022. m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1023. m_scd.bufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BX_COUNTOF(m_backBufferColor) );
  1024. m_scd.scaling = 0 == g_platformData.ndt
  1025. ? DXGI_SCALING_NONE
  1026. : DXGI_SCALING_STRETCH
  1027. ;
  1028. m_scd.swapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  1029. m_scd.alphaMode = DXGI_ALPHA_MODE_IGNORE;
  1030. m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  1031. m_scd.maxFrameLatency = bx::min<uint8_t>(_init.resolution.maxFrameLatency, BGFX_CONFIG_MAX_FRAME_LATENCY);
  1032. m_scd.nwh = g_platformData.nwh;
  1033. m_scd.ndt = g_platformData.ndt;
  1034. m_scd.windowed = true;
  1035. m_backBufferColorIdx = m_scd.bufferCount-1;
  1036. m_msaaRt = NULL;
  1037. if (NULL != m_scd.nwh)
  1038. {
  1039. #if BX_PLATFORM_LINUX
  1040. hr = E_FAIL;
  1041. #else
  1042. hr = m_dxgi.createSwapChain(
  1043. getDeviceForSwapChain()
  1044. , m_scd
  1045. , &m_swapChain
  1046. );
  1047. #endif // BX_PLATFORM_LINUX
  1048. if (FAILED(hr) )
  1049. {
  1050. BX_TRACE("Init error: Unable to create Direct3D12 swap chain.");
  1051. goto error;
  1052. }
  1053. else
  1054. {
  1055. m_resolution = _init.resolution;
  1056. m_resolution.reset = _init.resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  1057. m_textVideoMem.resize(false, _init.resolution.width, _init.resolution.height);
  1058. m_textVideoMem.clear();
  1059. }
  1060. if (1 < m_scd.sampleDesc.Count)
  1061. {
  1062. D3D12_RESOURCE_DESC resourceDesc;
  1063. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1064. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  1065. resourceDesc.Width = m_scd.width;
  1066. resourceDesc.Height = m_scd.height;
  1067. resourceDesc.MipLevels = 1;
  1068. resourceDesc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
  1069. ? s_textureFormat[m_resolution.format].m_fmtSrgb
  1070. : s_textureFormat[m_resolution.format].m_fmt;
  1071. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1072. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1073. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  1074. resourceDesc.DepthOrArraySize = 1;
  1075. D3D12_CLEAR_VALUE clearValue;
  1076. clearValue.Format = resourceDesc.Format;
  1077. clearValue.Color[0] = 0.0f;
  1078. clearValue.Color[1] = 0.0f;
  1079. clearValue.Color[2] = 0.0f;
  1080. clearValue.Color[3] = 0.0f;
  1081. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  1082. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  1083. }
  1084. }
  1085. }
  1086. m_presentElapsed = 0;
  1087. {
  1088. m_resolution.width = _init.resolution.width;
  1089. m_resolution.height = _init.resolution.height;
  1090. m_windows[0] = BGFX_INVALID_HANDLE;
  1091. m_numWindows = 1;
  1092. #if BX_PLATFORM_WINDOWS
  1093. m_infoQueue = NULL;
  1094. DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  1095. , 0
  1096. | DXGI_MWA_NO_WINDOW_CHANGES
  1097. | DXGI_MWA_NO_ALT_ENTER
  1098. ) );
  1099. if (_init.debug)
  1100. {
  1101. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  1102. if (SUCCEEDED(hr) )
  1103. {
  1104. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  1105. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  1106. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  1107. D3D12_INFO_QUEUE_FILTER filter;
  1108. bx::memSet(&filter, 0, sizeof(filter) );
  1109. D3D12_MESSAGE_CATEGORY catlist[] =
  1110. {
  1111. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  1112. D3D12_MESSAGE_CATEGORY_EXECUTION,
  1113. };
  1114. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1115. filter.DenyList.pCategoryList = catlist;
  1116. m_infoQueue->PushStorageFilter(&filter);
  1117. }
  1118. }
  1119. #endif // BX_PLATFORM_WINDOWS
  1120. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  1121. rtvDescHeap.NumDescriptors = 0
  1122. + BX_COUNTOF(m_backBufferColor)
  1123. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1124. ;
  1125. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  1126. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  1127. rtvDescHeap.NodeMask = 1;
  1128. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  1129. , IID_ID3D12DescriptorHeap
  1130. , (void**)&m_rtvDescriptorHeap
  1131. ) );
  1132. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  1133. dsvDescHeap.NumDescriptors = 0
  1134. + 1 // reserved for depth backbuffer.
  1135. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  1136. ;
  1137. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  1138. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  1139. dsvDescHeap.NodeMask = 1;
  1140. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  1141. , IID_ID3D12DescriptorHeap
  1142. , (void**)&m_dsvDescriptorHeap
  1143. ) );
  1144. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1145. {
  1146. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  1147. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  1148. );
  1149. }
  1150. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  1151. , 2048
  1152. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  1153. );
  1154. D3D12_DESCRIPTOR_RANGE descRange[] =
  1155. {
  1156. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1157. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1158. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1159. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1160. };
  1161. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  1162. D3D12_ROOT_PARAMETER rootParameter[] =
  1163. {
  1164. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  1165. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  1166. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  1167. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  1168. };
  1169. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  1170. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  1171. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  1172. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  1173. descRootSignature.pParameters = rootParameter;
  1174. descRootSignature.NumStaticSamplers = 0;
  1175. descRootSignature.pStaticSamplers = NULL;
  1176. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  1177. ID3DBlob* outBlob;
  1178. ID3DBlob* errorBlob;
  1179. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  1180. , D3D_ROOT_SIGNATURE_VERSION_1
  1181. , &outBlob
  1182. , &errorBlob
  1183. ) );
  1184. DX_CHECK(m_device->CreateRootSignature(0
  1185. , outBlob->GetBufferPointer()
  1186. , outBlob->GetBufferSize()
  1187. , IID_ID3D12RootSignature
  1188. , (void**)&m_rootSignature
  1189. ) );
  1190. ///
  1191. m_directAccessSupport = true
  1192. && BX_ENABLED(BX_PLATFORM_XBOXONE)
  1193. && m_architecture.UMA
  1194. ;
  1195. g_caps.supported |= ( 0
  1196. | BGFX_CAPS_TEXTURE_3D
  1197. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  1198. | BGFX_CAPS_INDEX32
  1199. | BGFX_CAPS_INSTANCING
  1200. | BGFX_CAPS_DRAW_INDIRECT
  1201. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1202. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1203. | BGFX_CAPS_VERTEX_ID
  1204. | BGFX_CAPS_FRAGMENT_DEPTH
  1205. | BGFX_CAPS_BLEND_INDEPENDENT
  1206. | BGFX_CAPS_COMPUTE
  1207. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1208. | (m_directAccessSupport ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
  1209. | (BX_ENABLED(BX_PLATFORM_WINDOWS) ? BGFX_CAPS_SWAP_CHAIN : 0)
  1210. | BGFX_CAPS_TEXTURE_BLIT
  1211. | BGFX_CAPS_TEXTURE_READ_BACK
  1212. | BGFX_CAPS_OCCLUSION_QUERY
  1213. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1214. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1215. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1216. | BGFX_CAPS_IMAGE_RW
  1217. | BGFX_CAPS_VIEWPORT_LAYER_ARRAY
  1218. | BGFX_CAPS_DRAW_INDIRECT_COUNT
  1219. | BGFX_CAPS_PRIMITIVE_ID
  1220. );
  1221. g_caps.limits.maxTextureSize = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1222. g_caps.limits.maxTextureLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  1223. g_caps.limits.maxFBAttachments = bx::min<uint8_t>(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  1224. g_caps.limits.maxComputeBindings = bx::min(D3D12_UAV_SLOT_COUNT, BGFX_MAX_COMPUTE_BINDINGS);
  1225. g_caps.limits.maxVertexStreams = BGFX_CONFIG_MAX_VERTEX_STREAMS;
  1226. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1227. {
  1228. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1229. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1230. ? s_textureFormat[ii].m_fmtDsv
  1231. : s_textureFormat[ii].m_fmt
  1232. ;
  1233. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1234. if (DXGI_FORMAT_UNKNOWN != fmt)
  1235. {
  1236. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1237. data.Format = fmt;
  1238. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1239. if (SUCCEEDED(hr) )
  1240. {
  1241. support |= 0 != (data.Support1 & (0
  1242. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1243. ) )
  1244. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1245. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1246. ;
  1247. support |= 0 != (data.Support1 & (0
  1248. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1249. ) )
  1250. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1251. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1252. ;
  1253. support |= 0 != (data.Support1 & (0
  1254. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1255. ) )
  1256. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1257. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1258. ;
  1259. support |= 0 != (data.Support1 & (0
  1260. | D3D12_FORMAT_SUPPORT1_BUFFER
  1261. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  1262. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  1263. ) )
  1264. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1265. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1266. ;
  1267. support |= 0 != (data.Support1 & (0
  1268. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  1269. ) )
  1270. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ
  1271. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1272. ;
  1273. support |= 0 != (data.Support1 & (0
  1274. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  1275. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  1276. ) )
  1277. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1278. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1279. ;
  1280. support |= 0 != (data.Support1 & (0
  1281. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  1282. ) )
  1283. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1284. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1285. ;
  1286. support |= 0 != (data.Support1 & (0
  1287. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  1288. ) )
  1289. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1290. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1291. ;
  1292. }
  1293. else
  1294. {
  1295. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1296. }
  1297. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ) )
  1298. {
  1299. // clear image flag for additional testing
  1300. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ;
  1301. data.Format = s_textureFormat[ii].m_fmt;
  1302. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1303. if (SUCCEEDED(hr) )
  1304. {
  1305. support |= 0 != (data.Support2 & (0
  1306. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1307. ) )
  1308. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ
  1309. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1310. ;
  1311. support |= 0 != (data.Support2 & (0
  1312. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1313. ) )
  1314. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE
  1315. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1316. ;
  1317. }
  1318. }
  1319. }
  1320. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1321. {
  1322. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1323. {
  1324. DXGI_FORMAT InFormat;
  1325. uint32_t OutFormatSupport;
  1326. };
  1327. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1328. data.Format = fmtSrgb;
  1329. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1330. if (SUCCEEDED(hr) )
  1331. {
  1332. support |= 0 != (data.Support1 & (0
  1333. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1334. ) )
  1335. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1336. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1337. ;
  1338. support |= 0 != (data.Support1 & (0
  1339. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1340. ) )
  1341. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1342. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1343. ;
  1344. support |= 0 != (data.Support1 & (0
  1345. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1346. ) )
  1347. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1348. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1349. ;
  1350. }
  1351. else
  1352. {
  1353. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1354. }
  1355. }
  1356. g_caps.formats[ii] = support;
  1357. }
  1358. // Init reserved part of view name.
  1359. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1360. {
  1361. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1362. }
  1363. postReset();
  1364. m_batch.create(4<<10);
  1365. #if !BX_PLATFORM_LINUX
  1366. m_batch.setIndirectMode(BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId && BGFX_PCI_ID_MICROSOFT != m_dxgi.m_adapterDesc.VendorId);
  1367. #endif // !BX_PLATFORM_LINUX
  1368. m_gpuTimer.init();
  1369. m_occlusionQuery.init();
  1370. {
  1371. D3D12_INDIRECT_ARGUMENT_TYPE argType[] =
  1372. {
  1373. D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH,
  1374. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW,
  1375. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED,
  1376. };
  1377. D3D12_INDIRECT_ARGUMENT_DESC argDesc;
  1378. bx::memSet(&argDesc, 0, sizeof(argDesc) );
  1379. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1380. {
  1381. argDesc.Type = argType[ii];
  1382. D3D12_COMMAND_SIGNATURE_DESC commandSignatureDesc = { BGFX_CONFIG_DRAW_INDIRECT_STRIDE, 1, &argDesc, 1 };
  1383. m_commandSignature[ii] = NULL;
  1384. DX_CHECK(m_device->CreateCommandSignature(&commandSignatureDesc
  1385. , NULL
  1386. , IID_ID3D12CommandSignature
  1387. , (void**)&m_commandSignature[ii]
  1388. ) );
  1389. }
  1390. }
  1391. }
  1392. if (m_nvapi.isInitialized() )
  1393. {
  1394. finish();
  1395. m_commandList = m_cmd.alloc();
  1396. m_nvapi.initAftermath(m_device, m_commandList);
  1397. }
  1398. g_internalData.context = m_device;
  1399. return true;
  1400. error:
  1401. switch (errorState)
  1402. {
  1403. case ErrorState::CreatedCommandQueue:
  1404. m_device->SetPrivateDataInterface(IID_ID3D12CommandQueue, NULL);
  1405. m_cmd.shutdown();
  1406. [[fallthrough]];
  1407. case ErrorState::CreatedDXGIFactory:
  1408. DX_RELEASE(m_device, 0);
  1409. #if !BX_PLATFORM_LINUX
  1410. m_dxgi.shutdown();
  1411. #endif // !BX_PLATFORM_LINUX
  1412. [[fallthrough]];
  1413. #if USE_D3D12_DYNAMIC_LIB
  1414. case ErrorState::LoadedDXGI:
  1415. case ErrorState::LoadedD3D12:
  1416. bx::dlclose(m_d3d12Dll);
  1417. [[fallthrough]];
  1418. case ErrorState::LoadedKernel32:
  1419. bx::dlclose(m_kernel32Dll);
  1420. [[fallthrough]];
  1421. #endif // USE_D3D12_DYNAMIC_LIB
  1422. case ErrorState::Default:
  1423. default:
  1424. m_nvapi.shutdown();
  1425. unloadRenderDoc(m_renderDocDll);
  1426. bx::dlclose(m_winPixEvent);
  1427. m_winPixEvent = NULL;
  1428. break;
  1429. }
  1430. return false;
  1431. }
  1432. void shutdown()
  1433. {
  1434. m_cmd.finish();
  1435. m_batch.destroy();
  1436. preReset();
  1437. m_gpuTimer.shutdown();
  1438. m_occlusionQuery.shutdown();
  1439. m_samplerAllocator.destroy();
  1440. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1441. {
  1442. m_scratchBuffer[ii].destroy();
  1443. }
  1444. m_pipelineStateCache.invalidate();
  1445. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1446. {
  1447. m_indexBuffers[ii].destroy();
  1448. }
  1449. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1450. {
  1451. m_vertexBuffers[ii].destroy();
  1452. }
  1453. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1454. {
  1455. m_shaders[ii].destroy();
  1456. }
  1457. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1458. {
  1459. m_textures[ii].destroy();
  1460. }
  1461. #if BX_PLATFORM_WINDOWS
  1462. DX_RELEASE_W(m_infoQueue, 0);
  1463. #endif // BX_PLATFORM_WINDOWS
  1464. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1465. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1466. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1467. {
  1468. DX_RELEASE(m_commandSignature[ii], 0);
  1469. }
  1470. DX_RELEASE(m_rootSignature, 0);
  1471. DX_RELEASE(m_msaaRt, 0);
  1472. DX_RELEASE(m_swapChain, 0);
  1473. m_device->SetPrivateDataInterface(IID_ID3D12CommandQueue, NULL);
  1474. m_cmd.shutdown();
  1475. DX_RELEASE(m_device, 0);
  1476. m_nvapi.shutdown();
  1477. #if !BX_PLATFORM_LINUX
  1478. m_dxgi.shutdown();
  1479. #endif // !BX_PLATFORM_LINUX
  1480. unloadRenderDoc(m_renderDocDll);
  1481. bx::dlclose(m_winPixEvent);
  1482. m_winPixEvent = NULL;
  1483. #if USE_D3D12_DYNAMIC_LIB
  1484. bx::dlclose(m_d3d12Dll);
  1485. bx::dlclose(m_kernel32Dll);
  1486. #endif // USE_D3D12_DYNAMIC_LIB
  1487. }
  1488. RendererType::Enum getRendererType() const override
  1489. {
  1490. return RendererType::Direct3D12;
  1491. }
  1492. const char* getRendererName() const override
  1493. {
  1494. return BGFX_RENDERER_DIRECT3D12_NAME;
  1495. }
  1496. bool isDeviceRemoved() override
  1497. {
  1498. return m_lost;
  1499. }
  1500. void flip() override
  1501. {
  1502. if (!m_lost)
  1503. {
  1504. int64_t start = bx::getHPCounter();
  1505. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.bufferCount]);
  1506. HRESULT hr = S_OK;
  1507. uint32_t syncInterval = !!(m_resolution.reset & BGFX_RESET_VSYNC);
  1508. uint32_t presentFlags = 0;
  1509. if (syncInterval)
  1510. {
  1511. presentFlags |= DXGI_PRESENT_RESTART;
  1512. }
  1513. #if !BX_PLATFORM_LINUX
  1514. else if (m_dxgi.tearingSupported() )
  1515. {
  1516. presentFlags |= DXGI_PRESENT_ALLOW_TEARING;
  1517. }
  1518. #endif // !BX_PLATFORM_LINUX
  1519. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1520. {
  1521. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  1522. hr = frameBuffer.present(syncInterval, presentFlags);
  1523. }
  1524. if (SUCCEEDED(hr)
  1525. && NULL != m_swapChain)
  1526. {
  1527. hr = m_swapChain->Present(syncInterval, presentFlags);
  1528. }
  1529. int64_t now = bx::getHPCounter();
  1530. m_presentElapsed = now - start;
  1531. m_lost = isLost(hr);
  1532. BGFX_FATAL(!m_lost
  1533. , bgfx::Fatal::DeviceLost
  1534. , "Device is lost. FAILED 0x%08x %s (%s)"
  1535. , hr
  1536. , getLostReason(hr)
  1537. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1538. );
  1539. }
  1540. }
  1541. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  1542. {
  1543. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1544. }
  1545. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1546. {
  1547. m_indexBuffers[_handle.idx].destroy();
  1548. }
  1549. void createVertexLayout(VertexLayoutHandle _handle, const VertexLayout& _layout) override
  1550. {
  1551. VertexLayout& layout = m_vertexLayouts[_handle.idx];
  1552. bx::memCopy(&layout, &_layout, sizeof(VertexLayout) );
  1553. dump(layout);
  1554. }
  1555. void destroyVertexLayout(VertexLayoutHandle /*_handle*/) override
  1556. {
  1557. }
  1558. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexLayoutHandle _layoutHandle, uint16_t _flags) override
  1559. {
  1560. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _layoutHandle, _flags);
  1561. }
  1562. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1563. {
  1564. m_vertexBuffers[_handle.idx].destroy();
  1565. }
  1566. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1567. {
  1568. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1569. }
  1570. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1571. {
  1572. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1573. }
  1574. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1575. {
  1576. m_indexBuffers[_handle.idx].destroy();
  1577. }
  1578. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1579. {
  1580. VertexLayoutHandle layoutHandle = BGFX_INVALID_HANDLE;
  1581. m_vertexBuffers[_handle.idx].create(_size, NULL, layoutHandle, _flags);
  1582. }
  1583. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1584. {
  1585. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1586. }
  1587. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1588. {
  1589. m_vertexBuffers[_handle.idx].destroy();
  1590. }
  1591. void createShader(ShaderHandle _handle, const Memory* _mem) override
  1592. {
  1593. m_shaders[_handle.idx].create(_mem);
  1594. }
  1595. void destroyShader(ShaderHandle _handle) override
  1596. {
  1597. m_shaders[_handle.idx].destroy();
  1598. }
  1599. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1600. {
  1601. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1602. }
  1603. void destroyProgram(ProgramHandle _handle) override
  1604. {
  1605. m_program[_handle.idx].destroy();
  1606. }
  1607. void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
  1608. {
  1609. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1610. }
  1611. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1612. {
  1613. }
  1614. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1615. {
  1616. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1617. }
  1618. void updateTextureEnd() override
  1619. {
  1620. }
  1621. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1622. {
  1623. const TextureD3D12& texture = m_textures[_handle.idx];
  1624. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1625. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1626. uint32_t numRows;
  1627. uint64_t total;
  1628. m_device->GetCopyableFootprints(&desc
  1629. , _mip
  1630. , 1
  1631. , 0
  1632. , &layout
  1633. , &numRows
  1634. , NULL
  1635. , &total
  1636. );
  1637. uint32_t srcPitch = layout.Footprint.RowPitch;
  1638. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1639. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1640. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1641. D3D12_BOX box;
  1642. box.left = 0;
  1643. box.top = 0;
  1644. box.right = srcWidth;
  1645. box.bottom = srcHeight;
  1646. box.front = 0;
  1647. box.back = 1;
  1648. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1649. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  1650. srcLocation.SubresourceIndex = _mip;
  1651. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1652. finish();
  1653. m_commandList = m_cmd.alloc();
  1654. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1655. uint8_t* dst = (uint8_t*)_data;
  1656. uint32_t dstPitch = srcWidth*bpp/8;
  1657. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1658. uint8_t* src;
  1659. readback->Map(0, NULL, (void**)&src);
  1660. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1661. {
  1662. bx::memCopy(dst, src, pitch);
  1663. src += srcPitch;
  1664. dst += dstPitch;
  1665. }
  1666. D3D12_RANGE writeRange = { 0, 0 };
  1667. readback->Unmap(0, &writeRange);
  1668. DX_RELEASE(readback, 0);
  1669. }
  1670. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) override
  1671. {
  1672. TextureD3D12& texture = m_textures[_handle.idx];
  1673. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1674. const Memory* mem = alloc(size);
  1675. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1676. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1677. bx::write(&writer, magic, bx::ErrorAssert{});
  1678. TextureCreate tc;
  1679. tc.m_width = _width;
  1680. tc.m_height = _height;
  1681. tc.m_depth = 0;
  1682. tc.m_numLayers = _numLayers;
  1683. tc.m_numMips = _numMips;
  1684. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1685. tc.m_cubeMap = false;
  1686. tc.m_mem = NULL;
  1687. bx::write(&writer, tc, bx::ErrorAssert{});
  1688. texture.destroy();
  1689. texture.create(mem, texture.m_flags, 0);
  1690. release(mem);
  1691. }
  1692. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1693. {
  1694. // Resource ref. counts might be messed up outside of bgfx.
  1695. // Disabling ref. count check once texture is overridden.
