renderer_d3d11.cpp 112 KB

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  1. /*
  2. * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  11. struct PrimInfo
  12. {
  13. D3D11_PRIMITIVE_TOPOLOGY m_type;
  14. uint32_t m_min;
  15. uint32_t m_div;
  16. uint32_t m_sub;
  17. };
  18. static const PrimInfo s_primInfo[] =
  19. {
  20. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  21. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  22. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  23. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  24. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  25. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  26. };
  27. static const char* s_primName[] =
  28. {
  29. "TriList",
  30. "TriStrip",
  31. "Line",
  32. "LineStrip",
  33. "Point",
  34. };
  35. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  36. union Zero
  37. {
  38. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  39. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  40. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  41. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  42. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  43. };
  44. static Zero s_zero;
  45. static const uint32_t s_checkMsaa[] =
  46. {
  47. 0,
  48. 2,
  49. 4,
  50. 8,
  51. 16,
  52. };
  53. static DXGI_SAMPLE_DESC s_msaa[] =
  54. {
  55. { 1, 0 },
  56. { 2, 0 },
  57. { 4, 0 },
  58. { 8, 0 },
  59. { 16, 0 },
  60. };
  61. static const D3D11_BLEND s_blendFactor[][2] =
  62. {
  63. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  64. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  65. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  66. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  67. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  68. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  69. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  70. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  71. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  72. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  73. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  74. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  75. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  76. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  77. };
  78. static const D3D11_BLEND_OP s_blendEquation[] =
  79. {
  80. D3D11_BLEND_OP_ADD,
  81. D3D11_BLEND_OP_SUBTRACT,
  82. D3D11_BLEND_OP_REV_SUBTRACT,
  83. D3D11_BLEND_OP_MIN,
  84. D3D11_BLEND_OP_MAX,
  85. };
  86. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  87. {
  88. D3D11_COMPARISON_FUNC(0), // ignored
  89. D3D11_COMPARISON_LESS,
  90. D3D11_COMPARISON_LESS_EQUAL,
  91. D3D11_COMPARISON_EQUAL,
  92. D3D11_COMPARISON_GREATER_EQUAL,
  93. D3D11_COMPARISON_GREATER,
  94. D3D11_COMPARISON_NOT_EQUAL,
  95. D3D11_COMPARISON_NEVER,
  96. D3D11_COMPARISON_ALWAYS,
  97. };
  98. static const D3D11_STENCIL_OP s_stencilOp[] =
  99. {
  100. D3D11_STENCIL_OP_ZERO,
  101. D3D11_STENCIL_OP_KEEP,
  102. D3D11_STENCIL_OP_REPLACE,
  103. D3D11_STENCIL_OP_INCR,
  104. D3D11_STENCIL_OP_INCR_SAT,
  105. D3D11_STENCIL_OP_DECR,
  106. D3D11_STENCIL_OP_DECR_SAT,
  107. D3D11_STENCIL_OP_INVERT,
  108. };
  109. static const D3D11_CULL_MODE s_cullMode[] =
  110. {
  111. D3D11_CULL_NONE,
  112. D3D11_CULL_FRONT,
  113. D3D11_CULL_BACK,
  114. };
  115. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  116. {
  117. D3D11_TEXTURE_ADDRESS_WRAP,
  118. D3D11_TEXTURE_ADDRESS_MIRROR,
  119. D3D11_TEXTURE_ADDRESS_CLAMP,
  120. };
  121. /*
  122. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  123. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  124. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  125. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  126. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  127. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  128. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  129. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  130. * D3D11_FILTER_ANISOTROPIC = 0x55,
  131. *
  132. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  133. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  134. *
  135. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  136. * 0x10 // MIN_LINEAR
  137. * 0x04 // MAG_LINEAR
  138. * 0x01 // MIP_LINEAR
  139. */
  140. static const uint32_t s_textureFilter[3][3] =
  141. {
  142. {
  143. 0x10, // min linear
  144. 0x00, // min point
  145. 0x55, // anisotopic
  146. },
  147. {
  148. 0x04, // mag linear
  149. 0x00, // mag point
  150. 0x55, // anisotopic
  151. },
  152. {
  153. 0x01, // mip linear
  154. 0x00, // mip point
  155. 0x55, // anisotopic
  156. },
  157. };
  158. struct TextureFormatInfo
  159. {
  160. DXGI_FORMAT m_fmt;
  161. DXGI_FORMAT m_fmtSrv;
  162. DXGI_FORMAT m_fmtDsv;
  163. };
  164. static const TextureFormatInfo s_textureFormat[] =
  165. {
  166. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN }, // BC1
  167. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN }, // BC2
  168. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN }, // BC3
  169. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN }, // BC4
  170. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN }, // BC5
  171. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN }, // BC6H
  172. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN }, // BC7
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  184. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN }, // R1
  185. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN }, // R8
  186. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN }, // R16
  187. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN }, // R16F
  188. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN }, // R32
  189. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN }, // R32F
  190. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN }, // RG8
  191. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN }, // RG16
  192. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG16F
  193. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN }, // RG32
  194. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG32F
  195. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // BGRA8
  196. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA16
  197. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  198. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN }, // RGBA32
  199. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  200. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  201. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA4
  202. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  203. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  204. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  205. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  206. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM }, // D16
  207. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24
  208. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24S8
  209. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D32
  210. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D16F
  211. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D24F
  212. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D32F
  213. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D0S8
  214. };
  215. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  216. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  217. {
  218. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  219. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  220. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  221. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  222. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  223. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  224. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  225. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  226. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  227. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  228. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  229. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  230. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  231. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  232. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  233. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  234. };
  235. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  236. static const DXGI_FORMAT s_attribType[][4][2] =
  237. {
  238. {
  239. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  240. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  241. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  242. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  243. },
  244. {
  245. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  246. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  247. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  248. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  249. },
  250. {
  251. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  252. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  253. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  254. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  255. },
  256. {
  257. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  258. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  259. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  260. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  261. },
  262. };
  263. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  264. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  265. {
  266. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  267. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  268. {
  269. if (0xff != _decl.m_attributes[attr])
  270. {
  271. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  272. if (0 == _decl.m_attributes[attr])
  273. {
  274. elem->AlignedByteOffset = 0;
  275. }
  276. else
  277. {
  278. uint8_t num;
  279. AttribType::Enum type;
  280. bool normalized;
  281. bool asInt;
  282. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  283. elem->Format = s_attribType[type][num-1][normalized];
  284. elem->AlignedByteOffset = _decl.m_offset[attr];
  285. }
  286. ++elem;
  287. }
  288. }
  289. return elem;
  290. }
  291. struct TextureStage
  292. {
  293. TextureStage()
  294. {
  295. clear();
  296. }
  297. void clear()
  298. {
  299. memset(m_srv, 0, sizeof(m_srv) );
  300. memset(m_sampler, 0, sizeof(m_sampler) );
  301. }
  302. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  303. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  304. };
  305. BX_PRAGMA_DIAGNOSTIC_PUSH();
  306. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  307. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  308. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  309. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  310. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  311. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  312. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  313. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  314. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  315. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  316. static const GUID s_deviceIIDs[] =
  317. {
  318. IID_IDXGIDevice3,
  319. IID_IDXGIDevice2,
  320. IID_IDXGIDevice1,
  321. IID_IDXGIDevice0,
  322. };
  323. template <typename Ty>
  324. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  325. {
  326. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  327. {
  328. char temp[2048];
  329. va_list argList;
  330. va_start(argList, _format);
  331. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  332. va_end(argList);
  333. temp[size] = '\0';
  334. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  335. }
  336. }
  337. BX_PRAGMA_DIAGNOSTIC_POP();
  338. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  339. {
  340. uint8_t temp[28];
  341. D3D11_BUFFER_DESC desc;
  342. desc.ByteWidth = sizeof(temp);
  343. desc.Usage = D3D11_USAGE_STAGING;
  344. desc.BindFlags = 0;
  345. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  346. desc.MiscFlags = 0;
  347. desc.StructureByteStride = 0;
  348. D3D11_SUBRESOURCE_DATA initData;
  349. initData.pSysMem = &temp;
  350. initData.SysMemPitch = sizeof(temp);
  351. initData.SysMemSlicePitch = 0;
  352. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  353. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  354. bx::write(&writer, UINT32_C(0x00010000) );
  355. bx::write(&writer, UINT32_C(0) );
  356. bx::write(&writer, UINT32_C(0) );
  357. ID3D11Buffer* buffer;
  358. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  359. if (SUCCEEDED(hr) )
  360. {
  361. buffer->Release();
  362. bx::MemoryReader reader(&temp, sizeof(temp) );
  363. bx::skip(&reader, 16);
  364. uint32_t version;
  365. bx::read(&reader, version);
  366. uint32_t driverVersion;
  367. bx::read(&reader, driverVersion);
  368. return version <= driverVersion;
  369. }
  370. return false;
  371. };
  372. #if USE_D3D11_DYNAMIC_LIB
  373. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  374. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  375. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  376. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  377. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  378. #endif // USE_D3D11_DYNAMIC_LIB
  379. struct RendererContextD3D11 : public RendererContextI
  380. {
  381. RendererContextD3D11()
  382. : m_renderdocdll(NULL)
  383. , m_lost(0)
  384. , m_backBufferColor(NULL)
  385. , m_backBufferDepthStencil(NULL)
  386. , m_captureTexture(NULL)
  387. , m_captureResolve(NULL)
  388. , m_wireframe(false)
  389. , m_flags(BGFX_RESET_NONE)
  390. , m_vsChanges(0)
  391. , m_fsChanges(0)
  392. , m_rtMsaa(false)
  393. , m_ovrRtv(NULL)
  394. , m_ovrDsv(NULL)
  395. {
  396. }
  397. ~RendererContextD3D11()
  398. {
  399. }
  400. void init()
  401. {
  402. // Must be before device creation, and before RenderDoc.
  403. m_ovr.init();
  404. if (!m_ovr.isInitialized() )
  405. {
  406. m_renderdocdll = loadRenderDoc();
  407. }
  408. m_fbh.idx = invalidHandle;
  409. memset(m_uniforms, 0, sizeof(m_uniforms) );
  410. memset(&m_resolution, 0, sizeof(m_resolution) );
  411. #if USE_D3D11_DYNAMIC_LIB
  412. m_d3d11dll = bx::dlopen("d3d11.dll");
  413. BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
  414. m_d3d9dll = NULL;
  415. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  416. {
  417. // D3D11_1.h has ID3DUserDefinedAnnotation
  418. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  419. m_d3d9dll = bx::dlopen("d3d9.dll");
  420. BGFX_FATAL(NULL != m_d3d9dll, Fatal::UnableToInitialize, "Failed to load d3d9.dll.");
  421. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  422. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  423. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  424. BX_CHECK(NULL != D3DPERF_SetMarker
  425. && NULL != D3DPERF_BeginEvent
  426. && NULL != D3DPERF_EndEvent
  427. , "Failed to initialize PIX events."
