renderer_d3d12.cpp 207 KB

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  1. /*
  2. * Copyright 2011-2018 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. #if !BX_PLATFORM_WINDOWS
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  15. PFN_PIX_GET_THREAD_INFO bgfx_PIXGetThreadInfo;
  16. PFN_PIX_EVENTS_REPLACE_BLOCK bgfx_PIXEventsReplaceBlock;
  17. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  18. namespace bgfx { namespace d3d12
  19. {
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. struct PrimInfo
  22. {
  23. D3D_PRIMITIVE_TOPOLOGY m_topology;
  24. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  25. uint32_t m_min;
  26. uint32_t m_div;
  27. uint32_t m_sub;
  28. };
  29. static const PrimInfo s_primInfo[] =
  30. {
  31. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  32. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  33. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  34. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  35. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  36. };
  37. static const char* s_primName[] =
  38. {
  39. "TriList",
  40. "TriStrip",
  41. "Line",
  42. "Point",
  43. };
  44. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  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 D3D12_BLEND s_blendFactor[][2] =
  62. {
  63. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  64. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  65. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  66. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  67. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  68. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  69. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  70. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  71. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  72. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  73. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  74. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  75. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  76. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  77. };
  78. static const D3D12_BLEND_OP s_blendEquation[] =
  79. {
  80. D3D12_BLEND_OP_ADD,
  81. D3D12_BLEND_OP_SUBTRACT,
  82. D3D12_BLEND_OP_REV_SUBTRACT,
  83. D3D12_BLEND_OP_MIN,
  84. D3D12_BLEND_OP_MAX,
  85. };
  86. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  87. {
  88. D3D12_COMPARISON_FUNC(0), // ignored
  89. D3D12_COMPARISON_FUNC_LESS,
  90. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  91. D3D12_COMPARISON_FUNC_EQUAL,
  92. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  93. D3D12_COMPARISON_FUNC_GREATER,
  94. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  95. D3D12_COMPARISON_FUNC_NEVER,
  96. D3D12_COMPARISON_FUNC_ALWAYS,
  97. };
  98. static const D3D12_STENCIL_OP s_stencilOp[] =
  99. {
  100. D3D12_STENCIL_OP_ZERO,
  101. D3D12_STENCIL_OP_KEEP,
  102. D3D12_STENCIL_OP_REPLACE,
  103. D3D12_STENCIL_OP_INCR,
  104. D3D12_STENCIL_OP_INCR_SAT,
  105. D3D12_STENCIL_OP_DECR,
  106. D3D12_STENCIL_OP_DECR_SAT,
  107. D3D12_STENCIL_OP_INVERT,
  108. };
  109. static const D3D12_CULL_MODE s_cullMode[] =
  110. {
  111. D3D12_CULL_MODE_NONE,
  112. D3D12_CULL_MODE_FRONT,
  113. D3D12_CULL_MODE_BACK,
  114. };
  115. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  116. {
  117. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  118. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  119. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  120. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  121. };
  122. /*
  123. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  124. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  125. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  126. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  127. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  128. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  129. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  130. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  131. * D3D11_FILTER_ANISOTROPIC = 0x55,
  132. *
  133. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  134. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  135. *
  136. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  137. * 0x10 // MIN_LINEAR
  138. * 0x04 // MAG_LINEAR
  139. * 0x01 // MIP_LINEAR
  140. */
  141. static const uint8_t s_textureFilter[3][3] =
  142. {
  143. {
  144. 0x10, // min linear
  145. 0x00, // min point
  146. 0x55, // anisotropic
  147. },
  148. {
  149. 0x04, // mag linear
  150. 0x00, // mag point
  151. 0x55, // anisotropic
  152. },
  153. {
  154. 0x01, // mip linear
  155. 0x00, // mip point
  156. 0x55, // anisotropic
  157. },
  158. };
  159. struct TextureFormatInfo
  160. {
  161. DXGI_FORMAT m_fmt;
  162. DXGI_FORMAT m_fmtSrv;
  163. DXGI_FORMAT m_fmtDsv;
  164. DXGI_FORMAT m_fmtSrgb;
  165. };
  166. static const TextureFormatInfo s_textureFormat[] =
  167. {
  168. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  169. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  170. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  171. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  172. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  173. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  174. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  186. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  187. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  188. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  189. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  190. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  191. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  192. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  193. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  194. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  195. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  196. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  197. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  198. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  199. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  200. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  201. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  202. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  203. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  204. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  205. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  206. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  207. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  208. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  209. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  210. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  211. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  212. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  213. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  214. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  215. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  216. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  217. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  218. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  219. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  220. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  221. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  222. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  223. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  224. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  225. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  226. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  227. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  228. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  229. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  230. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  231. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  232. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  233. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  234. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  235. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  236. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  237. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  238. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  239. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  240. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  241. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  242. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  243. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  244. };
  245. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  246. static const char* s_colorSpace[] =
  247. {
  248. // https://msdn.microsoft.com/en-us/library/windows/desktop/dn903661(v=vs.85).aspx
  249. "RGB, 0-255, 2.2, Image, BT.709, n/a", // DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709
  250. "RGB, 0-255, 1.0, Image, BT.709, n/a", // DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709
  251. "RGB, 16-235, 2.2, Image, BT.709, n/a", // DXGI_COLOR_SPACE_RGB_STUDIO_G22_NONE_P709
  252. "RGB, 16-235, 2.2, Image, BT.2020, n/a", // DXGI_COLOR_SPACE_RGB_STUDIO_G22_NONE_P2020
  253. "Reserved", // DXGI_COLOR_SPACE_RESERVED
  254. "YCbCr, 0-255, 2.2, Image, BT.709, BT.601", // DXGI_COLOR_SPACE_YCBCR_FULL_G22_NONE_P709_X601
  255. "YCbCr, 16-235, 2.2, Video, BT.601, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P601
  256. "YCbCr, 0-255, 2.2, Video, BT.601, n/a", // DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P601
  257. "YCbCr, 16-235, 2.2, Video, BT.709, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709
  258. "YCbCr, 0-255, 2.2, Video, BT.709, n/a", // DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P709
  259. "YCbCr, 16-235, 2.2, Video, BT.2020, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P2020
  260. "YCbCr, 0-255, 2.2, Video, BT.2020, n/a", // DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P2020
  261. "RGB, 0-255, 2084, Image, BT.2020, n/a", // DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020
  262. "YCbCr, 16-235, 2084, Video, BT.2020, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_G2084_LEFT_P2020
  263. "RGB, 0-255, 2084, Image, BT.2020, n/a", // DXGI_COLOR_SPACE_RGB_STUDIO_G2084_NONE_P2020
  264. "YCbCr, 16-235, 2.2, Video, BT.2020, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_TOPLEFT_P2020
  265. "YCbCr, 16-235, 2084, Video, BT.2020, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_G2084_TOPLEFT_P2020
  266. #if BX_PLATFORM_WINDOWS
  267. "RGB, 0-255, 2.2, Image, BT.2020, n/a", // DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P2020
  268. "YCbCr, 16-235, HLG, Video, BT.2020, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_GHLG_TOPLEFT_P2020
  269. "YCbCr, 0-255, HLG, Video, BT.2020, n/a", // DXGI_COLOR_SPACE_YCBCR_FULL_GHLG_TOPLEFT_P2020
  270. // "RGB, 16-235, 2.4, Image, BT.709, n/a", // DXGI_COLOR_SPACE_RGB_STUDIO_G24_NONE_P709
  271. // "RGB, 16-235, 2.4, Image, BT.2020, n/a", // DXGI_COLOR_SPACE_RGB_STUDIO_G24_NONE_P2020
  272. // "YCbCr, 16-235, 2.4, Video, BT.709, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_G24_LEFT_P709
  273. // "YCbCr, 16-235, 2.4, Video, BT.2020, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_G24_LEFT_P2020
  274. // "YCbCr, 16-235, 2.4, Video, BT.2020, n/a", // DXGI_COLOR_SPACE_YCBCR_STUDIO_G24_TOPLEFT_P2020
  275. #endif // BX_PLATFORM_WINDOWS
  276. "Custom",
  277. };
  278. static const char kDxgiLastColorSpace =
  279. #if BX_PLATFORM_WINDOWS
  280. DXGI_COLOR_SPACE_YCBCR_FULL_GHLG_TOPLEFT_P2020
  281. #else
  282. DXGI_COLOR_SPACE_YCBCR_STUDIO_G2084_TOPLEFT_P2020
  283. #endif // BX_PLATFORM_WINDOWS
  284. ;
  285. BX_STATIC_ASSERT(BX_COUNTOF(s_colorSpace) == kDxgiLastColorSpace+2);
  286. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  287. {
  288. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  289. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  290. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  291. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  292. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  293. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  294. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  295. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  296. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  297. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  298. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  299. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  300. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  301. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  302. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  303. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  304. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  305. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  306. };
  307. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  308. static const DXGI_FORMAT s_attribType[][4][2] =
  309. {
  310. { // Uint8
  311. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  312. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  313. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  314. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  315. },
  316. { // Uint10
  317. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  318. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  319. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  320. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  321. },
  322. { // Int16
  323. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  324. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  325. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  326. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  327. },
  328. { // Half
  329. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  330. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  331. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  332. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  333. },
  334. { // Float
  335. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  336. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  337. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  338. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  339. },
  340. };
  341. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  342. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(uint8_t _stream, D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  343. {
  344. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  345. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  346. {
  347. if (UINT16_MAX != _decl.m_attributes[attr])
  348. {
  349. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  350. elem->InputSlot = _stream;
  351. if (0 == _decl.m_attributes[attr])
  352. {
  353. elem->AlignedByteOffset = 0;
  354. }
  355. else
  356. {
  357. uint8_t num;
  358. AttribType::Enum type;
  359. bool normalized;
  360. bool asInt;
  361. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  362. elem->Format = s_attribType[type][num-1][normalized];
  363. elem->AlignedByteOffset = _decl.m_offset[attr];
  364. }
  365. ++elem;
  366. }
  367. }
  368. return elem;
  369. }
  370. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  371. {
  372. D3D12_RESOURCE_BARRIER barrier;
  373. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  374. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  375. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  376. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  377. barrier.Transition.StateBefore = _stateBefore;
  378. barrier.Transition.StateAfter = _stateAfter;
  379. _commandList->ResourceBarrier(1, &barrier);
  380. }
  381. BX_PRAGMA_DIAGNOSTIC_PUSH();
  382. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  383. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  384. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  385. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  386. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  387. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  388. static const GUID IID_ID3D12Debug1 = { 0xaffaa4ca, 0x63fe, 0x4d8e, { 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04 } };
  389. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  390. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  391. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  392. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  393. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  394. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  395. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  396. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  397. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  398. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  399. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  400. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  401. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  402. static const GUID IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
  403. static const GUID IID_IDXGIFactory4 = { 0x1bc6ea02, 0xef36, 0x464f, { 0xbf, 0x0c, 0x21, 0xca, 0x39, 0xe5, 0x16, 0x8a } };
  404. static const GUID IID_IDXGIOutput6 = { 0x068346e8, 0xaaec, 0x4b84, { 0xad, 0xd7, 0x13, 0x7f, 0x51, 0x3f, 0x77, 0xa1 } };
  405. BX_PRAGMA_DIAGNOSTIC_POP();
  406. struct HeapProperty
  407. {
  408. enum Enum
  409. {
  410. Default,
  411. Texture,
  412. Upload,
  413. ReadBack,
  414. Count
  415. };
  416. D3D12_HEAP_PROPERTIES m_properties;
  417. D3D12_RESOURCE_STATES m_state;
  418. };
  419. static HeapProperty s_heapProperties[] =
  420. {
  421. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  422. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  423. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  424. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COPY_DEST },
  425. };
  426. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  427. static void initHeapProperties(ID3D12Device* _device, D3D12_HEAP_PROPERTIES& _properties)
  428. {
  429. if (D3D12_HEAP_TYPE_CUSTOM != _properties.Type)
  430. {
  431. _properties = _device->GetCustomHeapProperties(1, _properties.Type);
  432. }
  433. }
  434. static void initHeapProperties(ID3D12Device* _device)
  435. {
  436. initHeapProperties(_device, s_heapProperties[HeapProperty::Default ].m_properties);
  437. initHeapProperties(_device, s_heapProperties[HeapProperty::Texture ].m_properties);
  438. initHeapProperties(_device, s_heapProperties[HeapProperty::Upload ].m_properties);
  439. initHeapProperties(_device, s_heapProperties[HeapProperty::ReadBack].m_properties);
  440. }
  441. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  442. {
  443. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  444. ID3D12Resource* resource;
  445. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  446. , D3D12_HEAP_FLAG_NONE
  447. , _resourceDesc
  448. , heapProperty.m_state
  449. , _clearValue
  450. , IID_ID3D12Resource
  451. , (void**)&resource
  452. ) );
  453. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  454. , _resourceDesc->Width
  455. );
  456. return resource;
  457. }
  458. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  459. {
  460. D3D12_RESOURCE_DESC resourceDesc;
  461. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  462. resourceDesc.Alignment = 0;
  463. resourceDesc.Width = _size;
  464. resourceDesc.Height = 1;
  465. resourceDesc.DepthOrArraySize = 1;
  466. resourceDesc.MipLevels = 1;
  467. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  468. resourceDesc.SampleDesc.Count = 1;
  469. resourceDesc.SampleDesc.Quality = 0;
  470. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  471. resourceDesc.Flags = _flags;
  472. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  473. }
  474. inline bool isLost(HRESULT _hr)
  475. {
  476. return false
  477. || _hr == DXGI_ERROR_DEVICE_REMOVED
  478. || _hr == DXGI_ERROR_DEVICE_HUNG
  479. || _hr == DXGI_ERROR_DEVICE_RESET
  480. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  481. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  482. ;
  483. }
  484. static const char* getLostReason(HRESULT _hr)
  485. {
  486. switch (_hr)
  487. {
  488. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  489. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  490. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  491. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  492. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  493. // The calling application should re-create the device and continue.