  1696. setGraphicsDebuggerPresent(true);
  1697. m_textures[_handle.idx].overrideInternal(_ptr);
  1698. }
  1699. uintptr_t getInternal(TextureHandle _handle) override
  1700. {
  1701. setGraphicsDebuggerPresent(true);
  1702. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1703. }
  1704. void destroyTexture(TextureHandle _handle) override
  1705. {
  1706. m_textures[_handle.idx].destroy();
  1707. }
  1708. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1709. {
  1710. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1711. }
  1712. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
  1713. {
  1714. finishAll(true);
  1715. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1716. {
  1717. FrameBufferHandle handle = m_windows[ii];
  1718. if (isValid(handle)
  1719. && m_frameBuffers[handle.idx].m_nwh == _nwh)
  1720. {
  1721. destroyFrameBuffer(handle);
  1722. }
  1723. }
  1724. uint16_t denseIdx = m_numWindows++;
  1725. m_windows[denseIdx] = _handle;
  1726. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
  1727. }
  1728. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1729. {
  1730. FrameBufferD3D12& frameBuffer = m_frameBuffers[_handle.idx];
  1731. if (NULL != frameBuffer.m_swapChain)
  1732. {
  1733. finishAll(true);
  1734. }
  1735. uint16_t denseIdx = frameBuffer.destroy();
  1736. if (UINT16_MAX != denseIdx)
  1737. {
  1738. --m_numWindows;
  1739. if (m_numWindows > 1)
  1740. {
  1741. FrameBufferHandle handle = m_windows[m_numWindows];
  1742. m_windows[m_numWindows] = {kInvalidHandle};
  1743. if (m_numWindows != denseIdx)
  1744. {
  1745. m_windows[denseIdx] = handle;
  1746. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1747. }
  1748. }
  1749. }
  1750. }
  1751. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1752. {
  1753. if (NULL != m_uniforms[_handle.idx])
  1754. {
  1755. bx::free(g_allocator, m_uniforms[_handle.idx]);
  1756. }
  1757. const uint32_t size = bx::alignUp(g_uniformTypeSize[_type] * _num, 16);
  1758. void* data = bx::alloc(g_allocator, size);
  1759. bx::memSet(data, 0, size);
  1760. m_uniforms[_handle.idx] = data;
  1761. m_uniformReg.add(_handle, _name);
  1762. }
  1763. void destroyUniform(UniformHandle _handle) override
  1764. {
  1765. bx::free(g_allocator, m_uniforms[_handle.idx]);
  1766. m_uniforms[_handle.idx] = NULL;
  1767. m_uniformReg.remove(_handle);
  1768. }
  1769. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1770. {
  1771. BX_UNUSED(_handle);
  1772. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.bufferCount;
  1773. m_cmd.finish(m_backBufferColorFence[idx]);
  1774. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1775. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1776. const uint32_t width = (uint32_t)desc.Width;
  1777. const uint32_t height = (uint32_t)desc.Height;
  1778. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1779. uint32_t numRows;
  1780. uint64_t total;
  1781. uint64_t pitch;
  1782. m_device->GetCopyableFootprints(&desc
  1783. , 0
  1784. , 1
  1785. , 0
  1786. , &layout
  1787. , &numRows
  1788. , &pitch
  1789. , &total
  1790. );
  1791. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1792. D3D12_BOX box;
  1793. box.left = 0;
  1794. box.top = 0;
  1795. box.right = width;
  1796. box.bottom = height;
  1797. box.front = 0;
  1798. box.back = 1;
  1799. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1800. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1801. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1802. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1803. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1804. finish();
  1805. m_commandList = m_cmd.alloc();
  1806. void* data;
  1807. readback->Map(0, NULL, (void**)&data);
  1808. bimg::imageSwizzleBgra8(
  1809. data
  1810. , layout.Footprint.RowPitch
  1811. , width
  1812. , height
  1813. , data
  1814. , layout.Footprint.RowPitch
  1815. );
  1816. g_callback->screenShot(_filePath
  1817. , width
  1818. , height
  1819. , layout.Footprint.RowPitch
  1820. , data
  1821. , (uint32_t)total
  1822. , false
  1823. );
  1824. D3D12_RANGE writeRange = { 0, 0 };
  1825. readback->Unmap(0, &writeRange);
  1826. DX_RELEASE(readback, 0);
  1827. }
  1828. void updateViewName(ViewId _id, const char* _name) override
  1829. {
  1830. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1831. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1832. , _name
  1833. );
  1834. }
  1835. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1836. {
  1837. bx::memCopy(m_uniforms[_loc], _data, _size);
  1838. }
  1839. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1840. {
  1841. m_occlusionQuery.invalidate(_handle);
  1842. }
  1843. void setMarker(const char* _marker, uint16_t _len) override
  1844. {
  1845. BX_UNUSED(_len);
  1846. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1847. {
  1848. PIX3_SETMARKER(m_commandList, kColorMarker, _marker);
  1849. }
  1850. }
  1851. virtual void setName(Handle _handle, const char* _name, uint16_t _len) override
  1852. {
  1853. switch (_handle.type)
  1854. {
  1855. case Handle::IndexBuffer:
  1856. setDebugObjectName(m_indexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1857. break;
  1858. case Handle::Shader:
  1859. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, "%.*s", _len, _name);
  1860. break;
  1861. case Handle::Texture:
  1862. setDebugObjectName(m_textures[_handle.idx].m_ptr, "%.*s", _len, _name);
  1863. break;
  1864. case Handle::VertexBuffer:
  1865. setDebugObjectName(m_vertexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1866. break;
  1867. default:
  1868. BX_ASSERT(false, "Invalid handle type?! %d", _handle.type);
  1869. break;
  1870. }
  1871. }
  1872. void submitBlit(BlitState& _bs, uint16_t _view);
  1873. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1874. void blitSetup(TextVideoMemBlitter& _blitter) override
  1875. {
  1876. const uint32_t width = m_scd.width;
  1877. const uint32_t height = m_scd.height;
  1878. setFrameBuffer(BGFX_INVALID_HANDLE, false);
  1879. D3D12_VIEWPORT vp;
  1880. vp.TopLeftX = 0;
  1881. vp.TopLeftY = 0;
  1882. vp.Width = (float)width;
  1883. vp.Height = (float)height;
  1884. vp.MinDepth = 0.0f;
  1885. vp.MaxDepth = 1.0f;
  1886. m_commandList->RSSetViewports(1, &vp);
  1887. D3D12_RECT rc;
  1888. rc.left = 0;
  1889. rc.top = 0;
  1890. rc.right = width;
  1891. rc.bottom = height;
  1892. m_commandList->RSSetScissorRects(1, &rc);
  1893. const uint64_t state = 0
  1894. | BGFX_STATE_WRITE_RGB
  1895. | BGFX_STATE_WRITE_A
  1896. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1897. ;
  1898. const VertexLayout* layouts[1] = { &m_vertexLayouts[_blitter.m_vb->layoutHandle.idx] };
  1899. ID3D12PipelineState* pso = getPipelineState(state
  1900. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1901. , 1
  1902. , layouts
  1903. , _blitter.m_program
  1904. , 0
  1905. );
  1906. m_commandList->SetPipelineState(pso);
  1907. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1908. float proj[16];
  1909. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1910. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1911. uint8_t flags = predefined.m_type;
  1912. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1913. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1914. commitShaderConstants(_blitter.m_program, gpuAddress);
  1915. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1916. ID3D12DescriptorHeap* heaps[] =
  1917. {
  1918. m_samplerAllocator.getHeap(),
  1919. scratchBuffer.getHeap(),
  1920. };
  1921. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1922. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1923. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1924. uint32_t samplerFlags[] = { uint32_t(texture.m_flags & BGFX_SAMPLER_BITS_MASK) };
  1925. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BX_COUNTOF(samplerFlags), NULL);
  1926. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1927. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1928. scratchBuffer.allocSrv(srvHandle, texture);
  1929. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1930. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1931. const VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
  1932. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1933. viewDesc.BufferLocation = vb.m_gpuVA;
  1934. viewDesc.StrideInBytes = layout.m_stride;
  1935. viewDesc.SizeInBytes = vb.m_size;
  1936. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1937. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1938. D3D12_INDEX_BUFFER_VIEW ibv;
  1939. ibv.Format = DXGI_FORMAT_R16_UINT;
  1940. ibv.BufferLocation = ib.m_gpuVA;
  1941. ibv.SizeInBytes = ib.m_size;
  1942. m_commandList->IASetIndexBuffer(&ibv);
  1943. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1944. }
  1945. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1946. {
  1947. const uint32_t numVertices = _numIndices*4/6;
  1948. if (0 < numVertices)
  1949. {
  1950. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1951. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_layout.m_stride, _blitter.m_vb->data, true);
  1952. m_commandList->DrawIndexedInstanced(_numIndices
  1953. , 1
  1954. , 0
  1955. , 0
  1956. , 0
  1957. );
  1958. }
  1959. }
  1960. void preReset()
  1961. {
  1962. finishAll();
  1963. if (NULL != m_swapChain)
  1964. {
  1965. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1966. {
  1967. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1968. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1969. #else
  1970. DX_RELEASE(m_backBufferColor[ii], 1);
  1971. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1972. }
  1973. DX_RELEASE(m_backBufferDepthStencil, 0);
  1974. }
  1975. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1976. {
  1977. m_frameBuffers[ii].preReset();
  1978. }
  1979. invalidateCache();
  1980. // capturePreReset();
  1981. }
  1982. void postReset()
  1983. {
  1984. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1985. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1986. if (NULL != m_swapChain)
  1987. {
  1988. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1989. {
  1990. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1991. handle.ptr += ii * rtvDescriptorSize;
  1992. DX_CHECK(m_swapChain->GetBuffer(ii
  1993. , IID_ID3D12Resource
  1994. , (void**)&m_backBufferColor[ii]
  1995. ) );
  1996. D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
  1997. rtvDesc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
  1998. ? s_textureFormat[m_resolution.format].m_fmtSrgb
  1999. : s_textureFormat[m_resolution.format].m_fmt;
  2000. if (1 < getResourceDesc(m_backBufferColor[ii]).DepthOrArraySize)
  2001. {
  2002. rtvDesc.ViewDimension = (NULL == m_msaaRt) ?
  2003. D3D12_RTV_DIMENSION_TEXTURE2DARRAY : D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  2004. rtvDesc.Texture2DArray.FirstArraySlice = 0;
  2005. rtvDesc.Texture2DArray.ArraySize = getResourceDesc(m_backBufferColor[ii]).DepthOrArraySize;
  2006. rtvDesc.Texture2DArray.MipSlice = 0;
  2007. rtvDesc.Texture2DArray.PlaneSlice = 0;
  2008. }
  2009. else
  2010. {
  2011. rtvDesc.ViewDimension = (NULL == m_msaaRt) ?
  2012. D3D12_RTV_DIMENSION_TEXTURE2D : D3D12_RTV_DIMENSION_TEXTURE2DMS;
  2013. rtvDesc.Texture2D.MipSlice = 0;
  2014. rtvDesc.Texture2D.PlaneSlice = 0;
  2015. }
  2016. m_device->CreateRenderTargetView(
  2017. NULL == m_msaaRt
  2018. ? m_backBufferColor[ii]
  2019. : m_msaaRt
  2020. , &rtvDesc
  2021. , handle
  2022. );
  2023. if (BX_ENABLED(BX_PLATFORM_XBOXONE) )
  2024. {
  2025. ID3D12Resource* resource = m_backBufferColor[ii];
  2026. BX_ASSERT(DXGI_FORMAT_R8G8B8A8_UNORM == m_scd.format, "");
  2027. const uint32_t size = m_scd.width*m_scd.height*4;
  2028. void* ptr;
  2029. DX_CHECK(resource->Map(0, NULL, &ptr) );
  2030. bx::memSet(ptr, 0, size);
  2031. resource->Unmap(0, NULL);
  2032. }
  2033. }
  2034. }
  2035. D3D12_RESOURCE_DESC resourceDesc;
  2036. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  2037. resourceDesc.Alignment = 1 < m_scd.sampleDesc.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  2038. resourceDesc.Width = bx::uint32_max(m_resolution.width, 1);
  2039. resourceDesc.Height = bx::uint32_max(m_resolution.height, 1);
  2040. resourceDesc.DepthOrArraySize = 1;
  2041. resourceDesc.MipLevels = 1;
  2042. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2043. resourceDesc.SampleDesc = m_scd.sampleDesc;
  2044. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  2045. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  2046. D3D12_CLEAR_VALUE clearValue;
  2047. clearValue.Format = resourceDesc.Format;
  2048. clearValue.DepthStencil.Depth = 1.0f;
  2049. clearValue.DepthStencil.Stencil = 0;
  2050. m_commandList = m_cmd.alloc();
  2051. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  2052. m_device->CreateDepthStencilView(m_backBufferDepthStencil, NULL, getCPUHandleHeapStart(m_dsvDescriptorHeap));
  2053. setResourceBarrier(m_commandList
  2054. , m_backBufferDepthStencil
  2055. , D3D12_RESOURCE_STATE_COMMON
  2056. , D3D12_RESOURCE_STATE_DEPTH_WRITE
  2057. );
  2058. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  2059. {
  2060. m_frameBuffers[ii].postReset();
  2061. }
  2062. if (NULL != m_msaaRt)
  2063. {
  2064. setResourceBarrier(m_commandList
  2065. , m_msaaRt
  2066. , D3D12_RESOURCE_STATE_COMMON
  2067. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  2068. );
  2069. }
  2070. // capturePostReset();
  2071. }
  2072. void invalidateCache()
  2073. {
  2074. m_pipelineStateCache.invalidate();
  2075. m_samplerStateCache.invalidate();
  2076. m_samplerAllocator.reset();
  2077. }
  2078. void updateMsaa(DXGI_FORMAT _format) const
  2079. {
  2080. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  2081. {
  2082. uint32_t msaa = s_checkMsaa[ii];
  2083. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  2084. bx::memSet(&data, 0, sizeof(msaa) );
  2085. data.Format = _format;
  2086. data.SampleCount = msaa;
  2087. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  2088. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  2089. if (SUCCEEDED(hr)
  2090. && 0 < data.NumQualityLevels)
  2091. {
  2092. s_msaa[ii].Count = data.SampleCount;
  2093. s_msaa[ii].Quality = data.NumQualityLevels-1;
  2094. last = ii;
  2095. }
  2096. else
  2097. {
  2098. s_msaa[ii] = s_msaa[last];
  2099. }
  2100. }
  2101. }
  2102. IUnknown* getDeviceForSwapChain() const
  2103. {
  2104. # if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  2105. return m_cmd.m_commandQueue;
  2106. # else
  2107. return m_device;
  2108. # endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  2109. }
  2110. bool updateResolution(const Resolution& _resolution)
  2111. {
  2112. if (!!(_resolution.reset & BGFX_RESET_MAXANISOTROPY) )
  2113. {
  2114. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  2115. }
  2116. else
  2117. {
  2118. m_maxAnisotropy = 1;
  2119. }
  2120. bool depthClamp = !!(_resolution.reset & BGFX_RESET_DEPTH_CLAMP);
  2121. if (m_depthClamp != depthClamp)
  2122. {
  2123. m_depthClamp = depthClamp;
  2124. m_pipelineStateCache.invalidate();
  2125. }
  2126. const uint32_t maskFlags = ~(0
  2127. | BGFX_RESET_MAXANISOTROPY
  2128. | BGFX_RESET_DEPTH_CLAMP
  2129. | BGFX_RESET_SUSPEND
  2130. );
  2131. if (m_resolution.width != _resolution.width
  2132. || m_resolution.height != _resolution.height
  2133. || m_resolution.format != _resolution.format
  2134. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  2135. {
  2136. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  2137. bool resize = true
  2138. && BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  2139. && (m_resolution.reset&BGFX_RESET_MSAA_MASK) == (_resolution.reset&BGFX_RESET_MSAA_MASK)
  2140. ;
  2141. m_resolution = _resolution;
  2142. m_resolution.reset = flags;
  2143. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  2144. m_textVideoMem.clear();
  2145. m_scd.width = _resolution.width;
  2146. m_scd.height = _resolution.height;
  2147. m_scd.format = s_textureFormat[_resolution.format].m_fmt;
  2148. preReset();
  2149. DX_RELEASE(m_msaaRt, 0);
  2150. if (NULL == m_swapChain)
  2151. {
  2152. }
  2153. else
  2154. {
  2155. if (resize)
  2156. {
  2157. #if BX_PLATFORM_WINDOWS
  2158. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  2159. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  2160. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  2161. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  2162. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd, nodeMask, presentQueue) );
  2163. #elif BX_PLATFORM_WINRT
  2164. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd));
  2165. m_backBufferColorIdx = m_scd.bufferCount-1;
  2166. #endif // BX_PLATFORM_WINDOWS
  2167. }
  2168. else
  2169. {
  2170. updateMsaa(m_scd.format);
  2171. m_scd.sampleDesc = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  2172. DX_RELEASE(m_swapChain, 0);
  2173. HRESULT hr;
  2174. #if BX_PLATFORM_LINUX
  2175. hr = E_FAIL;
  2176. #else
  2177. hr = m_dxgi.createSwapChain(
  2178. getDeviceForSwapChain()
  2179. , m_scd
  2180. , &m_swapChain
  2181. );
  2182. #endif // BX_PLATFORM_LINUX
  2183. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  2184. }
  2185. if (1 < m_scd.sampleDesc.Count)
  2186. {
  2187. D3D12_RESOURCE_DESC resourceDesc;
  2188. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  2189. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  2190. resourceDesc.Width = m_scd.width;
  2191. resourceDesc.Height = m_scd.height;
  2192. resourceDesc.MipLevels = 1;
  2193. resourceDesc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
  2194. ? s_textureFormat[m_resolution.format].m_fmtSrgb
  2195. : s_textureFormat[m_resolution.format].m_fmt;
  2196. resourceDesc.SampleDesc = m_scd.sampleDesc;
  2197. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  2198. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  2199. resourceDesc.DepthOrArraySize = 1;
  2200. D3D12_CLEAR_VALUE clearValue;
  2201. clearValue.Format = resourceDesc.Format;
  2202. clearValue.Color[0] = 0.0f;
  2203. clearValue.Color[1] = 0.0f;
  2204. clearValue.Color[2] = 0.0f;
  2205. clearValue.Color[3] = 0.0f;
  2206. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  2207. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  2208. }
  2209. }
  2210. postReset();
  2211. }
  2212. return false;
  2213. }
  2214. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2215. {
  2216. if (_flags&kUniformFragmentBit)
  2217. {
  2218. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2219. }
  2220. else
  2221. {
  2222. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2223. }
  2224. }
  2225. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2226. {
  2227. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2228. }
  2229. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2230. {
  2231. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2232. }
  2233. void commitShaderConstants(ProgramHandle _program, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  2234. {
  2235. const ProgramD3D12& program = m_program[_program.idx];
  2236. uint32_t total = bx::strideAlign(0
  2237. + program.m_vsh->m_size
  2238. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  2239. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  2240. );
  2241. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  2242. {
  2243. uint32_t size = program.m_vsh->m_size;
  2244. bx::memCopy(data, m_vsScratch, size);
  2245. data += size;
  2246. }
  2247. if (NULL != program.m_fsh)
  2248. {
  2249. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  2250. }
  2251. }
  2252. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh)
  2253. {
  2254. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2255. if (NULL != frameBuffer.m_swapChain)
  2256. {
  2257. #if BX_PLATFORM_WINDOWS
  2258. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  2259. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2260. return getRtv(_fbh, idx);
  2261. #endif // BX_PLATFORM_WINDOWS
  2262. }
  2263. return getRtv(_fbh, 0);
  2264. }
  2265. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh, uint8_t _attachment)
  2266. {
  2267. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2268. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2269. D3D12_CPU_DESCRIPTOR_HANDLE result =
  2270. {
  2271. rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS + _attachment) * rtvDescriptorSize
  2272. };
  2273. return result;
  2274. }
  2275. D3D12_CPU_DESCRIPTOR_HANDLE getDsv(FrameBufferHandle _fbh) const
  2276. {
  2277. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2278. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  2279. D3D12_CPU_DESCRIPTOR_HANDLE result = { dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize };
  2280. return result;
  2281. }
  2282. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  2283. {
  2284. if (isValid(m_fbh)
  2285. && m_fbh.idx != _fbh.idx)
  2286. {
  2287. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2288. if (m_rtMsaa) frameBuffer.resolve();
  2289. if (NULL == frameBuffer.m_swapChain)
  2290. {
  2291. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2292. {
  2293. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2294. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  2295. }
  2296. if (isValid(frameBuffer.m_depth) )
  2297. {
  2298. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2299. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  2300. if (!writeOnly)
  2301. {
  2302. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  2303. }
  2304. }
  2305. }
  2306. }
  2307. if (!isValid(_fbh) )
  2308. {
  2309. if (NULL != m_swapChain)
  2310. {
  2311. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2312. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2313. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  2314. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2315. m_currentColor = &m_rtvHandle;
  2316. m_currentDepthStencil = &m_dsvHandle;
  2317. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  2318. }
  2319. }
  2320. else
  2321. {
  2322. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2323. if (0 < frameBuffer.m_num)
  2324. {
  2325. m_rtvHandle = getRtv(_fbh);
  2326. m_currentColor = &m_rtvHandle;
  2327. }
  2328. else
  2329. {
  2330. m_currentColor = NULL;
  2331. }
  2332. if (isValid(frameBuffer.m_depth) )