  428. );
  429. }
  430. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  431. BGFX_FATAL(NULL != D3D11CreateDevice, Fatal::UnableToInitialize, "Function D3D11CreateDevice not found.");
  432. m_dxgidll = bx::dlopen("dxgi.dll");
  433. BGFX_FATAL(NULL != m_dxgidll, Fatal::UnableToInitialize, "Failed to load dxgi.dll.");
  434. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  435. BGFX_FATAL(NULL != CreateDXGIFactory, Fatal::UnableToInitialize, "Function CreateDXGIFactory not found.");
  436. #endif // USE_D3D11_DYNAMIC_LIB
  437. HRESULT hr;
  438. IDXGIFactory* factory;
  439. #if BX_PLATFORM_WINRT
  440. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  441. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  442. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  443. #else
  444. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  445. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  446. #endif // BX_PLATFORM_WINRT
  447. m_adapter = NULL;
  448. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  449. IDXGIAdapter* adapter;
  450. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter); ++ii)
  451. {
  452. DXGI_ADAPTER_DESC desc;
  453. hr = adapter->GetDesc(&desc);
  454. if (SUCCEEDED(hr) )
  455. {
  456. BX_TRACE("Adapter #%d", ii);
  457. char description[BX_COUNTOF(desc.Description)];
  458. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  459. BX_TRACE("\tDescription: %s", description);
  460. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  461. , desc.VendorId
  462. , desc.DeviceId
  463. , desc.SubSysId
  464. , desc.Revision
  465. );
  466. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  467. , desc.DedicatedVideoMemory
  468. , desc.DedicatedSystemMemory
  469. , desc.SharedSystemMemory
  470. );
  471. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  472. && 0 != strstr(description, "PerfHUD") )
  473. {
  474. m_adapter = adapter;
  475. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  476. }
  477. }
  478. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  479. }
  480. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  481. D3D_FEATURE_LEVEL features[] =
  482. {
  483. D3D_FEATURE_LEVEL_11_1,
  484. D3D_FEATURE_LEVEL_11_0,
  485. D3D_FEATURE_LEVEL_10_1,
  486. D3D_FEATURE_LEVEL_10_0,
  487. D3D_FEATURE_LEVEL_9_3,
  488. D3D_FEATURE_LEVEL_9_2,
  489. D3D_FEATURE_LEVEL_9_1,
  490. };
  491. uint32_t flags = 0
  492. | D3D11_CREATE_DEVICE_SINGLETHREADED
  493. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  494. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  495. ;
  496. D3D_FEATURE_LEVEL featureLevel;
  497. hr = E_FAIL;
  498. for (uint32_t ii = 0; ii < 3 && FAILED(hr);)
  499. {
  500. hr = D3D11CreateDevice(m_adapter
  501. , m_driverType
  502. , NULL
  503. , flags
  504. , &features[ii]
  505. , BX_COUNTOF(features)-ii
  506. , D3D11_SDK_VERSION
  507. , &m_device
  508. , &featureLevel
  509. , &m_deviceCtx
  510. );
  511. if (FAILED(hr)
  512. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  513. {
  514. // Try without debug in case D3D11 SDK Layers
  515. // is not present?
  516. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  517. continue;
  518. }
  519. ++ii;
  520. }
  521. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  522. IDXGIDevice* device = NULL;
  523. hr = E_FAIL;
  524. for (uint32_t ii = 0; ii < BX_COUNTOF(s_deviceIIDs) && FAILED(hr); ++ii)
  525. {
  526. hr = m_device->QueryInterface(s_deviceIIDs[ii], (void**)&device);
  527. BX_TRACE("D3D device 11.%d, hr %x", BX_COUNTOF(s_deviceIIDs)-1-ii, hr);
  528. }
  529. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  530. hr = device->GetParent(IID_IDXGIAdapter, (void**)&adapter);
  531. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  532. // GPA increases device ref count.
  533. // RenderDoc makes device ref count 0 here.
  534. //
  535. // This causes assert in debug. When debugger is present refcount
  536. // checks are off.
  537. setGraphicsDebuggerPresent(2 != getRefCount(device) );
  538. DX_RELEASE(device, 2);
  539. hr = adapter->GetDesc(&m_adapterDesc);
  540. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  541. #if BX_PLATFORM_WINRT
  542. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  543. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  544. DX_RELEASE(adapter, 2);
  545. memset(&m_scd, 0, sizeof(m_scd) );
  546. m_scd.Width = BGFX_DEFAULT_WIDTH;
  547. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  548. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  549. m_scd.Stereo = false;
  550. m_scd.SampleDesc.Count = 1;
  551. m_scd.SampleDesc.Quality = 0;
  552. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  553. m_scd.BufferCount = 2;
  554. m_scd.Scaling = DXGI_SCALING_NONE;
  555. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  556. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  557. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  558. , g_bgfxCoreWindow
  559. , &m_scd
  560. , NULL
  561. , &m_swapChain
  562. );
  563. #else
  564. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  565. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  566. DX_RELEASE(adapter, 2);
  567. memset(&m_scd, 0, sizeof(m_scd) );
  568. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  569. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  570. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  571. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  572. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  573. m_scd.SampleDesc.Count = 1;
  574. m_scd.SampleDesc.Quality = 0;
  575. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  576. m_scd.BufferCount = 1;
  577. m_scd.OutputWindow = g_bgfxHwnd;
  578. m_scd.Windowed = true;
  579. hr = m_factory->CreateSwapChain(m_device
  580. , &m_scd
  581. , &m_swapChain
  582. );
  583. #endif // BX_PLATFORM_WINRT
  584. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  585. m_numWindows = 1;
  586. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  587. {
  588. ID3D11InfoQueue* infoQueue;
  589. hr = m_device->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&infoQueue);
  590. if (SUCCEEDED(hr) )
  591. {
  592. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  593. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  594. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  595. D3D11_INFO_QUEUE_FILTER filter;
  596. memset(&filter, 0, sizeof(filter) );
  597. D3D11_MESSAGE_CATEGORY catlist[] =
  598. {
  599. D3D11_MESSAGE_CATEGORY_STATE_SETTING,
  600. D3D11_MESSAGE_CATEGORY_EXECUTION,
  601. };
  602. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  603. filter.DenyList.pCategoryList = catlist;
  604. infoQueue->PushStorageFilter(&filter);
  605. DX_RELEASE(infoQueue, 3);
  606. }
  607. else
  608. {
  609. // InfoQueue QueryInterface will fail when AMD GPU Perfstudio 2 is present.
  610. setGraphicsDebuggerPresent(true);
  611. }
  612. }
  613. UniformHandle handle = BGFX_INVALID_HANDLE;
  614. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  615. {
  616. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  617. }
  618. g_caps.supported |= ( 0
  619. | BGFX_CAPS_TEXTURE_3D
  620. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  621. | BGFX_CAPS_INSTANCING
  622. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  623. | BGFX_CAPS_FRAGMENT_DEPTH
  624. | BGFX_CAPS_BLEND_INDEPENDENT
  625. | BGFX_CAPS_COMPUTE
  626. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  627. | BGFX_CAPS_SWAP_CHAIN
  628. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  629. );
  630. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  631. g_caps.maxFBAttachments = bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  632. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  633. {
  634. g_caps.formats[ii] = DXGI_FORMAT_UNKNOWN == s_textureFormat[ii].m_fmt ? 0 : 1;
  635. }
  636. // Init reserved part of view name.
  637. for (uint8_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  638. {
  639. char name[BGFX_CONFIG_MAX_VIEW_NAME_RESERVED+1];
  640. bx::snprintf(name, sizeof(name), "%3d ", ii);
  641. mbstowcs(s_viewNameW[ii], name, BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  642. }
  643. updateMsaa();
  644. postReset();
  645. }
  646. void shutdown()
  647. {
  648. preReset();
  649. m_ovr.shutdown();
  650. m_deviceCtx->ClearState();
  651. invalidateCache();
  652. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  653. {
  654. m_indexBuffers[ii].destroy();
  655. }
  656. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  657. {
  658. m_vertexBuffers[ii].destroy();
  659. }
  660. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  661. {
  662. m_shaders[ii].destroy();
  663. }
  664. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  665. {
  666. m_textures[ii].destroy();
  667. }
  668. DX_RELEASE(m_swapChain, 0);
  669. DX_RELEASE(m_deviceCtx, 0);
  670. DX_RELEASE(m_device, 0);
  671. DX_RELEASE(m_factory, 0);
  672. unloadRenderDoc(m_renderdocdll);
  673. #if USE_D3D11_DYNAMIC_LIB
  674. bx::dlclose(m_dxgidll);
  675. bx::dlclose(m_d3d9dll);
  676. bx::dlclose(m_d3d11dll);
  677. #endif // USE_D3D11_DYNAMIC_LIB
  678. }
  679. RendererType::Enum getRendererType() const BX_OVERRIDE
  680. {
  681. return RendererType::Direct3D11;
  682. }
  683. const char* getRendererName() const BX_OVERRIDE
  684. {
  685. return BGFX_RENDERER_DIRECT3D11_NAME;
  686. }
  687. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint8_t _flags) BX_OVERRIDE
  688. {
  689. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  690. }
  691. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  692. {
  693. m_indexBuffers[_handle.idx].destroy();
  694. }
  695. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  696. {
  697. VertexDecl& decl = m_vertexDecls[_handle.idx];
  698. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  699. dump(decl);
  700. }
  701. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  702. {
  703. }
  704. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint8_t _flags) BX_OVERRIDE
  705. {
  706. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  707. }
  708. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  709. {
  710. m_vertexBuffers[_handle.idx].destroy();
  711. }
  712. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint8_t _flags) BX_OVERRIDE
  713. {
  714. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  715. }
  716. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  717. {
  718. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  719. }
  720. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  721. {
  722. m_indexBuffers[_handle.idx].destroy();
  723. }
  724. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint8_t _flags) BX_OVERRIDE
  725. {
  726. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  727. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  728. }
  729. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  730. {
  731. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  732. }
  733. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  734. {
  735. m_vertexBuffers[_handle.idx].destroy();
  736. }
  737. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  738. {
  739. m_shaders[_handle.idx].create(_mem);
  740. }
  741. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  742. {
  743. m_shaders[_handle.idx].destroy();
  744. }
  745. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  746. {
  747. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  748. }
  749. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  750. {
  751. m_program[_handle.idx].destroy();
  752. }
  753. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  754. {
  755. m_textures[_handle.idx].create(_mem, _flags, _skip);
  756. }
  757. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  758. {
  759. }
  760. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  761. {
  762. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  763. }
  764. void updateTextureEnd() BX_OVERRIDE
  765. {
  766. }
  767. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  768. {
  769. m_textures[_handle.idx].destroy();
  770. }
  771. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  772. {
  773. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  774. }
  775. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  776. {
  777. uint16_t denseIdx = m_numWindows++;
  778. m_windows[denseIdx] = _handle;
  779. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  780. }
  781. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  782. {
  783. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  784. if (UINT16_MAX != denseIdx)
  785. {
  786. --m_numWindows;
  787. if (m_numWindows > 1)
  788. {
  789. FrameBufferHandle handle = m_windows[m_numWindows];
  790. m_windows[denseIdx] = handle;
  791. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  792. }
  793. }
  794. }
  795. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  796. {
  797. if (NULL != m_uniforms[_handle.idx])
  798. {
  799. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  800. }
  801. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  802. void* data = BX_ALLOC(g_allocator, size);
  803. memset(data, 0, size);
  804. m_uniforms[_handle.idx] = data;
  805. m_uniformReg.add(_handle, _name, data);
  806. }
  807. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  808. {
  809. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  810. m_uniforms[_handle.idx] = NULL;
  811. }
  812. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  813. {
  814. ID3D11Texture2D* backBuffer;
  815. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  816. D3D11_TEXTURE2D_DESC backBufferDesc;
  817. backBuffer->GetDesc(&backBufferDesc);
  818. D3D11_TEXTURE2D_DESC desc;
  819. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  820. desc.SampleDesc.Count = 1;
  821. desc.SampleDesc.Quality = 0;
  822. desc.Usage = D3D11_USAGE_STAGING;
  823. desc.BindFlags = 0;
  824. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  825. ID3D11Texture2D* texture;
  826. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  827. if (SUCCEEDED(hr) )
  828. {
  829. if (backBufferDesc.SampleDesc.Count == 1)
  830. {
  831. m_deviceCtx->CopyResource(texture, backBuffer);
  832. }
  833. else
  834. {
  835. desc.Usage = D3D11_USAGE_DEFAULT;
  836. desc.CPUAccessFlags = 0;
  837. ID3D11Texture2D* resolve;
  838. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  839. if (SUCCEEDED(hr) )
  840. {
  841. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  842. m_deviceCtx->CopyResource(texture, resolve);
  843. DX_RELEASE(resolve, 0);
  844. }
  845. }
  846. D3D11_MAPPED_SUBRESOURCE mapped;
  847. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  848. imageSwizzleBgra8(backBufferDesc.Width
  849. , backBufferDesc.Height
  850. , mapped.RowPitch
  851. , mapped.pData
  852. , mapped.pData
  853. );
  854. g_callback->screenShot(_filePath
  855. , backBufferDesc.Width
  856. , backBufferDesc.Height
  857. , mapped.RowPitch
  858. , mapped.pData
  859. , backBufferDesc.Height*mapped.RowPitch
  860. , false
  861. );
  862. m_deviceCtx->Unmap(texture, 0);
  863. DX_RELEASE(texture, 0);
  864. }
  865. DX_RELEASE(backBuffer, 0);
  866. }
  867. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  868. {
  869. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  870. , _name
  871. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  872. );
  873. }
  874. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  875. {
  876. memcpy(m_uniforms[_loc], _data, _size);
  877. }
  878. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  879. {
  880. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  881. {
  882. uint32_t size = _size*sizeof(wchar_t);
  883. wchar_t* name = (wchar_t*)alloca(size);
  884. mbstowcs(name, _marker, size-2);
  885. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  886. }
  887. }
  888. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  889. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  890. {
  891. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  892. uint32_t width = getBufferWidth();
  893. uint32_t height = getBufferHeight();
  894. if (m_ovr.isEnabled() )
  895. {
  896. m_ovr.getSize(width, height);
  897. }
  898. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  899. setFrameBuffer(fbh, false);
  900. D3D11_VIEWPORT vp;
  901. vp.TopLeftX = 0;
  902. vp.TopLeftY = 0;
  903. vp.Width = (float)width;
  904. vp.Height = (float)height;
  905. vp.MinDepth = 0.0f;
  906. vp.MaxDepth = 1.0f;
  907. deviceCtx->RSSetViewports(1, &vp);
  908. uint64_t state = BGFX_STATE_RGB_WRITE
  909. | BGFX_STATE_ALPHA_WRITE
  910. | BGFX_STATE_DEPTH_TEST_ALWAYS
  911. ;
  912. setBlendState(state);
  913. setDepthStencilState(state);
  914. setRasterizerState(state);
  915. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  916. m_currentProgram = &program;
  917. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  918. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  919. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  920. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  921. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  922. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  923. uint32_t stride = vertexDecl.m_stride;
  924. uint32_t offset = 0;
  925. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  926. setInputLayout(vertexDecl, program, 0);
  927. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  928. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  929. float proj[16];
  930. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  931. PredefinedUniform& predefined = program.m_predefined[0];
  932. uint8_t flags = predefined.m_type;
  933. setShaderUniform(flags, predefined.m_loc, proj, 4);
  934. commitShaderConstants();
  935. m_textures[_blitter.m_texture.idx].commit(0);
  936. commitTextureStage();
  937. }
  938. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  939. {
  940. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  941. uint32_t numVertices = _numIndices*4/6;
  942. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data);
  943. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  944. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  945. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  946. }
  947. void preReset()
  948. {
  949. ovrPreReset();
  950. DX_RELEASE(m_backBufferDepthStencil, 0);
  951. DX_RELEASE(m_backBufferColor, 0);
  952. // invalidateCache();
  953. capturePreReset();
  954. }
  955. void postReset()
  956. {
  957. ID3D11Texture2D* color;
  958. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color));
  959. DX_CHECK(m_device->CreateRenderTargetView(color, NULL, &m_backBufferColor) );
  960. DX_RELEASE(color, 0);
  961. ovrPostReset();
  962. // If OVR doesn't create separate depth stencil view, create default one.