  494. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  495. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  496. // suspect, and the application should not continue.
  497. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  498. // A resource is not available at the time of the call, but may become available later.
  499. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  500. case S_OK: return "S_OK";
  501. default: break;
  502. }
  503. return "Unknown HRESULT?";
  504. }
  505. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  506. {
  507. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  508. {
  509. char temp[2048];
  510. va_list argList;
  511. va_start(argList, _format);
  512. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  513. va_end(argList);
  514. temp[size] = '\0';
  515. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  516. mbstowcs(wtemp, temp, size+1);
  517. _object->SetName(wtemp);
  518. }
  519. }
  520. #if USE_D3D12_DYNAMIC_LIB
  521. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  522. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  523. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  524. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  525. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  526. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  527. #endif // USE_D3D12_DYNAMIC_LIB
  528. inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  529. {
  530. #if BX_COMPILER_MSVC
  531. return _heap->GetCPUDescriptorHandleForHeapStart();
  532. #else
  533. D3D12_CPU_DESCRIPTOR_HANDLE handle;
  534. typedef void (WINAPI ID3D12DescriptorHeap::*PFN_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(D3D12_CPU_DESCRIPTOR_HANDLE *);
  535. (_heap->*(PFN_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(&ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart) )(&handle);
  536. return handle;
  537. #endif // BX_COMPILER_MSVC
  538. }
  539. inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  540. {
  541. #if BX_COMPILER_MSVC
  542. return _heap->GetGPUDescriptorHandleForHeapStart();
  543. #else
  544. D3D12_GPU_DESCRIPTOR_HANDLE handle;
  545. typedef void (WINAPI ID3D12DescriptorHeap::*PFN_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(D3D12_GPU_DESCRIPTOR_HANDLE *);
  546. (_heap->*(PFN_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START)(&ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart) )(&handle);
  547. return handle;
  548. #endif // BX_COMPILER_MSVC
  549. }
  550. inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
  551. {
  552. #if BX_COMPILER_MSVC
  553. return _resource->GetDesc();
  554. #else
  555. typedef void (STDMETHODCALLTYPE ID3D12Resource::*PFN_GET_GET_DESC)(D3D12_RESOURCE_DESC*);
  556. D3D12_RESOURCE_DESC desc;
  557. (_resource->*(PFN_GET_GET_DESC)(&ID3D12Resource::GetDesc))(&desc);
  558. return desc;
  559. #endif // BX_COMPILER_MSVC
  560. }
  561. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  562. static PIXEventsThreadInfo s_pixEventsThreadInfo;
  563. PIXEventsThreadInfo* WINAPI stubPIXGetThreadInfo()
  564. {
  565. return &s_pixEventsThreadInfo;
  566. }
  567. uint64_t WINAPI stubPIXEventsReplaceBlock(bool _getEarliestTime)
  568. {
  569. BX_UNUSED(_getEarliestTime);
  570. return 0;
  571. }
  572. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  573. struct RendererContextD3D12 : public RendererContextI
  574. {
  575. RendererContextD3D12()
  576. : m_d3d12dll(NULL)
  577. , m_dxgidll(NULL)
  578. , m_renderdocdll(NULL)
  579. , m_winPixEvent(NULL)
  580. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  581. , m_wireframe(false)
  582. , m_lost(false)
  583. , m_maxAnisotropy(1)
  584. , m_depthClamp(false)
  585. , m_fsChanges(0)
  586. , m_vsChanges(0)
  587. , m_backBufferColorIdx(0)
  588. , m_rtMsaa(false)
  589. {
  590. }
  591. ~RendererContextD3D12()
  592. {
  593. }
  594. bool init(const Init& _init)
  595. {
  596. struct ErrorState
  597. {
  598. enum Enum
  599. {
  600. Default,
  601. LoadedKernel32,
  602. LoadedD3D12,
  603. LoadedDXGI,
  604. CreatedDXGIFactory,
  605. CreatedCommandQueue,
  606. };
  607. };
  608. ErrorState::Enum errorState = ErrorState::Default;
  609. LUID luid;
  610. #if BGFX_CONFIG_DEBUG_PIX && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  611. m_winPixEvent = bx::dlopen("WinPixEventRuntime.dll");
  612. if (NULL != m_winPixEvent)
  613. {
  614. bgfx_PIXGetThreadInfo = (PFN_PIX_GET_THREAD_INFO )bx::dlsym(m_winPixEvent, "PIXGetThreadInfo");
  615. bgfx_PIXEventsReplaceBlock = (PFN_PIX_EVENTS_REPLACE_BLOCK)bx::dlsym(m_winPixEvent, "PIXEventsReplaceBlock");
  616. }
  617. if (NULL == bgfx_PIXGetThreadInfo
  618. || NULL == bgfx_PIXEventsReplaceBlock)
  619. {
  620. bgfx_PIXGetThreadInfo = stubPIXGetThreadInfo;
  621. bgfx_PIXEventsReplaceBlock = stubPIXEventsReplaceBlock;
  622. }
  623. #endif // BGFX_CONFIG_DEBUG_PIX && BX_PLATFORM_WINDOWS
  624. m_renderdocdll = loadRenderDoc();
  625. setGraphicsDebuggerPresent(NULL != m_renderdocdll || NULL != m_winPixEvent);
  626. m_fbh.idx = kInvalidHandle;
  627. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  628. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  629. #if USE_D3D12_DYNAMIC_LIB
  630. m_kernel32dll = bx::dlopen("kernel32.dll");
  631. if (NULL == m_kernel32dll)
  632. {
  633. BX_TRACE("Init error: Failed to load kernel32.dll.");
  634. goto error;
  635. }
  636. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32dll, "CreateEventExA");
  637. if (NULL == CreateEventExA)
  638. {
  639. BX_TRACE("Init error: Function CreateEventExA not found.");
  640. goto error;
  641. }
  642. errorState = ErrorState::LoadedKernel32;
  643. m_d3d12dll = bx::dlopen("d3d12.dll");
  644. if (NULL == m_d3d12dll)
  645. {
  646. BX_TRACE("Init error: Failed to load d3d12.dll.");
  647. goto error;
  648. }
  649. errorState = ErrorState::LoadedD3D12;
  650. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  651. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  652. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  653. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  654. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  655. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  656. if (NULL == D3D12CreateDevice
  657. || NULL == D3D12GetDebugInterface
  658. || NULL == D3D12SerializeRootSignature)
  659. {
  660. BX_TRACE("Init error: Function not found.");
  661. goto error;
  662. }
  663. m_dxgidll = bx::dlopen("dxgi.dll");
  664. if (NULL == m_dxgidll)
  665. {
  666. BX_TRACE("Init error: Failed to load dxgi.dll.");
  667. goto error;
  668. }
  669. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  670. if (NULL == CreateDXGIFactory1)
  671. {
  672. BX_TRACE("Init error: Function CreateDXGIFactory1 not found.");
  673. goto error;
  674. }
  675. #endif // USE_D3D12_DYNAMIC_LIB
  676. errorState = ErrorState::LoadedDXGI;
  677. HRESULT hr;
  678. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  679. hr = CreateDXGIFactory1(IID_IDXGIFactory4, (void**)&m_factory);
  680. #else
  681. hr = S_OK;
  682. m_factory = NULL;
  683. #endif // BX_PLATFORM_*
  684. if (FAILED(hr) )
  685. {
  686. BX_TRACE("Init error: Unable to create DXGI factory.");
  687. goto error;
  688. }
  689. errorState = ErrorState::CreatedDXGIFactory;
  690. m_adapter = NULL;
  691. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  692. if (NULL != m_factory)
  693. {
  694. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  695. IDXGIAdapter3* adapter;
  696. #else
  697. IDXGIAdapter* adapter;
  698. #endif // BX_PLATFORM_*
  699. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  700. {
  701. DXGI_ADAPTER_DESC desc;
  702. hr = adapter->GetDesc(&desc);
  703. if (SUCCEEDED(hr) )
  704. {
  705. BX_TRACE("Adapter #%d", ii);
  706. char description[BX_COUNTOF(desc.Description)];
  707. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  708. BX_TRACE("\tDescription: %s", description);
  709. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  710. , desc.VendorId
  711. , desc.DeviceId
  712. , desc.SubSysId
  713. , desc.Revision
  714. );
  715. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  716. , desc.DedicatedVideoMemory
  717. , desc.DedicatedSystemMemory
  718. , desc.SharedSystemMemory
  719. );
  720. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  721. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  722. ++g_caps.numGPUs;
  723. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  724. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  725. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  726. {
  727. m_adapter = adapter;
  728. m_adapter->AddRef();
  729. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  730. }
  731. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  732. && 0 != bx::strFind(description, "PerfHUD") )
  733. {
  734. m_adapter = adapter;
  735. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  736. }
  737. }
  738. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  739. }
  740. }
  741. if (BX_ENABLED(BGFX_CONFIG_DEBUG||BGFX_CONFIG_DEBUG_PIX) )
  742. {
  743. ID3D12Debug* debug0;
  744. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug0);
  745. if (SUCCEEDED(hr) )
  746. {
  747. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  748. {
  749. debug0->EnableDebugLayer();
  750. #if BX_PLATFORM_WINDOWS
  751. {
  752. ID3D12Debug1* debug1;
  753. hr = debug0->QueryInterface(IID_ID3D12Debug1, (void**)&debug1);
  754. if (SUCCEEDED(hr) )
  755. {
  756. // debug1->SetEnableGPUBasedValidation(true);
  757. // debug1->SetEnableSynchronizedCommandQueueValidation(true);
  758. }
  759. }
  760. #elif BX_PLATFORM_XBOXONE
  761. debug0->SetProcessDebugFlags(D3D12_PROCESS_DEBUG_FLAG_DEBUG_LAYER_ENABLED);
  762. #endif // BX_PLATFORM_WINDOWS
  763. }
  764. #if BX_PLATFORM_XBOXONE
  765. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  766. {
  767. // https://github.com/Microsoft/Xbox-ATG-Samples/blob/76d236e3bd372aceec18b2ad0556a7879dbd9628/XDKSamples/IntroGraphics/SimpleTriangle12/DeviceResources.cpp#L67
  768. debug0->SetProcessDebugFlags(D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED);
  769. }
  770. #endif // BX_PLATFORM_XBOXONE
  771. }
  772. }
  773. {
  774. D3D_FEATURE_LEVEL featureLevel[] =
  775. {
  776. D3D_FEATURE_LEVEL_12_1,
  777. D3D_FEATURE_LEVEL_12_0,
  778. D3D_FEATURE_LEVEL_11_1,
  779. D3D_FEATURE_LEVEL_11_0,
  780. };
  781. hr = E_FAIL;
  782. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  783. {
  784. hr = D3D12CreateDevice(m_adapter
  785. , featureLevel[ii]
  786. , IID_ID3D12Device
  787. , (void**)&m_device
  788. );
  789. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  790. , (featureLevel[ii] >> 12) & 0xf
  791. , (featureLevel[ii] >> 8) & 0xf
  792. );
  793. m_featureLevel = featureLevel[ii];
  794. }
  795. }
  796. if (FAILED(hr) )
  797. {
  798. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  799. if (BX_ENABLED(BX_PLATFORM_WINRT) )
  800. {
  801. BX_TRACE("Hint: Change UWP app to game?");
  802. }
  803. goto error;
  804. }
  805. #if !BX_PLATFORM_WINDOWS
  806. if (NULL == m_factory)
  807. {
  808. IDXGIDevice1* dxgiDevice;
  809. hr = m_device->QueryInterface(IID_IDXGIDevice1, (void**)&dxgiDevice);
  810. if (FAILED(hr) )
  811. {
  812. BX_TRACE("Init error: Unable to query IDXGIDevice1 interface 0x%08x.", hr);
  813. goto error;
  814. }
  815. hr = dxgiDevice->GetAdapter(&m_adapter);
  816. if (FAILED(hr) )
  817. {
  818. BX_TRACE("Init error: DXGIDevice1::GetAdapter failed 0x%08x.", hr);
  819. goto error;
  820. }
  821. hr = m_adapter->GetParent(IID_IDXGIFactory2, (void**)&m_factory);
  822. if (FAILED(hr) )
  823. {
  824. BX_TRACE("Init error: IDXGIAdapter::GetParent failed 0x%08x.", hr);
  825. goto error;
  826. }
  827. }
  828. #endif // !BX_PLATFORM_WINDOWS
  829. if (NULL != m_factory)
  830. {
  831. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  832. // NOTICE:
  833. // LUID STDMETHODCALLTYPE ID3D12Device::GetAdapterLuid() has a different behaviour in gcc ,
  834. // because gcc64 returns small struct in RAX, but the microsoft implemention of ID3D12Device::GetAdapterLuid() in d3d12.dll
  835. // pass the struct LUID's address as the second parameter.