  2333. {
  2334. m_dsvHandle = getDsv(_fbh);
  2335. m_currentDepthStencil = &m_dsvHandle;
  2336. }
  2337. else
  2338. {
  2339. m_currentDepthStencil = NULL;
  2340. }
  2341. if (NULL != frameBuffer.m_swapChain)
  2342. {
  2343. frameBuffer.m_needPresent = true;
  2344. }
  2345. else
  2346. {
  2347. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2348. {
  2349. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2350. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2351. }
  2352. if (isValid(frameBuffer.m_depth) )
  2353. {
  2354. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2355. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  2356. }
  2357. }
  2358. m_commandList->OMSetRenderTargets(
  2359. frameBuffer.m_num
  2360. , m_currentColor
  2361. , true
  2362. , m_currentDepthStencil
  2363. );
  2364. }
  2365. m_fbh = _fbh;
  2366. m_rtMsaa = _msaa;
  2367. }
  2368. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  2369. {
  2370. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2371. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2372. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  2373. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2374. drt->LogicOpEnable = false;
  2375. {
  2376. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  2377. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  2378. const uint32_t srcRGB = (blend ) & 0xf;
  2379. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2380. const uint32_t srcA = (blend >> 8) & 0xf;
  2381. const uint32_t dstA = (blend >> 12) & 0xf;
  2382. const uint32_t equRGB = (equation ) & 0x7;
  2383. const uint32_t equA = (equation >> 3) & 0x7;
  2384. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2385. drt->DestBlend = s_blendFactor[dstRGB][0];
  2386. drt->BlendOp = s_blendEquation[equRGB];
  2387. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2388. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2389. drt->BlendOpAlpha = s_blendEquation[equA];
  2390. }
  2391. uint8_t writeMask = 0;
  2392. writeMask |= (_state & BGFX_STATE_WRITE_R) ? D3D12_COLOR_WRITE_ENABLE_RED : 0;
  2393. writeMask |= (_state & BGFX_STATE_WRITE_G) ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0;
  2394. writeMask |= (_state & BGFX_STATE_WRITE_B) ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0;
  2395. writeMask |= (_state & BGFX_STATE_WRITE_A) ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0;
  2396. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2397. drt->RenderTargetWriteMask = writeMask;
  2398. if (_desc.IndependentBlendEnable)
  2399. {
  2400. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2401. {
  2402. drt = &_desc.RenderTarget[ii];
  2403. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2404. drt->LogicOpEnable = false;
  2405. const uint32_t src = (rgba ) & 0xf;
  2406. const uint32_t dst = (rgba >> 4) & 0xf;
  2407. const uint32_t equation = (rgba >> 8) & 0x7;
  2408. drt->SrcBlend = s_blendFactor[src][0];
  2409. drt->DestBlend = s_blendFactor[dst][0];
  2410. drt->BlendOp = s_blendEquation[equation];
  2411. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2412. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2413. drt->BlendOpAlpha = s_blendEquation[equation];
  2414. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2415. drt->RenderTargetWriteMask = writeMask;
  2416. }
  2417. }
  2418. else
  2419. {
  2420. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2421. {
  2422. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  2423. }
  2424. }
  2425. }
  2426. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  2427. {
  2428. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  2429. _desc.FillMode = _wireframe
  2430. ? D3D12_FILL_MODE_WIREFRAME
  2431. : D3D12_FILL_MODE_SOLID
  2432. ;
  2433. _desc.CullMode = s_cullMode[cull];
  2434. _desc.FrontCounterClockwise = !!(_state&BGFX_STATE_FRONT_CCW);;
  2435. _desc.DepthBias = 0;
  2436. _desc.DepthBiasClamp = 0.0f;
  2437. _desc.SlopeScaledDepthBias = 0.0f;
  2438. _desc.DepthClipEnable = !m_depthClamp;
  2439. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2440. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2441. _desc.ForcedSampleCount = 0;
  2442. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2443. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  2444. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2445. ;
  2446. }
  2447. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  2448. {
  2449. const uint32_t fstencil = unpackStencil(0, _stencil);
  2450. bx::memSet(&_desc, 0, sizeof(_desc) );
  2451. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2452. _desc.DepthEnable = 0 != func;
  2453. _desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state)
  2454. ? D3D12_DEPTH_WRITE_MASK_ALL
  2455. : D3D12_DEPTH_WRITE_MASK_ZERO
  2456. ;
  2457. _desc.DepthFunc = s_cmpFunc[func];
  2458. uint32_t bstencil = unpackStencil(1, _stencil);
  2459. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2460. bstencil = frontAndBack ? bstencil : fstencil;
  2461. _desc.StencilEnable = 0 != _stencil;
  2462. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2463. _desc.StencilWriteMask = 0xff;
  2464. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2465. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2466. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2467. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2468. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2469. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2470. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2471. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2472. }
  2473. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, uint8_t _numStreams, const VertexLayout** _layouts, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2474. {
  2475. uint16_t attrMask[Attrib::Count];
  2476. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask));
  2477. D3D12_INPUT_ELEMENT_DESC* elem = _vertexElements;
  2478. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2479. {
  2480. VertexLayout layout;
  2481. bx::memCopy(&layout, _layouts[stream], sizeof(VertexLayout));
  2482. const bool last = stream == _numStreams-1;
  2483. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2484. {
  2485. uint16_t mask = attrMask[ii];
  2486. uint16_t attr = (layout.m_attributes[ii] & mask);
  2487. if (0 == attr
  2488. || UINT16_MAX == attr)
  2489. {
  2490. layout.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2491. }
  2492. else
  2493. {
  2494. attrMask[ii] = 0;
  2495. }
  2496. }
  2497. elem = fillVertexLayout(stream, elem, layout);
  2498. }
  2499. uint32_t num = uint32_t(elem-_vertexElements);
  2500. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2501. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2502. {
  2503. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2504. uint32_t jj;
  2505. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2506. for (jj = 0; jj < num; ++jj)
  2507. {
  2508. curr = &_vertexElements[jj];
  2509. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2510. && curr->SemanticIndex == index)
  2511. {
  2512. break;
  2513. }
  2514. }
  2515. if (jj == num)
  2516. {
  2517. curr = elem;
  2518. ++elem;
  2519. }
  2520. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2521. curr->InputSlot = _numStreams;
  2522. curr->SemanticIndex = index;
  2523. curr->AlignedByteOffset = ii*16;
  2524. }
  2525. return uint32_t(elem-_vertexElements);
  2526. }
  2527. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexLayout& _layout, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2528. {
  2529. const VertexLayout* layouts[1] = { &_layout };
  2530. return setInputLayout(_vertexElements, BX_COUNTOF(layouts), layouts, _program, _numInstanceData);
  2531. }
  2532. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2533. {
  2534. union { void* ptr; uint32_t offset; } cast = { _userData };
  2535. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2536. {
  2537. DxbcOperand& operand = _instruction.operand[ii];
  2538. if (DxbcOperandType::ConstantBuffer == operand.type)
  2539. {
  2540. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2541. && 0 == operand.regIndex[0])
  2542. {
  2543. for (uint32_t jj = 1; jj < operand.numAddrModes; ++jj)
  2544. {
  2545. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[jj]
  2546. || DxbcOperandAddrMode::RegImm32 == operand.addrMode[jj])
  2547. {
  2548. operand.regIndex[jj] += cast.offset;
  2549. }
  2550. else if (0 != cast.offset)
  2551. {
  2552. operand.subOperand[jj].regIndex = operand.regIndex[jj];
  2553. operand.addrMode[jj] = DxbcOperandAddrMode::RegImm32;
  2554. operand.regIndex[jj] = cast.offset;
  2555. }
  2556. }
  2557. }
  2558. }
  2559. }
  2560. }
  2561. ID3D12PipelineState* getPipelineState(ProgramHandle _program)
  2562. {
  2563. ProgramD3D12& program = m_program[_program.idx];
  2564. const uint32_t hash = program.m_vsh->m_hash;
  2565. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2566. if (BX_LIKELY(NULL != pso) )
  2567. {
  2568. return pso;
  2569. }
  2570. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2571. bx::memSet(&desc, 0, sizeof(desc) );
  2572. desc.pRootSignature = m_rootSignature;
  2573. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2574. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2575. desc.NodeMask = 1;
  2576. desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
  2577. uint32_t length = g_callback->cacheReadSize(hash);
  2578. const bool cached = length > 0;
  2579. void* cachedData = NULL;
  2580. if (cached)
  2581. {
  2582. cachedData = bx::alloc(g_allocator, length);
  2583. if (g_callback->cacheRead(hash, cachedData, length) )
  2584. {
  2585. BX_TRACE("Loading cached compute PSO (size %d).", length);
  2586. bx::MemoryReader reader(cachedData, length);
  2587. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2588. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2589. HRESULT hr = m_device->CreateComputePipelineState(&desc
  2590. , IID_ID3D12PipelineState
  2591. , (void**)&pso
  2592. );
  2593. if (FAILED(hr) )
  2594. {
  2595. BX_TRACE("Failed to load cached compute PSO (HRESULT 0x%08x).", hr);
  2596. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2597. }
  2598. }
  2599. }
  2600. if (NULL == pso)
  2601. {
  2602. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2603. , IID_ID3D12PipelineState
  2604. , (void**)&pso
  2605. ) );
  2606. }
  2607. m_pipelineStateCache.add(hash, pso);
  2608. ID3DBlob* blob;
  2609. HRESULT hr = pso->GetCachedBlob(&blob);
  2610. if (SUCCEEDED(hr) )
  2611. {
  2612. void* data = blob->GetBufferPointer();
  2613. length = (uint32_t)blob->GetBufferSize();
  2614. g_callback->cacheWrite(hash, data, length);
  2615. DX_RELEASE(blob, 0);
  2616. }
  2617. if (NULL != cachedData)
  2618. {
  2619. bx::free(g_allocator, cachedData);
  2620. }
  2621. return pso;
  2622. }
  2623. ID3D12PipelineState* getPipelineState(
  2624. uint64_t _state
  2625. , uint64_t _stencil
  2626. , uint8_t _numStreams
  2627. , const VertexLayout** _layouts
  2628. , ProgramHandle _program
  2629. , uint8_t _numInstanceData
  2630. )
  2631. {
  2632. ProgramD3D12& program = m_program[_program.idx];
  2633. _state &= 0
  2634. | BGFX_STATE_WRITE_RGB
  2635. | BGFX_STATE_WRITE_A
  2636. | BGFX_STATE_WRITE_Z
  2637. | BGFX_STATE_DEPTH_TEST_MASK
  2638. | BGFX_STATE_BLEND_MASK
  2639. | BGFX_STATE_BLEND_EQUATION_MASK
  2640. | BGFX_STATE_BLEND_INDEPENDENT
  2641. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2642. | BGFX_STATE_CULL_MASK
  2643. | BGFX_STATE_FRONT_CCW
  2644. | BGFX_STATE_MSAA
  2645. | BGFX_STATE_LINEAA
  2646. | BGFX_STATE_CONSERVATIVE_RASTER
  2647. | BGFX_STATE_PT_MASK
  2648. ;
  2649. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, ~BGFX_STENCIL_FUNC_REF_MASK);
  2650. VertexLayout layout;
  2651. if (0 < _numStreams)
  2652. {
  2653. bx::memCopy(&layout, _layouts[0], sizeof(VertexLayout) );
  2654. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2655. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2656. {
  2657. uint16_t mask = attrMask[ii];
  2658. uint16_t attr = (layout.m_attributes[ii] & mask);
  2659. layout.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2660. }
  2661. }
  2662. bx::HashMurmur2A murmur;
  2663. murmur.begin();
  2664. murmur.add(_state);
  2665. murmur.add(_stencil);
  2666. murmur.add(program.m_vsh->m_hash);
  2667. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2668. if (NULL != program.m_fsh)
  2669. {
  2670. murmur.add(program.m_fsh->m_hash);
  2671. }
  2672. for (uint32_t ii = 0; ii < _numStreams; ++ii)
  2673. {
  2674. murmur.add(_layouts[ii]->m_hash);
  2675. }
  2676. murmur.add(layout.m_attributes, sizeof(layout.m_attributes) );
  2677. murmur.add(m_fbh.idx);
  2678. murmur.add(_numInstanceData);
  2679. const uint32_t hash = murmur.end();
  2680. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2681. if (NULL != pso)
  2682. {
  2683. return pso;
  2684. }
  2685. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2686. bx::memSet(&desc, 0, sizeof(desc) );
  2687. desc.pRootSignature = m_rootSignature;
  2688. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2689. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2690. const Memory* temp = NULL;
  2691. if (NULL != program.m_fsh)
  2692. {
  2693. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2694. DxbcContext dxbc;
  2695. bx::Error err;
  2696. read(&rd, dxbc, &err);
  2697. bool patchShader = !dxbc.shader.aon9;
  2698. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2699. && patchShader)
  2700. {
  2701. union { uint32_t offset; void* ptr; } cast = { 0 };
  2702. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2703. temp = alloc(uint32_t(dxbc.header.size));
  2704. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2705. int32_t size = write(&wr, dxbc, &err);
  2706. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2707. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2708. BX_ASSERT(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2709. if (!patchShader)
  2710. {
  2711. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2712. {
  2713. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2714. {
  2715. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2716. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2717. break;
  2718. }
  2719. }
  2720. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2721. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2722. }
  2723. release(temp);
  2724. temp = NULL;
  2725. }
  2726. if (patchShader)
  2727. {
  2728. union { uint32_t offset; void* ptr; } cast =
  2729. {
  2730. uint32_t(program.m_vsh->m_size)/16
  2731. };
  2732. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2733. temp = alloc(uint32_t(dxbc.header.size));
  2734. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2735. int32_t size = write(&wr, dxbc, &err);
  2736. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2737. desc.PS.pShaderBytecode = temp->data;
  2738. desc.PS.BytecodeLength = size;
  2739. }
  2740. else
  2741. {
  2742. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2743. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2744. }
  2745. }
  2746. else
  2747. {
  2748. desc.PS.pShaderBytecode = NULL;
  2749. desc.PS.BytecodeLength = 0;
  2750. }
  2751. desc.DS.pShaderBytecode = NULL;
  2752. desc.DS.BytecodeLength = 0;
  2753. desc.HS.pShaderBytecode = NULL;
  2754. desc.HS.BytecodeLength = 0;
  2755. desc.GS.pShaderBytecode = NULL;
  2756. desc.GS.BytecodeLength = 0;
  2757. desc.StreamOutput.pSODeclaration = NULL;
  2758. desc.StreamOutput.NumEntries = 0;
  2759. desc.StreamOutput.pBufferStrides = NULL;
  2760. desc.StreamOutput.NumStrides = 0;
  2761. desc.StreamOutput.RasterizedStream = 0;
  2762. setBlendState(desc.BlendState, _state);
  2763. desc.SampleMask = UINT32_MAX;
  2764. setRasterizerState(desc.RasterizerState, _state);
  2765. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2766. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2767. desc.InputLayout.NumElements = setInputLayout(vertexElements, _numStreams, _layouts, program, _numInstanceData);
  2768. desc.InputLayout.pInputElementDescs = 0 == desc.InputLayout.NumElements
  2769. ? NULL
  2770. : vertexElements
  2771. ;
  2772. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2773. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2774. if (isValid(m_fbh) )
  2775. {
  2776. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2777. if (NULL == frameBuffer.m_swapChain)
  2778. {
  2779. desc.NumRenderTargets = frameBuffer.m_num;
  2780. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2781. {
  2782. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2783. }
  2784. if (isValid(frameBuffer.m_depth) )
  2785. {
  2786. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2787. }
  2788. else
  2789. {
  2790. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2791. }
  2792. }
  2793. else
  2794. {
  2795. desc.NumRenderTargets = 1;
  2796. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2797. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2798. }
  2799. }
  2800. else
  2801. {
  2802. desc.NumRenderTargets = 1;
  2803. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2804. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2805. }
  2806. desc.SampleDesc = m_scd.sampleDesc;
  2807. uint32_t length = g_callback->cacheReadSize(hash);
  2808. const bool cached = length > 0;
  2809. void* cachedData = NULL;
  2810. if (cached)
  2811. {
  2812. cachedData = bx::alloc(g_allocator, length);
  2813. if (g_callback->cacheRead(hash, cachedData, length) )
  2814. {
  2815. BX_TRACE("Loading cached graphics PSO (size %d).", length);
  2816. bx::MemoryReader reader(cachedData, length);
  2817. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2818. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2819. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2820. , IID_ID3D12PipelineState
  2821. , (void**)&pso
  2822. );
  2823. if (FAILED(hr) )
  2824. {
  2825. BX_TRACE("Failed to load cached graphics PSO (HRESULT 0x%08x).", hr);
  2826. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2827. }
  2828. }
  2829. }
  2830. if (NULL == pso)
  2831. {
  2832. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2833. , IID_ID3D12PipelineState
  2834. , (void**)&pso
  2835. ) );
  2836. }
  2837. BGFX_FATAL(NULL != pso, Fatal::InvalidShader, "Failed to create PSO!");
  2838. m_pipelineStateCache.add(hash, pso);
  2839. if (NULL != temp)
  2840. {
  2841. release(temp);
  2842. }
  2843. ID3DBlob* blob;
  2844. HRESULT hr = pso->GetCachedBlob(&blob);
  2845. if (SUCCEEDED(hr) )
  2846. {
  2847. void* data = blob->GetBufferPointer();
  2848. length = (uint32_t)blob->GetBufferSize();
  2849. g_callback->cacheWrite(hash, data, length);
  2850. DX_RELEASE(blob, 0);
  2851. }
  2852. if (NULL != cachedData)
  2853. {
  2854. bx::free(g_allocator, cachedData);
  2855. }
  2856. return pso;
  2857. }
  2858. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2859. {
  2860. bx::HashMurmur2A murmur;
  2861. murmur.begin();
  2862. murmur.add(_flags, _num * sizeof(uint32_t) );
  2863. uint32_t hash = murmur.end();
  2864. uint16_t sampler = m_samplerStateCache.find(hash);
  2865. if (UINT16_MAX == sampler)
  2866. {
  2867. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2868. m_samplerStateCache.add(hash, sampler);
  2869. }
  2870. return sampler;
  2871. }
  2872. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2873. {
  2874. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2875. }
  2876. void commit(UniformBuffer& _uniformBuffer)
  2877. {
  2878. _uniformBuffer.reset();
  2879. for (;;)
  2880. {
  2881. uint32_t opcode = _uniformBuffer.read();
  2882. if (UniformType::End == opcode)
  2883. {
  2884. break;
  2885. }
  2886. UniformType::Enum type;
  2887. uint16_t loc;
  2888. uint16_t num;
  2889. uint16_t copy;
  2890. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2891. const char* data;
  2892. if (copy)
  2893. {
  2894. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2895. }
  2896. else
  2897. {
  2898. UniformHandle handle;
  2899. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2900. data = (const char*)m_uniforms[handle.idx];
  2901. }
  2902. switch ( (uint32_t)type)
  2903. {
  2904. case UniformType::Mat3:
  2905. case UniformType::Mat3|kUniformFragmentBit:
  2906. {
  2907. float* value = (float*)data;
  2908. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2909. {
  2910. Matrix4 mtx;
  2911. mtx.un.val[ 0] = value[0];
  2912. mtx.un.val[ 1] = value[1];
  2913. mtx.un.val[ 2] = value[2];
  2914. mtx.un.val[ 3] = 0.0f;
  2915. mtx.un.val[ 4] = value[3];
  2916. mtx.un.val[ 5] = value[4];
  2917. mtx.un.val[ 6] = value[5];
  2918. mtx.un.val[ 7] = 0.0f;
  2919. mtx.un.val[ 8] = value[6];
  2920. mtx.un.val[ 9] = value[7];
  2921. mtx.un.val[10] = value[8];
  2922. mtx.un.val[11] = 0.0f;
  2923. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2924. }
  2925. }
  2926. break;
  2927. case UniformType::Sampler:
  2928. case UniformType::Sampler | kUniformFragmentBit:
  2929. case UniformType::Vec4:
  2930. case UniformType::Vec4 | kUniformFragmentBit:
  2931. case UniformType::Mat4:
  2932. case UniformType::Mat4 | kUniformFragmentBit:
  2933. {
  2934. setShaderUniform(uint8_t(type), loc, data, num);
  2935. }
  2936. break;
  2937. case UniformType::End:
  2938. break;
  2939. default:
  2940. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2941. break;
  2942. }
  2943. }
  2944. }
  2945. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2946. {
  2947. if (isValid(m_fbh) )
  2948. {
  2949. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2950. frameBuffer.clear(m_commandList, _clear, _palette, _rect, _num);
  2951. }
  2952. else
  2953. {
  2954. if (NULL != m_currentColor
  2955. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2956. {
  2957. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2958. {
  2959. uint8_t index = _clear.m_index[0];
  2960. if (UINT8_MAX != index)
  2961. {
  2962. m_commandList->ClearRenderTargetView(*m_currentColor
  2963. , _palette[index]
  2964. , _num
  2965. , _rect
  2966. );
  2967. }
  2968. }
  2969. else
  2970. {
  2971. float frgba[4] =
  2972. {
  2973. _clear.m_index[0] * 1.0f / 255.0f,
  2974. _clear.m_index[1] * 1.0f / 255.0f,
  2975. _clear.m_index[2] * 1.0f / 255.0f,
  2976. _clear.m_index[3] * 1.0f / 255.0f,
  2977. };
  2978. m_commandList->ClearRenderTargetView(*m_currentColor