  963. if (NULL == m_backBufferDepthStencil)
  964. {
  965. D3D11_TEXTURE2D_DESC dsd;
  966. dsd.Width = getBufferWidth();
  967. dsd.Height = getBufferHeight();
  968. dsd.MipLevels = 1;
  969. dsd.ArraySize = 1;
  970. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  971. dsd.SampleDesc = m_scd.SampleDesc;
  972. dsd.Usage = D3D11_USAGE_DEFAULT;
  973. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  974. dsd.CPUAccessFlags = 0;
  975. dsd.MiscFlags = 0;
  976. ID3D11Texture2D* depthStencil;
  977. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  978. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  979. DX_RELEASE(depthStencil, 0);
  980. }
  981. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  982. m_currentColor = m_backBufferColor;
  983. m_currentDepthStencil = m_backBufferDepthStencil;
  984. capturePostReset();
  985. }
  986. static bool isLost(HRESULT _hr)
  987. {
  988. return DXGI_ERROR_DEVICE_REMOVED == _hr
  989. || DXGI_ERROR_DEVICE_HUNG == _hr
  990. || DXGI_ERROR_DEVICE_RESET == _hr
  991. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  992. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  993. ;
  994. }
  995. void flip() BX_OVERRIDE
  996. {
  997. if (NULL != m_swapChain)
  998. {
  999. HRESULT hr = S_OK;
  1000. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  1001. #if BX_PLATFORM_WINRT
  1002. syncInterval = 1; // sync interval of 0 is not supported on WinRT
  1003. #endif
  1004. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1005. {
  1006. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  1007. }
  1008. if (SUCCEEDED(hr) )
  1009. {
  1010. if (!m_ovr.swap() )
  1011. {
  1012. hr = m_swapChain->Present(syncInterval, 0);
  1013. }
  1014. }
  1015. if (FAILED(hr)
  1016. && isLost(hr) )
  1017. {
  1018. ++m_lost;
  1019. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1020. }
  1021. else
  1022. {
  1023. m_lost = 0;
  1024. }
  1025. }
  1026. }
  1027. void invalidateCache()
  1028. {
  1029. m_inputLayoutCache.invalidate();
  1030. m_blendStateCache.invalidate();
  1031. m_depthStencilStateCache.invalidate();
  1032. m_rasterizerStateCache.invalidate();
  1033. m_samplerStateCache.invalidate();
  1034. }
  1035. void invalidateCompute()
  1036. {
  1037. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1038. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1039. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  1040. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1041. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  1042. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1043. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  1044. }
  1045. void updateMsaa()
  1046. {
  1047. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1048. {
  1049. uint32_t msaa = s_checkMsaa[ii];
  1050. uint32_t quality = 0;
  1051. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  1052. if (SUCCEEDED(hr)
  1053. && 0 < quality)
  1054. {
  1055. s_msaa[ii].Count = msaa;
  1056. s_msaa[ii].Quality = quality - 1;
  1057. last = ii;
  1058. }
  1059. else
  1060. {
  1061. s_msaa[ii] = s_msaa[last];
  1062. }
  1063. }
  1064. }
  1065. void updateResolution(const Resolution& _resolution)
  1066. {
  1067. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  1068. uint32_t flags = _resolution.m_flags & ~BGFX_RESET_HMD_RECENTER;
  1069. if ( getBufferWidth() != _resolution.m_width
  1070. || getBufferHeight() != _resolution.m_height
  1071. || m_flags != flags)
  1072. {
  1073. bool resize = true
  1074. && !BX_ENABLED(BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  1075. && (m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  1076. ;
  1077. m_flags = flags;
  1078. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1079. m_textVideoMem.clear();
  1080. m_resolution = _resolution;
  1081. m_resolution.m_flags = flags;
  1082. setBufferSize(_resolution.m_width, _resolution.m_height);
  1083. preReset();
  1084. if (resize)
  1085. {
  1086. DX_CHECK(m_swapChain->ResizeBuffers(2
  1087. , getBufferWidth()
  1088. , getBufferHeight()
  1089. , getBufferFormat()
  1090. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  1091. ) );
  1092. }
  1093. else
  1094. {
  1095. updateMsaa();
  1096. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1097. DX_RELEASE(m_swapChain, 0);
  1098. #if BX_PLATFORM_WINRT
  1099. HRESULT hr;
  1100. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1101. , g_bgfxCoreWindow
  1102. , &m_scd
  1103. , NULL
  1104. , &m_swapChain
  1105. );
  1106. #else
  1107. HRESULT hr;
  1108. hr = m_factory->CreateSwapChain(m_device
  1109. , &m_scd
  1110. , &m_swapChain
  1111. );
  1112. #endif // BX_PLATFORM_WINRT
  1113. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1114. }
  1115. postReset();
  1116. }
  1117. if (recenter)
  1118. {
  1119. m_ovr.recenter();
  1120. }
  1121. }
  1122. void setShaderUniform(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1123. {
  1124. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1125. {
  1126. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1127. m_fsChanges += _numRegs;
  1128. }
  1129. else
  1130. {
  1131. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1132. m_vsChanges += _numRegs;
  1133. }
  1134. }
  1135. void setShaderUniform4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1136. {
  1137. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1138. }
  1139. void setShaderUniform4x4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1140. {
  1141. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1142. }
  1143. void commitShaderConstants()
  1144. {
  1145. if (0 < m_vsChanges)
  1146. {
  1147. if (NULL != m_currentProgram->m_vsh->m_buffer)
  1148. {
  1149. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  1150. }
  1151. m_vsChanges = 0;
  1152. }
  1153. if (0 < m_fsChanges)
  1154. {
  1155. if (NULL != m_currentProgram->m_fsh->m_buffer)
  1156. {
  1157. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  1158. }
  1159. m_fsChanges = 0;
  1160. }
  1161. }
  1162. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1163. {
  1164. BX_UNUSED(_msaa);
  1165. if (!isValid(_fbh) )
  1166. {
  1167. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1168. m_currentColor = m_backBufferColor;
  1169. m_currentDepthStencil = m_backBufferDepthStencil;
  1170. }
  1171. else
  1172. {
  1173. invalidateTextureStage();
  1174. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  1175. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  1176. m_currentColor = frameBuffer.m_rtv[0];
  1177. m_currentDepthStencil = frameBuffer.m_dsv;
  1178. }
  1179. if (isValid(m_fbh)
  1180. && m_fbh.idx != _fbh.idx
  1181. && m_rtMsaa)
  1182. {
  1183. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1184. frameBuffer.resolve();
  1185. }
  1186. m_fbh = _fbh;
  1187. m_rtMsaa = _msaa;
  1188. }
  1189. void clear(const Clear& _clear, const float _palette[][4])
  1190. {
  1191. if (isValid(m_fbh) )
  1192. {
  1193. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1194. frameBuffer.clear(_clear, _palette);
  1195. }
  1196. else
  1197. {
  1198. if (NULL != m_currentColor
  1199. && BGFX_CLEAR_COLOR & _clear.m_flags)
  1200. {
  1201. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1202. {
  1203. uint8_t index = _clear.m_index[0];
  1204. if (UINT8_MAX != index)
  1205. {
  1206. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  1207. }
  1208. }
  1209. else
  1210. {
  1211. float frgba[4] =
  1212. {
  1213. _clear.m_index[0]*1.0f/255.0f,
  1214. _clear.m_index[1]*1.0f/255.0f,
  1215. _clear.m_index[2]*1.0f/255.0f,
  1216. _clear.m_index[3]*1.0f/255.0f,
  1217. };
  1218. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  1219. }
  1220. }
  1221. if (NULL != m_currentDepthStencil
  1222. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  1223. {
  1224. DWORD flags = 0;
  1225. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  1226. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  1227. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  1228. }
  1229. }
  1230. }
  1231. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint8_t _numInstanceData)
  1232. {
  1233. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  1234. layoutHash ^= _numInstanceData;
  1235. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  1236. if (NULL == layout)
  1237. {
  1238. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1239. VertexDecl decl;
  1240. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1241. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  1242. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1243. {
  1244. uint8_t mask = attrMask[ii];
  1245. uint8_t attr = (decl.m_attributes[ii] & mask);
  1246. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  1247. }
  1248. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  1249. uint32_t num = uint32_t(elem-vertexElements);
  1250. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  1251. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1252. {
  1253. uint32_t index = 8-_numInstanceData+ii;
  1254. uint32_t jj;
  1255. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  1256. for (jj = 0; jj < num; ++jj)
  1257. {
  1258. curr = &vertexElements[jj];
  1259. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1260. && curr->SemanticIndex == index)
  1261. {
  1262. break;
  1263. }
  1264. }
  1265. if (jj == num)
  1266. {
  1267. curr = elem;
  1268. ++elem;
  1269. }
  1270. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  1271. curr->InputSlot = 1;
  1272. curr->SemanticIndex = index;
  1273. curr->AlignedByteOffset = ii*16;
  1274. }
  1275. num = uint32_t(elem-vertexElements);
  1276. DX_CHECK(m_device->CreateInputLayout(vertexElements
  1277. , num
  1278. , _program.m_vsh->m_code->data
  1279. , _program.m_vsh->m_code->size
  1280. , &layout
  1281. ) );
  1282. m_inputLayoutCache.add(layoutHash, layout);
  1283. }
  1284. m_deviceCtx->IASetInputLayout(layout);
  1285. }
  1286. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  1287. {
  1288. _state &= 0
  1289. | BGFX_STATE_BLEND_MASK
  1290. | BGFX_STATE_BLEND_EQUATION_MASK
  1291. | BGFX_STATE_BLEND_INDEPENDENT
  1292. | BGFX_STATE_ALPHA_WRITE
  1293. | BGFX_STATE_RGB_WRITE
  1294. ;
  1295. bx::HashMurmur2A murmur;
  1296. murmur.begin();
  1297. murmur.add(_state);
  1298. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  1299. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  1300. bool hasFactor = f0 == (_state & f0)
  1301. || f1 == (_state & f1)
  1302. ;
  1303. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  1304. if (hasFactor)
  1305. {
  1306. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  1307. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  1308. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  1309. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  1310. }
  1311. else
  1312. {
  1313. murmur.add(_rgba);
  1314. }
  1315. uint32_t hash = murmur.end();
  1316. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  1317. if (NULL == bs)
  1318. {
  1319. D3D11_BLEND_DESC desc;
  1320. memset(&desc, 0, sizeof(desc) );
  1321. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1322. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1323. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1324. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  1325. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  1326. const uint32_t srcRGB = (blend )&0xf;
  1327. const uint32_t dstRGB = (blend>> 4)&0xf;
  1328. const uint32_t srcA = (blend>> 8)&0xf;
  1329. const uint32_t dstA = (blend>>12)&0xf;
  1330. const uint32_t equRGB = (equation )&0x7;
  1331. const uint32_t equA = (equation>>3)&0x7;
  1332. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1333. drt->DestBlend = s_blendFactor[dstRGB][0];
  1334. drt->BlendOp = s_blendEquation[equRGB];
  1335. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1336. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1337. drt->BlendOpAlpha = s_blendEquation[equA];
  1338. uint32_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  1339. writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  1340. drt->RenderTargetWriteMask = writeMask;
  1341. if (desc.IndependentBlendEnable)
  1342. {
  1343. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1344. {
  1345. drt = &desc.RenderTarget[ii];
  1346. drt->BlendEnable = 0 != (rgba&0x7ff);
  1347. const uint32_t src = (rgba )&0xf;