  836. typedef void (STDMETHODCALLTYPE ID3D12Device::*ID3D12Device_GetAdapterLuid_f)(LUID *);
  837. (m_device->*(ID3D12Device_GetAdapterLuid_f)(&ID3D12Device::GetAdapterLuid))(&luid);
  838. #if BX_PLATFORM_WINDOWS
  839. IDXGIAdapter3* adapter;
  840. #else
  841. IDXGIAdapter* adapter;
  842. #endif // BX_PLATFORM_*
  843. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, reinterpret_cast<IDXGIAdapter**>(&adapter) ); ++ii)
  844. {
  845. adapter->GetDesc(&m_adapterDesc);
  846. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  847. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  848. {
  849. if (NULL == m_adapter)
  850. {
  851. m_adapter = adapter;
  852. }
  853. else
  854. {
  855. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  856. DX_RELEASE(adapter, 0);
  857. #else
  858. DX_RELEASE(adapter, 2);
  859. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  860. }
  861. break;
  862. }
  863. DX_RELEASE(adapter, 0);
  864. }
  865. }
  866. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  867. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  868. {
  869. uint32_t numNodes = m_device->GetNodeCount();
  870. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  871. for (uint32_t ii = 0; ii < numNodes; ++ii)
  872. {
  873. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  874. architecture.NodeIndex = ii;
  875. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  876. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  877. , ii
  878. , architecture.TileBasedRenderer
  879. , architecture.UMA
  880. , architecture.CacheCoherentUMA
  881. );
  882. if (0 == ii)
  883. {
  884. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  885. }
  886. }
  887. }
  888. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  889. BX_TRACE("D3D12 options:")
  890. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  891. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  892. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  893. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  894. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  895. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  896. initHeapProperties(m_device);
  897. m_cmd.init(m_device);
  898. errorState = ErrorState::CreatedCommandQueue;
  899. if (NULL == g_platformData.backBuffer)
  900. {
  901. #if !BX_PLATFORM_WINDOWS
  902. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  903. m_scd.Width = _init.resolution.m_width;
  904. m_scd.Height = _init.resolution.m_height;
  905. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  906. m_scd.Stereo = false;
  907. m_scd.SampleDesc.Count = 1;
  908. m_scd.SampleDesc.Quality = 0;
  909. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  910. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  911. m_scd.Scaling = 0 == g_platformData.ndt
  912. ? DXGI_SCALING_NONE
  913. : DXGI_SCALING_STRETCH
  914. ;
  915. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  916. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  917. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  918. m_backBufferColorIdx = m_scd.BufferCount-1;
  919. if (NULL == g_platformData.ndt)
  920. {
  921. hr = m_factory->CreateSwapChainForCoreWindow(
  922. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  923. m_cmd.m_commandQueue
  924. #else
  925. m_device
  926. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  927. , (::IUnknown*)g_platformData.nwh
  928. , &m_scd
  929. , NULL
  930. , &m_swapChain
  931. );
  932. if (FAILED(hr) )
  933. {
  934. BX_TRACE("Init error: Unable to create Direct3D12 swap chain.");
  935. goto error;
  936. }
  937. }
  938. else
  939. {
  940. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  941. hr = m_factory->CreateSwapChainForComposition(m_device
  942. , &m_scd
  943. , NULL
  944. , &m_swapChain
  945. );
  946. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  947. # if BX_PLATFORM_WINRT
  948. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  949. ISwapChainBackgroundPanelNative* panel = NULL;
  950. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  951. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  952. if (NULL != panel)
  953. {
  954. hr = panel->SetSwapChain(m_swapChain);
  955. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  956. panel->Release();
  957. }
  958. # endif // BX_PLATFORM_WINRT
  959. }
  960. #else
  961. m_scd.BufferDesc.Width = _init.resolution.m_width;
  962. m_scd.BufferDesc.Height = _init.resolution.m_height;
  963. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  964. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  965. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  966. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  967. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  968. m_scd.SampleDesc.Count = 1;
  969. m_scd.SampleDesc.Quality = 0;
  970. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  971. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  972. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  973. m_scd.Windowed = true;
  974. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  975. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  976. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  977. , m_scd.BufferCount
  978. , BX_COUNTOF(m_backBufferColor)
  979. );
  980. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  981. , &m_scd
  982. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  983. );
  984. #endif // BX_PLATFORM_*
  985. if (FAILED(hr) )
  986. {
  987. BX_TRACE("Init error: Failed to create swap chain.");
  988. goto error;
  989. }
  990. }
  991. {
  992. IDXGIOutput* output;
  993. hr = m_swapChain->GetContainingOutput(&output);
  994. if (SUCCEEDED(hr) )
  995. {
  996. #if BX_PLATFORM_WINDOWS
  997. IDXGIOutput6* output6;
  998. hr = output->QueryInterface(IID_IDXGIOutput6, (void**)&output6);
  999. if (SUCCEEDED(hr) )
  1000. {
  1001. DXGI_OUTPUT_DESC1 desc;
  1002. hr = output6->GetDesc1(&desc);
  1003. if (SUCCEEDED(hr) )
  1004. {
  1005. BX_TRACE("Display specs:")
  1006. BX_TRACE("\t BitsPerColor: %d", desc.BitsPerColor);
  1007. BX_TRACE("\t Color space: %s (colorspace, range, gamma, sitting, primaries, transform)"
  1008. , s_colorSpace[bx::min<uint32_t>(desc.ColorSpace, kDxgiLastColorSpace+1)]
  1009. );
  1010. BX_TRACE("\t RedPrimary: %f, %f", desc.RedPrimary[0], desc.RedPrimary[1]);
  1011. BX_TRACE("\t GreenPrimary: %f, %f", desc.GreenPrimary[0], desc.GreenPrimary[1]);
  1012. BX_TRACE("\t BluePrimary: %f, %f", desc.BluePrimary[0], desc.BluePrimary[1]);
  1013. BX_TRACE("\t WhitePoint: %f, %f", desc.WhitePoint[0], desc.WhitePoint[1]);
  1014. BX_TRACE("\t MinLuminance: %f", desc.MinLuminance);
  1015. BX_TRACE("\t MaxLuminance: %f", desc.MaxLuminance);
  1016. BX_TRACE("\tMaxFullFrameLuminance: %f", desc.MaxFullFrameLuminance);
  1017. }
  1018. DX_RELEASE(output6, 1);
  1019. }
  1020. #endif // BX_PLATFORM_WINDOWS
  1021. DX_RELEASE(output, 0);
  1022. }
  1023. }
  1024. m_presentElapsed = 0;
  1025. {
  1026. m_resolution.m_width = _init.resolution.m_width;
  1027. m_resolution.m_height = _init.resolution.m_height;
  1028. m_numWindows = 1;
  1029. #if BX_PLATFORM_WINDOWS
  1030. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  1031. , 0
  1032. | DXGI_MWA_NO_WINDOW_CHANGES
  1033. | DXGI_MWA_NO_ALT_ENTER
  1034. ) );
  1035. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1036. {
  1037. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  1038. if (SUCCEEDED(hr) )
  1039. {
  1040. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  1041. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  1042. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  1043. D3D12_INFO_QUEUE_FILTER filter;
  1044. bx::memSet(&filter, 0, sizeof(filter) );
  1045. D3D12_MESSAGE_CATEGORY catlist[] =
  1046. {
  1047. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  1048. D3D12_MESSAGE_CATEGORY_EXECUTION,
  1049. };
  1050. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1051. filter.DenyList.pCategoryList = catlist;
  1052. m_infoQueue->PushStorageFilter(&filter);
  1053. DX_RELEASE_WARNONLY(m_infoQueue, 0);
  1054. }
  1055. }
  1056. #endif // BX_PLATFORM_WINDOWS
  1057. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  1058. rtvDescHeap.NumDescriptors = 0
  1059. + BX_COUNTOF(m_backBufferColor)
  1060. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1061. ;
  1062. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  1063. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  1064. rtvDescHeap.NodeMask = 1;
  1065. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  1066. , IID_ID3D12DescriptorHeap
  1067. , (void**)&m_rtvDescriptorHeap
  1068. ) );
  1069. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  1070. dsvDescHeap.NumDescriptors = 0
  1071. + 1 // reserved for depth backbuffer.