  2979. , frgba
  2980. , _num
  2981. , _rect
  2982. );
  2983. }
  2984. }
  2985. if (NULL != m_currentDepthStencil
  2986. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2987. {
  2988. uint32_t flags = 0;
  2989. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2990. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2991. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2992. , D3D12_CLEAR_FLAGS(flags)
  2993. , _clear.m_depth
  2994. , _clear.m_stencil
  2995. , _num
  2996. , _rect
  2997. );
  2998. }
  2999. }
  3000. }
  3001. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  3002. {
  3003. uint32_t width;
  3004. uint32_t height;
  3005. if (isValid(m_fbh) )
  3006. {
  3007. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  3008. width = fb.m_width;
  3009. height = fb.m_height;
  3010. }
  3011. else
  3012. {
  3013. width = m_scd.width;
  3014. height = m_scd.height;
  3015. }
  3016. if (0 == _rect.m_x
  3017. && 0 == _rect.m_y
  3018. && width == _rect.m_width
  3019. && height == _rect.m_height)
  3020. {
  3021. clear(_clear, _palette);
  3022. }
  3023. else
  3024. {
  3025. D3D12_RECT rect;
  3026. rect.left = _rect.m_x;
  3027. rect.top = _rect.m_y;
  3028. rect.right = _rect.m_x + _rect.m_width;
  3029. rect.bottom = _rect.m_y + _rect.m_height;
  3030. clear(_clear, _palette, &rect, 1);
  3031. }
  3032. }
  3033. uint64_t kick()
  3034. {
  3035. uint64_t fence = m_cmd.kick();
  3036. m_commandList = m_cmd.alloc();
  3037. return fence;
  3038. }
  3039. void finish()
  3040. {
  3041. m_cmd.kick();
  3042. m_cmd.finish();
  3043. m_commandList = NULL;
  3044. }
  3045. void finishAll(bool _alloc = false)
  3046. {
  3047. uint64_t fence = m_cmd.kick();
  3048. m_cmd.finish(fence, true);
  3049. m_commandList = _alloc ? m_cmd.alloc() : NULL;
  3050. }
  3051. #if !BX_PLATFORM_LINUX
  3052. Dxgi m_dxgi;
  3053. #endif // !BX_PLATFORM_LINUX
  3054. NvApi m_nvapi;
  3055. void* m_kernel32Dll;
  3056. void* m_d3d12Dll;
  3057. void* m_renderDocDll;
  3058. void* m_winPixEvent;
  3059. D3D_FEATURE_LEVEL m_featureLevel;
  3060. D3D_DRIVER_TYPE m_driverType;
  3061. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  3062. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  3063. Dxgi::SwapChainI* m_swapChain;
  3064. ID3D12Resource* m_msaaRt;
  3065. #if BX_PLATFORM_WINDOWS
  3066. ID3D12InfoQueue* m_infoQueue;
  3067. #endif // BX_PLATFORM_WINDOWS
  3068. int64_t m_presentElapsed;
  3069. uint16_t m_numWindows;
  3070. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3071. ID3D12Device* m_device;
  3072. TimerQueryD3D12 m_gpuTimer;
  3073. OcclusionQueryD3D12 m_occlusionQuery;
  3074. uint32_t m_deviceInterfaceVersion;
  3075. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  3076. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  3077. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  3078. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  3079. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  3080. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  3081. ID3D12Resource* m_backBufferColor[BGFX_CONFIG_MAX_BACK_BUFFERS];
  3082. uint64_t m_backBufferColorFence[BGFX_CONFIG_MAX_BACK_BUFFERS];
  3083. ID3D12Resource* m_backBufferDepthStencil;
  3084. ScratchBufferD3D12 m_scratchBuffer[BGFX_CONFIG_MAX_BACK_BUFFERS];
  3085. DescriptorAllocatorD3D12 m_samplerAllocator;
  3086. ID3D12RootSignature* m_rootSignature;
  3087. ID3D12CommandSignature* m_commandSignature[3];
  3088. CommandQueueD3D12 m_cmd;
  3089. BatchD3D12 m_batch;
  3090. ID3D12GraphicsCommandList* m_commandList;
  3091. Resolution m_resolution;
  3092. bool m_wireframe;
  3093. bool m_lost;
  3094. SwapChainDesc m_scd;
  3095. uint32_t m_maxAnisotropy;
  3096. bool m_depthClamp;
  3097. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  3098. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  3099. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  3100. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  3101. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  3102. VertexLayout m_vertexLayouts[BGFX_CONFIG_MAX_VERTEX_LAYOUTS];
  3103. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3104. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  3105. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  3106. UniformRegistry m_uniformReg;
  3107. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  3108. StateCache m_samplerStateCache;
  3109. TextVideoMem m_textVideoMem;
  3110. uint8_t m_fsScratch[64<<10];
  3111. uint8_t m_vsScratch[64<<10];
  3112. FrameBufferHandle m_fbh;
  3113. uint32_t m_backBufferColorIdx;
  3114. bool m_rtMsaa;
  3115. bool m_directAccessSupport;
  3116. };
  3117. static RendererContextD3D12* s_renderD3D12;
  3118. RendererContextI* rendererCreate(const Init& _init)
  3119. {
  3120. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  3121. if (!s_renderD3D12->init(_init) )
  3122. {
  3123. bx::deleteObject(g_allocator, s_renderD3D12);
  3124. s_renderD3D12 = NULL;
  3125. }
  3126. return s_renderD3D12;
  3127. }
  3128. void rendererDestroy()
  3129. {
  3130. s_renderD3D12->shutdown();
  3131. bx::deleteObject(g_allocator, s_renderD3D12);
  3132. s_renderD3D12 = NULL;
  3133. }
  3134. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  3135. {
  3136. m_size = _size;
  3137. ID3D12Device* device = s_renderD3D12->m_device;
  3138. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  3139. D3D12_DESCRIPTOR_HEAP_DESC desc;
  3140. desc.NumDescriptors = _maxDescriptors;
  3141. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  3142. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  3143. desc.NodeMask = 1;
  3144. DX_CHECK(device->CreateDescriptorHeap(&desc
  3145. , IID_ID3D12DescriptorHeap
  3146. , (void**)&m_heap
  3147. ) );
  3148. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  3149. m_gpuVA = m_upload->GetGPUVirtualAddress();
  3150. D3D12_RANGE readRange = { 0, 0 };
  3151. m_upload->Map(0, &readRange, (void**)&m_data);
  3152. reset(m_gpuHandle);
  3153. }
  3154. void ScratchBufferD3D12::destroy()
  3155. {
  3156. D3D12_RANGE writeRange = { 0, 0 };
  3157. m_upload->Unmap(0, &writeRange);
  3158. DX_RELEASE(m_upload, 0);
  3159. DX_RELEASE(m_heap, 0);
  3160. }
  3161. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  3162. {
  3163. m_pos = 0;
  3164. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  3165. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  3166. _gpuHandle = m_gpuHandle;
  3167. }
  3168. void ScratchBufferD3D12::allocEmpty(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  3169. {
  3170. m_cpuHandle.ptr += m_incrementSize;
  3171. _gpuHandle = m_gpuHandle;
  3172. m_gpuHandle.ptr += m_incrementSize;
  3173. }
  3174. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  3175. {
  3176. _gpuAddress = m_gpuVA + m_pos;
  3177. void* data = &m_data[m_pos];
  3178. m_pos += bx::alignUp(_size, 256);
  3179. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  3180. // desc.BufferLocation = _gpuAddress;
  3181. // desc.SizeInBytes = _size;
  3182. // ID3D12Device* device = s_renderD3D12->m_device;
  3183. // device->CreateConstantBufferView(&desc
  3184. // , m_cpuHandle
  3185. // );
  3186. // m_cpuHandle.ptr += m_incrementSize;
  3187. // m_gpuHandle.ptr += m_incrementSize;
  3188. return data;
  3189. }
  3190. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  3191. {
  3192. ID3D12Device* device = s_renderD3D12->m_device;
  3193. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  3194. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  3195. if (0 != _mip)
  3196. {
  3197. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  3198. srvd = &tmpSrvd;
  3199. switch (_texture.m_srvd.ViewDimension)
  3200. {
  3201. default:
  3202. case D3D12_SRV_DIMENSION_TEXTURE2D:
  3203. srvd->Texture2D.MostDetailedMip = _mip;
  3204. srvd->Texture2D.MipLevels = 1;
  3205. srvd->Texture2D.PlaneSlice = 0;
  3206. srvd->Texture2D.ResourceMinLODClamp = 0;
  3207. break;
  3208. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  3209. srvd->TextureCube.MostDetailedMip = _mip;
  3210. srvd->TextureCube.MipLevels = 1;
  3211. srvd->TextureCube.ResourceMinLODClamp = 0;
  3212. break;
  3213. case D3D12_SRV_DIMENSION_TEXTURE3D:
  3214. srvd->Texture3D.MostDetailedMip = _mip;
  3215. srvd->Texture3D.MipLevels = 1;
  3216. srvd->Texture3D.ResourceMinLODClamp = 0;
  3217. break;
  3218. }
  3219. }
  3220. device->CreateShaderResourceView(NULL != _texture.m_singleMsaa ? _texture.m_singleMsaa : _texture.m_ptr
  3221. , srvd
  3222. , m_cpuHandle
  3223. );
  3224. m_cpuHandle.ptr += m_incrementSize;
  3225. _gpuHandle = m_gpuHandle;
  3226. m_gpuHandle.ptr += m_incrementSize;
  3227. }
  3228. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  3229. {
  3230. ID3D12Device* device = s_renderD3D12->m_device;
  3231. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  3232. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  3233. if (0 != _mip)
  3234. {
  3235. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  3236. uavd = &tmpUavd;
  3237. switch (_texture.m_uavd.ViewDimension)
  3238. {
  3239. default:
  3240. case D3D12_UAV_DIMENSION_TEXTURE2D:
  3241. uavd->Texture2D.MipSlice = _mip;
  3242. uavd->Texture2D.PlaneSlice = 0;
  3243. break;
  3244. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  3245. uavd->Texture2DArray.MipSlice = _mip;
  3246. uavd->Texture2DArray.PlaneSlice = 0;
  3247. break;
  3248. case D3D12_UAV_DIMENSION_TEXTURE3D:
  3249. uavd->Texture3D.MipSlice = _mip;
  3250. break;
  3251. }
  3252. }
  3253. device->CreateUnorderedAccessView(_texture.m_ptr
  3254. , NULL
  3255. , uavd
  3256. , m_cpuHandle
  3257. );
  3258. m_cpuHandle.ptr += m_incrementSize;
  3259. _gpuHandle = m_gpuHandle;
  3260. m_gpuHandle.ptr += m_incrementSize;
  3261. }
  3262. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  3263. {
  3264. ID3D12Device* device = s_renderD3D12->m_device;
  3265. device->CreateShaderResourceView(_buffer.m_ptr
  3266. , &_buffer.m_srvd
  3267. , m_cpuHandle
  3268. );
  3269. m_cpuHandle.ptr += m_incrementSize;
  3270. _gpuHandle = m_gpuHandle;
  3271. m_gpuHandle.ptr += m_incrementSize;
  3272. }
  3273. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  3274. {
  3275. ID3D12Device* device = s_renderD3D12->m_device;
  3276. device->CreateUnorderedAccessView(_buffer.m_ptr
  3277. , NULL
  3278. , &_buffer.m_uavd
  3279. , m_cpuHandle
  3280. );
  3281. m_cpuHandle.ptr += m_incrementSize;
  3282. _gpuHandle = m_gpuHandle;
  3283. m_gpuHandle.ptr += m_incrementSize;
  3284. }
  3285. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  3286. {
  3287. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors/_numDescriptorsPerBlock);
  3288. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  3289. ID3D12Device* device = s_renderD3D12->m_device;
  3290. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  3291. D3D12_DESCRIPTOR_HEAP_DESC desc;
  3292. desc.NumDescriptors = _maxDescriptors;
  3293. desc.Type = _type;
  3294. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  3295. desc.NodeMask = 1;
  3296. DX_CHECK(device->CreateDescriptorHeap(&desc
  3297. , IID_ID3D12DescriptorHeap
  3298. , (void**)&m_heap
  3299. ) );
  3300. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  3301. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  3302. }
  3303. void DescriptorAllocatorD3D12::destroy()
  3304. {
  3305. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3306. DX_RELEASE(m_heap, 0);
  3307. }
  3308. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  3309. {
  3310. uint16_t idx = m_handleAlloc->alloc();
  3311. BX_ASSERT(bx::kInvalidHandle != idx, "DescriptorAllocatorD3D12 is out of memory.");
  3312. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  3313. ID3D12Device* device = s_renderD3D12->m_device;
  3314. device->CreateShaderResourceView(_ptr
  3315. , _desc
  3316. , cpuHandle
  3317. );
  3318. return idx;
  3319. }
  3320. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  3321. {
  3322. uint16_t idx = m_handleAlloc->alloc();
  3323. BX_ASSERT(bx::kInvalidHandle != idx, "DescriptorAllocatorD3D12 is out of memory.");
  3324. ID3D12Device* device = s_renderD3D12->m_device;
  3325. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  3326. for (uint32_t ii = 0; ii < _num; ++ii)
  3327. {
  3328. uint32_t flags = _flags[ii];
  3329. const uint32_t cmpFunc = (flags&BGFX_SAMPLER_COMPARE_MASK)>>BGFX_SAMPLER_COMPARE_SHIFT;
  3330. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
  3331. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
  3332. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
  3333. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  3334. D3D12_SAMPLER_DESC sd;
  3335. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  3336. sd.AddressU = s_textureAddress[(flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
  3337. sd.AddressV = s_textureAddress[(flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
  3338. sd.AddressW = s_textureAddress[(flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
  3339. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  3340. sd.MaxAnisotropy = maxAnisotropy;
  3341. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  3342. uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  3343. if (NULL != _palette
  3344. && needBorderColor(flags) )
  3345. {
  3346. const float* rgba = _palette[index];
  3347. sd.BorderColor[0] = rgba[0];
  3348. sd.BorderColor[1] = rgba[1];
  3349. sd.BorderColor[2] = rgba[2];
  3350. sd.BorderColor[3] = rgba[3];
  3351. }
  3352. else
  3353. {
  3354. sd.BorderColor[0] = 0.0f;
  3355. sd.BorderColor[1] = 0.0f;
  3356. sd.BorderColor[2] = 0.0f;
  3357. sd.BorderColor[3] = 0.0f;
  3358. }
  3359. sd.MinLOD = 0;
  3360. sd.MaxLOD = D3D12_FLOAT32_MAX;
  3361. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  3362. {
  3363. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  3364. };
  3365. device->CreateSampler(&sd, cpuHandle);
  3366. }
  3367. return idx;
  3368. }
  3369. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  3370. {
  3371. m_handleAlloc->free(_idx);
  3372. }
  3373. void DescriptorAllocatorD3D12::reset()
  3374. {
  3375. uint16_t max = m_handleAlloc->getMaxHandles();
  3376. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3377. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  3378. }
  3379. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  3380. {
  3381. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  3382. return gpuHandle;
  3383. }
  3384. void CommandQueueD3D12::init(ID3D12Device* _device)
  3385. {
  3386. D3D12_COMMAND_QUEUE_DESC queueDesc;
  3387. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  3388. queueDesc.Priority = 0;
  3389. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  3390. queueDesc.NodeMask = 1;
  3391. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  3392. , IID_ID3D12CommandQueue
  3393. , (void**)&m_commandQueue
  3394. ) );
  3395. m_completedFence = 0;
  3396. m_currentFence = 0;
  3397. DX_CHECK(_device->CreateFence(0
  3398. , D3D12_FENCE_FLAG_NONE
  3399. , IID_ID3D12Fence
  3400. , (void**)&m_fence
  3401. ) );
  3402. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3403. {
  3404. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  3405. , IID_ID3D12CommandAllocator
  3406. , (void**)&m_commandList[ii].m_commandAllocator
  3407. ) );
  3408. DX_CHECK(_device->CreateCommandList(0
  3409. , D3D12_COMMAND_LIST_TYPE_DIRECT
  3410. , m_commandList[ii].m_commandAllocator
  3411. , NULL
  3412. , IID_ID3D12GraphicsCommandList
  3413. , (void**)&m_commandList[ii].m_commandList
  3414. ) );
  3415. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  3416. }
  3417. }
  3418. void CommandQueueD3D12::shutdown()
  3419. {
  3420. finish(UINT64_MAX, true);
  3421. DX_RELEASE(m_fence, 0);
  3422. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3423. {
  3424. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  3425. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  3426. }
  3427. DX_RELEASE(m_commandQueue, 0);
  3428. }
  3429. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  3430. {
  3431. while (0 == m_control.reserve(1) )
  3432. {
  3433. consume();
  3434. }
  3435. CommandList& commandList = m_commandList[m_control.m_current];
  3436. DX_CHECK(commandList.m_commandAllocator->Reset() );
  3437. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  3438. return commandList.m_commandList;
  3439. }
  3440. uint64_t CommandQueueD3D12::kick()
  3441. {
  3442. CommandList& commandList = m_commandList[m_control.m_current];
  3443. DX_CHECK(commandList.m_commandList->Close() );
  3444. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  3445. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  3446. #if BX_PLATFORM_LINUX
  3447. commandList.m_event = NULL;
  3448. #else
  3449. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  3450. #endif // BX_PLATFORM_LINUX
  3451. const uint64_t fence = m_currentFence++;
  3452. m_commandQueue->Signal(m_fence, fence);
  3453. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  3454. m_control.commit(1);
  3455. return fence;
  3456. }
  3457. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  3458. {
  3459. while (0 < m_control.available() )
  3460. {
  3461. consume();
  3462. if (!_finishAll
  3463. && _waitFence <= m_completedFence)
  3464. {
  3465. return;
  3466. }
  3467. }
  3468. BX_ASSERT(0 == m_control.available(), "");
  3469. }
  3470. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  3471. {
  3472. if (0 < m_control.available() )
  3473. {
  3474. if (consume(0)
  3475. && _waitFence <= m_completedFence)
  3476. {
  3477. return true;
  3478. }
  3479. }
  3480. return false;
  3481. }
  3482. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  3483. {
  3484. m_release[m_control.m_current].push_back(_ptr);
  3485. }
  3486. bool CommandQueueD3D12::consume(uint32_t _ms)
  3487. {
  3488. CommandList& commandList = m_commandList[m_control.m_read];
  3489. #if BX_PLATFORM_LINUX
  3490. BX_UNUSED(commandList, _ms);
  3491. #else
  3492. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  3493. {
  3494. CloseHandle(commandList.m_event);
  3495. commandList.m_event = NULL;
  3496. m_completedFence = m_fence->GetCompletedValue();
  3497. BX_WARN(UINT64_MAX != m_completedFence, "D3D12: Device lost.");
  3498. m_commandQueue->Wait(m_fence, m_completedFence);
  3499. ResourceArray& ra = m_release[m_control.m_read];
  3500. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  3501. {
  3502. DX_RELEASE(*it, 0);
  3503. }
  3504. ra.clear();
  3505. m_control.consume(1);
  3506. return true;
  3507. }
  3508. #endif // !BX_PLATFORM_LINUX
  3509. return false;
  3510. }
  3511. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  3512. {
  3513. m_maxDrawPerBatch = _maxDrawPerBatch;
  3514. setSeqMode(false);
  3515. setIndirectMode(true);
  3516. ID3D12Device* device = s_renderD3D12->m_device;
  3517. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  3518. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  3519. {
  3520. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3521. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3522. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3523. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3524. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3525. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3526. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  3527. };
  3528. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  3529. {
  3530. sizeof(DrawIndirectCommand),
  3531. BX_COUNTOF(drawArgDesc),
  3532. drawArgDesc,
  3533. 1,
  3534. };
  3535. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  3536. , rootSignature
  3537. , IID_ID3D12CommandSignature
  3538. , (void**)&m_commandSignature[Draw]
  3539. ) );
  3540. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  3541. {
  3542. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3543. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3544. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3545. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3546. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3547. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  3548. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3549. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  3550. };
  3551. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  3552. {
  3553. sizeof(DrawIndexedIndirectCommand),
  3554. BX_COUNTOF(drawIndexedArgDesc),
  3555. drawIndexedArgDesc,
  3556. 1,
  3557. };
  3558. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  3559. , rootSignature
  3560. , IID_ID3D12CommandSignature
  3561. , (void**)&m_commandSignature[DrawIndexed]
  3562. ) );
  3563. m_cmds[Draw ] = bx::alloc(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  3564. m_cmds[DrawIndexed] = bx::alloc(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  3565. uint32_t cmdSize = bx::max<uint32_t>(sizeof(DrawIndirectCommand), sizeof(DrawIndexedIndirectCommand) );
  3566. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3567. {
  3568. m_indirect[ii].create(m_maxDrawPerBatch*cmdSize
  3569. , NULL
  3570. , BGFX_BUFFER_DRAW_INDIRECT
  3571. , false
  3572. , cmdSize
  3573. );
  3574. }
  3575. }
  3576. void BatchD3D12::destroy()
  3577. {
  3578. bx::free(g_allocator, m_cmds[0]);
  3579. bx::free(g_allocator, m_cmds[1]);
  3580. DX_RELEASE(m_commandSignature[0], 0);
  3581. DX_RELEASE(m_commandSignature[1], 0);
  3582. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3583. {
  3584. m_indirect[ii].destroy();
  3585. }
  3586. }
  3587. template<typename Ty>
  3588. Ty& BatchD3D12::getCmd(Enum _type)
  3589. {
  3590. uint32_t index = m_num[_type];
  3591. BX_ASSERT(index < m_maxDrawPerBatch, "Memory corruption...");
  3592. m_num[_type]++;
  3593. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3594. return *cmd;
  3595. }
  3596. uint8_t fill(ID3D12GraphicsCommandList* _commandList, D3D12_VERTEX_BUFFER_VIEW* _vbv, const RenderDraw& _draw, uint32_t& _outNumVertices)
  3597. {
  3598. uint8_t numStreams = 0;
  3599. _outNumVertices = _draw.m_numVertices;
  3600. if (UINT8_MAX != _draw.m_streamMask)
  3601. {
  3602. for (uint32_t idx = 0, streamMask = _draw.m_streamMask
  3603. ; 0 != streamMask
  3604. ; streamMask >>= 1, idx += 1, ++numStreams
  3605. )
  3606. {
  3607. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  3608. streamMask >>= ntz;
  3609. idx += ntz;
  3610. const Stream& stream = _draw.m_stream[idx];