  1348. const uint32_t dst = (rgba>>4)&0xf;
  1349. const uint32_t equationIndex = (rgba>>8)&0x7;
  1350. drt->SrcBlend = s_blendFactor[src][0];
  1351. drt->DestBlend = s_blendFactor[dst][0];
  1352. drt->BlendOp = s_blendEquation[equationIndex];
  1353. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1354. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1355. drt->BlendOpAlpha = s_blendEquation[equationIndex];
  1356. drt->RenderTargetWriteMask = writeMask;
  1357. }
  1358. }
  1359. else
  1360. {
  1361. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1362. {
  1363. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  1364. }
  1365. }
  1366. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  1367. m_blendStateCache.add(hash, bs);
  1368. }
  1369. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  1370. }
  1371. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  1372. {
  1373. _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
  1374. uint32_t fstencil = unpackStencil(0, _stencil);
  1375. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  1376. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1377. bx::HashMurmur2A murmur;
  1378. murmur.begin();
  1379. murmur.add(_state);
  1380. murmur.add(_stencil);
  1381. uint32_t hash = murmur.end();
  1382. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  1383. if (NULL == dss)
  1384. {
  1385. D3D11_DEPTH_STENCIL_DESC desc;
  1386. memset(&desc, 0, sizeof(desc) );
  1387. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1388. desc.DepthEnable = 0 != func;
  1389. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  1390. desc.DepthFunc = s_cmpFunc[func];
  1391. uint32_t bstencil = unpackStencil(1, _stencil);
  1392. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1393. bstencil = frontAndBack ? bstencil : fstencil;
  1394. desc.StencilEnable = 0 != _stencil;
  1395. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1396. desc.StencilWriteMask = 0xff;
  1397. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1398. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1399. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1400. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1401. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1402. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1403. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1404. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1405. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  1406. m_depthStencilStateCache.add(hash, dss);
  1407. }
  1408. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  1409. }
  1410. void setDebugWireframe(bool _wireframe)
  1411. {
  1412. if (m_wireframe != _wireframe)
  1413. {
  1414. m_wireframe = _wireframe;
  1415. m_rasterizerStateCache.invalidate();
  1416. }
  1417. }
  1418. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  1419. {
  1420. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  1421. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  1422. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  1423. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  1424. if (NULL == rs)
  1425. {
  1426. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  1427. D3D11_RASTERIZER_DESC desc;
  1428. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  1429. desc.CullMode = s_cullMode[cull];
  1430. desc.FrontCounterClockwise = false;
  1431. desc.DepthBias = 0;
  1432. desc.DepthBiasClamp = 0.0f;
  1433. desc.SlopeScaledDepthBias = 0.0f;
  1434. desc.DepthClipEnable = false;
  1435. desc.ScissorEnable = _scissor;
  1436. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1437. desc.AntialiasedLineEnable = false;
  1438. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  1439. m_rasterizerStateCache.add(_state, rs);
  1440. }
  1441. m_deviceCtx->RSSetState(rs);
  1442. }
  1443. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  1444. {
  1445. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  1446. ID3D11SamplerState* sampler = m_samplerStateCache.find(_flags);
  1447. if (NULL == sampler)
  1448. {
  1449. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  1450. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  1451. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1452. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  1453. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  1454. D3D11_SAMPLER_DESC sd;
  1455. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  1456. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  1457. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  1458. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  1459. sd.MipLODBias = 0.0f;
  1460. sd.MaxAnisotropy = 1;
  1461. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  1462. sd.BorderColor[0] = 0.0f;
  1463. sd.BorderColor[1] = 0.0f;
  1464. sd.BorderColor[2] = 0.0f;
  1465. sd.BorderColor[3] = 0.0f;
  1466. sd.MinLOD = 0;
  1467. sd.MaxLOD = D3D11_FLOAT32_MAX;
  1468. m_device->CreateSamplerState(&sd, &sampler);
  1469. DX_CHECK_REFCOUNT(sampler, 1);
  1470. m_samplerStateCache.add(_flags, sampler);
  1471. }
  1472. return sampler;
  1473. }
  1474. DXGI_FORMAT getBufferFormat()
  1475. {
  1476. #if BX_PLATFORM_WINRT
  1477. return m_scd.Format;
  1478. #else
  1479. return m_scd.BufferDesc.Format;
  1480. #endif
  1481. }
  1482. uint32_t getBufferWidth()
  1483. {
  1484. #if BX_PLATFORM_WINRT
  1485. return m_scd.Width;
  1486. #else
  1487. return m_scd.BufferDesc.Width;
  1488. #endif
  1489. }
  1490. uint32_t getBufferHeight()
  1491. {
  1492. #if BX_PLATFORM_WINRT
  1493. return m_scd.Height;
  1494. #else
  1495. return m_scd.BufferDesc.Height;
  1496. #endif
  1497. }
  1498. void setBufferSize(uint32_t _width, uint32_t _height)
  1499. {
  1500. #if BX_PLATFORM_WINRT
  1501. m_scd.Width = _width;
  1502. m_scd.Height = _height;
  1503. #else
  1504. m_scd.BufferDesc.Width = _width;
  1505. m_scd.BufferDesc.Height = _height;
  1506. #endif
  1507. }
  1508. void commitTextureStage()
  1509. {
  1510. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  1511. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  1512. }
  1513. void invalidateTextureStage()
  1514. {
  1515. m_textureStage.clear();
  1516. commitTextureStage();
  1517. }
  1518. void ovrPostReset()
  1519. {
  1520. #if BGFX_CONFIG_USE_OVR
  1521. if (m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  1522. {
  1523. ovrD3D11Config config;
  1524. config.D3D11.Header.API = ovrRenderAPI_D3D11;
  1525. # if OVR_VERSION > OVR_VERSION_043
  1526. config.D3D11.Header.BackBufferSize.w = m_scd.BufferDesc.Width;
  1527. config.D3D11.Header.BackBufferSize.h = m_scd.BufferDesc.Height;
  1528. config.D3D11.pBackBufferUAV = NULL;
  1529. # else
  1530. config.D3D11.Header.RTSize.w = m_scd.BufferDesc.Width;
  1531. config.D3D11.Header.RTSize.h = m_scd.BufferDesc.Height;
  1532. # endif // OVR_VERSION > OVR_VERSION_042
  1533. config.D3D11.Header.Multisample = 0;
  1534. config.D3D11.pDevice = m_device;
  1535. config.D3D11.pDeviceContext = m_deviceCtx;
  1536. config.D3D11.pBackBufferRT = m_backBufferColor;
  1537. config.D3D11.pSwapChain = m_swapChain;
  1538. if (m_ovr.postReset(g_bgfxHwnd, &config.Config, !!(m_flags & BGFX_RESET_HMD_DEBUG) ) )
  1539. {
  1540. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1541. const Memory* mem = alloc(size);
  1542. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1543. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1544. bx::write(&writer, magic);
  1545. TextureCreate tc;
  1546. tc.m_flags = BGFX_TEXTURE_RT;
  1547. tc.m_width = m_ovr.m_rtSize.w;
  1548. tc.m_height = m_ovr.m_rtSize.h;
  1549. tc.m_sides = 0;
  1550. tc.m_depth = 0;
  1551. tc.m_numMips = 1;
  1552. tc.m_format = uint8_t(bgfx::TextureFormat::BGRA8);
  1553. tc.m_cubeMap = false;
  1554. tc.m_mem = NULL;
  1555. bx::write(&writer, tc);
  1556. m_ovrRT.create(mem, tc.m_flags, 0);
  1557. release(mem);
  1558. DX_CHECK(m_device->CreateRenderTargetView(m_ovrRT.m_ptr, NULL, &m_ovrRtv) );
  1559. D3D11_TEXTURE2D_DESC dsd;
  1560. dsd.Width = m_ovr.m_rtSize.w;
  1561. dsd.Height = m_ovr.m_rtSize.h;
  1562. dsd.MipLevels = 1;
  1563. dsd.ArraySize = 1;
  1564. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1565. dsd.SampleDesc = m_scd.SampleDesc;
  1566. dsd.Usage = D3D11_USAGE_DEFAULT;
  1567. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1568. dsd.CPUAccessFlags = 0;
  1569. dsd.MiscFlags = 0;
  1570. ID3D11Texture2D* depthStencil;
  1571. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1572. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_ovrDsv) );
  1573. DX_RELEASE(depthStencil, 0);
  1574. ovrD3D11Texture texture;
  1575. texture.D3D11.Header.API = ovrRenderAPI_D3D11;
  1576. texture.D3D11.Header.TextureSize = m_ovr.m_rtSize;
  1577. texture.D3D11.pTexture = m_ovrRT.m_texture2d;
  1578. texture.D3D11.pSRView = m_ovrRT.m_srv;
  1579. m_ovr.postReset(texture.Texture);
  1580. bx::swap(m_ovrRtv, m_backBufferColor);
  1581. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  1582. bx::swap(m_ovrDsv, m_backBufferDepthStencil);
  1583. }
  1584. }
  1585. #endif // BGFX_CONFIG_USE_OVR
  1586. }
  1587. void ovrPreReset()
  1588. {
  1589. #if BGFX_CONFIG_USE_OVR
  1590. m_ovr.preReset();
  1591. if (NULL != m_ovrRtv)
  1592. {
  1593. bx::swap(m_ovrRtv, m_backBufferColor);
  1594. bx::swap(m_ovrDsv, m_backBufferDepthStencil);
  1595. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  1596. DX_RELEASE(m_ovrRtv, 0);
  1597. DX_RELEASE(m_ovrDsv, 0);
  1598. m_ovrRT.destroy();
  1599. }
  1600. #endif // BGFX_CONFIG_USE_OVR
  1601. }
  1602. void capturePostReset()
  1603. {
  1604. if (m_flags&BGFX_RESET_CAPTURE)
  1605. {
  1606. ID3D11Texture2D* backBuffer;
  1607. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  1608. D3D11_TEXTURE2D_DESC backBufferDesc;
  1609. backBuffer->GetDesc(&backBufferDesc);
  1610. D3D11_TEXTURE2D_DESC desc;
  1611. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1612. desc.SampleDesc.Count = 1;
  1613. desc.SampleDesc.Quality = 0;
  1614. desc.Usage = D3D11_USAGE_STAGING;
  1615. desc.BindFlags = 0;
  1616. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1617. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  1618. if (SUCCEEDED(hr) )
  1619. {
  1620. if (backBufferDesc.SampleDesc.Count != 1)
  1621. {
  1622. desc.Usage = D3D11_USAGE_DEFAULT;
  1623. desc.CPUAccessFlags = 0;
  1624. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  1625. }
  1626. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  1627. }
  1628. DX_RELEASE(backBuffer, 0);
  1629. }
  1630. }
  1631. void capturePreReset()
  1632. {
  1633. if (NULL != m_captureTexture)
  1634. {
  1635. g_callback->captureEnd();
  1636. }
  1637. DX_RELEASE(m_captureResolve, 0);
  1638. DX_RELEASE(m_captureTexture, 0);
  1639. }
  1640. void capture()
  1641. {
  1642. if (NULL != m_captureTexture)
  1643. {
  1644. ID3D11Texture2D* backBuffer;
  1645. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  1646. if (NULL == m_captureResolve)
  1647. {
  1648. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  1649. }
  1650. else
  1651. {
  1652. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat());
  1653. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  1654. }
  1655. D3D11_MAPPED_SUBRESOURCE mapped;
  1656. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  1657. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  1658. m_deviceCtx->Unmap(m_captureTexture, 0);
  1659. DX_RELEASE(backBuffer, 0);
  1660. }
  1661. }
  1662. void commit(ConstantBuffer& _constantBuffer)
  1663. {
  1664. _constantBuffer.reset();
  1665. for (;;)
  1666. {
  1667. uint32_t opcode = _constantBuffer.read();
  1668. if (UniformType::End == opcode)
  1669. {
  1670. break;
  1671. }
  1672. UniformType::Enum type;
  1673. uint16_t loc;
  1674. uint16_t num;
  1675. uint16_t copy;
  1676. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1677. const char* data;
  1678. if (copy)
  1679. {
  1680. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  1681. }
  1682. else
  1683. {
  1684. UniformHandle handle;
  1685. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1686. data = (const char*)m_uniforms[handle.idx];
  1687. }
  1688. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1689. case UniformType::_uniform: \
  1690. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1691. { \
  1692. setShaderUniform(type, loc, data, num); \
  1693. } \