  1072. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  1073. ;
  1074. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  1075. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  1076. dsvDescHeap.NodeMask = 1;
  1077. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  1078. , IID_ID3D12DescriptorHeap
  1079. , (void**)&m_dsvDescriptorHeap
  1080. ) );
  1081. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1082. {
  1083. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  1084. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  1085. );
  1086. }
  1087. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  1088. , 1024
  1089. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  1090. );
  1091. D3D12_DESCRIPTOR_RANGE descRange[] =
  1092. {
  1093. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1094. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1095. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1096. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  1097. };
  1098. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  1099. D3D12_ROOT_PARAMETER rootParameter[] =
  1100. {
  1101. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  1102. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  1103. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  1104. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  1105. };
  1106. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  1107. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  1108. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  1109. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  1110. descRootSignature.pParameters = rootParameter;
  1111. descRootSignature.NumStaticSamplers = 0;
  1112. descRootSignature.pStaticSamplers = NULL;
  1113. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  1114. ID3DBlob* outBlob;
  1115. ID3DBlob* errorBlob;
  1116. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  1117. , D3D_ROOT_SIGNATURE_VERSION_1
  1118. , &outBlob
  1119. , &errorBlob
  1120. ) );
  1121. DX_CHECK(m_device->CreateRootSignature(0
  1122. , outBlob->GetBufferPointer()
  1123. , outBlob->GetBufferSize()
  1124. , IID_ID3D12RootSignature
  1125. , (void**)&m_rootSignature
  1126. ) );
  1127. g_caps.supported |= ( 0
  1128. | BGFX_CAPS_TEXTURE_3D
  1129. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  1130. | BGFX_CAPS_INSTANCING
  1131. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1132. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1133. | BGFX_CAPS_FRAGMENT_DEPTH
  1134. | BGFX_CAPS_BLEND_INDEPENDENT
  1135. | BGFX_CAPS_COMPUTE
  1136. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1137. // | (m_architecture.UMA ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
  1138. | (BX_ENABLED(BX_PLATFORM_WINDOWS) ? BGFX_CAPS_SWAP_CHAIN : 0)
  1139. | BGFX_CAPS_TEXTURE_BLIT
  1140. | BGFX_CAPS_TEXTURE_READ_BACK
  1141. | BGFX_CAPS_OCCLUSION_QUERY
  1142. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1143. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1144. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1145. );
  1146. g_caps.limits.maxTextureSize = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1147. g_caps.limits.maxTextureLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  1148. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
  1149. g_caps.limits.maxVertexStreams = BGFX_CONFIG_MAX_VERTEX_STREAMS;
  1150. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1151. {
  1152. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1153. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1154. ? s_textureFormat[ii].m_fmtDsv
  1155. : s_textureFormat[ii].m_fmt
  1156. ;
  1157. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1158. if (DXGI_FORMAT_UNKNOWN != fmt)
  1159. {
  1160. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1161. data.Format = fmt;
  1162. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1163. if (SUCCEEDED(hr) )
  1164. {
  1165. support |= 0 != (data.Support1 & (0
  1166. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1167. ) )
  1168. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1169. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1170. ;
  1171. support |= 0 != (data.Support1 & (0
  1172. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1173. ) )
  1174. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1175. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1176. ;
  1177. support |= 0 != (data.Support1 & (0
  1178. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1179. ) )
  1180. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1181. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1182. ;
  1183. support |= 0 != (data.Support1 & (0
  1184. | D3D12_FORMAT_SUPPORT1_BUFFER
  1185. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  1186. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  1187. ) )
  1188. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1189. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1190. ;
  1191. support |= 0 != (data.Support1 & (0
  1192. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  1193. ) )
  1194. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1195. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1196. ;
  1197. support |= 0 != (data.Support1 & (0
  1198. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  1199. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  1200. ) )
  1201. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1202. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1203. ;
  1204. support |= 0 != (data.Support1 & (0
  1205. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  1206. ) )
  1207. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1208. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1209. ;
  1210. support |= 0 != (data.Support1 & (0
  1211. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  1212. ) )
  1213. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1214. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1215. ;
  1216. }
  1217. else
  1218. {
  1219. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1220. }
  1221. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1222. {
  1223. // clear image flag for additional testing
  1224. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1225. data.Format = s_textureFormat[ii].m_fmt;
  1226. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1227. if (SUCCEEDED(hr) )
  1228. {
  1229. support |= 0 != (data.Support2 & (0
  1230. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1231. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1232. ) )
  1233. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1234. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1235. ;
  1236. }
  1237. }
  1238. }
  1239. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1240. {
  1241. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1242. {
  1243. DXGI_FORMAT InFormat;
  1244. UINT OutFormatSupport;
  1245. };
  1246. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1247. data.Format = fmtSrgb;
  1248. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1249. if (SUCCEEDED(hr) )
  1250. {
  1251. support |= 0 != (data.Support1 & (0
  1252. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1253. ) )
  1254. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1255. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1256. ;
  1257. support |= 0 != (data.Support1 & (0
  1258. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1259. ) )
  1260. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1261. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1262. ;
  1263. support |= 0 != (data.Support1 & (0
  1264. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1265. ) )
  1266. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1267. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1268. ;
  1269. }
  1270. else
  1271. {
  1272. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1273. }
  1274. }
  1275. g_caps.formats[ii] = support;
  1276. }
  1277. // Init reserved part of view name.
  1278. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1279. {
  1280. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1281. }
  1282. postReset();
  1283. m_batch.create(4<<10);
  1284. m_batch.setIndirectMode(BGFX_PCI_ID_NVIDIA != m_adapterDesc.VendorId);
  1285. m_gpuTimer.init();
  1286. m_occlusionQuery.init();
  1287. }
  1288. g_internalData.context = m_device;
  1289. return true;
  1290. error:
  1291. switch (errorState)
  1292. {
  1293. case ErrorState::CreatedCommandQueue:
  1294. m_cmd.shutdown();
  1295. BX_FALLTHROUGH;
  1296. case ErrorState::CreatedDXGIFactory:
  1297. DX_RELEASE(m_device, 0);
  1298. DX_RELEASE(m_adapter, 0);
  1299. DX_RELEASE(m_factory, 0);
  1300. BX_FALLTHROUGH;
  1301. #if USE_D3D12_DYNAMIC_LIB
  1302. case ErrorState::LoadedDXGI:
  1303. bx::dlclose(m_dxgidll);
  1304. BX_FALLTHROUGH;
  1305. case ErrorState::LoadedD3D12:
  1306. bx::dlclose(m_d3d12dll);
  1307. BX_FALLTHROUGH;
  1308. case ErrorState::LoadedKernel32:
  1309. bx::dlclose(m_kernel32dll);
  1310. BX_FALLTHROUGH;
  1311. #endif // USE_D3D12_DYNAMIC_LIB
  1312. case ErrorState::Default:
  1313. default:
  1314. unloadRenderDoc(m_renderdocdll);
  1315. bx::dlclose(m_winPixEvent);
  1316. m_winPixEvent = NULL;
  1317. break;
  1318. }
  1319. return false;
  1320. }
  1321. void shutdown()
  1322. {
  1323. m_cmd.finish();
  1324. m_batch.destroy();
  1325. preReset();
  1326. m_gpuTimer.shutdown();
  1327. m_occlusionQuery.shutdown();
  1328. m_samplerAllocator.destroy();
  1329. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1330. {
  1331. m_scratchBuffer[ii].destroy();
  1332. }
  1333. m_pipelineStateCache.invalidate();
  1334. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1335. {
  1336. m_indexBuffers[ii].destroy();
  1337. }
  1338. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1339. {
  1340. m_vertexBuffers[ii].destroy();
  1341. }
  1342. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1343. {
  1344. m_shaders[ii].destroy();
  1345. }
  1346. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1347. {
  1348. m_textures[ii].destroy();
  1349. }
  1350. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1351. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1352. DX_RELEASE(m_rootSignature, 0);
  1353. DX_RELEASE(m_swapChain, 0);
  1354. m_cmd.shutdown();
  1355. DX_RELEASE(m_device, 0);
  1356. DX_RELEASE(m_adapter, 0);
  1357. DX_RELEASE(m_factory, 0);
  1358. unloadRenderDoc(m_renderdocdll);
  1359. bx::dlclose(m_winPixEvent);
  1360. m_winPixEvent = NULL;
  1361. #if USE_D3D12_DYNAMIC_LIB
  1362. bx::dlclose(m_dxgidll);
  1363. bx::dlclose(m_d3d12dll);
  1364. bx::dlclose(m_kernel32dll);
  1365. #endif // USE_D3D12_DYNAMIC_LIB
  1366. }
  1367. RendererType::Enum getRendererType() const override
  1368. {
  1369. return RendererType::Direct3D12;
  1370. }
  1371. const char* getRendererName() const override
  1372. {
  1373. return BGFX_RENDERER_DIRECT3D12_NAME;
  1374. }
  1375. bool isDeviceRemoved() override
  1376. {
  1377. return m_lost;
  1378. }
  1379. void flip(HMD& /*_hmd*/) override
  1380. {
  1381. if (NULL != m_swapChain
  1382. && !m_lost)
  1383. {
  1384. int64_t start = bx::getHPCounter();
  1385. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  1386. HRESULT hr = S_OK;
  1387. uint32_t syncInterval = !!(m_resolution.m_flags & BGFX_RESET_VSYNC);
  1388. uint32_t flags = 0 == syncInterval ? DXGI_PRESENT_RESTART : 0;
  1389. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1390. {
  1391. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  1392. hr = frameBuffer.present(syncInterval, flags);
  1393. }
  1394. if (SUCCEEDED(hr) )
  1395. {
  1396. hr = m_swapChain->Present(syncInterval, flags);
  1397. }
  1398. int64_t now = bx::getHPCounter();
  1399. m_presentElapsed = now - start;
  1400. m_lost = isLost(hr);
  1401. BGFX_FATAL(!m_lost
  1402. , bgfx::Fatal::DeviceLost
  1403. , "Device is lost. FAILED 0x%08x %s (%s)"
  1404. , hr
  1405. , getLostReason(hr)
  1406. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1407. );
  1408. }
  1409. }
  1410. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) override
  1411. {
  1412. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1413. }
  1414. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1415. {
  1416. m_indexBuffers[_handle.idx].destroy();
  1417. }
  1418. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1419. {
  1420. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1421. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1422. dump(decl);
  1423. }
  1424. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1425. {
  1426. }
  1427. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1428. {
  1429. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1430. }
  1431. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1432. {
  1433. m_vertexBuffers[_handle.idx].destroy();
  1434. }
  1435. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1436. {
  1437. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1438. }
  1439. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1440. {
  1441. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1442. }
  1443. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1444. {
  1445. m_indexBuffers[_handle.idx].destroy();
  1446. }
  1447. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1448. {
  1449. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1450. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1451. }
  1452. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) override
  1453. {
  1454. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1455. }
  1456. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1457. {
  1458. m_vertexBuffers[_handle.idx].destroy();
  1459. }
  1460. void createShader(ShaderHandle _handle, Memory* _mem) override
  1461. {
  1462. m_shaders[_handle.idx].create(_mem);
  1463. }
  1464. void destroyShader(ShaderHandle _handle) override
  1465. {
  1466. m_shaders[_handle.idx].destroy();
  1467. }
  1468. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1469. {