  3611. uint16_t handle = stream.m_handle.idx;
  3612. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3613. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3614. const uint16_t layoutIdx = !isValid(vb.m_layoutHandle) ? stream.m_layoutHandle.idx : vb.m_layoutHandle.idx;
  3615. const VertexLayout& layout = s_renderD3D12->m_vertexLayouts[layoutIdx];
  3616. const uint32_t stride = layout.m_stride;
  3617. _outNumVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3618. ? vb.m_size/stride
  3619. : _draw.m_numVertices
  3620. , _outNumVertices
  3621. );
  3622. D3D12_VERTEX_BUFFER_VIEW& vbv = _vbv[numStreams];
  3623. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3624. vbv.StrideInBytes = stride;
  3625. vbv.SizeInBytes = _outNumVertices * stride;
  3626. }
  3627. }
  3628. return numStreams;
  3629. }
  3630. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3631. {
  3632. if (isValid(_draw.m_indirectBuffer) )
  3633. {
  3634. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, _cbv);
  3635. D3D12_VERTEX_BUFFER_VIEW vbvs[BGFX_CONFIG_MAX_VERTEX_STREAMS+1];
  3636. uint32_t numVertices;
  3637. uint8_t numStreams = fill(_commandList, vbvs, _draw, numVertices);
  3638. if (isValid(_draw.m_instanceDataBuffer) )
  3639. {
  3640. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3641. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3642. D3D12_VERTEX_BUFFER_VIEW& vbv = vbvs[numStreams++];
  3643. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3644. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3645. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3646. }
  3647. _commandList->IASetVertexBuffers(0
  3648. , numStreams
  3649. , vbvs
  3650. );
  3651. const VertexBufferD3D12& indirect = s_renderD3D12->m_vertexBuffers[_draw.m_indirectBuffer.idx];
  3652. const uint32_t numDrawIndirect = UINT32_MAX == _draw.m_numIndirect
  3653. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3654. : _draw.m_numIndirect
  3655. ;
  3656. ID3D12Resource* numIndirect = NULL;
  3657. uint32_t numOffsetIndirect = 0;
  3658. if (isValid(_draw.m_numIndirectBuffer) )
  3659. {
  3660. numIndirect = s_renderD3D12->m_indexBuffers[_draw.m_numIndirectBuffer.idx].m_ptr;
  3661. numOffsetIndirect = _draw.m_numIndirectIndex * sizeof(uint32_t);
  3662. }
  3663. uint32_t numIndices = 0;
  3664. if (isValid(_draw.m_indexBuffer) )
  3665. {
  3666. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3667. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3668. const bool isIndex16 = _draw.isIndex16();
  3669. const uint32_t indexSize = isIndex16 ? 2 : 4;
  3670. const DXGI_FORMAT indexFormat = isIndex16
  3671. ? DXGI_FORMAT_R16_UINT
  3672. : DXGI_FORMAT_R32_UINT
  3673. ;
  3674. numIndices = UINT32_MAX == _draw.m_numIndices
  3675. ? ib.m_size / indexSize
  3676. : _draw.m_numIndices
  3677. ;
  3678. D3D12_INDEX_BUFFER_VIEW ibv;
  3679. ibv.BufferLocation = ib.m_gpuVA;
  3680. ibv.SizeInBytes = ib.m_size;
  3681. ibv.Format = indexFormat;
  3682. _commandList->IASetIndexBuffer(&ibv);
  3683. _commandList->ExecuteIndirect(
  3684. s_renderD3D12->m_commandSignature[2]
  3685. , numDrawIndirect
  3686. , indirect.m_ptr
  3687. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3688. , numIndirect
  3689. , numOffsetIndirect
  3690. );
  3691. }
  3692. else
  3693. {
  3694. _commandList->ExecuteIndirect(
  3695. s_renderD3D12->m_commandSignature[1]
  3696. , numDrawIndirect
  3697. , indirect.m_ptr
  3698. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3699. , numIndirect
  3700. , numOffsetIndirect
  3701. );
  3702. }
  3703. return numIndices;
  3704. }
  3705. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3706. uint32_t numIndices = 0;
  3707. if (Draw == type)
  3708. {
  3709. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3710. cmd.cbv = _cbv;
  3711. uint32_t numVertices;
  3712. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3713. if (isValid(_draw.m_instanceDataBuffer) )
  3714. {
  3715. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3716. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3717. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3718. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3719. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3720. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3721. }
  3722. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3723. {
  3724. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3725. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3726. }
  3727. cmd.args.InstanceCount = _draw.m_numInstances;
  3728. cmd.args.VertexCountPerInstance = numVertices;
  3729. cmd.args.StartVertexLocation = 0;
  3730. cmd.args.StartInstanceLocation = 0;
  3731. }
  3732. else
  3733. {
  3734. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3735. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3736. const bool isIndex16 = _draw.isIndex16();
  3737. const uint32_t indexSize = isIndex16 ? 2 : 4;
  3738. const DXGI_FORMAT indexFormat = isIndex16 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
  3739. numIndices = UINT32_MAX == _draw.m_numIndices
  3740. ? ib.m_size / indexSize
  3741. : _draw.m_numIndices
  3742. ;
  3743. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3744. cmd.cbv = _cbv;
  3745. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3746. cmd.ibv.SizeInBytes = ib.m_size;
  3747. cmd.ibv.Format = indexFormat;
  3748. uint32_t numVertices;
  3749. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3750. if (isValid(_draw.m_instanceDataBuffer) )
  3751. {
  3752. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3753. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3754. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3755. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3756. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3757. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3758. }
  3759. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3760. {
  3761. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3762. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3763. }
  3764. cmd.args.IndexCountPerInstance = numIndices;
  3765. cmd.args.InstanceCount = _draw.m_numInstances;
  3766. cmd.args.StartIndexLocation = _draw.m_startIndex;
  3767. cmd.args.BaseVertexLocation = 0;
  3768. cmd.args.StartInstanceLocation = 0;
  3769. }
  3770. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3771. {
  3772. flush(_commandList, type);
  3773. }
  3774. return numIndices;
  3775. }
  3776. static const uint32_t s_indirectCommandSize[] =
  3777. {
  3778. sizeof(BatchD3D12::DrawIndirectCommand),
  3779. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3780. };
  3781. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3782. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3783. {
  3784. uint32_t num = m_num[_type];
  3785. if (0 != num)
  3786. {
  3787. m_num[_type] = 0;
  3788. if (m_minIndirect < num)
  3789. {
  3790. m_stats.m_numIndirect[_type]++;
  3791. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3792. m_currIndirect %= BX_COUNTOF(m_indirect);
  3793. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3794. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3795. , num
  3796. , indirect.m_ptr
  3797. , 0
  3798. , NULL
  3799. , 0
  3800. );
  3801. }
  3802. else
  3803. {
  3804. m_stats.m_numImmediate[_type]++;
  3805. if (Draw == _type)
  3806. {
  3807. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3808. for (uint32_t ii = 0; ii < num; ++ii)
  3809. {
  3810. const DrawIndirectCommand& cmd = cmds[ii];
  3811. if (m_current.cbv != cmd.cbv)
  3812. {
  3813. m_current.cbv = cmd.cbv;
  3814. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3815. }
  3816. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3817. {
  3818. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3819. _commandList->IASetVertexBuffers(0
  3820. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3821. , cmd.vbv
  3822. );
  3823. }
  3824. _commandList->DrawInstanced(
  3825. cmd.args.VertexCountPerInstance
  3826. , cmd.args.InstanceCount
  3827. , cmd.args.StartVertexLocation
  3828. , cmd.args.StartInstanceLocation
  3829. );
  3830. }
  3831. }
  3832. else
  3833. {
  3834. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3835. for (uint32_t ii = 0; ii < num; ++ii)
  3836. {
  3837. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3838. if (m_current.cbv != cmd.cbv)
  3839. {
  3840. m_current.cbv = cmd.cbv;
  3841. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3842. }
  3843. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3844. {
  3845. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3846. _commandList->IASetVertexBuffers(0
  3847. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3848. , cmd.vbv
  3849. );
  3850. }
  3851. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3852. {
  3853. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3854. _commandList->IASetIndexBuffer(&cmd.ibv);
  3855. }
  3856. _commandList->DrawIndexedInstanced(
  3857. cmd.args.IndexCountPerInstance
  3858. , cmd.args.InstanceCount
  3859. , cmd.args.StartIndexLocation
  3860. , cmd.args.BaseVertexLocation
  3861. , cmd.args.StartInstanceLocation
  3862. );
  3863. }
  3864. }
  3865. }
  3866. }
  3867. }
  3868. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3869. {
  3870. flush(_commandList, Draw);
  3871. flush(_commandList, DrawIndexed);
  3872. if (_clean)
  3873. {
  3874. bx::memSet(&m_current, 0, sizeof(m_current) );
  3875. }
  3876. }
  3877. void BatchD3D12::begin()
  3878. {
  3879. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3880. bx::memSet(&m_current, 0, sizeof(m_current) );
  3881. }
  3882. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3883. {
  3884. flush(_commandList);
  3885. }
  3886. struct UavFormat
  3887. {
  3888. DXGI_FORMAT format[3];
  3889. uint32_t stride;
  3890. };
  3891. static const UavFormat s_uavFormat[] =
  3892. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3893. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3894. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X1
  3895. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X2
  3896. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X4
  3897. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X1
  3898. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X2
  3899. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X4
  3900. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X1
  3901. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X2
  3902. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X4
  3903. };
  3904. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3905. {
  3906. m_size = _size;
  3907. m_flags = _flags;
  3908. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3909. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3910. m_dynamic = NULL == _data || needUav;
  3911. DXGI_FORMAT format;
  3912. uint32_t stride;
  3913. uint32_t flags = needUav
  3914. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3915. : D3D12_RESOURCE_FLAG_NONE
  3916. ;
  3917. if (drawIndirect)
  3918. {
  3919. #if BX_PLATFORM_XBOXONE
  3920. flags |= D3D12XBOX_RESOURCE_FLAG_ALLOW_INDIRECT_BUFFER;
  3921. #endif // BX_PLATFORM_XBOXONE
  3922. format = _vertex ? DXGI_FORMAT_R32G32B32A32_UINT : DXGI_FORMAT_R32_UINT;
  3923. stride = _vertex ? 16 : 4;
  3924. }
  3925. else
  3926. {
  3927. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3928. if (0 == uavFormat)
  3929. {
  3930. if (_vertex)
  3931. {
  3932. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3933. stride = 16;
  3934. }
  3935. else
  3936. {
  3937. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3938. {
  3939. format = DXGI_FORMAT_R16_UINT;
  3940. stride = 2;
  3941. }
  3942. else
  3943. {
  3944. format = DXGI_FORMAT_R32_UINT;
  3945. stride = 4;
  3946. }
  3947. }
  3948. }
  3949. else
  3950. {
  3951. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3952. format = s_uavFormat[uavFormat].format[uavType];
  3953. stride = s_uavFormat[uavFormat].stride;
  3954. }
  3955. }
  3956. stride = 0 == _stride ? stride : _stride;
  3957. m_srvd.Format = format;
  3958. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3959. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3960. m_srvd.Buffer.FirstElement = 0;
  3961. m_srvd.Buffer.NumElements = m_size / stride;
  3962. m_srvd.Buffer.StructureByteStride = 0;
  3963. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3964. m_uavd.Format = format;
  3965. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3966. m_uavd.Buffer.FirstElement = 0;
  3967. m_uavd.Buffer.NumElements = m_size / stride;
  3968. m_uavd.Buffer.StructureByteStride = 0;
  3969. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3970. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3971. ID3D12Device* device = s_renderD3D12->m_device;
  3972. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3973. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3974. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3975. setState(commandList, drawIndirect
  3976. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3977. : D3D12_RESOURCE_STATE_GENERIC_READ
  3978. );
  3979. if (!m_dynamic)
  3980. {
  3981. update(commandList, 0, _size, _data);
  3982. }
  3983. }
  3984. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3985. {
  3986. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3987. uint8_t* data;
  3988. D3D12_RANGE readRange = { 0, 0 };
  3989. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  3990. bx::memCopy(data, _data, _size);
  3991. D3D12_RANGE writeRange = { 0, _size };
  3992. staging->Unmap(0, &writeRange);
  3993. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3994. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3995. setState(_commandList, state);
  3996. s_renderD3D12->m_cmd.release(staging);
  3997. }
  3998. void BufferD3D12::destroy()
  3999. {
  4000. if (NULL != m_ptr)
  4001. {
  4002. s_renderD3D12->m_cmd.release(m_ptr);
  4003. m_dynamic = false;
  4004. m_state = D3D12_RESOURCE_STATE_COMMON;
  4005. }
  4006. }
  4007. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  4008. {
  4009. if (m_state != _state)
  4010. {
  4011. setResourceBarrier(_commandList
  4012. , m_ptr
  4013. , m_state
  4014. , _state
  4015. );
  4016. bx::swap(m_state, _state);
  4017. }
  4018. return _state;
  4019. }
  4020. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle, uint16_t _flags)
  4021. {
  4022. BufferD3D12::create(_size, _data, _flags, true);
  4023. m_layoutHandle = _layoutHandle;
  4024. }
  4025. void ShaderD3D12::create(const Memory* _mem)
  4026. {
  4027. bx::MemoryReader reader(_mem->data, _mem->size);
  4028. bx::ErrorAssert err;
  4029. uint32_t magic;
  4030. bx::read(&reader, magic, &err);
  4031. const bool fragment = isShaderType(magic, 'F');
  4032. uint32_t hashIn;
  4033. bx::read(&reader, hashIn, &err);
  4034. uint32_t hashOut;
  4035. if (isShaderVerLess(magic, 6) )
  4036. {
  4037. hashOut = hashIn;
  4038. }
  4039. else
  4040. {
  4041. bx::read(&reader, hashOut, &err);
  4042. }
  4043. uint16_t count;
  4044. bx::read(&reader, count, &err);
  4045. m_numPredefined = 0;
  4046. m_numUniforms = count;
  4047. BX_TRACE("%s Shader consts %d"
  4048. , getShaderTypeName(magic)
  4049. , count
  4050. );
  4051. uint8_t fragmentBit = fragment ? kUniformFragmentBit : 0;
  4052. if (0 < count)
  4053. {
  4054. for (uint32_t ii = 0; ii < count; ++ii)
  4055. {
  4056. uint8_t nameSize = 0;
  4057. bx::read(&reader, nameSize, &err);
  4058. char name[256] = {};
  4059. bx::read(&reader, &name, nameSize, &err);
  4060. name[nameSize] = '\0';
  4061. uint8_t type = 0;
  4062. bx::read(&reader, type, &err);
  4063. uint8_t num = 0;
  4064. bx::read(&reader, num, &err);
  4065. uint16_t regIndex = 0;
  4066. bx::read(&reader, regIndex, &err);
  4067. uint16_t regCount = 0;
  4068. bx::read(&reader, regCount, &err);
  4069. if (!isShaderVerLess(magic, 8) )
  4070. {
  4071. uint16_t texInfo = 0;
  4072. bx::read(&reader, texInfo, &err);
  4073. }
  4074. if (!isShaderVerLess(magic, 10) )
  4075. {
  4076. uint16_t texFormat = 0;
  4077. bx::read(&reader, texFormat, &err);
  4078. }
  4079. const char* kind = "invalid";
  4080. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  4081. if (PredefinedUniform::Count != predefined)
  4082. {
  4083. kind = "predefined";
  4084. m_predefined[m_numPredefined].m_loc = regIndex;
  4085. m_predefined[m_numPredefined].m_count = regCount;
  4086. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  4087. m_numPredefined++;
  4088. }
  4089. else if (0 == (kUniformSamplerBit & type) )
  4090. {
  4091. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  4092. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  4093. if (NULL != info)
  4094. {
  4095. if (NULL == m_constantBuffer)
  4096. {
  4097. m_constantBuffer = UniformBuffer::create(1024);
  4098. }
  4099. kind = "user";
  4100. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  4101. }
  4102. }
  4103. else
  4104. {
  4105. kind = "sampler";
  4106. }
  4107. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  4108. , kind
  4109. , name
  4110. , getUniformTypeName(UniformType::Enum(type&~kUniformMask) )
  4111. , num
  4112. , regIndex
  4113. , regCount
  4114. );
  4115. BX_UNUSED(kind);
  4116. }
  4117. if (NULL != m_constantBuffer)
  4118. {
  4119. m_constantBuffer->finish();
  4120. }
  4121. }
  4122. uint32_t shaderSize;
  4123. bx::read(&reader, shaderSize, &err);
  4124. const void* code = reader.getDataPtr();
  4125. bx::skip(&reader, shaderSize+1);
  4126. m_code = copy(code, shaderSize);
  4127. uint8_t numAttrs = 0;
  4128. bx::read(&reader, numAttrs, &err);
  4129. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  4130. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  4131. {
  4132. uint16_t id;
  4133. bx::read(&reader, id, &err);
  4134. Attrib::Enum attr = idToAttrib(id);
  4135. if (Attrib::Count != attr)
  4136. {
  4137. m_attrMask[attr] = UINT16_MAX;
  4138. }
  4139. }
  4140. bx::HashMurmur2A murmur;
  4141. murmur.begin();
  4142. murmur.add(hashIn);
  4143. murmur.add(hashOut);
  4144. murmur.add(code, shaderSize);
  4145. murmur.add(numAttrs);
  4146. murmur.add(m_attrMask, numAttrs);
  4147. m_hash = murmur.end();
  4148. bx::read(&reader, m_size, &err);
  4149. }
  4150. static void memcpySubresource(
  4151. const D3D12_MEMCPY_DEST* _dst
  4152. , const D3D12_SUBRESOURCE_DATA* _src
  4153. , uint64_t _rowSizeInBytes
  4154. , uint32_t _numRows
  4155. , uint32_t _numSlices
  4156. )
  4157. {
  4158. for (uint32_t zz = 0; zz < _numSlices; ++zz)
  4159. {
  4160. uint8_t* _dstSlice = ( uint8_t*)(_dst->pData) + _dst->SlicePitch * zz;
  4161. const uint8_t* _srcSlice = (const uint8_t*)(_src->pData) + _src->SlicePitch * zz;
  4162. for (uint32_t yy = 0; yy < _numRows; ++yy)
  4163. {
  4164. bx::memCopy(
  4165. _dstSlice + _dst->RowPitch * yy
  4166. , _srcSlice + _src->RowPitch * yy
  4167. , size_t(_rowSizeInBytes)
  4168. );
  4169. }
  4170. }
  4171. }
  4172. static uint64_t updateSubresources(
  4173. ID3D12GraphicsCommandList* _commandList
  4174. , ID3D12Resource* _dstResource
  4175. , ID3D12Resource* _intermediate
  4176. , uint32_t _firstSubresource
  4177. , uint32_t _numSubresources
  4178. , uint64_t _requiredSize
  4179. , const D3D12_PLACED_SUBRESOURCE_FOOTPRINT* _layouts
  4180. , const uint32_t* _numRows
  4181. , const uint64_t* _rowSizesInBytes
  4182. , const D3D12_SUBRESOURCE_DATA* _srcData
  4183. )
  4184. {
  4185. uint8_t* data;
  4186. DX_CHECK(_intermediate->Map(0, NULL, (void**)&data) );
  4187. for (uint32_t ii = 0; ii < _numSubresources; ++ii)
  4188. {
  4189. D3D12_MEMCPY_DEST dstData =
  4190. {
  4191. data + _layouts[ii].Offset,
  4192. _layouts[ii].Footprint.RowPitch,
  4193. _layouts[ii].Footprint.RowPitch * _numRows[ii],
  4194. };
  4195. memcpySubresource(
  4196. &dstData
  4197. , &_srcData[ii]
  4198. , _rowSizesInBytes[ii]
  4199. , _numRows[ii]
  4200. , _layouts[ii].Footprint.Depth
  4201. );
  4202. }
  4203. _intermediate->Unmap(0, NULL);
  4204. D3D12_RESOURCE_DESC dstDesc = getResourceDesc(_dstResource);
  4205. if (dstDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
  4206. {
  4207. _commandList->CopyBufferRegion(
  4208. _dstResource
  4209. , 0
  4210. , _intermediate
  4211. , _layouts[0].Offset
  4212. , _layouts[0].Footprint.Width
  4213. );
  4214. }
  4215. else
  4216. {
  4217. for (uint32_t i = 0; i < _numSubresources; ++i)
  4218. {
  4219. D3D12_TEXTURE_COPY_LOCATION src;
  4220. src.pResource = _intermediate;
  4221. src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
  4222. src.PlacedFootprint = _layouts[i];
  4223. D3D12_TEXTURE_COPY_LOCATION dst;
  4224. dst.pResource = _dstResource;
  4225. dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4226. dst.SubresourceIndex = i + _firstSubresource;
  4227. _commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
  4228. }
  4229. }
  4230. return _requiredSize;
  4231. }
  4232. static uint64_t updateSubresources(
  4233. ID3D12GraphicsCommandList* _commandList
  4234. , ID3D12Resource* _dstResource
  4235. , ID3D12Resource* _intermediate
  4236. , uint64_t _intermediateOffset
  4237. , uint32_t _firstSubresource
  4238. , uint32_t _numSubresources
  4239. , D3D12_SUBRESOURCE_DATA* _srcData
  4240. )
  4241. {
  4242. uint64_t requiredSize = 0;
  4243. const size_t sizeInBytes = size_t(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT) + sizeof(uint32_t) + sizeof(uint64_t) ) * _numSubresources;
  4244. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)bx::alloc(g_allocator, sizeInBytes);
  4245. uint64_t* rowSizesInBytes = (uint64_t*)(layouts + _numSubresources);
  4246. uint32_t* numRows = (uint32_t*)(rowSizesInBytes + _numSubresources);
  4247. D3D12_RESOURCE_DESC desc = getResourceDesc(_dstResource);
  4248. s_renderD3D12->m_device->GetCopyableFootprints(
  4249. &desc
  4250. , _firstSubresource
  4251. , _numSubresources
  4252. , _intermediateOffset
  4253. , layouts
  4254. , numRows
  4255. , rowSizesInBytes
  4256. , &requiredSize
  4257. );
  4258. const uint64_t result = updateSubresources(
  4259. _commandList
  4260. , _dstResource
  4261. , _intermediate
  4262. , _firstSubresource
  4263. , _numSubresources
  4264. , requiredSize
  4265. , layouts
  4266. , numRows
  4267. , rowSizesInBytes
  4268. , _srcData
  4269. );
  4270. bx::free(g_allocator, layouts);
  4271. return result;
  4272. }
  4273. void* TextureD3D12::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