  1694. break;
  1695. switch ( (int32_t)type)
  1696. {
  1697. case UniformType::Uniform3x3fv:
  1698. case UniformType::Uniform3x3fv|BGFX_UNIFORM_FRAGMENTBIT: \
  1699. {
  1700. float* value = (float*)data;
  1701. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  1702. {
  1703. Matrix4 mtx;
  1704. mtx.un.val[ 0] = value[0];
  1705. mtx.un.val[ 1] = value[1];
  1706. mtx.un.val[ 2] = value[2];
  1707. mtx.un.val[ 3] = 0.0f;
  1708. mtx.un.val[ 4] = value[3];
  1709. mtx.un.val[ 5] = value[4];
  1710. mtx.un.val[ 6] = value[5];
  1711. mtx.un.val[ 7] = 0.0f;
  1712. mtx.un.val[ 8] = value[6];
  1713. mtx.un.val[ 9] = value[7];
  1714. mtx.un.val[10] = value[8];
  1715. mtx.un.val[11] = 0.0f;
  1716. setShaderUniform(type, loc, &mtx.un.val[0], 3);
  1717. }
  1718. }
  1719. break;
  1720. CASE_IMPLEMENT_UNIFORM(Uniform1i, I, int);
  1721. CASE_IMPLEMENT_UNIFORM(Uniform1f, F, float);
  1722. CASE_IMPLEMENT_UNIFORM(Uniform1iv, I, int);
  1723. CASE_IMPLEMENT_UNIFORM(Uniform1fv, F, float);
  1724. CASE_IMPLEMENT_UNIFORM(Uniform2fv, F, float);
  1725. CASE_IMPLEMENT_UNIFORM(Uniform3fv, F, float);
  1726. CASE_IMPLEMENT_UNIFORM(Uniform4fv, F, float);
  1727. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, F, float);
  1728. case UniformType::End:
  1729. break;
  1730. default:
  1731. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  1732. break;
  1733. }
  1734. #undef CASE_IMPLEMENT_UNIFORM
  1735. }
  1736. }
  1737. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  1738. {
  1739. uint32_t width = getBufferWidth();
  1740. uint32_t height = getBufferHeight();
  1741. if (0 == _rect.m_x
  1742. && 0 == _rect.m_y
  1743. && width == _rect.m_width
  1744. && height == _rect.m_height)
  1745. {
  1746. clear(_clear, _palette);
  1747. }
  1748. else
  1749. {
  1750. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1751. uint64_t state = 0;
  1752. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  1753. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  1754. uint64_t stencil = 0;
  1755. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  1756. | BGFX_STENCIL_TEST_ALWAYS
  1757. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  1758. | BGFX_STENCIL_FUNC_RMASK(0xff)
  1759. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  1760. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  1761. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  1762. : 0
  1763. ;
  1764. setBlendState(state);
  1765. setDepthStencilState(state, stencil);
  1766. setRasterizerState(state);
  1767. uint32_t numMrt = 1;
  1768. FrameBufferHandle fbh = m_fbh;
  1769. if (isValid(fbh) )
  1770. {
  1771. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  1772. numMrt = bx::uint32_max(1, fb.m_num);
  1773. }
  1774. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  1775. m_currentProgram = &program;
  1776. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1777. deviceCtx->VSSetConstantBuffers(0, 0, NULL);
  1778. if (NULL != m_currentColor)
  1779. {
  1780. const ShaderD3D11* fsh = program.m_fsh;
  1781. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  1782. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  1783. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1784. {
  1785. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  1786. for (uint32_t ii = 0; ii < numMrt; ++ii)
  1787. {
  1788. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_CLEAR_COLOR_PALETTE-1, _clear.m_index[ii]);
  1789. memcpy(mrtClear[ii], _palette[index], 16);
  1790. }
  1791. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  1792. }
  1793. else
  1794. {
  1795. float rgba[4] =
  1796. {
  1797. _clear.m_index[0]*1.0f/255.0f,
  1798. _clear.m_index[1]*1.0f/255.0f,
  1799. _clear.m_index[2]*1.0f/255.0f,
  1800. _clear.m_index[3]*1.0f/255.0f,
  1801. };
  1802. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  1803. }
  1804. }
  1805. else
  1806. {
  1807. deviceCtx->PSSetShader(NULL, NULL, 0);
  1808. }
  1809. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  1810. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  1811. const uint32_t stride = vertexDecl.m_stride;
  1812. const uint32_t offset = 0;
  1813. {
  1814. struct Vertex
  1815. {
  1816. float m_x;
  1817. float m_y;
  1818. float m_z;
  1819. };
  1820. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  1821. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  1822. const float depth = _clear.m_depth;
  1823. vertex->m_x = -1.0f;
  1824. vertex->m_y = -1.0f;
  1825. vertex->m_z = depth;
  1826. vertex++;
  1827. vertex->m_x = 1.0f;
  1828. vertex->m_y = -1.0f;
  1829. vertex->m_z = depth;
  1830. vertex++;
  1831. vertex->m_x = -1.0f;
  1832. vertex->m_y = 1.0f;
  1833. vertex->m_z = depth;
  1834. vertex++;
  1835. vertex->m_x = 1.0f;
  1836. vertex->m_y = 1.0f;
  1837. vertex->m_z = depth;
  1838. }
  1839. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  1840. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1841. setInputLayout(vertexDecl, program, 0);
  1842. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  1843. deviceCtx->Draw(4, 0);
  1844. }
  1845. }
  1846. #if USE_D3D11_DYNAMIC_LIB
  1847. void* m_d3d9dll;
  1848. void* m_d3d11dll;
  1849. void* m_dxgidll;
  1850. #endif // USE_D3D11_DYNAMIC_LIB
  1851. void* m_renderdocdll;
  1852. D3D_DRIVER_TYPE m_driverType;
  1853. IDXGIAdapter* m_adapter;
  1854. DXGI_ADAPTER_DESC m_adapterDesc;
  1855. #if BX_PLATFORM_WINRT
  1856. IDXGIFactory2* m_factory;
  1857. IDXGISwapChain1* m_swapChain;
  1858. #else
  1859. IDXGIFactory* m_factory;
  1860. IDXGISwapChain* m_swapChain;
  1861. #endif
  1862. uint16_t m_lost;
  1863. uint16_t m_numWindows;
  1864. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1865. ID3D11Device* m_device;
  1866. ID3D11DeviceContext* m_deviceCtx;
  1867. ID3D11RenderTargetView* m_backBufferColor;
  1868. ID3D11DepthStencilView* m_backBufferDepthStencil;
  1869. ID3D11RenderTargetView* m_currentColor;
  1870. ID3D11DepthStencilView* m_currentDepthStencil;
  1871. ID3D11Texture2D* m_captureTexture;
  1872. ID3D11Texture2D* m_captureResolve;
  1873. Resolution m_resolution;
  1874. bool m_wireframe;
  1875. #if BX_PLATFORM_WINRT
  1876. DXGI_SWAP_CHAIN_DESC1 m_scd;
  1877. #else
  1878. DXGI_SWAP_CHAIN_DESC m_scd;
  1879. #endif
  1880. uint32_t m_flags;
  1881. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1882. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1883. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  1884. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1885. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1886. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  1887. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1888. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1889. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  1890. UniformRegistry m_uniformReg;
  1891. StateCacheT<ID3D11BlendState> m_blendStateCache;
  1892. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  1893. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  1894. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  1895. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  1896. TextVideoMem m_textVideoMem;
  1897. TextureStage m_textureStage;
  1898. ProgramD3D11* m_currentProgram;
  1899. uint8_t m_vsScratch[64<<10];
  1900. uint8_t m_fsScratch[64<<10];
  1901. uint32_t m_vsChanges;
  1902. uint32_t m_fsChanges;
  1903. FrameBufferHandle m_fbh;
  1904. bool m_rtMsaa;
  1905. OVR m_ovr;
  1906. TextureD3D11 m_ovrRT;
  1907. ID3D11RenderTargetView* m_ovrRtv;
  1908. ID3D11DepthStencilView* m_ovrDsv;
  1909. };
  1910. static RendererContextD3D11* s_renderD3D11;
  1911. RendererContextI* rendererCreateD3D11()
  1912. {
  1913. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  1914. s_renderD3D11->init();
  1915. return s_renderD3D11;
  1916. }
  1917. void rendererDestroyD3D11()
  1918. {
  1919. s_renderD3D11->shutdown();
  1920. BX_DELETE(g_allocator, s_renderD3D11);
  1921. s_renderD3D11 = NULL;
  1922. }
  1923. void BufferD3D11::create(uint32_t _size, void* _data, uint8_t _flags, uint16_t _stride, bool _vertex)
  1924. {
  1925. m_uav = NULL;
  1926. m_size = _size;
  1927. const bool needUav = 0 != (_flags & BGFX_BUFFER_COMPUTE_WRITE);
  1928. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  1929. m_dynamic = NULL == _data && !needUav;
  1930. D3D11_BUFFER_DESC desc;
  1931. desc.ByteWidth = _size;
  1932. desc.BindFlags = 0
  1933. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  1934. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  1935. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  1936. ;
  1937. desc.MiscFlags = 0;
  1938. desc.StructureByteStride = 0;
  1939. DXGI_FORMAT format = _vertex
  1940. ? DXGI_FORMAT_R32G32B32A32_FLOAT
  1941. : DXGI_FORMAT_R16_UINT
  1942. ;
  1943. ID3D11Device* device = s_renderD3D11->m_device;
  1944. if (needUav)
  1945. {
  1946. desc.Usage = D3D11_USAGE_DEFAULT;
  1947. desc.CPUAccessFlags = 0;
  1948. desc.StructureByteStride = _stride;
  1949. DX_CHECK(device->CreateBuffer(&desc
  1950. , NULL
  1951. , &m_ptr
  1952. ));
  1953. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  1954. uavd.Format = format;
  1955. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  1956. uavd.Buffer.FirstElement = 0;
  1957. uavd.Buffer.NumElements = m_size / 16;
  1958. uavd.Buffer.Flags = 0;
  1959. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  1960. , &uavd
  1961. , &m_uav
  1962. ));
  1963. }
  1964. else if (m_dynamic)
  1965. {
  1966. desc.Usage = D3D11_USAGE_DYNAMIC;
  1967. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1968. DX_CHECK(device->CreateBuffer(&desc
  1969. , NULL
  1970. , &m_ptr
  1971. ));
  1972. }
  1973. else
  1974. {
  1975. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1976. desc.CPUAccessFlags = 0;
  1977. D3D11_SUBRESOURCE_DATA srd;
  1978. srd.pSysMem = _data;
  1979. srd.SysMemPitch = 0;
  1980. srd.SysMemSlicePitch = 0;
  1981. DX_CHECK(device->CreateBuffer(&desc
  1982. , &srd
  1983. , &m_ptr
  1984. ));
  1985. }
  1986. if (needSrv)
  1987. {
  1988. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  1989. srvd.Format = format;
  1990. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  1991. srvd.Buffer.FirstElement = 0;
  1992. srvd.Buffer.NumElements = m_size / 16;
  1993. DX_CHECK(device->CreateShaderResourceView(m_ptr
  1994. , &srvd
  1995. , &m_srv
  1996. ));
  1997. }
  1998. }
  1999. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  2000. {
  2001. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2002. BX_CHECK(m_dynamic, "Must be dynamic!");
  2003. D3D11_MAPPED_SUBRESOURCE mapped;
  2004. D3D11_MAP type = m_dynamic && ( (0 == _offset && m_size == _size) || _discard)
  2005. ? D3D11_MAP_WRITE_DISCARD
  2006. : D3D11_MAP_WRITE_NO_OVERWRITE
  2007. ;
  2008. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped));
  2009. memcpy((uint8_t*)mapped.pData + _offset, _data, _size);
  2010. deviceCtx->Unmap(m_ptr, 0);
  2011. }
  2012. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint8_t _flags)
  2013. {
  2014. m_decl = _declHandle;
  2015. uint16_t stride = isValid(_declHandle)
  2016. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  2017. : 0
  2018. ;
  2019. BufferD3D11::create(_size, _data, _flags, stride);
  2020. }
  2021. void ShaderD3D11::create(const Memory* _mem)
  2022. {
  2023. bx::MemoryReader reader(_mem->data, _mem->size);
  2024. uint32_t magic;
  2025. bx::read(&reader, magic);
  2026. switch (magic)
  2027. {
  2028. case BGFX_CHUNK_MAGIC_CSH:
  2029. case BGFX_CHUNK_MAGIC_FSH:
  2030. case BGFX_CHUNK_MAGIC_VSH:
  2031. break;
  2032. default:
  2033. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2034. break;
  2035. }
  2036. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2037. uint32_t iohash;
  2038. bx::read(&reader, iohash);
  2039. uint16_t count;
  2040. bx::read(&reader, count);
  2041. m_numPredefined = 0;
  2042. m_numUniforms = count;
  2043. BX_TRACE("%s Shader consts %d"
  2044. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  2045. , count
  2046. );
  2047. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  2048. if (0 < count)
  2049. {
  2050. for (uint32_t ii = 0; ii < count; ++ii)
  2051. {
  2052. uint8_t nameSize;
  2053. bx::read(&reader, nameSize);
  2054. char name[256];
  2055. bx::read(&reader, &name, nameSize);
  2056. name[nameSize] = '\0';
  2057. uint8_t type;
  2058. bx::read(&reader, type);
  2059. uint8_t num;