  1470. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1471. }
  1472. void destroyProgram(ProgramHandle _handle) override
  1473. {
  1474. m_program[_handle.idx].destroy();
  1475. }
  1476. void* createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) override
  1477. {
  1478. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1479. }
  1480. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1481. {
  1482. }
  1483. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1484. {
  1485. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1486. }
  1487. void updateTextureEnd() override
  1488. {
  1489. }
  1490. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1491. {
  1492. const TextureD3D12& texture = m_textures[_handle.idx];
  1493. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1494. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1495. uint32_t numRows;
  1496. uint64_t total;
  1497. uint64_t srcPitch;
  1498. m_device->GetCopyableFootprints(&desc
  1499. , _mip
  1500. , 1
  1501. , 0
  1502. , &layout
  1503. , &numRows
  1504. , &srcPitch
  1505. , &total
  1506. );
  1507. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1508. D3D12_BOX box;
  1509. box.left = 0;
  1510. box.top = 0;
  1511. box.right = texture.m_width;
  1512. box.bottom = texture.m_height;
  1513. box.front = 0;
  1514. box.back = 1;
  1515. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1516. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1517. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1518. finish();
  1519. m_commandList = m_cmd.alloc();
  1520. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1521. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1522. uint8_t* src;
  1523. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1524. uint8_t* dst = (uint8_t*)_data;
  1525. uint32_t dstPitch = srcWidth*bpp/8;
  1526. uint32_t pitch = bx::uint32_min(uint32_t(srcPitch), dstPitch);
  1527. D3D12_RANGE readRange = { 0, dstPitch*srcHeight };
  1528. readback->Map(0, &readRange, (void**)&src);
  1529. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1530. {
  1531. bx::memCopy(dst, src, pitch);
  1532. src += srcPitch;
  1533. dst += dstPitch;
  1534. }
  1535. D3D12_RANGE writeRange = { 0, 0 };
  1536. readback->Unmap(0, &writeRange);
  1537. DX_RELEASE(readback, 0);
  1538. }
  1539. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) override
  1540. {
  1541. TextureD3D12& texture = m_textures[_handle.idx];
  1542. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1543. const Memory* mem = alloc(size);
  1544. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1545. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1546. bx::write(&writer, magic);
  1547. TextureCreate tc;
  1548. tc.m_width = _width;
  1549. tc.m_height = _height;
  1550. tc.m_depth = 0;
  1551. tc.m_numLayers = 1;
  1552. tc.m_numMips = _numMips;
  1553. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1554. tc.m_cubeMap = false;
  1555. tc.m_mem = NULL;
  1556. bx::write(&writer, tc);
  1557. texture.destroy();
  1558. texture.create(mem, texture.m_flags, 0);
  1559. release(mem);
  1560. }
  1561. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1562. {
  1563. BX_UNUSED(_handle, _ptr);
  1564. }
  1565. uintptr_t getInternal(TextureHandle _handle) override
  1566. {
  1567. BX_UNUSED(_handle);
  1568. return 0;
  1569. }
  1570. void destroyTexture(TextureHandle _handle) override
  1571. {
  1572. m_textures[_handle.idx].destroy();
  1573. }
  1574. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1575. {
  1576. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1577. }
  1578. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) override
  1579. {
  1580. uint16_t denseIdx = m_numWindows++;
  1581. m_windows[denseIdx] = _handle;
  1582. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1583. }
  1584. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1585. {
  1586. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1587. if (UINT16_MAX != denseIdx)
  1588. {
  1589. --m_numWindows;
  1590. if (m_numWindows > 1)
  1591. {
  1592. FrameBufferHandle handle = m_windows[m_numWindows];
  1593. m_windows[denseIdx] = handle;
  1594. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1595. }
  1596. }
  1597. }
  1598. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1599. {
  1600. if (NULL != m_uniforms[_handle.idx])
  1601. {
  1602. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1603. }
  1604. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  1605. void* data = BX_ALLOC(g_allocator, size);
  1606. bx::memSet(data, 0, size);
  1607. m_uniforms[_handle.idx] = data;
  1608. m_uniformReg.add(_handle, _name, data);
  1609. }
  1610. void destroyUniform(UniformHandle _handle) override
  1611. {
  1612. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1613. m_uniforms[_handle.idx] = NULL;
  1614. m_uniformReg.remove(_handle);
  1615. }
  1616. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1617. {
  1618. BX_UNUSED(_handle);
  1619. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.BufferCount;
  1620. m_cmd.finish(m_backBufferColorFence[idx]);
  1621. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1622. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1623. const uint32_t width = (uint32_t)desc.Width;
  1624. const uint32_t height = (uint32_t)desc.Height;
  1625. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1626. uint32_t numRows;
  1627. uint64_t total;
  1628. uint64_t pitch;
  1629. m_device->GetCopyableFootprints(&desc
  1630. , 0
  1631. , 1
  1632. , 0
  1633. , &layout
  1634. , &numRows
  1635. , &pitch
  1636. , &total
  1637. );
  1638. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1639. D3D12_BOX box;
  1640. box.left = 0;
  1641. box.top = 0;
  1642. box.right = width;
  1643. box.bottom = height;
  1644. box.front = 0;
  1645. box.back = 1;
  1646. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1647. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1648. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1649. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1650. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1651. finish();
  1652. m_commandList = m_cmd.alloc();
  1653. void* data;
  1654. readback->Map(0, NULL, (void**)&data);
  1655. bimg::imageSwizzleBgra8(
  1656. data
  1657. , layout.Footprint.RowPitch
  1658. , width
  1659. , height
  1660. , data
  1661. , layout.Footprint.RowPitch
  1662. );
  1663. g_callback->screenShot(_filePath
  1664. , width
  1665. , height
  1666. , layout.Footprint.RowPitch
  1667. , data
  1668. , (uint32_t)total
  1669. , false
  1670. );
  1671. readback->Unmap(0, NULL);
  1672. DX_RELEASE(readback, 0);
  1673. }
  1674. void updateViewName(ViewId _id, const char* _name) override
  1675. {
  1676. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1677. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1678. , _name
  1679. );
  1680. }
  1681. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1682. {
  1683. bx::memCopy(m_uniforms[_loc], _data, _size);
  1684. }
  1685. void setMarker(const char* _marker, uint32_t /*_size*/) override
  1686. {
  1687. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX))
  1688. {
  1689. PIX3_SETMARKER(m_commandList, D3DCOLOR_MARKER, _marker);
  1690. }
  1691. }
  1692. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1693. {
  1694. m_occlusionQuery.invalidate(_handle);
  1695. }
  1696. virtual void setName(Handle _handle, const char* _name) override
  1697. {
  1698. switch (_handle.type)
  1699. {
  1700. case Handle::Shader:
  1701. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, _name);
  1702. break;
  1703. case Handle::Texture:
  1704. setDebugObjectName(m_textures[_handle.idx].m_ptr, _name);
  1705. break;
  1706. default:
  1707. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1708. break;
  1709. }
  1710. }
  1711. void submitBlit(BlitState& _bs, uint16_t _view);
  1712. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1713. void blitSetup(TextVideoMemBlitter& _blitter) override
  1714. {
  1715. const uint32_t width = getBufferWidth();
  1716. const uint32_t height = getBufferHeight();
  1717. setFrameBuffer(BGFX_INVALID_HANDLE, false);
  1718. D3D12_VIEWPORT vp;
  1719. vp.TopLeftX = 0;
  1720. vp.TopLeftY = 0;
  1721. vp.Width = (float)width;
  1722. vp.Height = (float)height;
  1723. vp.MinDepth = 0.0f;
  1724. vp.MaxDepth = 1.0f;
  1725. m_commandList->RSSetViewports(1, &vp);
  1726. D3D12_RECT rc;
  1727. rc.left = 0;
  1728. rc.top = 0;
  1729. rc.right = width;
  1730. rc.bottom = height;
  1731. m_commandList->RSSetScissorRects(1, &rc);
  1732. const uint64_t state = 0
  1733. | BGFX_STATE_WRITE_RGB
  1734. | BGFX_STATE_WRITE_A
  1735. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1736. ;
  1737. const VertexDecl* decls[1] = { &m_vertexDecls[_blitter.m_vb->decl.idx] };
  1738. ID3D12PipelineState* pso = getPipelineState(state
  1739. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1740. , 1
  1741. , decls
  1742. , _blitter.m_program.idx
  1743. , 0
  1744. );
  1745. m_commandList->SetPipelineState(pso);
  1746. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1747. float proj[16];
  1748. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1749. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1750. uint8_t flags = predefined.m_type;
  1751. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1752. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1753. commitShaderConstants(_blitter.m_program.idx, gpuAddress);
  1754. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1755. ID3D12DescriptorHeap* heaps[] =
  1756. {
  1757. m_samplerAllocator.getHeap(),
  1758. scratchBuffer.getHeap(),
  1759. };
  1760. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1761. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1762. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1763. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1764. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, NULL);
  1765. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1766. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1767. scratchBuffer.allocSrv(srvHandle, texture);
  1768. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1769. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1770. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1771. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1772. viewDesc.BufferLocation = vb.m_gpuVA;
  1773. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1774. viewDesc.SizeInBytes = vb.m_size;
  1775. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1776. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1777. D3D12_INDEX_BUFFER_VIEW ibv;
  1778. ibv.Format = DXGI_FORMAT_R16_UINT;
  1779. ibv.BufferLocation = ib.m_gpuVA;
  1780. ibv.SizeInBytes = ib.m_size;
  1781. m_commandList->IASetIndexBuffer(&ibv);
  1782. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1783. }
  1784. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1785. {
  1786. const uint32_t numVertices = _numIndices*4/6;
  1787. if (0 < numVertices)
  1788. {
  1789. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1790. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1791. m_commandList->DrawIndexedInstanced(_numIndices
  1792. , 1
  1793. , 0
  1794. , 0
  1795. , 0
  1796. );
  1797. }
  1798. }
  1799. void preReset()
  1800. {
  1801. finishAll();
  1802. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1803. {
  1804. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1805. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1806. #else
  1807. DX_RELEASE(m_backBufferColor[ii], 1);
  1808. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1809. }
  1810. DX_RELEASE(m_backBufferDepthStencil, 0);
  1811. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1812. {
  1813. m_frameBuffers[ii].preReset();
  1814. }
  1815. invalidateCache();
  1816. // capturePreReset();
  1817. }
  1818. void postReset()
  1819. {
  1820. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1821. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1822. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1823. {
  1824. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1825. handle.ptr += ii * rtvDescriptorSize;
  1826. DX_CHECK(m_swapChain->GetBuffer(ii
  1827. , IID_ID3D12Resource
  1828. , (void**)&m_backBufferColor[ii]
  1829. ) );
  1830. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1831. }
  1832. D3D12_RESOURCE_DESC resourceDesc;
  1833. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1834. resourceDesc.Alignment = 0;
  1835. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1836. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1837. resourceDesc.DepthOrArraySize = 1;
  1838. resourceDesc.MipLevels = 0;
  1839. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1840. resourceDesc.SampleDesc.Count = 1;
  1841. resourceDesc.SampleDesc.Quality = 0;
  1842. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1843. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1844. D3D12_CLEAR_VALUE clearValue;
  1845. clearValue.Format = resourceDesc.Format;
  1846. clearValue.DepthStencil.Depth = 1.0f;
  1847. clearValue.DepthStencil.Stencil = 0;
  1848. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1849. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1850. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  1851. dsvDesc.Format = resourceDesc.Format;
  1852. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1853. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1854. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1855. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1856. ;
  1857. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1858. , &dsvDesc
  1859. , getCPUHandleHeapStart(m_dsvDescriptorHeap)
  1860. );
  1861. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1862. {
  1863. m_frameBuffers[ii].postReset();
  1864. }
  1865. m_commandList = m_cmd.alloc();
  1866. // capturePostReset();
  1867. }
  1868. void invalidateCache()
  1869. {
  1870. m_pipelineStateCache.invalidate();