  4274. {
  4275. bimg::ImageContainer imageContainer;
  4276. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  4277. {
  4278. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  4279. const uint8_t startLod = bx::min<uint8_t>(_skip, imageContainer.m_numMips-1);
  4280. bimg::TextureInfo ti;
  4281. bimg::imageGetSize(
  4282. &ti
  4283. , uint16_t(imageContainer.m_width >>startLod)
  4284. , uint16_t(imageContainer.m_height>>startLod)
  4285. , uint16_t(imageContainer.m_depth >>startLod)
  4286. , imageContainer.m_cubeMap
  4287. , 1 < imageContainer.m_numMips
  4288. , imageContainer.m_numLayers
  4289. , imageContainer.m_format
  4290. );
  4291. ti.numMips = bx::min<uint8_t>(imageContainer.m_numMips-startLod, ti.numMips);
  4292. m_flags = _flags;
  4293. m_width = ti.width;
  4294. m_height = ti.height;
  4295. m_depth = ti.depth;
  4296. m_numLayers = ti.numLayers;
  4297. m_requestedFormat = uint8_t(imageContainer.m_format);
  4298. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  4299. const bool convert = m_textureFormat != m_requestedFormat;
  4300. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4301. if (imageContainer.m_cubeMap)
  4302. {
  4303. m_type = TextureCube;
  4304. }
  4305. else if (imageContainer.m_depth > 1)
  4306. {
  4307. m_type = Texture3D;
  4308. }
  4309. else
  4310. {
  4311. m_type = Texture2D;
  4312. }
  4313. m_numMips = ti.numMips;
  4314. const uint16_t numSides = ti.numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  4315. const uint32_t numSrd = numSides * ti.numMips;
  4316. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  4317. uint32_t kk = 0;
  4318. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  4319. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  4320. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  4321. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  4322. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  4323. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  4324. const uint32_t msaaQuality = bx::uint32_satsub((m_flags & BGFX_TEXTURE_RT_MSAA_MASK) >> BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4325. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4326. const bool needResolve = true
  4327. && 1 < msaa.Count
  4328. && 0 == (m_flags & BGFX_TEXTURE_MSAA_SAMPLE)
  4329. && !writeOnly
  4330. ;
  4331. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  4332. , this - s_renderD3D12->m_textures
  4333. , getName( (TextureFormat::Enum)m_textureFormat)
  4334. , getName( (TextureFormat::Enum)m_requestedFormat)
  4335. , ti.width
  4336. , ti.height
  4337. , imageContainer.m_cubeMap ? "x6" : ""
  4338. , renderTarget ? 'x' : ' '
  4339. , writeOnly ? 'x' : ' '
  4340. , computeWrite ? 'x' : ' '
  4341. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  4342. );
  4343. for (uint16_t side = 0; side < numSides; ++side)
  4344. {
  4345. for (uint8_t lod = 0; lod < ti.numMips; ++lod)
  4346. {
  4347. bimg::ImageMip mip;
  4348. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  4349. {
  4350. if (convert)
  4351. {
  4352. const uint32_t pitch = bx::strideAlign(bx::max<uint32_t>(mip.m_width, 4)*bpp/8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  4353. const uint32_t slice = bx::strideAlign(bx::max<uint32_t>(mip.m_height, 4)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  4354. const uint32_t size = slice*mip.m_depth;
  4355. uint8_t* temp = (uint8_t*)bx::alloc(g_allocator, size);
  4356. bimg::imageDecodeToBgra8(
  4357. g_allocator
  4358. , temp
  4359. , mip.m_data
  4360. , mip.m_width
  4361. , mip.m_height
  4362. , pitch
  4363. , mip.m_format
  4364. );
  4365. srd[kk].pData = temp;
  4366. srd[kk].RowPitch = pitch;
  4367. srd[kk].SlicePitch = slice;
  4368. }
  4369. else if (compressed)
  4370. {
  4371. const uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  4372. const uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  4373. const uint32_t size = slice*mip.m_depth;
  4374. uint8_t* temp = (uint8_t*)bx::alloc(g_allocator, size);
  4375. bimg::imageCopy(temp
  4376. , mip.m_height/blockInfo.blockHeight
  4377. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  4378. , mip.m_depth
  4379. , mip.m_data
  4380. , pitch
  4381. );
  4382. srd[kk].pData = temp;
  4383. srd[kk].RowPitch = pitch;
  4384. srd[kk].SlicePitch = slice;
  4385. }
  4386. else
  4387. {
  4388. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  4389. const uint32_t slice = bx::strideAlign(mip.m_height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  4390. uint8_t* temp = (uint8_t*)bx::alloc(g_allocator, slice*mip.m_depth);
  4391. bimg::imageCopy(temp
  4392. , mip.m_height
  4393. , mip.m_width*mip.m_bpp/8
  4394. , mip.m_depth
  4395. , mip.m_data
  4396. , pitch
  4397. );
  4398. srd[kk].pData = temp;
  4399. srd[kk].RowPitch = pitch;
  4400. srd[kk].SlicePitch = slice;
  4401. }
  4402. ++kk;
  4403. }
  4404. }
  4405. }
  4406. const TextureFormatInfo& tfi = s_textureFormat[m_textureFormat];
  4407. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  4408. m_srvd.Shader4ComponentMapping = tfi.m_mapping;
  4409. m_srvd.Format = (m_flags & BGFX_TEXTURE_SRGB) ? tfi.m_fmtSrgb : tfi.m_fmtSrv;
  4410. m_uavd.Format = tfi.m_fmtSrv;
  4411. DXGI_FORMAT format = tfi.m_fmt;
  4412. if (swizzle)
  4413. {
  4414. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  4415. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  4416. m_uavd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  4417. }
  4418. ID3D12Device* device = s_renderD3D12->m_device;
  4419. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4420. D3D12_RESOURCE_DESC resourceDesc;
  4421. resourceDesc.Alignment = 1 < msaa.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  4422. resourceDesc.Width = ti.width;
  4423. resourceDesc.Height = ti.height;
  4424. resourceDesc.MipLevels = ti.numMips;
  4425. resourceDesc.Format = format;
  4426. resourceDesc.SampleDesc = msaa;
  4427. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  4428. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  4429. resourceDesc.DepthOrArraySize = numSides;
  4430. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4431. D3D12_CLEAR_VALUE* clearValue = NULL;
  4432. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4433. {
  4434. resourceDesc.Format = tfi.m_fmt;
  4435. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  4436. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  4437. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4438. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  4439. clearValue->Format = tfi.m_fmtDsv;
  4440. clearValue->DepthStencil.Depth = 1.0f;
  4441. clearValue->DepthStencil.Stencil = 0;
  4442. }
  4443. else if (renderTarget)
  4444. {
  4445. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  4446. state |= D3D12_RESOURCE_STATE_RENDER_TARGET;
  4447. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4448. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  4449. clearValue->Format = resourceDesc.Format;
  4450. clearValue->Color[0] = 0.0f;
  4451. clearValue->Color[1] = 0.0f;
  4452. clearValue->Color[2] = 0.0f;
  4453. clearValue->Color[3] = 0.0f;
  4454. }
  4455. if (writeOnly)
  4456. {
  4457. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  4458. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4459. }
  4460. if (computeWrite)
  4461. {
  4462. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  4463. }
  4464. if (blit)
  4465. {
  4466. state = D3D12_RESOURCE_STATE_COPY_DEST;
  4467. }
  4468. const bool directAccess = s_renderD3D12->m_directAccessSupport
  4469. && !renderTarget
  4470. // && !readBack
  4471. && !blit
  4472. && !writeOnly
  4473. ;
  4474. switch (m_type)
  4475. {
  4476. case Texture2D:
  4477. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  4478. if (1 < ti.numLayers)
  4479. {
  4480. if (1 < msaa.Count && !needResolve)
  4481. {
  4482. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY;
  4483. m_srvd.Texture2DMSArray.FirstArraySlice = 0;
  4484. m_srvd.Texture2DMSArray.ArraySize = ti.numLayers;
  4485. }
  4486. else
  4487. {
  4488. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
  4489. m_srvd.Texture2DArray.MostDetailedMip = 0;
  4490. m_srvd.Texture2DArray.MipLevels = ti.numMips;
  4491. m_srvd.Texture2DArray.FirstArraySlice = 0;
  4492. m_srvd.Texture2DArray.ArraySize = ti.numLayers;
  4493. m_srvd.Texture2DArray.PlaneSlice = 0;
  4494. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  4495. }
  4496. }
  4497. else
  4498. {
  4499. if (1 < msaa.Count && !needResolve)
  4500. {
  4501. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMS;
  4502. }
  4503. else
  4504. {
  4505. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
  4506. m_srvd.Texture2D.MostDetailedMip = 0;
  4507. m_srvd.Texture2D.MipLevels = ti.numMips;
  4508. m_srvd.Texture2D.PlaneSlice = 0;
  4509. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  4510. }
  4511. }
  4512. if (1 < ti.numLayers)
  4513. {
  4514. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4515. m_uavd.Texture2DArray.MipSlice = 0;
  4516. m_uavd.Texture2DArray.FirstArraySlice = 0;
  4517. m_uavd.Texture2DArray.ArraySize = ti.numLayers;
  4518. m_uavd.Texture2DArray.PlaneSlice = 0;
  4519. }
  4520. else
  4521. {
  4522. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  4523. m_uavd.Texture2D.MipSlice = 0;
  4524. m_uavd.Texture2D.PlaneSlice = 0;
  4525. }
  4526. break;
  4527. case Texture3D:
  4528. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  4529. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  4530. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  4531. m_srvd.Texture3D.MostDetailedMip = 0;
  4532. m_srvd.Texture3D.MipLevels = ti.numMips;
  4533. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  4534. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  4535. m_uavd.Texture3D.MipSlice = 0;
  4536. m_uavd.Texture3D.FirstWSlice = 0;
  4537. m_uavd.Texture3D.WSize = m_depth;
  4538. break;
  4539. case TextureCube:
  4540. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  4541. if (1 < ti.numLayers)
  4542. {
  4543. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  4544. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  4545. m_srvd.TextureCubeArray.MipLevels = ti.numMips;
  4546. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  4547. m_srvd.TextureCubeArray.NumCubes = ti.numLayers;
  4548. }
  4549. else
  4550. {
  4551. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  4552. m_srvd.TextureCube.MostDetailedMip = 0;
  4553. m_srvd.TextureCube.MipLevels = ti.numMips;
  4554. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  4555. }
  4556. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4557. m_uavd.Texture2DArray.MipSlice = 0;
  4558. m_uavd.Texture2DArray.FirstArraySlice = 0;
  4559. m_uavd.Texture2DArray.ArraySize = 6;
  4560. m_uavd.Texture2DArray.PlaneSlice = 0;
  4561. break;
  4562. }
  4563. m_ptr = createCommittedResource(device, HeapProperty::Texture, &resourceDesc, clearValue, renderTarget);
  4564. if (directAccess)
  4565. {
  4566. DX_CHECK(m_ptr->Map(0, NULL, &m_directAccessPtr) );
  4567. }
  4568. if (kk != 0)
  4569. {
  4570. uint64_t uploadBufferSize;
  4571. device->GetCopyableFootprints(&resourceDesc, 0, numSrd, 0, NULL, NULL, NULL, &uploadBufferSize);
  4572. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, uint32_t(uploadBufferSize) );
  4573. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4574. uint64_t result = updateSubresources(commandList
  4575. , m_ptr
  4576. , staging
  4577. , 0
  4578. , 0
  4579. , numSrd
  4580. , srd
  4581. );
  4582. BX_ASSERT(0 != result, "Invalid size"); BX_UNUSED(result);
  4583. BX_TRACE("Update subresource %" PRId64, result);
  4584. setState(commandList, state);
  4585. s_renderD3D12->m_cmd.release(staging);
  4586. }
  4587. else
  4588. {
  4589. setState(commandList, state);
  4590. }
  4591. if (0 != kk)
  4592. {
  4593. kk = 0;
  4594. for (uint16_t side = 0; side < numSides; ++side)
  4595. {
  4596. for (uint32_t lod = 0, num = ti.numMips; lod < num; ++lod)
  4597. {
  4598. bx::free(g_allocator, const_cast<void*>(srd[kk].pData) );
  4599. ++kk;
  4600. }
  4601. }
  4602. }
  4603. if (needResolve)
  4604. {
  4605. D3D12_RESOURCE_DESC rd = resourceDesc;
  4606. rd.Alignment = 0;
  4607. rd.SampleDesc = s_msaa[0];
  4608. rd.Flags &= ~(D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
  4609. m_singleMsaa = createCommittedResource(device, HeapProperty::Texture, &rd, NULL);
  4610. setResourceBarrier(commandList
  4611. , m_singleMsaa
  4612. , D3D12_RESOURCE_STATE_COMMON
  4613. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  4614. );
  4615. }
  4616. }
  4617. return m_directAccessPtr;
  4618. }
  4619. void TextureD3D12::destroy()
  4620. {
  4621. if (NULL != m_ptr)
  4622. {
  4623. if (NULL != m_directAccessPtr)
  4624. {
  4625. D3D12_RANGE writeRange = { 0, 0 };
  4626. m_ptr->Unmap(0, &writeRange);
  4627. m_directAccessPtr = NULL;
  4628. }
  4629. if (0 == (m_flags & BGFX_SAMPLER_INTERNAL_SHARED))
  4630. {
  4631. s_renderD3D12->m_cmd.release(m_ptr);
  4632. m_ptr = NULL;
  4633. m_state = D3D12_RESOURCE_STATE_COMMON;
  4634. if (NULL != m_singleMsaa)
  4635. {
  4636. s_renderD3D12->m_cmd.release(m_singleMsaa);
  4637. m_singleMsaa = NULL;
  4638. }
  4639. }
  4640. }
  4641. }
  4642. void TextureD3D12::overrideInternal(uintptr_t _ptr)
  4643. {
  4644. destroy();
  4645. m_flags |= BGFX_SAMPLER_INTERNAL_SHARED;
  4646. m_ptr = (ID3D12Resource*)_ptr;
  4647. }
  4648. 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)
  4649. {
  4650. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4651. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4652. uint32_t rectpitch = _rect.m_width*bpp/8;
  4653. if (bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat)))
  4654. {
  4655. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(m_textureFormat));
  4656. rectpitch = (_rect.m_width / blockInfo.blockWidth) * blockInfo.blockSize;
  4657. }
  4658. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4659. const uint32_t slicepitch = rectpitch*_rect.m_height;
  4660. const bool convert = m_textureFormat != m_requestedFormat;
  4661. D3D12_BOX box;
  4662. box.left = 0;
  4663. box.top = 0;
  4664. box.right = box.left + _rect.m_width;
  4665. box.bottom = box.top + _rect.m_height;
  4666. uint32_t layer = 0;
  4667. if (TextureD3D12::Texture3D == m_type)
  4668. {
  4669. box.front = _z;
  4670. box.back = box.front + _depth;
  4671. }
  4672. else
  4673. {
  4674. layer = _z * (TextureD3D12::TextureCube == m_type ? 6 : 1);
  4675. box.front = 0;
  4676. box.back = 1;
  4677. }
  4678. const uint32_t subres = _mip + ((layer + _side) * m_numMips);
  4679. uint8_t* srcData = _mem->data;
  4680. uint8_t* temp = NULL;
  4681. if (convert)
  4682. {
  4683. temp = (uint8_t*)bx::alloc(g_allocator, slicepitch);
  4684. bimg::imageDecodeToBgra8(g_allocator, temp, srcData, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat));
  4685. srcData = temp;
  4686. box.right = bx::max(1u, m_width >> _mip);
  4687. box.bottom = bx::max(1u, m_height >> _mip);
  4688. }
  4689. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  4690. desc.Width = _rect.m_width;
  4691. desc.Height = _rect.m_height;
  4692. uint32_t numRows;
  4693. uint64_t totalBytes;
  4694. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  4695. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  4696. , 0
  4697. , 1
  4698. , 0
  4699. , &layout
  4700. , &numRows
  4701. , NULL
  4702. , &totalBytes
  4703. );
  4704. const uint32_t rowPitch = layout.Footprint.RowPitch;
  4705. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  4706. uint8_t* dstData;
  4707. D3D12_RANGE readRange = { 0, 0 };
  4708. DX_CHECK(staging->Map(0, &readRange, (void**)&dstData) );
  4709. for (uint32_t ii = 0, height = numRows; ii < height; ++ii)
  4710. {
  4711. bx::memCopy(&dstData[ii*rowPitch], &srcData[ii*srcpitch], srcpitch);
  4712. }
  4713. if (NULL != temp)
  4714. {
  4715. bx::free(g_allocator, temp);
  4716. }
  4717. D3D12_RANGE writeRange = { 0, numRows*rowPitch };
  4718. staging->Unmap(0, &writeRange);
  4719. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  4720. dst.SubresourceIndex = subres;
  4721. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  4722. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  4723. setState(_commandList, state);
  4724. s_renderD3D12->m_cmd.release(staging);
  4725. }
  4726. void TextureD3D12::resolve(ID3D12GraphicsCommandList* _commandList, uint8_t _resolve, uint32_t _layer, uint32_t _numLayers, uint32_t _mip)
  4727. {
  4728. BX_UNUSED(_resolve);
  4729. bool needResolve = NULL != m_singleMsaa;
  4730. if (needResolve)
  4731. {
  4732. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
  4733. setResourceBarrier(_commandList
  4734. , m_singleMsaa
  4735. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  4736. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  4737. );
  4738. for (uint32_t ii = _layer; ii < _numLayers; ++ii)
  4739. {
  4740. const uint32_t resource = _mip + (ii * m_numMips);
  4741. _commandList->ResolveSubresource(m_singleMsaa
  4742. , resource
  4743. , m_ptr
  4744. , resource
  4745. , s_textureFormat[m_textureFormat].m_fmt
  4746. );
  4747. }
  4748. setResourceBarrier(_commandList
  4749. , m_singleMsaa
  4750. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  4751. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  4752. );
  4753. setState(_commandList, state);
  4754. }
  4755. }
  4756. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  4757. {
  4758. if (m_state != _state)
  4759. {
  4760. setResourceBarrier(_commandList
  4761. , m_ptr
  4762. , m_state
  4763. , _state
  4764. );
  4765. bx::swap(m_state, _state);
  4766. }
  4767. return _state;
  4768. }
  4769. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  4770. {
  4771. m_denseIdx = UINT16_MAX;
  4772. m_numTh = _num;
  4773. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4774. postReset();
  4775. }
  4776. void FrameBufferD3D12::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
  4777. {
  4778. BX_UNUSED(_nwh, _width, _height, _format, _depthFormat);
  4779. #if BX_PLATFORM_WINDOWS
  4780. SwapChainDesc scd;
  4781. bx::memCopy(&scd, &s_renderD3D12->m_scd, sizeof(SwapChainDesc) );
  4782. scd.format = TextureFormat::Count == _format ? scd.format : s_textureFormat[_format].m_fmt;
  4783. scd.width = _width;
  4784. scd.height = _height;
  4785. scd.nwh = _nwh;
  4786. scd.sampleDesc = s_msaa[0];
  4787. HRESULT hr;
  4788. hr = s_renderD3D12->m_dxgi.createSwapChain(
  4789. s_renderD3D12->getDeviceForSwapChain()
  4790. , scd
  4791. , &m_swapChain
  4792. );
  4793. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4794. m_state = D3D12_RESOURCE_STATE_PRESENT;
  4795. DX_CHECK(s_renderD3D12->m_dxgi.m_factory->MakeWindowAssociation(
  4796. (HWND)_nwh
  4797. , 0
  4798. | DXGI_MWA_NO_WINDOW_CHANGES
  4799. | DXGI_MWA_NO_ALT_ENTER
  4800. ) );
  4801. ID3D12Device* device = s_renderD3D12->m_device;
  4802. FrameBufferHandle fbh = { uint16_t(this - s_renderD3D12->m_frameBuffers) };
  4803. for (uint32_t ii = 0, num = scd.bufferCount; ii < num; ++ii)
  4804. {
  4805. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = s_renderD3D12->getRtv(fbh, uint8_t(ii) );
  4806. ID3D12Resource* colorBuffer;
  4807. DX_CHECK(m_swapChain->GetBuffer(ii
  4808. , IID_ID3D12Resource
  4809. , (void**)&colorBuffer
  4810. ) );
  4811. device->CreateRenderTargetView(colorBuffer, NULL, rtvHandle);
  4812. DX_RELEASE(colorBuffer, 0);
  4813. }
  4814. #endif // BX_PLATFORM_WINDOWS
  4815. m_nwh = _nwh;
  4816. m_denseIdx = _denseIdx;
  4817. m_num = 1;
  4818. }
  4819. uint16_t FrameBufferD3D12::destroy()
  4820. {
  4821. DX_RELEASE(m_swapChain, 0);
  4822. m_nwh = NULL;
  4823. m_numTh = 0;
  4824. m_needPresent = false;
  4825. m_depth.idx = bgfx::kInvalidHandle;
  4826. uint16_t denseIdx = m_denseIdx;
  4827. m_denseIdx = UINT16_MAX;
  4828. return denseIdx;
  4829. }
  4830. HRESULT FrameBufferD3D12::present(uint32_t _syncInterval, uint32_t _flags)
  4831. {
  4832. if (m_needPresent)
  4833. {
  4834. HRESULT hr = m_swapChain->Present(_syncInterval, _flags);
  4835. hr = !isLost(hr) ? S_OK : hr;
  4836. m_needPresent = false;
  4837. return hr;
  4838. }
  4839. return S_OK;
  4840. }
  4841. void FrameBufferD3D12::preReset()
  4842. {
  4843. }
  4844. void FrameBufferD3D12::postReset()
  4845. {
  4846. if (m_numTh != 0)
  4847. {
  4848. ID3D12Device* device = s_renderD3D12->m_device;
  4849. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4850. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4851. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4852. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4853. m_width = 0;
  4854. m_height = 0;
  4855. m_depth.idx = bgfx::kInvalidHandle;
  4856. m_num = 0;
  4857. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4858. {
  4859. const Attachment& at = m_attachment[ii];
  4860. if (isValid(at.handle) )
  4861. {
  4862. const TextureD3D12& texture = s_renderD3D12->m_textures[at.handle.idx];
  4863. if (0 == m_width)
  4864. {
  4865. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  4866. m_width = uint32_t(desc.Width);
  4867. m_height = uint32_t(desc.Height);
  4868. }
  4869. const uint32_t msaaQuality = bx::uint32_satsub((texture.m_flags & BGFX_TEXTURE_RT_MSAA_MASK) >> BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4870. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4871. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4872. {
  4873. BX_ASSERT(!isValid(m_depth), "");
  4874. m_depth = at.handle;
  4875. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4876. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4877. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4878. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  4879. BX_UNUSED(blockInfo);
  4880. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4881. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  4882. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4883. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  4884. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  4885. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  4886. ;
  4887. switch (texture.m_type)
  4888. {
  4889. default:
  4890. case TextureD3D12::Texture2D:
  4891. if (1 < msaa.Count)
  4892. {
  4893. if (1 < texture.m_numLayers)
  4894. {