  2060. bx::read(&reader, num);
  2061. uint16_t regIndex;
  2062. bx::read(&reader, regIndex);
  2063. uint16_t regCount;
  2064. bx::read(&reader, regCount);
  2065. const char* kind = "invalid";
  2066. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2067. if (PredefinedUniform::Count != predefined)
  2068. {
  2069. kind = "predefined";
  2070. m_predefined[m_numPredefined].m_loc = regIndex;
  2071. m_predefined[m_numPredefined].m_count = regCount;
  2072. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  2073. m_numPredefined++;
  2074. }
  2075. else
  2076. {
  2077. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  2078. if (NULL != info)
  2079. {
  2080. if (NULL == m_constantBuffer)
  2081. {
  2082. m_constantBuffer = ConstantBuffer::create(1024);
  2083. }
  2084. kind = "user";
  2085. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2086. }
  2087. }
  2088. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2089. , kind
  2090. , name
  2091. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
  2092. , num
  2093. , regIndex
  2094. , regCount
  2095. );
  2096. BX_UNUSED(kind);
  2097. }
  2098. if (NULL != m_constantBuffer)
  2099. {
  2100. m_constantBuffer->finish();
  2101. }
  2102. }
  2103. uint16_t shaderSize;
  2104. bx::read(&reader, shaderSize);
  2105. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2106. bx::skip(&reader, shaderSize+1);
  2107. if (BGFX_CHUNK_MAGIC_FSH == magic)
  2108. {
  2109. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  2110. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  2111. }
  2112. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  2113. {
  2114. m_hash = bx::hashMurmur2A(code, shaderSize);
  2115. m_code = copy(code, shaderSize);
  2116. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  2117. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  2118. }
  2119. else
  2120. {
  2121. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  2122. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  2123. }
  2124. uint8_t numAttrs;
  2125. bx::read(&reader, numAttrs);
  2126. memset(m_attrMask, 0, sizeof(m_attrMask));
  2127. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  2128. {
  2129. uint16_t id;
  2130. bx::read(&reader, id);
  2131. Attrib::Enum attr = idToAttrib(id);
  2132. if (Attrib::Count != attr)
  2133. {
  2134. m_attrMask[attr] = 0xff;
  2135. }
  2136. }
  2137. uint16_t size;
  2138. bx::read(&reader, size);
  2139. if (0 < size)
  2140. {
  2141. D3D11_BUFFER_DESC desc;
  2142. desc.ByteWidth = size;
  2143. desc.Usage = D3D11_USAGE_DEFAULT;
  2144. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  2145. desc.CPUAccessFlags = 0;
  2146. desc.MiscFlags = 0;
  2147. desc.StructureByteStride = 0;
  2148. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  2149. }
  2150. }
  2151. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2152. {
  2153. m_sampler = s_renderD3D11->getSamplerState(_flags);
  2154. ImageContainer imageContainer;
  2155. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2156. {
  2157. uint8_t numMips = imageContainer.m_numMips;
  2158. const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
  2159. numMips -= startLod;
  2160. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2161. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2162. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2163. m_flags = _flags;
  2164. m_requestedFormat = (uint8_t)imageContainer.m_format;
  2165. m_textureFormat = (uint8_t)imageContainer.m_format;
  2166. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  2167. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  2168. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2169. if (convert)
  2170. {
  2171. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2172. bpp = 32;
  2173. }
  2174. if (imageContainer.m_cubeMap)
  2175. {
  2176. m_type = TextureCube;
  2177. }
  2178. else if (imageContainer.m_depth > 1)
  2179. {
  2180. m_type = Texture3D;
  2181. }
  2182. else
  2183. {
  2184. m_type = Texture2D;
  2185. }
  2186. m_numMips = numMips;
  2187. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  2188. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  2189. uint32_t kk = 0;
  2190. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2191. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2192. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  2193. , this - s_renderD3D11->m_textures
  2194. , getName( (TextureFormat::Enum)m_textureFormat)
  2195. , getName( (TextureFormat::Enum)m_requestedFormat)
  2196. , textureWidth
  2197. , textureHeight
  2198. , imageContainer.m_cubeMap ? "x6" : ""
  2199. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2200. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  2201. );
  2202. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2203. {
  2204. uint32_t width = textureWidth;
  2205. uint32_t height = textureHeight;
  2206. uint32_t depth = imageContainer.m_depth;
  2207. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2208. {
  2209. width = bx::uint32_max(1, width);
  2210. height = bx::uint32_max(1, height);
  2211. depth = bx::uint32_max(1, depth);
  2212. ImageMip mip;
  2213. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2214. {
  2215. srd[kk].pSysMem = mip.m_data;
  2216. if (convert)
  2217. {
  2218. uint32_t srcpitch = mip.m_width*bpp/8;
  2219. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  2220. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  2221. srd[kk].pSysMem = temp;
  2222. srd[kk].SysMemPitch = srcpitch;
  2223. }
  2224. else if (compressed)
  2225. {
  2226. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  2227. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  2228. }
  2229. else
  2230. {
  2231. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  2232. }
  2233. if (swizzle)
  2234. {
  2235. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  2236. }
  2237. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  2238. ++kk;
  2239. }
  2240. width >>= 1;
  2241. height >>= 1;
  2242. depth >>= 1;
  2243. }
  2244. }
  2245. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  2246. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2247. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2248. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2249. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2250. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2251. memset(&srvd, 0, sizeof(srvd) );
  2252. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  2253. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  2254. if (swizzle)
  2255. {
  2256. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2257. srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2258. }
  2259. switch (m_type)
  2260. {
  2261. case Texture2D:
  2262. case TextureCube:
  2263. {
  2264. D3D11_TEXTURE2D_DESC desc;
  2265. desc.Width = textureWidth;
  2266. desc.Height = textureHeight;
  2267. desc.MipLevels = numMips;
  2268. desc.Format = format;
  2269. desc.SampleDesc = msaa;
  2270. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2271. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  2272. desc.CPUAccessFlags = 0;
  2273. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  2274. {
  2275. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  2276. desc.Usage = D3D11_USAGE_DEFAULT;
  2277. }
  2278. else if (renderTarget)
  2279. {
  2280. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  2281. desc.Usage = D3D11_USAGE_DEFAULT;
  2282. }
  2283. if (computeWrite)
  2284. {
  2285. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2286. desc.Usage = D3D11_USAGE_DEFAULT;
  2287. }
  2288. if (imageContainer.m_cubeMap)
  2289. {
  2290. desc.ArraySize = 6;
  2291. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  2292. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2293. srvd.TextureCube.MipLevels = numMips;
  2294. }
  2295. else
  2296. {
  2297. desc.ArraySize = 1;
  2298. desc.MiscFlags = 0;
  2299. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  2300. srvd.Texture2D.MipLevels = numMips;
  2301. }
  2302. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  2303. }
  2304. break;
  2305. case Texture3D:
  2306. {
  2307. D3D11_TEXTURE3D_DESC desc;
  2308. desc.Width = textureWidth;
  2309. desc.Height = textureHeight;
  2310. desc.Depth = imageContainer.m_depth;
  2311. desc.MipLevels = imageContainer.m_numMips;
  2312. desc.Format = format;
  2313. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2314. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  2315. desc.CPUAccessFlags = 0;
  2316. desc.MiscFlags = 0;
  2317. if (computeWrite)
  2318. {
  2319. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2320. desc.Usage = D3D11_USAGE_DEFAULT;
  2321. }
  2322. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2323. srvd.Texture3D.MipLevels = numMips;
  2324. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  2325. }
  2326. break;
  2327. }
  2328. if (!bufferOnly)
  2329. {
  2330. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  2331. }
  2332. if (computeWrite)
  2333. {
  2334. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  2335. }
  2336. if (convert
  2337. && 0 != kk)
  2338. {
  2339. kk = 0;
  2340. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2341. {
  2342. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2343. {
  2344. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  2345. ++kk;
  2346. }
  2347. }
  2348. }
  2349. }
  2350. }
  2351. void TextureD3D11::destroy()
  2352. {
  2353. DX_RELEASE(m_srv, 0);
  2354. DX_RELEASE(m_uav, 0);
  2355. DX_RELEASE(m_ptr, 0);
  2356. }
  2357. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2358. {
  2359. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2360. D3D11_BOX box;
  2361. box.left = _rect.m_x;
  2362. box.top = _rect.m_y;
  2363. box.right = box.left + _rect.m_width;
  2364. box.bottom = box.top + _rect.m_height;
  2365. box.front = _z;
  2366. box.back = box.front + _depth;
  2367. const uint32_t subres = _mip + (_side * m_numMips);
  2368. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2369. const uint32_t rectpitch = _rect.m_width*bpp/8;
  2370. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2371. const bool convert = m_textureFormat != m_requestedFormat;
  2372. uint8_t* data = _mem->data;
  2373. uint8_t* temp = NULL;
  2374. if (convert)
  2375. {
  2376. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  2377. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  2378. data = temp;
  2379. }
  2380. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  2381. if (NULL != temp)
  2382. {
  2383. BX_FREE(g_allocator, temp);
  2384. }
  2385. }
  2386. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags)
  2387. {
  2388. TextureStage& ts = s_renderD3D11->m_textureStage;
  2389. ts.m_srv[_stage] = m_srv;
  2390. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  2391. ? s_renderD3D11->getSamplerState(_flags)
  2392. : m_sampler
  2393. ;
  2394. }
  2395. void TextureD3D11::resolve()
  2396. {
  2397. }
  2398. void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
  2399. {
  2400. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  2401. {
  2402. m_rtv[ii] = NULL;
  2403. }
  2404. m_dsv = NULL;
  2405. m_swapChain = NULL;
  2406. m_num = 0;
  2407. for (uint32_t ii = 0; ii < _num; ++ii)
  2408. {
  2409. TextureHandle handle = _handles[ii];
  2410. if (isValid(handle) )
  2411. {
  2412. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  2413. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  2414. {
  2415. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  2416. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2417. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2418. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  2419. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  2420. dsvDesc.ViewDimension = 1 < msaa.Count ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
  2421. dsvDesc.Flags = 0;
  2422. dsvDesc.Texture2D.MipSlice = 0;
  2423. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  2424. }
  2425. else
  2426. {
  2427. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  2428. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  2429. m_num++;
  2430. }
  2431. }
  2432. }
  2433. }
  2434. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  2435. {
  2436. BX_UNUSED(_depthFormat);
  2437. DXGI_SWAP_CHAIN_DESC scd;