  1871. m_samplerStateCache.invalidate();
  1872. m_samplerAllocator.reset();
  1873. }
  1874. void updateMsaa()
  1875. {
  1876. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1877. {
  1878. uint32_t msaa = s_checkMsaa[ii];
  1879. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1880. bx::memSet(&data, 0, sizeof(msaa) );
  1881. data.Format = getBufferFormat();
  1882. data.SampleCount = msaa;
  1883. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1884. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1885. data.NumQualityLevels = 0;
  1886. if (SUCCEEDED(hr)
  1887. && 0 < data.NumQualityLevels)
  1888. {
  1889. s_msaa[ii].Count = data.SampleCount;
  1890. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1891. last = ii;
  1892. }
  1893. else
  1894. {
  1895. s_msaa[ii] = s_msaa[last];
  1896. }
  1897. }
  1898. }
  1899. bool updateResolution(const Resolution& _resolution)
  1900. {
  1901. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  1902. {
  1903. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1904. }
  1905. else
  1906. {
  1907. m_maxAnisotropy = 1;
  1908. }
  1909. bool depthClamp = !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP);
  1910. if (m_depthClamp != depthClamp)
  1911. {
  1912. m_depthClamp = depthClamp;
  1913. m_pipelineStateCache.invalidate();
  1914. }
  1915. const uint32_t maskFlags = ~(0
  1916. | BGFX_RESET_HMD_RECENTER
  1917. | BGFX_RESET_MAXANISOTROPY
  1918. | BGFX_RESET_DEPTH_CLAMP
  1919. | BGFX_RESET_SUSPEND
  1920. );
  1921. if (m_resolution.m_width != _resolution.m_width
  1922. || m_resolution.m_height != _resolution.m_height
  1923. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  1924. {
  1925. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  1926. bool resize = true
  1927. && BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  1928. && (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK)
  1929. ;
  1930. m_resolution = _resolution;
  1931. m_resolution.m_flags = flags;
  1932. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1933. m_textVideoMem.clear();
  1934. setBufferSize(_resolution.m_width, _resolution.m_height);
  1935. preReset();
  1936. BX_UNUSED(resize);
  1937. if (resize)
  1938. {
  1939. #if BX_PLATFORM_WINDOWS
  1940. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1941. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1942. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1943. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1944. DX_CHECK(m_swapChain->ResizeBuffers1(
  1945. m_scd.BufferCount
  1946. , m_scd.BufferDesc.Width
  1947. , m_scd.BufferDesc.Height
  1948. , m_scd.BufferDesc.Format
  1949. , m_scd.Flags
  1950. , nodeMask
  1951. , presentQueue
  1952. ) );
  1953. #elif BX_PLATFORM_WINRT
  1954. DX_CHECK(m_swapChain->ResizeBuffers(
  1955. m_scd.BufferCount
  1956. , m_scd.Width
  1957. , m_scd.Height
  1958. , m_scd.Format
  1959. , m_scd.Flags
  1960. ) );
  1961. m_backBufferColorIdx = m_scd.BufferCount-1;
  1962. #endif // BX_PLATFORM_WINDOWS
  1963. }
  1964. else
  1965. {
  1966. updateMsaa();
  1967. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1968. DX_RELEASE(m_swapChain, 0);
  1969. HRESULT hr;
  1970. #if BX_PLATFORM_WINDOWS
  1971. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1972. , &m_scd
  1973. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  1974. );
  1975. #else
  1976. hr = m_factory->CreateSwapChainForCoreWindow(
  1977. # if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1978. m_cmd.m_commandQueue
  1979. # else
  1980. m_device
  1981. # endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1982. , (::IUnknown*)g_platformData.nwh
  1983. , &m_scd
  1984. , NULL
  1985. , &m_swapChain
  1986. );
  1987. #endif // BX_PLATFORM_WINDOWS
  1988. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1989. }
  1990. postReset();
  1991. }
  1992. return false;
  1993. }
  1994. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1995. {
  1996. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1997. {
  1998. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1999. m_fsChanges += _numRegs;
  2000. }
  2001. else
  2002. {
  2003. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2004. m_vsChanges += _numRegs;
  2005. }
  2006. }
  2007. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2008. {
  2009. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2010. }
  2011. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2012. {
  2013. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2014. }
  2015. void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  2016. {
  2017. const ProgramD3D12& program = m_program[_programIdx];
  2018. uint32_t total = bx::strideAlign(0
  2019. + program.m_vsh->m_size
  2020. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  2021. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  2022. );
  2023. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  2024. {
  2025. uint32_t size = program.m_vsh->m_size;
  2026. bx::memCopy(data, m_vsScratch, size);
  2027. data += size;
  2028. m_vsChanges = 0;
  2029. }
  2030. if (NULL != program.m_fsh)
  2031. {
  2032. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  2033. m_fsChanges = 0;
  2034. }
  2035. }
  2036. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh)
  2037. {
  2038. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2039. if (NULL != frameBuffer.m_swapChain)
  2040. {
  2041. #if BX_PLATFORM_WINDOWS
  2042. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  2043. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2044. return getRtv(_fbh, idx);
  2045. #endif // BX_PLATFORM_WINDOWS
  2046. }
  2047. return getRtv(_fbh, 0);
  2048. }
  2049. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh, uint8_t _attachment)
  2050. {
  2051. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2052. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2053. D3D12_CPU_DESCRIPTOR_HANDLE result =
  2054. {
  2055. rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS + _attachment) * rtvDescriptorSize
  2056. };
  2057. return result;
  2058. }
  2059. D3D12_CPU_DESCRIPTOR_HANDLE getDsv(FrameBufferHandle _fbh) const
  2060. {
  2061. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2062. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  2063. D3D12_CPU_DESCRIPTOR_HANDLE result = { dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize };
  2064. return result;
  2065. }
  2066. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  2067. {
  2068. if (isValid(m_fbh)
  2069. && m_fbh.idx != _fbh.idx)
  2070. {
  2071. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2072. if (NULL == frameBuffer.m_swapChain)
  2073. {
  2074. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2075. {
  2076. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2077. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  2078. }
  2079. if (isValid(frameBuffer.m_depth) )
  2080. {
  2081. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2082. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  2083. if (!writeOnly)
  2084. {
  2085. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  2086. }
  2087. }
  2088. }
  2089. }
  2090. if (!isValid(_fbh) )
  2091. {
  2092. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2093. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2094. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  2095. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2096. m_currentColor = &m_rtvHandle;
  2097. m_currentDepthStencil = &m_dsvHandle;
  2098. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  2099. }
  2100. else
  2101. {
  2102. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2103. if (0 < frameBuffer.m_num)
  2104. {
  2105. m_rtvHandle = getRtv(_fbh);
  2106. m_currentColor = &m_rtvHandle;
  2107. }
  2108. else
  2109. {
  2110. m_currentColor = NULL;
  2111. }
  2112. if (isValid(frameBuffer.m_depth) )
  2113. {
  2114. m_dsvHandle = getDsv(_fbh);
  2115. m_currentDepthStencil = &m_dsvHandle;
  2116. }
  2117. else
  2118. {
  2119. m_currentDepthStencil = NULL;
  2120. }
  2121. if (NULL != frameBuffer.m_swapChain)
  2122. {
  2123. frameBuffer.m_needPresent = true;
  2124. }
  2125. else
  2126. {
  2127. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2128. {
  2129. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2130. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2131. }
  2132. if (isValid(frameBuffer.m_depth) )
  2133. {
  2134. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2135. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  2136. }
  2137. }
  2138. m_commandList->OMSetRenderTargets(
  2139. frameBuffer.m_num
  2140. , m_currentColor
  2141. , true
  2142. , m_currentDepthStencil
  2143. );
  2144. }
  2145. m_fbh = _fbh;
  2146. m_rtMsaa = _msaa;
  2147. }
  2148. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  2149. {
  2150. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2151. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2152. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  2153. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2154. drt->LogicOpEnable = false;
  2155. {
  2156. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  2157. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  2158. const uint32_t srcRGB = (blend ) & 0xf;
  2159. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2160. const uint32_t srcA = (blend >> 8) & 0xf;
  2161. const uint32_t dstA = (blend >> 12) & 0xf;
  2162. const uint32_t equRGB = (equation ) & 0x7;
  2163. const uint32_t equA = (equation >> 3) & 0x7;
  2164. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2165. drt->DestBlend = s_blendFactor[dstRGB][0];
  2166. drt->BlendOp = s_blendEquation[equRGB];
  2167. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2168. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2169. drt->BlendOpAlpha = s_blendEquation[equA];
  2170. }
  2171. uint8_t writeMask = 0;
  2172. writeMask |= (_state & BGFX_STATE_WRITE_R) ? D3D12_COLOR_WRITE_ENABLE_RED : 0;
  2173. writeMask |= (_state & BGFX_STATE_WRITE_G) ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0;
  2174. writeMask |= (_state & BGFX_STATE_WRITE_B) ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0;
  2175. writeMask |= (_state & BGFX_STATE_WRITE_A) ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0;
  2176. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2177. drt->RenderTargetWriteMask = writeMask;
  2178. if (_desc.IndependentBlendEnable)
  2179. {
  2180. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2181. {
  2182. drt = &_desc.RenderTarget[ii];
  2183. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2184. drt->LogicOpEnable = false;
  2185. const uint32_t src = (rgba ) & 0xf;
  2186. const uint32_t dst = (rgba >> 4) & 0xf;
  2187. const uint32_t equation = (rgba >> 8) & 0x7;
  2188. drt->SrcBlend = s_blendFactor[src][0];
  2189. drt->DestBlend = s_blendFactor[dst][0];
  2190. drt->BlendOp = s_blendEquation[equation];
  2191. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2192. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2193. drt->BlendOpAlpha = s_blendEquation[equation];
  2194. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2195. drt->RenderTargetWriteMask = writeMask;
  2196. }
  2197. }
  2198. else
  2199. {
  2200. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2201. {
  2202. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  2203. }
  2204. }
  2205. }
  2206. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  2207. {
  2208. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  2209. _desc.FillMode = _wireframe
  2210. ? D3D12_FILL_MODE_WIREFRAME
  2211. : D3D12_FILL_MODE_SOLID
  2212. ;
  2213. _desc.CullMode = s_cullMode[cull];
  2214. _desc.FrontCounterClockwise = false;
  2215. _desc.DepthBias = 0;
  2216. _desc.DepthBiasClamp = 0.0f;
  2217. _desc.SlopeScaledDepthBias = 0.0f;
  2218. _desc.DepthClipEnable = !m_depthClamp;
  2219. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2220. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2221. _desc.ForcedSampleCount = 0;
  2222. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2223. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  2224. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2225. ;
  2226. }
  2227. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  2228. {
  2229. const uint32_t fstencil = unpackStencil(0, _stencil);
  2230. bx::memSet(&_desc, 0, sizeof(_desc) );
  2231. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2232. _desc.DepthEnable = 0 != func;
  2233. _desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state)
  2234. ? D3D12_DEPTH_WRITE_MASK_ALL
  2235. : D3D12_DEPTH_WRITE_MASK_ZERO
  2236. ;
  2237. _desc.DepthFunc = s_cmpFunc[func];
  2238. uint32_t bstencil = unpackStencil(1, _stencil);
  2239. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2240. bstencil = frontAndBack ? bstencil : fstencil;
  2241. _desc.StencilEnable = 0 != _stencil;
  2242. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2243. _desc.StencilWriteMask = 0xff;
  2244. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2245. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2246. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2247. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2248. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2249. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2250. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2251. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2252. }
  2253. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, uint8_t _numStreams, const VertexDecl** _vertexDecls, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2254. {
  2255. uint16_t attrMask[Attrib::Count];
  2256. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask));
  2257. D3D12_INPUT_ELEMENT_DESC* elem = _vertexElements;
  2258. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2259. {
  2260. VertexDecl decl;
  2261. bx::memCopy(&decl, _vertexDecls[stream], sizeof(VertexDecl));
  2262. const bool last = stream == _numStreams-1;