  4895. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4896. dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
  4897. dsvDesc.Texture2DMSArray.ArraySize = at.numLayers;
  4898. }
  4899. else
  4900. {
  4901. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
  4902. }
  4903. }
  4904. else
  4905. {
  4906. if (1 < texture.m_numLayers)
  4907. {
  4908. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
  4909. dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
  4910. dsvDesc.Texture2DArray.ArraySize = at.numLayers;
  4911. dsvDesc.Texture2DArray.MipSlice = at.mip;
  4912. }
  4913. else
  4914. {
  4915. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  4916. dsvDesc.Texture2D.MipSlice = at.mip;
  4917. }
  4918. }
  4919. break;
  4920. case TextureD3D12::TextureCube:
  4921. if (1 < msaa.Count)
  4922. {
  4923. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4924. dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
  4925. dsvDesc.Texture2DMSArray.ArraySize = at.numLayers;
  4926. }
  4927. else
  4928. {
  4929. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
  4930. dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
  4931. dsvDesc.Texture2DArray.ArraySize = at.numLayers;
  4932. dsvDesc.Texture2DArray.MipSlice = at.mip;
  4933. }
  4934. break;
  4935. }
  4936. device->CreateDepthStencilView(texture.m_ptr
  4937. , &dsvDesc
  4938. , dsvDescriptor
  4939. );
  4940. }
  4941. else if (Access::Write == at.access)
  4942. {
  4943. m_texture[m_num] = at.handle;
  4944. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  4945. D3D12_RENDER_TARGET_VIEW_DESC desc;
  4946. desc.Format = texture.m_srvd.Format;
  4947. switch (texture.m_type)
  4948. {
  4949. default:
  4950. case TextureD3D12::Texture2D:
  4951. if (1 < msaa.Count)
  4952. {
  4953. if (1 < texture.m_numLayers)
  4954. {
  4955. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4956. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4957. desc.Texture2DMSArray.ArraySize = at.numLayers;
  4958. }
  4959. else
  4960. {
  4961. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  4962. }
  4963. }
  4964. else
  4965. {
  4966. if (1 < texture.m_numLayers)
  4967. {
  4968. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4969. desc.Texture2DArray.FirstArraySlice = at.layer;
  4970. desc.Texture2DArray.ArraySize = at.numLayers;
  4971. desc.Texture2DArray.MipSlice = at.mip;
  4972. desc.Texture2DArray.PlaneSlice = 0;
  4973. }
  4974. else
  4975. {
  4976. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4977. desc.Texture2D.MipSlice = at.mip;
  4978. desc.Texture2D.PlaneSlice = 0;
  4979. }
  4980. }
  4981. break;
  4982. case TextureD3D12::TextureCube:
  4983. if (1 < msaa.Count)
  4984. {
  4985. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4986. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4987. desc.Texture2DMSArray.ArraySize = at.numLayers;
  4988. }
  4989. else
  4990. {
  4991. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4992. desc.Texture2DArray.FirstArraySlice = at.layer;
  4993. desc.Texture2DArray.ArraySize = at.numLayers;
  4994. desc.Texture2DArray.MipSlice = at.mip;
  4995. desc.Texture2DArray.PlaneSlice = 0;
  4996. }
  4997. break;
  4998. case TextureD3D12::Texture3D:
  4999. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  5000. desc.Texture3D.MipSlice = at.mip;
  5001. desc.Texture3D.FirstWSlice = at.layer;
  5002. desc.Texture3D.WSize = at.numLayers;
  5003. break;
  5004. }
  5005. device->CreateRenderTargetView(texture.m_ptr
  5006. , &desc
  5007. , rtv
  5008. );
  5009. m_num++;
  5010. }
  5011. else
  5012. {
  5013. BX_ASSERT(false, "");
  5014. }
  5015. }
  5016. }
  5017. }
  5018. }
  5019. void FrameBufferD3D12::resolve()
  5020. {
  5021. if (0 < m_numTh)
  5022. {
  5023. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  5024. {
  5025. const Attachment& at = m_attachment[ii];
  5026. if (isValid(at.handle) )
  5027. {
  5028. TextureD3D12& texture = s_renderD3D12->m_textures[at.handle.idx];
  5029. texture.resolve(s_renderD3D12->m_commandList, at.resolve, at.layer, at.numLayers, at.mip);
  5030. }
  5031. }
  5032. }
  5033. }
  5034. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  5035. {
  5036. ID3D12Device* device = s_renderD3D12->m_device;
  5037. FrameBufferHandle fbh = { (uint16_t)(this - s_renderD3D12->m_frameBuffers) };
  5038. D3D12_CPU_DESCRIPTOR_HANDLE rtv = s_renderD3D12->getRtv(fbh);
  5039. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  5040. if (BGFX_CLEAR_COLOR & _clear.m_flags
  5041. && 0 != m_num)
  5042. {
  5043. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  5044. {
  5045. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  5046. {
  5047. uint8_t index = _clear.m_index[ii];
  5048. if (UINT8_MAX != index)
  5049. {
  5050. _commandList->ClearRenderTargetView(rtv
  5051. , _palette[index]
  5052. , _num
  5053. , _rect
  5054. );
  5055. rtv.ptr += rtvDescriptorSize;
  5056. }
  5057. }
  5058. }
  5059. else
  5060. {
  5061. float frgba[4] =
  5062. {
  5063. _clear.m_index[0]*1.0f/255.0f,
  5064. _clear.m_index[1]*1.0f/255.0f,
  5065. _clear.m_index[2]*1.0f/255.0f,
  5066. _clear.m_index[3]*1.0f/255.0f,
  5067. };
  5068. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  5069. {
  5070. _commandList->ClearRenderTargetView(rtv
  5071. , frgba
  5072. , _num
  5073. , _rect
  5074. );
  5075. rtv.ptr += rtvDescriptorSize;
  5076. }
  5077. }
  5078. }
  5079. if (isValid(m_depth)
  5080. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  5081. {
  5082. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  5083. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  5084. dsvDescriptor.ptr += (1 + fbh.idx) * dsvDescriptorSize;
  5085. DWORD flags = 0;
  5086. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  5087. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  5088. _commandList->ClearDepthStencilView(dsvDescriptor
  5089. , D3D12_CLEAR_FLAGS(flags)
  5090. , _clear.m_depth
  5091. , _clear.m_stencil
  5092. , _num
  5093. , _rect
  5094. );
  5095. }
  5096. }
  5097. D3D12_RESOURCE_STATES FrameBufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, uint8_t _idx, D3D12_RESOURCE_STATES _state)
  5098. {
  5099. if (m_state != _state)
  5100. {
  5101. ID3D12Resource* colorBuffer;
  5102. DX_CHECK(m_swapChain->GetBuffer(_idx
  5103. , IID_ID3D12Resource
  5104. , (void**)&colorBuffer
  5105. ) );
  5106. setResourceBarrier(_commandList
  5107. , colorBuffer
  5108. , m_state
  5109. , _state
  5110. );
  5111. DX_RELEASE(colorBuffer, 0);
  5112. bx::swap(m_state, _state);
  5113. }
  5114. return _state;
  5115. }
  5116. void TimerQueryD3D12::init()
  5117. {
  5118. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  5119. queryHeapDesc.Count = m_control.m_size * 2;
  5120. queryHeapDesc.NodeMask = 1;
  5121. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  5122. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  5123. , IID_ID3D12QueryHeap
  5124. , (void**)&m_queryHeap
  5125. ) );
  5126. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  5127. m_readback = createCommittedResource(s_renderD3D12->m_device
  5128. , HeapProperty::ReadBack
  5129. , size
  5130. );
  5131. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  5132. D3D12_RANGE range = { 0, size };
  5133. m_readback->Map(0, &range, (void**)&m_queryResult);
  5134. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  5135. {
  5136. Result& result = m_result[ii];
  5137. result.reset();
  5138. }
  5139. m_control.reset();
  5140. }
  5141. void TimerQueryD3D12::shutdown()
  5142. {
  5143. D3D12_RANGE range = { 0, 0 };
  5144. m_readback->Unmap(0, &range);
  5145. DX_RELEASE(m_queryHeap, 0);
  5146. DX_RELEASE(m_readback, 0);
  5147. }
  5148. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx, uint32_t _frameNum)
  5149. {
  5150. while (0 == m_control.reserve(1) )
  5151. {
  5152. m_control.consume(1);
  5153. }
  5154. Result& result = m_result[_resultIdx];
  5155. ++result.m_pending;
  5156. const uint32_t idx = m_control.m_current;
  5157. Query& query = m_query[idx];
  5158. query.m_resultIdx = _resultIdx;
  5159. query.m_ready = false;
  5160. query.m_frameNum = _frameNum;
  5161. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  5162. uint32_t offset = idx * 2 + 0;
  5163. commandList->EndQuery(m_queryHeap
  5164. , D3D12_QUERY_TYPE_TIMESTAMP
  5165. , offset
  5166. );
  5167. m_control.commit(1);
  5168. return idx;
  5169. }
  5170. void TimerQueryD3D12::end(uint32_t _idx)
  5171. {
  5172. Query& query = m_query[_idx];
  5173. query.m_ready = true;
  5174. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  5175. uint32_t offset = _idx * 2;
  5176. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  5177. commandList->EndQuery(m_queryHeap
  5178. , D3D12_QUERY_TYPE_TIMESTAMP
  5179. , offset + 1
  5180. );
  5181. commandList->ResolveQueryData(m_queryHeap
  5182. , D3D12_QUERY_TYPE_TIMESTAMP
  5183. , offset
  5184. , 2
  5185. , m_readback
  5186. , offset * sizeof(uint64_t)
  5187. );
  5188. while (update() )
  5189. {
  5190. }
  5191. }
  5192. bool TimerQueryD3D12::update()
  5193. {
  5194. if (0 != m_control.available() )
  5195. {
  5196. uint32_t idx = m_control.m_read;
  5197. Query& query = m_query[idx];
  5198. if (!query.m_ready)
  5199. {
  5200. return false;
  5201. }
  5202. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  5203. {
  5204. return false;
  5205. }
  5206. m_control.consume(1);
  5207. Result& result = m_result[query.m_resultIdx];
  5208. --result.m_pending;
  5209. result.m_frameNum = query.m_frameNum;
  5210. uint32_t offset = idx * 2;
  5211. result.m_begin = m_queryResult[offset+0];
  5212. result.m_end = m_queryResult[offset+1];
  5213. return true;
  5214. }
  5215. return false;
  5216. }
  5217. void OcclusionQueryD3D12::init()
  5218. {
  5219. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  5220. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  5221. queryHeapDesc.NodeMask = 1;
  5222. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  5223. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  5224. , IID_ID3D12QueryHeap
  5225. , (void**)&m_queryHeap
  5226. ) );
  5227. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  5228. m_readback = createCommittedResource(s_renderD3D12->m_device
  5229. , HeapProperty::ReadBack
  5230. , size
  5231. );
  5232. D3D12_RANGE range = { 0, size };
  5233. m_readback->Map(0, &range, (void**)&m_result);
  5234. }
  5235. void OcclusionQueryD3D12::shutdown()
  5236. {
  5237. D3D12_RANGE range = { 0, 0 };
  5238. m_readback->Unmap(0, &range);
  5239. DX_RELEASE(m_queryHeap, 0);
  5240. DX_RELEASE(m_readback, 0);
  5241. }
  5242. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  5243. {
  5244. while (0 == m_control.reserve(1) )
  5245. {
  5246. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  5247. if (isValid(handle) )
  5248. {
  5249. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  5250. }
  5251. m_control.consume(1);
  5252. }
  5253. m_handle[m_control.m_current] = _handle;
  5254. _commandList->BeginQuery(m_queryHeap
  5255. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  5256. , _handle.idx
  5257. );
  5258. }
  5259. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  5260. {
  5261. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  5262. _commandList->EndQuery(m_queryHeap
  5263. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  5264. , handle.idx
  5265. );
  5266. _commandList->ResolveQueryData(m_queryHeap
  5267. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  5268. , handle.idx
  5269. , 1
  5270. , m_readback
  5271. , handle.idx * sizeof(uint64_t)
  5272. );
  5273. m_control.commit(1);
  5274. }
  5275. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  5276. {
  5277. const uint32_t size = m_control.m_size;
  5278. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  5279. {
  5280. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  5281. if (handle.idx == _handle.idx)
  5282. {
  5283. handle.idx = bgfx::kInvalidHandle;
  5284. }
  5285. }
  5286. }
  5287. struct Bind
  5288. {
  5289. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  5290. uint16_t m_samplerStateIdx;
  5291. };
  5292. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  5293. {
  5294. TextureHandle currentSrc = { kInvalidHandle };
  5295. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATES(UINT32_MAX);
  5296. while (_bs.hasItem(_view) )
  5297. {
  5298. const BlitItem& blit = _bs.advance();
  5299. TextureD3D12& src = m_textures[blit.m_src.idx];
  5300. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  5301. if (currentSrc.idx != blit.m_src.idx)
  5302. {
  5303. if (D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  5304. {
  5305. m_textures[currentSrc.idx].setState(m_commandList, state);
  5306. }
  5307. currentSrc = blit.m_src.to<TextureHandle>();
  5308. if (NULL != src.m_singleMsaa)
  5309. {
  5310. setResourceBarrier(m_commandList
  5311. , src.m_singleMsaa
  5312. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  5313. , D3D12_RESOURCE_STATE_COPY_SOURCE
  5314. );
  5315. }
  5316. state = src.setState(m_commandList, D3D12_RESOURCE_STATE_COPY_SOURCE);
  5317. }
  5318. if (TextureD3D12::Texture3D == src.m_type)
  5319. {
  5320. D3D12_BOX box;
  5321. box.left = blit.m_srcX;
  5322. box.top = blit.m_srcY;
  5323. box.front = blit.m_srcZ;
  5324. box.right = blit.m_srcX + blit.m_width;
  5325. box.bottom = blit.m_srcY + blit.m_height;
  5326. box.back = blit.m_srcZ + bx::uint32_imax(1, blit.m_depth);
  5327. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  5328. dstLocation.pResource = dst.m_ptr;
  5329. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  5330. dstLocation.SubresourceIndex = blit.m_dstMip;
  5331. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  5332. srcLocation.pResource = src.m_ptr;
  5333. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  5334. srcLocation.SubresourceIndex = blit.m_srcMip;
  5335. m_commandList->CopyTextureRegion(&dstLocation
  5336. , blit.m_dstX
  5337. , blit.m_dstY
  5338. , blit.m_dstZ
  5339. , &srcLocation
  5340. , &box
  5341. );
  5342. }
  5343. else
  5344. {
  5345. D3D12_BOX box;
  5346. box.left = blit.m_srcX;
  5347. box.top = blit.m_srcY;
  5348. box.front = 0;
  5349. box.right = blit.m_srcX + blit.m_width;
  5350. box.bottom = blit.m_srcY + blit.m_height;
  5351. box.back = 1;
  5352. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  5353. ? blit.m_srcZ
  5354. : 0
  5355. ;
  5356. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  5357. ? blit.m_dstZ
  5358. : 0
  5359. ;
  5360. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  5361. dstLocation.pResource = dst.m_ptr;
  5362. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  5363. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  5364. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  5365. srcLocation.pResource = NULL != src.m_singleMsaa ? src.m_singleMsaa : src.m_ptr;
  5366. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  5367. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  5368. const bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  5369. m_commandList->CopyTextureRegion(
  5370. &dstLocation
  5371. , blit.m_dstX
  5372. , blit.m_dstY
  5373. , 0
  5374. , &srcLocation
  5375. , depthStencil ? NULL : &box
  5376. );
  5377. }
  5378. if (NULL != src.m_singleMsaa)
  5379. {
  5380. setResourceBarrier(
  5381. m_commandList
  5382. , src.m_singleMsaa
  5383. , D3D12_RESOURCE_STATE_COPY_SOURCE
  5384. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  5385. );
  5386. }
  5387. }
  5388. if (isValid(currentSrc)
  5389. && D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  5390. {
  5391. m_textures[currentSrc.idx].setState(m_commandList, state);
  5392. }
  5393. }
  5394. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  5395. {
  5396. if (m_lost
  5397. || updateResolution(_render->m_resolution) )
  5398. {
  5399. return;
  5400. }
  5401. if (_render->m_capture)
  5402. {
  5403. renderDocTriggerCapture();
  5404. }
  5405. BGFX_D3D12_PROFILER_BEGIN_LITERAL("rendererSubmit", kColorFrame);
  5406. int64_t timeBegin = bx::getHPCounter();
  5407. int64_t captureElapsed = 0;
  5408. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS, _render->m_frameNum);
  5409. if (0 < _render->m_iboffset)
  5410. {
  5411. BGFX_PROFILER_SCOPE("bgfx/Update transient index buffer", kColorResource);
  5412. TransientIndexBuffer* ib = _render->m_transientIb;
  5413. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  5414. }
  5415. if (0 < _render->m_vboffset)
  5416. {
  5417. BGFX_PROFILER_SCOPE("bgfx/Update transient vertex buffer", kColorResource);
  5418. TransientVertexBuffer* vb = _render->m_transientVb;
  5419. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  5420. }
  5421. _render->sort();
  5422. RenderDraw currentState;
  5423. currentState.clear();
  5424. currentState.m_stateFlags = BGFX_STATE_NONE;
  5425. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  5426. RenderBind currentBind;
  5427. currentBind.clear();
  5428. static ViewState viewState;
  5429. viewState.reset(_render);
  5430. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  5431. // setDebugWireframe(wireframe);
  5432. uint16_t currentSamplerStateIdx = kInvalidHandle;
  5433. ProgramHandle currentProgram = BGFX_INVALID_HANDLE;
  5434. uint32_t currentBindHash = 0;
  5435. bool hasPredefined = false;
  5436. bool commandListChanged = false;
  5437. ID3D12PipelineState* currentPso = NULL;
  5438. SortKey key;
  5439. uint16_t view = UINT16_MAX;
  5440. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  5441. BlitState bs(_render);
  5442. uint32_t blendFactor = 0;
  5443. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  5444. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  5445. PrimInfo prim = s_primInfo[primIndex];
  5446. bool wasCompute = false;
  5447. bool viewHasScissor = false;
  5448. bool restoreScissor = false;
  5449. Rect viewScissorRect;
  5450. viewScissorRect.clear();
  5451. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  5452. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  5453. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  5454. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  5455. uint32_t statsNumIndices = 0;
  5456. uint32_t statsKeyType[2] = {};
  5457. Profiler<TimerQueryD3D12> profiler(
  5458. _render
  5459. , m_gpuTimer
  5460. , s_viewName
  5461. );
  5462. #if BX_PLATFORM_WINDOWS
  5463. if (NULL != m_swapChain)
  5464. {
  5465. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  5466. }
  5467. else
  5468. {
  5469. m_backBufferColorIdx = (m_backBufferColorIdx+1) % BX_COUNTOF(m_scratchBuffer);
  5470. }
  5471. #else
  5472. m_backBufferColorIdx = (m_backBufferColorIdx+1) % m_scd.bufferCount;
  5473. #endif // BX_PLATFORM_WINDOWS
  5474. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  5475. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  5476. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  5477. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  5478. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  5479. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  5480. scratchBuffer.reset(gpuHandle);
  5481. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  5482. StateCacheLru<Bind, 64> bindLru;
  5483. if (NULL != m_msaaRt)
  5484. {
  5485. setResourceBarrier(m_commandList
  5486. , m_msaaRt
  5487. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  5488. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5489. );
  5490. setResourceBarrier(m_commandList
  5491. , m_backBufferColor[m_backBufferColorIdx]
  5492. , D3D12_RESOURCE_STATE_PRESENT
  5493. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  5494. );
  5495. }
  5496. else if (NULL != m_swapChain)
  5497. {
  5498. setResourceBarrier(m_commandList
  5499. , m_backBufferColor[m_backBufferColorIdx]
  5500. , D3D12_RESOURCE_STATE_PRESENT
  5501. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5502. );
  5503. }
  5504. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  5505. {
  5506. setFrameBuffer(BGFX_INVALID_HANDLE, true);
  5507. m_batch.begin();
  5508. viewState.m_rect = _render->m_view[0].m_rect;
  5509. int32_t numItems = _render->m_numRenderItems;
  5510. for (int32_t item = 0; item < numItems;)
  5511. {
  5512. const uint64_t encodedKey = _render->m_sortKeys[item];
  5513. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  5514. statsKeyType[isCompute]++;
  5515. const bool viewChanged = 0
  5516. || key.m_view != view
  5517. || item == numItems
  5518. ;
  5519. const uint32_t itemIdx = _render->m_sortValues[item];
  5520. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  5521. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  5522. ++item;
  5523. if (viewChanged)
  5524. {
  5525. m_batch.flush(m_commandList, true);
  5526. kick();
  5527. commandListChanged = true;
  5528. view = key.m_view;
  5529. currentPso = NULL;
  5530. currentSamplerStateIdx = kInvalidHandle;
  5531. currentProgram = BGFX_INVALID_HANDLE;
  5532. hasPredefined = false;
  5533. if (item > 1)
  5534. {
  5535. profiler.end();
  5536. }
  5537. BGFX_D3D12_PROFILER_END();
  5538. setViewType(view, " ");
  5539. BGFX_D3D12_PROFILER_BEGIN(view, kColorView);
  5540. profiler.begin(view);
  5541. fbh = _render->m_view[view].m_fbh;
  5542. setFrameBuffer(fbh);
  5543. viewState.m_rect = _render->m_view[view].m_rect;
  5544. const Rect& rect = _render->m_view[view].m_rect;
  5545. const Rect& scissorRect = _render->m_view[view].m_scissor;
  5546. viewHasScissor = !scissorRect.isZero();
  5547. viewScissorRect = viewHasScissor ? scissorRect : rect;
  5548. D3D12_VIEWPORT vp;
  5549. vp.TopLeftX = rect.m_x;
  5550. vp.TopLeftY = rect.m_y;
  5551. vp.Width = rect.m_width;
  5552. vp.Height = rect.m_height;
  5553. vp.MinDepth = 0.0f;
  5554. vp.MaxDepth = 1.0f;
  5555. m_commandList->RSSetViewports(1, &vp);
  5556. D3D12_RECT rc;
  5557. rc.left = viewScissorRect.m_x;
  5558. rc.top = viewScissorRect.m_y;
  5559. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5560. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5561. m_commandList->RSSetScissorRects(1, &rc);
  5562. restoreScissor = false;
  5563. Clear& clr = _render->m_view[view].m_clear;
  5564. if (BGFX_CLEAR_NONE != clr.m_flags)
  5565. {
  5566. Rect clearRect = rect;
  5567. clearRect.setIntersect(rect, viewScissorRect);
  5568. clearQuad(clearRect, clr, _render->m_colorPalette);
  5569. }
  5570. prim = s_primInfo[Topology::Count]; // Force primitive type update.