  2438. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  2439. scd.BufferDesc.Width = _width;
  2440. scd.BufferDesc.Height = _height;
  2441. scd.OutputWindow = (HWND)_nwh;
  2442. HRESULT hr;
  2443. hr = s_renderD3D11->m_factory->CreateSwapChain(s_renderD3D11->m_device
  2444. , &scd
  2445. , &m_swapChain
  2446. );
  2447. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  2448. ID3D11Resource* ptr;
  2449. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr));
  2450. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  2451. DX_RELEASE(ptr, 0);
  2452. m_srv[0] = NULL;
  2453. m_dsv = NULL;
  2454. m_denseIdx = _denseIdx;
  2455. m_num = 1;
  2456. }
  2457. uint16_t FrameBufferD3D11::destroy()
  2458. {
  2459. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2460. {
  2461. DX_RELEASE(m_srv[ii], 0);
  2462. DX_RELEASE(m_rtv[ii], 0);
  2463. }
  2464. DX_RELEASE(m_dsv, 0);
  2465. DX_RELEASE(m_swapChain, 0);
  2466. m_num = 0;
  2467. uint16_t denseIdx = m_denseIdx;
  2468. m_denseIdx = UINT16_MAX;
  2469. return denseIdx;
  2470. }
  2471. void FrameBufferD3D11::resolve()
  2472. {
  2473. }
  2474. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  2475. {
  2476. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2477. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  2478. {
  2479. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2480. {
  2481. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2482. {
  2483. uint8_t index = _clear.m_index[ii];
  2484. if (NULL != m_rtv[ii]
  2485. && UINT8_MAX != index)
  2486. {
  2487. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  2488. }
  2489. }
  2490. }
  2491. else
  2492. {
  2493. float frgba[4] =
  2494. {
  2495. _clear.m_index[0]*1.0f/255.0f,
  2496. _clear.m_index[1]*1.0f/255.0f,
  2497. _clear.m_index[2]*1.0f/255.0f,
  2498. _clear.m_index[3]*1.0f/255.0f,
  2499. };
  2500. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2501. {
  2502. if (NULL != m_rtv[ii])
  2503. {
  2504. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  2505. }
  2506. }
  2507. }
  2508. }
  2509. if (NULL != m_dsv
  2510. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2511. {
  2512. DWORD flags = 0;
  2513. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2514. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2515. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  2516. }
  2517. }
  2518. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  2519. {
  2520. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  2521. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2522. updateResolution(_render->m_resolution);
  2523. int64_t elapsed = -bx::getHPCounter();
  2524. int64_t captureElapsed = 0;
  2525. if (0 < _render->m_iboffset)
  2526. {
  2527. TransientIndexBuffer* ib = _render->m_transientIb;
  2528. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  2529. }
  2530. if (0 < _render->m_vboffset)
  2531. {
  2532. TransientVertexBuffer* vb = _render->m_transientVb;
  2533. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  2534. }
  2535. _render->sort();
  2536. RenderDraw currentState;
  2537. currentState.clear();
  2538. currentState.m_flags = BGFX_STATE_NONE;
  2539. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2540. const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
  2541. _render->m_hmdEnabled = hmdEnabled;
  2542. if (hmdEnabled)
  2543. {
  2544. HMD& hmd = _render->m_hmd;
  2545. m_ovr.getEyePose(hmd);
  2546. }
  2547. ViewState viewState(_render, hmdEnabled);
  2548. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  2549. bool scissorEnabled = false;
  2550. setDebugWireframe(wireframe);
  2551. uint16_t programIdx = invalidHandle;
  2552. SortKey key;
  2553. uint8_t view = 0xff;
  2554. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  2555. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  2556. uint8_t primIndex = uint8_t(primType>>BGFX_STATE_PT_SHIFT);
  2557. PrimInfo prim = s_primInfo[primIndex];
  2558. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2559. bool wasCompute = false;
  2560. bool viewHasScissor = false;
  2561. Rect viewScissorRect;
  2562. viewScissorRect.clear();
  2563. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  2564. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  2565. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  2566. uint32_t statsNumIndices = 0;
  2567. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  2568. {
  2569. bool viewRestart = false;
  2570. uint8_t eye = 0;
  2571. uint8_t restartState = 0;
  2572. viewState.m_rect = _render->m_rect[0];
  2573. int32_t numItems = _render->m_num;
  2574. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  2575. {
  2576. const bool isCompute = key.decode(_render->m_sortKeys[item]);
  2577. const bool viewChanged = 0
  2578. || key.m_view != view
  2579. || item == numItems
  2580. ;
  2581. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  2582. ++item;
  2583. if (viewChanged)
  2584. {
  2585. if (1 == restartState)
  2586. {
  2587. restartState = 2;
  2588. item = restartItem;
  2589. restartItem = numItems;
  2590. view = 0xff;
  2591. continue;
  2592. }
  2593. view = key.m_view;
  2594. programIdx = invalidHandle;
  2595. if (_render->m_fb[view].idx != fbh.idx)
  2596. {
  2597. fbh = _render->m_fb[view];
  2598. setFrameBuffer(fbh);
  2599. }
  2600. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  2601. viewRestart &= hmdEnabled;
  2602. if (viewRestart)
  2603. {
  2604. if (0 == restartState)
  2605. {
  2606. restartState = 1;
  2607. restartItem = item - 1;
  2608. }
  2609. eye = (restartState - 1) & 1;
  2610. restartState &= 1;
  2611. }
  2612. else
  2613. {
  2614. eye = 0;
  2615. }
  2616. PIX_ENDEVENT();
  2617. viewState.m_rect = _render->m_rect[view];
  2618. if (viewRestart)
  2619. {
  2620. wchar_t* viewNameW = s_viewNameW[view];
  2621. viewNameW[3] = eye ? L'R' : L'L';
  2622. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  2623. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  2624. viewState.m_rect.m_width /= 2;
  2625. }
  2626. else
  2627. {
  2628. wchar_t* viewNameW = s_viewNameW[view];
  2629. viewNameW[3] = L' ';
  2630. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  2631. }
  2632. const Rect& scissorRect = _render->m_scissor[view];
  2633. viewHasScissor = !scissorRect.isZero();
  2634. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  2635. D3D11_VIEWPORT vp;
  2636. vp.TopLeftX = viewState.m_rect.m_x;
  2637. vp.TopLeftY = viewState.m_rect.m_y;
  2638. vp.Width = viewState.m_rect.m_width;
  2639. vp.Height = viewState.m_rect.m_height;
  2640. vp.MinDepth = 0.0f;
  2641. vp.MaxDepth = 1.0f;
  2642. deviceCtx->RSSetViewports(1, &vp);
  2643. Clear& clear = _render->m_clear[view];
  2644. if (BGFX_CLEAR_NONE != (clear.m_flags & BGFX_CLEAR_MASK) )
  2645. {
  2646. clearQuad(_clearQuad, viewState.m_rect, clear, _render->m_clearColor);
  2647. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  2648. }
  2649. }
  2650. if (isCompute)
  2651. {
  2652. if (!wasCompute)
  2653. {
  2654. wasCompute = true;
  2655. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  2656. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  2657. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  2658. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  2659. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  2660. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  2661. }
  2662. const RenderCompute& compute = renderItem.compute;
  2663. if (0 != eye
  2664. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  2665. {
  2666. continue;
  2667. }
  2668. bool programChanged = false;
  2669. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  2670. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  2671. if (key.m_program != programIdx)
  2672. {
  2673. programIdx = key.m_program;
  2674. ProgramD3D11& program = m_program[key.m_program];
  2675. m_currentProgram = &program;
  2676. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  2677. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  2678. programChanged =
  2679. constantsChanged = true;
  2680. }
  2681. if (invalidHandle != programIdx)
  2682. {
  2683. ProgramD3D11& program = m_program[programIdx];
  2684. if (constantsChanged)
  2685. {
  2686. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  2687. if (NULL != vcb)
  2688. {
  2689. commit(*vcb);
  2690. }
  2691. }
  2692. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  2693. if (constantsChanged
  2694. || program.m_numPredefined > 0)
  2695. {
  2696. commitShaderConstants();
  2697. }
  2698. }
  2699. BX_UNUSED(programChanged);
  2700. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2701. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2702. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2703. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  2704. {
  2705. const ComputeBinding& bind = compute.m_bind[ii];
  2706. if (invalidHandle != bind.m_idx)
  2707. {
  2708. switch (bind.m_type)
  2709. {
  2710. case ComputeBinding::Image:
  2711. {
  2712. const TextureD3D11& texture = m_textures[bind.m_idx];
  2713. if (Access::Read != bind.m_access)
  2714. {
  2715. uav[ii] = texture.m_uav;
  2716. }
  2717. else
  2718. {
  2719. srv[ii] = texture.m_srv;
  2720. sampler[ii] = texture.m_sampler;
  2721. }
  2722. }
  2723. break;
  2724. case ComputeBinding::IndexBuffer:
  2725. case ComputeBinding::VertexBuffer:
  2726. {
  2727. const BufferD3D11& buffer = ComputeBinding::IndexBuffer == bind.m_type
  2728. ? m_indexBuffers[bind.m_idx]
  2729. : m_vertexBuffers[bind.m_idx]
  2730. ;
  2731. if (Access::Read != bind.m_access)
  2732. {
  2733. uav[ii] = buffer.m_uav;
  2734. }
  2735. else
  2736. {
  2737. srv[ii] = buffer.m_srv;
  2738. }
  2739. }
  2740. break;
  2741. }
  2742. }
  2743. }
  2744. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  2745. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  2746. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  2747. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  2748. continue;
  2749. }
  2750. bool resetState = viewChanged || wasCompute;
  2751. if (wasCompute)
  2752. {
  2753. wasCompute = false;
  2754. programIdx = invalidHandle;
  2755. m_currentProgram = NULL;
  2756. invalidateCompute();
  2757. }
  2758. const RenderDraw& draw = renderItem.draw;
  2759. const uint64_t newFlags = draw.m_flags;
  2760. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  2761. currentState.m_flags = newFlags;
  2762. const uint64_t newStencil = draw.m_stencil;
  2763. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  2764. currentState.m_stencil = newStencil;
  2765. if (resetState)
  2766. {
  2767. currentState.clear();
  2768. currentState.m_scissor = !draw.m_scissor;
  2769. changedFlags = BGFX_STATE_MASK;
  2770. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  2771. currentState.m_flags = newFlags;
  2772. currentState.m_stencil = newStencil;
  2773. setBlendState(newFlags);
  2774. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  2775. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  2776. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2777. }
  2778. if (prim.m_type != s_primInfo[primIndex].m_type)
  2779. {
  2780. prim = s_primInfo[primIndex];
  2781. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2782. }
  2783. uint16_t scissor = draw.m_scissor;
  2784. if (currentState.m_scissor != scissor)
  2785. {
  2786. currentState.m_scissor = scissor;
  2787. if (UINT16_MAX == scissor)
  2788. {
  2789. scissorEnabled = viewHasScissor;
  2790. if (viewHasScissor)
  2791. {
  2792. D3D11_RECT rc;
  2793. rc.left = viewScissorRect.m_x;
  2794. rc.top = viewScissorRect.m_y;
  2795. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  2796. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  2797. deviceCtx->RSSetScissorRects(1, &rc);
  2798. }
  2799. }
  2800. else
  2801. {
  2802. Rect scissorRect;
  2803. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  2804. scissorEnabled = true;
  2805. D3D11_RECT rc;
  2806. rc.left = scissorRect.m_x;
  2807. rc.top = scissorRect.m_y;
  2808. rc.right = scissorRect.m_x + scissorRect.m_width;
  2809. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  2810. deviceCtx->RSSetScissorRects(1, &rc);
  2811. }
  2812. setRasterizerState(newFlags, wireframe, scissorEnabled);
  2813. }
  2814. if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