  2263. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2264. {
  2265. uint16_t mask = attrMask[ii];
  2266. uint16_t attr = (decl.m_attributes[ii] & mask);
  2267. if (0 == attr
  2268. || UINT16_MAX == attr)
  2269. {
  2270. decl.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2271. }
  2272. else
  2273. {
  2274. attrMask[ii] = 0;
  2275. }
  2276. }
  2277. elem = fillVertexDecl(stream, elem, decl);
  2278. }
  2279. uint32_t num = uint32_t(elem-_vertexElements);
  2280. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2281. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2282. {
  2283. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2284. uint32_t jj;
  2285. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2286. for (jj = 0; jj < num; ++jj)
  2287. {
  2288. curr = &_vertexElements[jj];
  2289. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2290. && curr->SemanticIndex == index)
  2291. {
  2292. break;
  2293. }
  2294. }
  2295. if (jj == num)
  2296. {
  2297. curr = elem;
  2298. ++elem;
  2299. }
  2300. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2301. curr->InputSlot = 1;
  2302. curr->SemanticIndex = index;
  2303. curr->AlignedByteOffset = ii*16;
  2304. }
  2305. return uint32_t(elem-_vertexElements);
  2306. }
  2307. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2308. {
  2309. const VertexDecl* decls[1] = { &_vertexDecl };
  2310. return setInputLayout(_vertexElements, BX_COUNTOF(decls), decls, _program, _numInstanceData);
  2311. }
  2312. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2313. {
  2314. union { void* ptr; uint32_t offset; } cast = { _userData };
  2315. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2316. {
  2317. DxbcOperand& operand = _instruction.operand[ii];
  2318. if (DxbcOperandType::ConstantBuffer == operand.type)
  2319. {
  2320. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2321. && 0 == operand.regIndex[0]
  2322. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  2323. {
  2324. operand.regIndex[1] += cast.offset;
  2325. }
  2326. else if (DxbcOperandAddrMode::RegImm32 == operand.addrMode[1])
  2327. {
  2328. operand.regIndex[1] += cast.offset;
  2329. }
  2330. }
  2331. }
  2332. }
  2333. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  2334. {
  2335. ProgramD3D12& program = m_program[_programIdx];
  2336. const uint32_t hash = program.m_vsh->m_hash;
  2337. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2338. if (BX_LIKELY(NULL != pso) )
  2339. {
  2340. return pso;
  2341. }
  2342. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2343. bx::memSet(&desc, 0, sizeof(desc) );
  2344. desc.pRootSignature = m_rootSignature;
  2345. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2346. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2347. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2348. , IID_ID3D12PipelineState
  2349. , (void**)&pso
  2350. ) );
  2351. m_pipelineStateCache.add(hash, pso);
  2352. return pso;
  2353. }
  2354. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint8_t _numStreams, const VertexDecl** _vertexDecls, uint16_t _programIdx, uint8_t _numInstanceData)
  2355. {
  2356. ProgramD3D12& program = m_program[_programIdx];
  2357. _state &= 0
  2358. | BGFX_STATE_WRITE_RGB
  2359. | BGFX_STATE_WRITE_A
  2360. | BGFX_STATE_WRITE_Z
  2361. | BGFX_STATE_DEPTH_TEST_MASK
  2362. | BGFX_STATE_BLEND_MASK
  2363. | BGFX_STATE_BLEND_EQUATION_MASK
  2364. | BGFX_STATE_BLEND_INDEPENDENT
  2365. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2366. | BGFX_STATE_CULL_MASK
  2367. | BGFX_STATE_MSAA
  2368. | BGFX_STATE_LINEAA
  2369. | BGFX_STATE_CONSERVATIVE_RASTER
  2370. | BGFX_STATE_PT_MASK
  2371. ;
  2372. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2373. VertexDecl decl;
  2374. bx::memCopy(&decl, _vertexDecls[0], sizeof(VertexDecl) );
  2375. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2376. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2377. {
  2378. uint16_t mask = attrMask[ii];
  2379. uint16_t attr = (decl.m_attributes[ii] & mask);
  2380. decl.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2381. }
  2382. bx::HashMurmur2A murmur;
  2383. murmur.begin();
  2384. murmur.add(_state);
  2385. murmur.add(_stencil);
  2386. murmur.add(program.m_vsh->m_hash);
  2387. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2388. murmur.add(program.m_fsh->m_hash);
  2389. for (uint32_t ii = 0; ii < _numStreams; ++ii)
  2390. {
  2391. murmur.add(_vertexDecls[ii]->m_hash);
  2392. }
  2393. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  2394. murmur.add(m_fbh.idx);
  2395. murmur.add(_numInstanceData);
  2396. const uint32_t hash = murmur.end();
  2397. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2398. if (NULL != pso)
  2399. {
  2400. return pso;
  2401. }
  2402. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2403. bx::memSet(&desc, 0, sizeof(desc) );
  2404. desc.pRootSignature = m_rootSignature;
  2405. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2406. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2407. const Memory* temp = alloc(program.m_fsh->m_code->size);
  2408. bx::memSet(temp->data, 0, temp->size);
  2409. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2410. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2411. DxbcContext dxbc;
  2412. bx::Error err;
  2413. read(&rd, dxbc, &err);
  2414. bool patchShader = !dxbc.shader.aon9;
  2415. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2416. && patchShader)
  2417. {
  2418. union { uint32_t offset; void* ptr; } cast = { 0 };
  2419. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2420. write(&wr, dxbc, &err);
  2421. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2422. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2423. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2424. if (!patchShader)
  2425. {
  2426. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2427. {
  2428. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2429. {
  2430. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2431. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2432. break;
  2433. }
  2434. }
  2435. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2436. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2437. }
  2438. }
  2439. if (patchShader)
  2440. {
  2441. bx::memCopy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2442. bx::seek(&wr, 0, bx::Whence::Begin);
  2443. union { uint32_t offset; void* ptr; } cast =
  2444. {
  2445. uint32_t(program.m_vsh->m_size)/16
  2446. };
  2447. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2448. write(&wr, dxbc, &err);
  2449. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  2450. desc.PS.pShaderBytecode = temp->data;
  2451. desc.PS.BytecodeLength = temp->size;
  2452. }
  2453. else
  2454. {
  2455. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2456. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2457. }
  2458. desc.DS.pShaderBytecode = NULL;
  2459. desc.DS.BytecodeLength = 0;
  2460. desc.HS.pShaderBytecode = NULL;
  2461. desc.HS.BytecodeLength = 0;
  2462. desc.GS.pShaderBytecode = NULL;
  2463. desc.GS.BytecodeLength = 0;
  2464. desc.StreamOutput.pSODeclaration = NULL;
  2465. desc.StreamOutput.NumEntries = 0;
  2466. desc.StreamOutput.pBufferStrides = NULL;
  2467. desc.StreamOutput.NumStrides = 0;
  2468. desc.StreamOutput.RasterizedStream = 0;
  2469. setBlendState(desc.BlendState, _state);
  2470. desc.SampleMask = 1;
  2471. setRasterizerState(desc.RasterizerState, _state);
  2472. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2473. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2474. desc.InputLayout.NumElements = setInputLayout(vertexElements, _numStreams, _vertexDecls, program, _numInstanceData);
  2475. desc.InputLayout.pInputElementDescs = vertexElements;
  2476. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2477. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2478. if (isValid(m_fbh) )
  2479. {
  2480. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2481. if (NULL == frameBuffer.m_swapChain)
  2482. {
  2483. desc.NumRenderTargets = frameBuffer.m_num;
  2484. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2485. {
  2486. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2487. }
  2488. if (isValid(frameBuffer.m_depth) )
  2489. {
  2490. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2491. }
  2492. else
  2493. {
  2494. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2495. }
  2496. }
  2497. else
  2498. {
  2499. desc.NumRenderTargets = 1;
  2500. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2501. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2502. }
  2503. }
  2504. else
  2505. {
  2506. desc.NumRenderTargets = 1;
  2507. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2508. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2509. }
  2510. desc.SampleDesc.Count = 1;
  2511. desc.SampleDesc.Quality = 0;
  2512. uint32_t length = g_callback->cacheReadSize(hash);
  2513. bool cached = length > 0;
  2514. void* cachedData = NULL;
  2515. if (cached)
  2516. {
  2517. cachedData = BX_ALLOC(g_allocator, length);
  2518. if (g_callback->cacheRead(hash, cachedData, length) )
  2519. {
  2520. BX_TRACE("Loading cached PSO (size %d).", length);
  2521. bx::MemoryReader reader(cachedData, length);
  2522. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2523. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2524. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2525. , IID_ID3D12PipelineState
  2526. , (void**)&pso
  2527. );
  2528. if (FAILED(hr) )
  2529. {
  2530. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  2531. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2532. }
  2533. }
  2534. }
  2535. if (NULL == pso)
  2536. {
  2537. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2538. , IID_ID3D12PipelineState
  2539. , (void**)&pso
  2540. ) );
  2541. }
  2542. BGFX_FATAL(NULL != pso, Fatal::InvalidShader, "Failed to create PSO!");
  2543. m_pipelineStateCache.add(hash, pso);
  2544. release(temp);
  2545. ID3DBlob* blob;
  2546. HRESULT hr = pso->GetCachedBlob(&blob);
  2547. if (SUCCEEDED(hr) )
  2548. {
  2549. void* data = blob->GetBufferPointer();
  2550. length = (uint32_t)blob->GetBufferSize();
  2551. g_callback->cacheWrite(hash, data, length);
  2552. DX_RELEASE(blob, 0);
  2553. }
  2554. if (NULL != cachedData)
  2555. {
  2556. BX_FREE(g_allocator, cachedData);
  2557. }
  2558. return pso;
  2559. }
  2560. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2561. {
  2562. bx::HashMurmur2A murmur;
  2563. murmur.begin();
  2564. murmur.add(_flags, _num * sizeof(uint32_t) );
  2565. uint32_t hash = murmur.end();
  2566. uint16_t sampler = m_samplerStateCache.find(hash);
  2567. if (UINT16_MAX == sampler)
  2568. {
  2569. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2570. m_samplerStateCache.add(hash, sampler);
  2571. }
  2572. return sampler;
  2573. }
  2574. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2575. {
  2576. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2577. }
  2578. DXGI_FORMAT getBufferFormat()
  2579. {
  2580. #if BX_PLATFORM_WINDOWS
  2581. return m_scd.BufferDesc.Format;
  2582. #else
  2583. return m_scd.Format;
  2584. #endif
  2585. }
  2586. uint32_t getBufferWidth()
  2587. {
  2588. #if BX_PLATFORM_WINDOWS
  2589. return m_scd.BufferDesc.Width;
  2590. #else
  2591. return m_scd.Width;
  2592. #endif
  2593. }
  2594. uint32_t getBufferHeight()
  2595. {
  2596. #if BX_PLATFORM_WINDOWS
  2597. return m_scd.BufferDesc.Height;
  2598. #else
  2599. return m_scd.Height;
  2600. #endif
  2601. }
  2602. void setBufferSize(uint32_t _width, uint32_t _height)
  2603. {
  2604. #if BX_PLATFORM_WINDOWS
  2605. m_scd.BufferDesc.Width = _width;
  2606. m_scd.BufferDesc.Height = _height;
  2607. #else
  2608. m_scd.Width = _width;
  2609. m_scd.Height = _height;
  2610. #endif
  2611. }
  2612. void commit(UniformBuffer& _uniformBuffer)
  2613. {
  2614. _uniformBuffer.reset();
  2615. for (;;)
  2616. {
  2617. uint32_t opcode = _uniformBuffer.read();
  2618. if (UniformType::End == opcode)
  2619. {
  2620. break;
  2621. }
  2622. UniformType::Enum type;
  2623. uint16_t loc;
  2624. uint16_t num;
  2625. uint16_t copy;
  2626. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2627. const char* data;
  2628. if (copy)
  2629. {
  2630. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2631. }
  2632. else
  2633. {
  2634. UniformHandle handle;
  2635. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2636. data = (const char*)m_uniforms[handle.idx];
  2637. }
  2638. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2639. case UniformType::_uniform: \
  2640. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2641. { \
  2642. setShaderUniform(uint8_t(type), loc, data, num); \
  2643. } \
  2644. break;
  2645. switch ( (uint32_t)type)
  2646. {
  2647. case UniformType::Mat3:
  2648. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  2649. {
  2650. float* value = (float*)data;
  2651. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2652. {
  2653. Matrix4 mtx;
  2654. mtx.un.val[ 0] = value[0];
  2655. mtx.un.val[ 1] = value[1];
  2656. mtx.un.val[ 2] = value[2];
  2657. mtx.un.val[ 3] = 0.0f;
  2658. mtx.un.val[ 4] = value[3];
  2659. mtx.un.val[ 5] = value[4];
  2660. mtx.un.val[ 6] = value[5];
  2661. mtx.un.val[ 7] = 0.0f;
  2662. mtx.un.val[ 8] = value[6];
  2663. mtx.un.val[ 9] = value[7];
  2664. mtx.un.val[10] = value[8];
  2665. mtx.un.val[11] = 0.0f;
  2666. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2667. }
  2668. }
  2669. break;
  2670. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2671. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2672. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2673. case UniformType::End:
  2674. break;
  2675. default:
  2676. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2677. break;
  2678. }
  2679. #undef CASE_IMPLEMENT_UNIFORM
  2680. }
  2681. }
  2682. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2683. {
  2684. if (isValid(m_fbh) )
  2685. {