  5571. submitBlit(bs, view);
  5572. }
  5573. if (isCompute)
  5574. {
  5575. if (!wasCompute)
  5576. {
  5577. wasCompute = true;
  5578. setViewType(view, "C");
  5579. BGFX_D3D12_PROFILER_END();
  5580. BGFX_D3D12_PROFILER_BEGIN(view, kColorCompute);
  5581. commandListChanged = true;
  5582. }
  5583. if (commandListChanged)
  5584. {
  5585. commandListChanged = false;
  5586. m_commandList->SetComputeRootSignature(m_rootSignature);
  5587. ID3D12DescriptorHeap* heaps[] = {
  5588. m_samplerAllocator.getHeap(),
  5589. scratchBuffer.getHeap(),
  5590. };
  5591. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5592. }
  5593. const RenderCompute& compute = renderItem.compute;
  5594. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  5595. if (pso != currentPso)
  5596. {
  5597. currentPso = pso;
  5598. m_commandList->SetPipelineState(pso);
  5599. currentBindHash = 0;
  5600. }
  5601. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5602. if (currentBindHash != bindHash)
  5603. {
  5604. currentBindHash = bindHash;
  5605. Bind* bindCached = bindLru.find(bindHash);
  5606. if (NULL == bindCached)
  5607. {
  5608. uint32_t numSet = 0;
  5609. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5610. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5611. {
  5612. for (uint8_t stage = 0; stage < maxComputeBindings; ++stage)
  5613. {
  5614. const Binding& bind = renderBind.m_bind[stage];
  5615. if (kInvalidHandle != bind.m_idx)
  5616. {
  5617. switch (bind.m_type)
  5618. {
  5619. case Binding::Image:
  5620. {
  5621. TextureD3D12& texture = m_textures[bind.m_idx];
  5622. if (Access::Read != bind.m_access)
  5623. {
  5624. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5625. scratchBuffer.allocUav(srvHandle[stage], texture, bind.m_mip);
  5626. }
  5627. else
  5628. {
  5629. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5630. scratchBuffer.allocSrv(srvHandle[stage], texture, bind.m_mip);
  5631. samplerFlags[stage] = uint32_t(texture.m_flags);
  5632. }
  5633. ++numSet;
  5634. }
  5635. break;
  5636. case Binding::Texture:
  5637. {
  5638. TextureD3D12& texture = m_textures[bind.m_idx];
  5639. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5640. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5641. samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_samplerFlags)
  5642. ? bind.m_samplerFlags
  5643. : texture.m_flags
  5644. ) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
  5645. ;
  5646. ++numSet;
  5647. }
  5648. break;
  5649. case Binding::IndexBuffer:
  5650. case Binding::VertexBuffer:
  5651. {
  5652. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5653. ? m_indexBuffers[bind.m_idx]
  5654. : m_vertexBuffers[bind.m_idx]
  5655. ;
  5656. if (Access::Read != bind.m_access)
  5657. {
  5658. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5659. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5660. }
  5661. else
  5662. {
  5663. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5664. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5665. }
  5666. ++numSet;
  5667. }
  5668. break;
  5669. }
  5670. }
  5671. else
  5672. {
  5673. samplerFlags[stage] = 0;
  5674. scratchBuffer.allocEmpty(srvHandle[stage]);
  5675. }
  5676. }
  5677. if (0 != numSet)
  5678. {
  5679. Bind bind;
  5680. bind.m_srvHandle = srvHandle[0];
  5681. bind.m_samplerStateIdx = getSamplerState(samplerFlags, maxComputeBindings, _render->m_colorPalette);
  5682. bindCached = bindLru.add(bindHash, bind, 0);
  5683. }
  5684. }
  5685. }
  5686. if (NULL != bindCached)
  5687. {
  5688. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5689. if (samplerStateIdx != currentSamplerStateIdx)
  5690. {
  5691. currentSamplerStateIdx = samplerStateIdx;
  5692. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5693. }
  5694. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5695. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5696. }
  5697. }
  5698. bool constantsChanged = false;
  5699. if (compute.m_uniformBegin < compute.m_uniformEnd
  5700. || currentProgram.idx != key.m_program.idx)
  5701. {
  5702. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  5703. currentProgram = key.m_program;
  5704. ProgramD3D12& program = m_program[currentProgram.idx];
  5705. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5706. if (NULL != vcb)
  5707. {
  5708. commit(*vcb);
  5709. }
  5710. hasPredefined = 0 < program.m_numPredefined;
  5711. constantsChanged = true;
  5712. }
  5713. if (constantsChanged
  5714. || hasPredefined)
  5715. {
  5716. ProgramD3D12& program = m_program[currentProgram.idx];
  5717. viewState.setPredefined<4>(this, view, program, _render, compute);
  5718. commitShaderConstants(key.m_program, gpuAddress);
  5719. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  5720. }
  5721. if (isValid(compute.m_indirectBuffer) )
  5722. {
  5723. const VertexBufferD3D12& indirect = m_vertexBuffers[compute.m_indirectBuffer.idx];
  5724. uint32_t numDrawIndirect = UINT32_MAX == compute.m_numIndirect
  5725. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5726. : compute.m_numIndirect
  5727. ;
  5728. m_commandList->ExecuteIndirect(
  5729. s_renderD3D12->m_commandSignature[0]
  5730. , numDrawIndirect
  5731. , indirect.m_ptr
  5732. , compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5733. , NULL
  5734. , 0
  5735. );
  5736. }
  5737. else
  5738. {
  5739. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  5740. }
  5741. continue;
  5742. }
  5743. bool resetState = viewChanged || wasCompute;
  5744. if (wasCompute)
  5745. {
  5746. wasCompute = false;
  5747. setViewType(view, " ");
  5748. BGFX_D3D12_PROFILER_END();
  5749. BGFX_D3D12_PROFILER_BEGIN(view, kColorDraw);
  5750. commandListChanged = true;
  5751. }
  5752. const RenderDraw& draw = renderItem.draw;
  5753. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5754. {
  5755. const bool occluded = true
  5756. && isValid(draw.m_occlusionQuery)
  5757. && !hasOcclusionQuery
  5758. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  5759. ;
  5760. if (occluded
  5761. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  5762. {
  5763. if (resetState)
  5764. {
  5765. currentState.clear();
  5766. currentState.m_scissor = !draw.m_scissor;
  5767. currentBind.clear();
  5768. commandListChanged = true;
  5769. }
  5770. continue;
  5771. }
  5772. }
  5773. if (0 != draw.m_streamMask)
  5774. {
  5775. const uint64_t newFlags = draw.m_stateFlags;
  5776. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5777. currentState.m_stateFlags = newFlags;
  5778. if (0 != (BGFX_STATE_PT_MASK & changedFlags) )
  5779. {
  5780. primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  5781. }
  5782. const uint64_t newStencil = draw.m_stencil;
  5783. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  5784. currentState.m_stencil = newStencil;
  5785. if (resetState
  5786. || commandListChanged)
  5787. {
  5788. wasCompute = false;
  5789. commandListChanged = false;
  5790. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  5791. ID3D12DescriptorHeap* heaps[] = {
  5792. m_samplerAllocator.getHeap(),
  5793. scratchBuffer.getHeap(),
  5794. };
  5795. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5796. currentPso = NULL;
  5797. currentBindHash = 0;
  5798. currentSamplerStateIdx = kInvalidHandle;
  5799. currentProgram = BGFX_INVALID_HANDLE;
  5800. currentState.clear();
  5801. currentState.m_scissor = !draw.m_scissor;
  5802. changedFlags = BGFX_STATE_MASK;
  5803. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5804. currentState.m_stateFlags = newFlags;
  5805. currentState.m_stencil = newStencil;
  5806. currentBind.clear();
  5807. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5808. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5809. }
  5810. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5811. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  5812. currentState.m_streamMask = draw.m_streamMask;
  5813. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5814. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5815. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5816. const uint64_t state = draw.m_stateFlags;
  5817. bool hasFactor = 0
  5818. || f0 == (state & f0)
  5819. || f1 == (state & f1)
  5820. || f2 == (state & f2)
  5821. || f3 == (state & f3)
  5822. ;
  5823. const VertexLayout* layouts[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5824. uint8_t numStreams = 0;
  5825. if (UINT8_MAX != draw.m_streamMask)
  5826. {
  5827. for (uint32_t idx = 0, streamMask = draw.m_streamMask
  5828. ; 0 != streamMask
  5829. ; streamMask >>= 1, idx += 1, ++numStreams
  5830. )
  5831. {
  5832. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  5833. streamMask >>= ntz;
  5834. idx += ntz;
  5835. currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
  5836. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5837. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5838. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5839. const VertexBufferD3D12& vb = m_vertexBuffers[handle];
  5840. const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
  5841. ? draw.m_stream[idx].m_layoutHandle.idx
  5842. : vb.m_layoutHandle.idx;
  5843. const VertexLayout& layout = m_vertexLayouts[layoutIdx];
  5844. layouts[numStreams] = &layout;
  5845. }
  5846. }
  5847. ID3D12PipelineState* pso = getPipelineState(
  5848. state
  5849. , draw.m_stencil
  5850. , numStreams
  5851. , layouts
  5852. , key.m_program
  5853. , uint8_t(draw.m_instanceDataStride/16)
  5854. );
  5855. const uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5856. if (currentBindHash != bindHash
  5857. || 0 != changedStencil
  5858. || (hasFactor && blendFactor != draw.m_rgba)
  5859. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5860. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5861. || currentState.m_scissor != draw.m_scissor
  5862. || pso != currentPso
  5863. || hasOcclusionQuery)
  5864. {
  5865. m_batch.flush(m_commandList);
  5866. }
  5867. if (currentBindHash != bindHash)
  5868. {
  5869. currentBindHash = bindHash;
  5870. Bind* bindCached = bindLru.find(bindHash);
  5871. if (NULL == bindCached)
  5872. {
  5873. uint32_t numSet = 0;
  5874. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  5875. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  5876. {
  5877. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5878. {
  5879. const Binding& bind = renderBind.m_bind[stage];
  5880. if (kInvalidHandle != bind.m_idx)
  5881. {
  5882. switch (bind.m_type)
  5883. {
  5884. case Binding::Image:
  5885. {
  5886. TextureD3D12& texture = m_textures[bind.m_idx];
  5887. if (Access::Read != bind.m_access)
  5888. {
  5889. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5890. scratchBuffer.allocUav(srvHandle[stage], texture, bind.m_mip);
  5891. }
  5892. else
  5893. {
  5894. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5895. scratchBuffer.allocSrv(srvHandle[stage], texture, bind.m_mip);
  5896. samplerFlags[stage] = uint32_t(texture.m_flags);
  5897. }
  5898. ++numSet;
  5899. }
  5900. break;
  5901. case Binding::Texture:
  5902. {
  5903. TextureD3D12& texture = m_textures[bind.m_idx];
  5904. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5905. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5906. samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_samplerFlags)
  5907. ? bind.m_samplerFlags
  5908. : texture.m_flags
  5909. ) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
  5910. ;
  5911. ++numSet;
  5912. }
  5913. break;
  5914. case Binding::IndexBuffer:
  5915. case Binding::VertexBuffer:
  5916. {
  5917. samplerFlags[stage] = 0;
  5918. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5919. ? m_indexBuffers[bind.m_idx]
  5920. : m_vertexBuffers[bind.m_idx]
  5921. ;
  5922. if (Access::Read != bind.m_access)
  5923. {
  5924. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5925. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5926. }
  5927. else
  5928. {
  5929. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5930. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5931. }
  5932. ++numSet;
  5933. }
  5934. break;
  5935. }
  5936. }
  5937. else
  5938. {
  5939. scratchBuffer.allocEmpty(srvHandle[stage]);
  5940. samplerFlags[stage] = 0;
  5941. }
  5942. }
  5943. }
  5944. if (0 != numSet)
  5945. {
  5946. Bind bind;
  5947. bind.m_srvHandle = srvHandle[0];
  5948. bind.m_samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  5949. bindCached = bindLru.add(bindHash, bind, 0);
  5950. }
  5951. }
  5952. if (NULL != bindCached)
  5953. {
  5954. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5955. if (samplerStateIdx != currentSamplerStateIdx)
  5956. {
  5957. currentSamplerStateIdx = samplerStateIdx;
  5958. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5959. }
  5960. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5961. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5962. }
  5963. }
  5964. if (0 != changedStencil)
  5965. {
  5966. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  5967. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  5968. m_commandList->OMSetStencilRef(ref);
  5969. }
  5970. if (hasFactor
  5971. && blendFactor != draw.m_rgba)
  5972. {
  5973. blendFactor = draw.m_rgba;
  5974. float bf[4];
  5975. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  5976. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  5977. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  5978. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  5979. m_commandList->OMSetBlendFactor(bf);
  5980. }
  5981. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5982. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5983. {
  5984. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5985. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5986. prim = s_primInfo[primIndex];
  5987. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  5988. }
  5989. const uint16_t scissor = draw.m_scissor;
  5990. if (currentState.m_scissor != scissor)
  5991. {
  5992. currentState.m_scissor = scissor;
  5993. if (UINT16_MAX == scissor)
  5994. {
  5995. if (restoreScissor
  5996. || viewHasScissor)
  5997. {
  5998. restoreScissor = false;
  5999. D3D12_RECT rc;
  6000. rc.left = viewScissorRect.m_x;
  6001. rc.top = viewScissorRect.m_y;
  6002. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  6003. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  6004. m_commandList->RSSetScissorRects(1, &rc);
  6005. }
  6006. }
  6007. else
  6008. {
  6009. restoreScissor = true;
  6010. Rect scissorRect;
  6011. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  6012. if (scissorRect.isZeroArea() )
  6013. {
  6014. continue;
  6015. }
  6016. D3D12_RECT rc;
  6017. rc.left = scissorRect.m_x;
  6018. rc.top = scissorRect.m_y;
  6019. rc.right = scissorRect.m_x + scissorRect.m_width;
  6020. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  6021. m_commandList->RSSetScissorRects(1, &rc);
  6022. }
  6023. }
  6024. if (pso != currentPso)
  6025. {
  6026. currentPso = pso;
  6027. m_commandList->SetPipelineState(pso);
  6028. }
  6029. if (constantsChanged
  6030. || currentProgram.idx != key.m_program.idx
  6031. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  6032. {
  6033. currentProgram = key.m_program;
  6034. ProgramD3D12& program = m_program[currentProgram.idx];
  6035. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  6036. if (NULL != vcb)
  6037. {
  6038. commit(*vcb);
  6039. }
  6040. if (NULL != program.m_fsh)
  6041. {
  6042. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  6043. if (NULL != fcb)
  6044. {
  6045. commit(*fcb);
  6046. }
  6047. }
  6048. hasPredefined = 0 < program.m_numPredefined;
  6049. constantsChanged = true;
  6050. }
  6051. if (constantsChanged
  6052. || hasPredefined)
  6053. {
  6054. ProgramD3D12& program = m_program[currentProgram.idx];
  6055. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  6056. viewState.m_alphaRef = ref/255.0f;
  6057. viewState.setPredefined<4>(this, view, program, _render, draw);
  6058. commitShaderConstants(key.m_program, gpuAddress);
  6059. }
  6060. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  6061. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  6062. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  6063. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  6064. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  6065. statsNumInstances[primIndex] += draw.m_numInstances;
  6066. statsNumIndices += numIndices;
  6067. if (hasOcclusionQuery)
  6068. {
  6069. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  6070. m_batch.flush(m_commandList);
  6071. m_occlusionQuery.end(m_commandList);
  6072. }
  6073. }
  6074. }
  6075. m_batch.end(m_commandList);
  6076. kick();
  6077. if (wasCompute)
  6078. {
  6079. setViewType(view, "C");
  6080. BGFX_D3D12_PROFILER_END();
  6081. BGFX_D3D12_PROFILER_BEGIN(view, kColorCompute);
  6082. }
  6083. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  6084. if (0 < _render->m_numRenderItems)
  6085. {
  6086. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  6087. {
  6088. // deviceCtx->Flush();
  6089. }
  6090. // captureElapsed = -bx::getHPCounter();
  6091. // capture();
  6092. // captureElapsed += bx::getHPCounter();
  6093. profiler.end();
  6094. }
  6095. }
  6096. BGFX_D3D12_PROFILER_END();
  6097. int64_t timeEnd = bx::getHPCounter();
  6098. int64_t frameTime = timeEnd - timeBegin;
  6099. static int64_t min = frameTime;
  6100. static int64_t max = frameTime;
  6101. min = bx::min<int64_t>(min, frameTime);
  6102. max = bx::max<int64_t>(max, frameTime);
  6103. static uint32_t maxGpuLatency = 0;
  6104. static double maxGpuElapsed = 0.0f;
  6105. double elapsedGpuMs = 0.0;
  6106. static int64_t presentMin = m_presentElapsed;
  6107. static int64_t presentMax = m_presentElapsed;
  6108. presentMin = bx::min<int64_t>(presentMin, m_presentElapsed);
  6109. presentMax = bx::max<int64_t>(presentMax, m_presentElapsed);
  6110. if (UINT32_MAX != frameQueryIdx)
  6111. {
  6112. m_gpuTimer.end(frameQueryIdx);
  6113. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  6114. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  6115. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  6116. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  6117. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  6118. }
  6119. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  6120. const int64_t timerFreq = bx::getHPFrequency();
  6121. Stats& perfStats = _render->m_perfStats;
  6122. perfStats.cpuTimeBegin = timeBegin;
  6123. perfStats.cpuTimeEnd = timeEnd;
  6124. perfStats.cpuTimerFreq = timerFreq;
  6125. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  6126. perfStats.gpuTimeBegin = result.m_begin;
  6127. perfStats.gpuTimeEnd = result.m_end;
  6128. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  6129. perfStats.numDraw = statsKeyType[0];
  6130. perfStats.numCompute = statsKeyType[1];
  6131. perfStats.numBlit = _render->m_numBlitItems;
  6132. perfStats.maxGpuLatency = maxGpuLatency;
  6133. perfStats.gpuFrameNum = result.m_frameNum;
  6134. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  6135. perfStats.gpuMemoryMax = -INT64_MAX;
  6136. perfStats.gpuMemoryUsed = -INT64_MAX;
  6137. #if BX_PLATFORM_WINDOWS
  6138. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  6139. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  6140. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  6141. perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
  6142. perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
  6143. #endif // BX_PLATFORM_WINDOWS
  6144. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  6145. {
  6146. BGFX_D3D12_PROFILER_BEGIN_LITERAL("debugstats", kColorFrame);
  6147. // m_needPresent = true;
  6148. TextVideoMem& tvm = m_textVideoMem;
  6149. static int64_t next = timeEnd;
  6150. if (timeEnd >= next)
  6151. {
  6152. next = timeEnd + timerFreq;
  6153. double freq = double(timerFreq);
  6154. double toMs = 1000.0 / freq;
  6155. tvm.clear();
  6156. uint16_t pos = 0;
  6157. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  6158. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME
  6159. " / " BX_CPU_NAME
  6160. " / " BX_ARCH_NAME
  6161. " / " BX_PLATFORM_NAME
  6162. " / Version 1.%d.%d (commit: " BGFX_REV_SHA1 ")"
  6163. , getRendererName()
  6164. , m_deviceInterfaceVersion
  6165. , (m_featureLevel >> 12) & 0xf
  6166. , (m_featureLevel >> 8) & 0xf
  6167. , BGFX_API_VERSION
  6168. , BGFX_REV_NUMBER
  6169. );
  6170. #if BX_PLATFORM_LINUX
  6171. const DXGI_ADAPTER_DESC desc = {};
  6172. #else
  6173. const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
  6174. #endif // BX_PLATFORM_LINUX
  6175. char description[BX_COUNTOF(desc.Description)];
  6176. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  6177. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  6178. char dedicatedVideo[16];
  6179. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  6180. char dedicatedSystem[16];
  6181. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  6182. char sharedSystem[16];
  6183. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  6184. char processMemoryUsed[16];
  6185. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  6186. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  6187. , dedicatedVideo
  6188. , dedicatedSystem
  6189. , sharedSystem
  6190. , processMemoryUsed
  6191. );
  6192. #if BX_PLATFORM_WINDOWS
  6193. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  6194. {
  6195. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  6196. char budget[16];
  6197. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  6198. char currentUsage[16];
  6199. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  6200. char availableForReservation[16];
  6201. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  6202. char currentReservation[16];
  6203. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  6204. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  6205. , 0 == ii ? "Local " : "Non-local"
  6206. , budget
  6207. , currentUsage
  6208. , availableForReservation
  6209. , currentReservation
  6210. );
  6211. }
  6212. #endif // BX_PLATFORM_WINDOWS
  6213. pos = 10;
  6214. tvm.printf(10, pos++, 0x8b, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  6215. , double(frameTime)*toMs
  6216. , double(min)*toMs
  6217. , double(max)*toMs
  6218. , freq/frameTime
  6219. );
  6220. tvm.printf(10, pos++, 0x8b, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  6221. , double(m_presentElapsed)*toMs
  6222. , double(presentMin)*toMs
  6223. , double(presentMax)*toMs
  6224. );
  6225. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  6226. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  6227. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  6228. , 0 != msaa ? '\xfe' : ' '
  6229. , 1<<msaa
  6230. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  6231. );
  6232. double elapsedCpuMs = double(frameTime)*toMs;
  6233. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  6234. , _render->m_numRenderItems
  6235. , statsKeyType[0]
  6236. , statsKeyType[1]
  6237. , elapsedCpuMs
  6238. );
  6239. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  6240. {
  6241. tvm.printf(10, pos++, 0x8b, " %9s: %7d (#inst: %5d), submitted: %7d "
  6242. , getName(Topology::Enum(ii) )
  6243. , statsNumPrimsRendered[ii]
  6244. , statsNumInstances[ii]
  6245. , statsNumPrimsSubmitted[ii]
  6246. );
  6247. }
  6248. tvm.printf(10, pos++, 0x8b, " Batch: %7dx%d indirect, %7d immediate "
  6249. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  6250. , m_batch.m_maxDrawPerBatch
  6251. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  6252. );
  6253. tvm.printf(10, pos++, 0x8b, " %7dx%d indirect, %7d immediate "
  6254. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  6255. , m_batch.m_maxDrawPerBatch
  6256. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  6257. );
  6258. if (NULL != m_renderDocDll)
  6259. {
  6260. tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
  6261. }
  6262. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  6263. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  6264. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  6265. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  6266. pos++;
  6267. tvm.printf(10, pos++, 0x8b, " State cache: ");
  6268. tvm.printf(10, pos++, 0x8b, " PSO | Sampler | Bind | Queued ");
  6269. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d "
  6270. , m_pipelineStateCache.getCount()
  6271. , m_samplerStateCache.getCount()
  6272. , bindLru.getCount()
  6273. , m_cmd.m_control.available()
  6274. );
  6275. pos++;
  6276. double captureMs = double(captureElapsed)*toMs;
  6277. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  6278. uint8_t attr[2] = { 0x8c, 0x8a };
  6279. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  6280. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  6281. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  6282. min = frameTime;
  6283. max = frameTime;
  6284. presentMin = m_presentElapsed;
  6285. presentMax = m_presentElapsed;
  6286. }
  6287. blit(this, _textVideoMemBlitter, tvm);
  6288. BGFX_D3D12_PROFILER_END();
  6289. }
  6290. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  6291. {
  6292. BGFX_D3D12_PROFILER_BEGIN_LITERAL("debugtext", kColorFrame);
  6293. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  6294. BGFX_D3D12_PROFILER_END();
  6295. }
  6296. m_commandList->OMSetRenderTargets(0, NULL, false, NULL);
  6297. if (NULL != m_msaaRt)
  6298. {
  6299. setResourceBarrier(m_commandList
  6300. , m_msaaRt
  6301. , D3D12_RESOURCE_STATE_RENDER_TARGET
  6302. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  6303. );
  6304. m_commandList->ResolveSubresource(m_backBufferColor[m_backBufferColorIdx], 0, m_msaaRt, 0, m_scd.format);
  6305. setResourceBarrier(m_commandList
  6306. , m_backBufferColor[m_backBufferColorIdx]
  6307. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  6308. , D3D12_RESOURCE_STATE_PRESENT
  6309. );
  6310. }
  6311. else if (NULL != m_swapChain)
  6312. {
  6313. setResourceBarrier(m_commandList
  6314. , m_backBufferColor[m_backBufferColorIdx]
  6315. , D3D12_RESOURCE_STATE_RENDER_TARGET
  6316. , D3D12_RESOURCE_STATE_PRESENT
  6317. );
  6318. }
  6319. #if BX_PLATFORM_WINDOWS
  6320. for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii)
  6321. {
  6322. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  6323. if (NULL != frameBuffer.m_swapChain)
  6324. {
  6325. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  6326. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_PRESENT);
  6327. }
  6328. }
  6329. #endif // BX_PLATFORM_WINDOWS
  6330. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  6331. }
  6332. } /* namespace d3d12 */ } // namespace bgfx
  6333. #else
  6334. namespace bgfx { namespace d3d12
  6335. {
  6336. RendererContextI* rendererCreate(const Init& _init)
  6337. {
  6338. BX_UNUSED(_init);
  6339. return NULL;
  6340. }
  6341. void rendererDestroy()
  6342. {
  6343. }
  6344. } /* namespace d3d12 */ } // namespace bgfx
  6345. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12