  2815. || 0 != changedStencil)
  2816. {
  2817. setDepthStencilState(newFlags, newStencil);
  2818. }
  2819. if ( (0
  2820. | BGFX_STATE_CULL_MASK
  2821. | BGFX_STATE_RGB_WRITE
  2822. | BGFX_STATE_ALPHA_WRITE
  2823. | BGFX_STATE_BLEND_MASK
  2824. | BGFX_STATE_BLEND_EQUATION_MASK
  2825. | BGFX_STATE_ALPHA_REF_MASK
  2826. | BGFX_STATE_PT_MASK
  2827. | BGFX_STATE_POINT_SIZE_MASK
  2828. | BGFX_STATE_MSAA
  2829. ) & changedFlags)
  2830. {
  2831. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  2832. {
  2833. setBlendState(newFlags, draw.m_rgba);
  2834. }
  2835. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  2836. {
  2837. setRasterizerState(newFlags, wireframe, scissorEnabled);
  2838. }
  2839. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  2840. {
  2841. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  2842. viewState.m_alphaRef = ref/255.0f;
  2843. }
  2844. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  2845. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2846. if (prim.m_type != s_primInfo[primIndex].m_type)
  2847. {
  2848. prim = s_primInfo[primIndex];
  2849. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2850. }
  2851. }
  2852. bool programChanged = false;
  2853. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  2854. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  2855. if (key.m_program != programIdx)
  2856. {
  2857. programIdx = key.m_program;
  2858. if (invalidHandle == programIdx)
  2859. {
  2860. m_currentProgram = NULL;
  2861. deviceCtx->VSSetShader(NULL, NULL, 0);
  2862. deviceCtx->PSSetShader(NULL, NULL, 0);
  2863. }
  2864. else
  2865. {
  2866. ProgramD3D11& program = m_program[programIdx];
  2867. m_currentProgram = &program;
  2868. const ShaderD3D11* vsh = program.m_vsh;
  2869. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  2870. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  2871. if (NULL != m_currentColor)
  2872. {
  2873. const ShaderD3D11* fsh = program.m_fsh;
  2874. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2875. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2876. }
  2877. else
  2878. {
  2879. deviceCtx->PSSetShader(NULL, NULL, 0);
  2880. }
  2881. }
  2882. programChanged =
  2883. constantsChanged = true;
  2884. }
  2885. if (invalidHandle != programIdx)
  2886. {
  2887. ProgramD3D11& program = m_program[programIdx];
  2888. if (constantsChanged)
  2889. {
  2890. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  2891. if (NULL != vcb)
  2892. {
  2893. commit(*vcb);
  2894. }
  2895. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  2896. if (NULL != fcb)
  2897. {
  2898. commit(*fcb);
  2899. }
  2900. }
  2901. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  2902. if (constantsChanged
  2903. || program.m_numPredefined > 0)
  2904. {
  2905. commitShaderConstants();
  2906. }
  2907. }
  2908. {
  2909. uint32_t changes = 0;
  2910. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  2911. {
  2912. const Sampler& sampler = draw.m_sampler[stage];
  2913. Sampler& current = currentState.m_sampler[stage];
  2914. if (current.m_idx != sampler.m_idx
  2915. || current.m_flags != sampler.m_flags
  2916. || programChanged)
  2917. {
  2918. if (invalidHandle != sampler.m_idx)
  2919. {
  2920. TextureD3D11& texture = m_textures[sampler.m_idx];
  2921. texture.commit(stage, sampler.m_flags);
  2922. }
  2923. else
  2924. {
  2925. m_textureStage.m_srv[stage] = NULL;
  2926. m_textureStage.m_sampler[stage] = NULL;
  2927. }
  2928. ++changes;
  2929. }
  2930. current = sampler;
  2931. }
  2932. if (0 < changes)
  2933. {
  2934. commitTextureStage();
  2935. }
  2936. }
  2937. if (programChanged
  2938. || currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx
  2939. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  2940. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  2941. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  2942. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  2943. {
  2944. currentState.m_vertexDecl = draw.m_vertexDecl;
  2945. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  2946. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  2947. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  2948. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  2949. uint16_t handle = draw.m_vertexBuffer.idx;
  2950. if (invalidHandle != handle)
  2951. {
  2952. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  2953. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  2954. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  2955. uint32_t stride = vertexDecl.m_stride;
  2956. uint32_t offset = 0;
  2957. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2958. if (isValid(draw.m_instanceDataBuffer) )
  2959. {
  2960. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  2961. uint32_t instStride = draw.m_instanceDataStride;
  2962. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  2963. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  2964. }
  2965. else
  2966. {
  2967. deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
  2968. setInputLayout(vertexDecl, m_program[programIdx], 0);
  2969. }
  2970. }
  2971. else
  2972. {
  2973. deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
  2974. }
  2975. }
  2976. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  2977. {
  2978. currentState.m_indexBuffer = draw.m_indexBuffer;
  2979. uint16_t handle = draw.m_indexBuffer.idx;
  2980. if (invalidHandle != handle)
  2981. {
  2982. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  2983. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  2984. }
  2985. else
  2986. {
  2987. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  2988. }
  2989. }
  2990. if (isValid(currentState.m_vertexBuffer) )
  2991. {
  2992. uint32_t numVertices = draw.m_numVertices;
  2993. if (UINT32_MAX == numVertices)
  2994. {
  2995. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  2996. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  2997. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  2998. numVertices = vb.m_size/vertexDecl.m_stride;
  2999. }
  3000. uint32_t numIndices = 0;
  3001. uint32_t numPrimsSubmitted = 0;
  3002. uint32_t numInstances = 0;
  3003. uint32_t numPrimsRendered = 0;
  3004. if (isValid(draw.m_indexBuffer) )
  3005. {
  3006. if (UINT32_MAX == draw.m_numIndices)
  3007. {
  3008. numIndices = m_indexBuffers[draw.m_indexBuffer.idx].m_size/2;
  3009. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3010. numInstances = draw.m_numInstances;
  3011. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3012. deviceCtx->DrawIndexedInstanced(numIndices
  3013. , draw.m_numInstances
  3014. , 0
  3015. , draw.m_startVertex
  3016. , 0
  3017. );
  3018. }
  3019. else if (prim.m_min <= draw.m_numIndices)
  3020. {
  3021. numIndices = draw.m_numIndices;
  3022. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3023. numInstances = draw.m_numInstances;
  3024. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3025. deviceCtx->DrawIndexedInstanced(numIndices
  3026. , draw.m_numInstances
  3027. , draw.m_startIndex
  3028. , draw.m_startVertex
  3029. , 0
  3030. );
  3031. }
  3032. }
  3033. else
  3034. {
  3035. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  3036. numInstances = draw.m_numInstances;
  3037. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3038. deviceCtx->DrawInstanced(numVertices
  3039. , draw.m_numInstances
  3040. , draw.m_startVertex
  3041. , 0
  3042. );
  3043. }
  3044. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3045. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3046. statsNumInstances[primIndex] += numInstances;
  3047. statsNumIndices += numIndices;
  3048. }
  3049. }
  3050. if (wasCompute)
  3051. {
  3052. invalidateCompute();
  3053. }
  3054. if (0 < _render->m_num)
  3055. {
  3056. captureElapsed = -bx::getHPCounter();
  3057. capture();
  3058. captureElapsed += bx::getHPCounter();
  3059. }
  3060. }
  3061. PIX_ENDEVENT();
  3062. int64_t now = bx::getHPCounter();
  3063. elapsed += now;
  3064. static int64_t last = now;
  3065. int64_t frameTime = now - last;
  3066. last = now;
  3067. static int64_t min = frameTime;
  3068. static int64_t max = frameTime;
  3069. min = min > frameTime ? frameTime : min;
  3070. max = max < frameTime ? frameTime : max;
  3071. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3072. {
  3073. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  3074. TextVideoMem& tvm = m_textVideoMem;
  3075. static int64_t next = now;
  3076. if (now >= next)
  3077. {
  3078. next = now + bx::getHPFrequency();
  3079. double freq = double(bx::getHPFrequency() );
  3080. double toMs = 1000.0/freq;
  3081. tvm.clear();
  3082. uint16_t pos = 0;
  3083. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  3084. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  3085. , getRendererName()
  3086. );
  3087. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  3088. char description[BX_COUNTOF(desc.Description)];
  3089. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  3090. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  3091. char dedicatedVideo[16];
  3092. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  3093. char dedicatedSystem[16];
  3094. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  3095. char sharedSystem[16];
  3096. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  3097. tvm.printf(0, pos++, 0x0f, " Memory: %s (video), %s (system), %s (shared)"
  3098. , dedicatedVideo
  3099. , dedicatedSystem
  3100. , sharedSystem
  3101. );
  3102. pos = 10;
  3103. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3104. , double(frameTime)*toMs
  3105. , double(min)*toMs
  3106. , double(max)*toMs
  3107. , freq/frameTime
  3108. );
  3109. char hmd[16];
  3110. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  3111. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3112. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s"
  3113. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3114. , 0 != msaa ? '\xfe' : ' '
  3115. , 1<<msaa
  3116. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  3117. );
  3118. double elapsedCpuMs = double(elapsed)*toMs;
  3119. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
  3120. , _render->m_num
  3121. , elapsedCpuMs
  3122. );
  3123. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  3124. {
  3125. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d"
  3126. , s_primName[ii]
  3127. , statsNumPrimsRendered[ii]
  3128. , statsNumInstances[ii]
  3129. , statsNumPrimsSubmitted[ii]
  3130. );
  3131. }
  3132. if (NULL != m_renderdocdll)
  3133. {
  3134. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  3135. }
  3136. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  3137. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  3138. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  3139. pos++;
  3140. tvm.printf(10, pos++, 0x8e, " State cache: ");
  3141. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  3142. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  3143. , m_blendStateCache.getCount()
  3144. , m_depthStencilStateCache.getCount()
  3145. , m_inputLayoutCache.getCount()
  3146. , m_rasterizerStateCache.getCount()
  3147. , m_samplerStateCache.getCount()
  3148. );
  3149. pos++;
  3150. double captureMs = double(captureElapsed)*toMs;
  3151. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  3152. uint8_t attr[2] = { 0x89, 0x8a };
  3153. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  3154. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %3.4f [ms]", _render->m_waitSubmit*toMs);
  3155. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %3.4f [ms]", _render->m_waitRender*toMs);
  3156. min = frameTime;
  3157. max = frameTime;
  3158. }
  3159. blit(this, _textVideoMemBlitter, tvm);
  3160. PIX_ENDEVENT();
  3161. }
  3162. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  3163. {
  3164. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  3165. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  3166. PIX_ENDEVENT();
  3167. }
  3168. }
  3169. } // namespace bgfx
  3170. #else
  3171. namespace bgfx
  3172. {
  3173. RendererContextI* rendererCreateD3D11()
  3174. {
  3175. return NULL;
  3176. }
  3177. void rendererDestroyD3D11()
  3178. {
  3179. }
  3180. } // namespace bgfx
  3181. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11