  2686. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2687. frameBuffer.clear(m_commandList, _clear, _palette);
  2688. }
  2689. else
  2690. {
  2691. if (NULL != m_currentColor
  2692. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2693. {
  2694. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2695. {
  2696. uint8_t index = _clear.m_index[0];
  2697. if (UINT8_MAX != index)
  2698. {
  2699. m_commandList->ClearRenderTargetView(*m_currentColor
  2700. , _palette[index]
  2701. , _num
  2702. , _rect
  2703. );
  2704. }
  2705. }
  2706. else
  2707. {
  2708. float frgba[4] =
  2709. {
  2710. _clear.m_index[0] * 1.0f / 255.0f,
  2711. _clear.m_index[1] * 1.0f / 255.0f,
  2712. _clear.m_index[2] * 1.0f / 255.0f,
  2713. _clear.m_index[3] * 1.0f / 255.0f,
  2714. };
  2715. m_commandList->ClearRenderTargetView(*m_currentColor
  2716. , frgba
  2717. , _num
  2718. , _rect
  2719. );
  2720. }
  2721. }
  2722. if (NULL != m_currentDepthStencil
  2723. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2724. {
  2725. uint32_t flags = 0;
  2726. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2727. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2728. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2729. , D3D12_CLEAR_FLAGS(flags)
  2730. , _clear.m_depth
  2731. , _clear.m_stencil
  2732. , _num
  2733. , _rect
  2734. );
  2735. }
  2736. }
  2737. }
  2738. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2739. {
  2740. uint32_t width;
  2741. uint32_t height;
  2742. if (isValid(m_fbh) )
  2743. {
  2744. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2745. width = fb.m_width;
  2746. height = fb.m_height;
  2747. }
  2748. else
  2749. {
  2750. width = getBufferWidth();
  2751. height = getBufferHeight();
  2752. }
  2753. if (0 == _rect.m_x
  2754. && 0 == _rect.m_y
  2755. && width == _rect.m_width
  2756. && height == _rect.m_height)
  2757. {
  2758. clear(_clear, _palette);
  2759. }
  2760. else
  2761. {
  2762. D3D12_RECT rect;
  2763. rect.left = _rect.m_x;
  2764. rect.top = _rect.m_y;
  2765. rect.right = _rect.m_x + _rect.m_width;
  2766. rect.bottom = _rect.m_y + _rect.m_height;
  2767. clear(_clear, _palette, &rect, 1);
  2768. }
  2769. }
  2770. uint64_t kick()
  2771. {
  2772. uint64_t fence = m_cmd.kick();
  2773. m_commandList = m_cmd.alloc();
  2774. return fence;
  2775. }
  2776. void finish()
  2777. {
  2778. m_cmd.kick();
  2779. m_cmd.finish();
  2780. m_commandList = NULL;
  2781. }
  2782. void finishAll()
  2783. {
  2784. uint64_t fence = m_cmd.kick();
  2785. m_cmd.finish(fence, true);
  2786. m_commandList = NULL;
  2787. }
  2788. void* m_kernel32dll;
  2789. void* m_d3d12dll;
  2790. void* m_dxgidll;
  2791. void* m_renderdocdll;
  2792. void* m_winPixEvent;
  2793. D3D_FEATURE_LEVEL m_featureLevel;
  2794. D3D_DRIVER_TYPE m_driverType;
  2795. DXGI_ADAPTER_DESC m_adapterDesc;
  2796. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2797. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2798. AdapterI* m_adapter;
  2799. FactoryI* m_factory;
  2800. SwapChainI* m_swapChain;
  2801. #if BX_PLATFORM_WINDOWS
  2802. ID3D12InfoQueue* m_infoQueue;
  2803. #endif // BX_PLATFORM_WINDOWS
  2804. int64_t m_presentElapsed;
  2805. uint16_t m_numWindows;
  2806. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2807. ID3D12Device* m_device;
  2808. TimerQueryD3D12 m_gpuTimer;
  2809. OcclusionQueryD3D12 m_occlusionQuery;
  2810. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2811. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2812. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2813. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2814. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2815. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2816. ID3D12Resource* m_backBufferColor[4];
  2817. uint64_t m_backBufferColorFence[4];
  2818. ID3D12Resource* m_backBufferDepthStencil;
  2819. ScratchBufferD3D12 m_scratchBuffer[4];
  2820. DescriptorAllocatorD3D12 m_samplerAllocator;
  2821. ID3D12RootSignature* m_rootSignature;
  2822. CommandQueueD3D12 m_cmd;
  2823. BatchD3D12 m_batch;
  2824. ID3D12GraphicsCommandList* m_commandList;
  2825. Resolution m_resolution;
  2826. bool m_wireframe;
  2827. bool m_lost;
  2828. DXGI_SWAP_CHAIN_DESC m_scd;
  2829. uint32_t m_maxAnisotropy;
  2830. bool m_depthClamp;
  2831. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2832. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2833. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2834. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2835. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2836. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2837. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2838. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2839. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2840. UniformRegistry m_uniformReg;
  2841. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2842. StateCache m_samplerStateCache;
  2843. TextVideoMem m_textVideoMem;
  2844. uint8_t m_fsScratch[64<<10];
  2845. uint8_t m_vsScratch[64<<10];
  2846. uint32_t m_fsChanges;
  2847. uint32_t m_vsChanges;
  2848. FrameBufferHandle m_fbh;
  2849. uint32_t m_backBufferColorIdx;
  2850. bool m_rtMsaa;
  2851. };
  2852. static RendererContextD3D12* s_renderD3D12;
  2853. RendererContextI* rendererCreate(const Init& _init)
  2854. {
  2855. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2856. if (!s_renderD3D12->init(_init) )
  2857. {
  2858. BX_DELETE(g_allocator, s_renderD3D12);
  2859. s_renderD3D12 = NULL;
  2860. }
  2861. return s_renderD3D12;
  2862. }
  2863. void rendererDestroy()
  2864. {
  2865. s_renderD3D12->shutdown();
  2866. BX_DELETE(g_allocator, s_renderD3D12);
  2867. s_renderD3D12 = NULL;
  2868. }
  2869. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2870. {
  2871. m_size = _size;
  2872. ID3D12Device* device = s_renderD3D12->m_device;
  2873. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2874. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2875. desc.NumDescriptors = _maxDescriptors;
  2876. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2877. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2878. desc.NodeMask = 1;
  2879. DX_CHECK(device->CreateDescriptorHeap(&desc
  2880. , IID_ID3D12DescriptorHeap
  2881. , (void**)&m_heap
  2882. ) );
  2883. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2884. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2885. D3D12_RANGE readRange = { 0, 0 };
  2886. m_upload->Map(0, &readRange, (void**)&m_data);
  2887. reset(m_gpuHandle);
  2888. }
  2889. void ScratchBufferD3D12::destroy()
  2890. {
  2891. D3D12_RANGE writeRange = { 0, 0 };
  2892. m_upload->Unmap(0, &writeRange);
  2893. DX_RELEASE(m_upload, 0);
  2894. DX_RELEASE(m_heap, 0);
  2895. }
  2896. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2897. {
  2898. m_pos = 0;
  2899. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2900. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2901. _gpuHandle = m_gpuHandle;
  2902. }
  2903. void ScratchBufferD3D12::allocEmpty(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2904. {
  2905. m_cpuHandle.ptr += m_incrementSize;
  2906. _gpuHandle = m_gpuHandle;
  2907. m_gpuHandle.ptr += m_incrementSize;
  2908. }
  2909. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2910. {
  2911. _gpuAddress = m_gpuVA + m_pos;
  2912. void* data = &m_data[m_pos];
  2913. m_pos += BX_ALIGN_256(_size);
  2914. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2915. // desc.BufferLocation = _gpuAddress;
  2916. // desc.SizeInBytes = _size;
  2917. // ID3D12Device* device = s_renderD3D12->m_device;
  2918. // device->CreateConstantBufferView(&desc
  2919. // , m_cpuHandle
  2920. // );
  2921. // m_cpuHandle.ptr += m_incrementSize;
  2922. // m_gpuHandle.ptr += m_incrementSize;
  2923. return data;
  2924. }
  2925. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2926. {
  2927. ID3D12Device* device = s_renderD3D12->m_device;
  2928. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2929. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2930. if (0 != _mip)
  2931. {
  2932. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2933. srvd = &tmpSrvd;
  2934. switch (_texture.m_srvd.ViewDimension)
  2935. {
  2936. default:
  2937. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2938. srvd->Texture2D.MostDetailedMip = _mip;
  2939. srvd->Texture2D.MipLevels = 1;
  2940. srvd->Texture2D.PlaneSlice = 0;
  2941. srvd->Texture2D.ResourceMinLODClamp = 0;
  2942. break;
  2943. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  2944. srvd->TextureCube.MostDetailedMip = _mip;
  2945. srvd->TextureCube.MipLevels = 1;
  2946. srvd->TextureCube.ResourceMinLODClamp = 0;
  2947. break;
  2948. case D3D12_SRV_DIMENSION_TEXTURE3D:
  2949. srvd->Texture3D.MostDetailedMip = _mip;
  2950. srvd->Texture3D.MipLevels = 1;
  2951. srvd->Texture3D.ResourceMinLODClamp = 0;
  2952. break;
  2953. }
  2954. }
  2955. device->CreateShaderResourceView(_texture.m_ptr
  2956. , srvd
  2957. , m_cpuHandle
  2958. );
  2959. m_cpuHandle.ptr += m_incrementSize;
  2960. _gpuHandle = m_gpuHandle;
  2961. m_gpuHandle.ptr += m_incrementSize;
  2962. }
  2963. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2964. {
  2965. ID3D12Device* device = s_renderD3D12->m_device;
  2966. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  2967. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  2968. if (0 != _mip)
  2969. {
  2970. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  2971. uavd = &tmpUavd;
  2972. switch (_texture.m_uavd.ViewDimension)
  2973. {
  2974. default:
  2975. case D3D12_UAV_DIMENSION_TEXTURE2D:
  2976. uavd->Texture2D.MipSlice = _mip;
  2977. uavd->Texture2D.PlaneSlice = 0;
  2978. break;
  2979. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  2980. uavd->Texture2DArray.MipSlice = _mip;
  2981. uavd->Texture2DArray.PlaneSlice = 0;
  2982. break;
  2983. case D3D12_UAV_DIMENSION_TEXTURE3D:
  2984. uavd->Texture3D.MipSlice = _mip;
  2985. break;
  2986. }
  2987. }
  2988. device->CreateUnorderedAccessView(_texture.m_ptr
  2989. , NULL
  2990. , uavd
  2991. , m_cpuHandle
  2992. );
  2993. m_cpuHandle.ptr += m_incrementSize;
  2994. _gpuHandle = m_gpuHandle;
  2995. m_gpuHandle.ptr += m_incrementSize;
  2996. }
  2997. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  2998. {
  2999. ID3D12Device* device = s_renderD3D12->m_device;
  3000. device->CreateShaderResourceView(_buffer.m_ptr
  3001. , &_buffer.m_srvd
  3002. , m_cpuHandle
  3003. );
  3004. m_cpuHandle.ptr += m_incrementSize;
  3005. _gpuHandle = m_gpuHandle;
  3006. m_gpuHandle.ptr += m_incrementSize;
  3007. }
  3008. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  3009. {
  3010. ID3D12Device* device = s_renderD3D12->m_device;
  3011. device->CreateUnorderedAccessView(_buffer.m_ptr
  3012. , NULL
  3013. , &_buffer.m_uavd
  3014. , m_cpuHandle
  3015. );
  3016. m_cpuHandle.ptr += m_incrementSize;
  3017. _gpuHandle = m_gpuHandle;
  3018. m_gpuHandle.ptr += m_incrementSize;
  3019. }
  3020. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  3021. {
  3022. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  3023. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  3024. ID3D12Device* device = s_renderD3D12->m_device;
  3025. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  3026. D3D12_DESCRIPTOR_HEAP_DESC desc;
  3027. desc.NumDescriptors = _maxDescriptors;
  3028. desc.Type = _type;
  3029. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  3030. desc.NodeMask = 1;
  3031. DX_CHECK(device->CreateDescriptorHeap(&desc
  3032. , IID_ID3D12DescriptorHeap
  3033. , (void**)&m_heap
  3034. ) );
  3035. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  3036. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  3037. }
  3038. void DescriptorAllocatorD3D12::destroy()
  3039. {
  3040. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3041. DX_RELEASE(m_heap, 0);
  3042. }
  3043. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  3044. {
  3045. uint16_t idx = m_handleAlloc->alloc();
  3046. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  3047. ID3D12Device* device = s_renderD3D12->m_device;
  3048. device->CreateShaderResourceView(_ptr
  3049. , _desc
  3050. , cpuHandle
  3051. );
  3052. return idx;
  3053. }
  3054. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  3055. {
  3056. uint16_t idx = m_handleAlloc->alloc();
  3057. ID3D12Device* device = s_renderD3D12->m_device;
  3058. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  3059. for (uint32_t ii = 0; ii < _num; ++ii)
  3060. {
  3061. uint32_t flags = _flags[ii];
  3062. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  3063. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  3064. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  3065. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  3066. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  3067. D3D12_SAMPLER_DESC sd;
  3068. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  3069. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  3070. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  3071. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  3072. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  3073. sd.MaxAnisotropy = maxAnisotropy;
  3074. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  3075. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  3076. if (NULL != _palette
  3077. && needBorderColor(flags) )
  3078. {
  3079. const float* rgba = _palette[index];
  3080. sd.BorderColor[0] = rgba[0];
  3081. sd.BorderColor[1] = rgba[1];
  3082. sd.BorderColor[2] = rgba[2];
  3083. sd.BorderColor[3] = rgba[3];
  3084. }
  3085. else
  3086. {
  3087. sd.BorderColor[0] = 0.0f;
  3088. sd.BorderColor[1] = 0.0f;
  3089. sd.BorderColor[2] = 0.0f;
  3090. sd.BorderColor[3] = 0.0f;
  3091. }
  3092. sd.MinLOD = 0;
  3093. sd.MaxLOD = D3D12_FLOAT32_MAX;
  3094. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  3095. {
  3096. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  3097. };
  3098. device->CreateSampler(&sd, cpuHandle);
  3099. }
  3100. return idx;
  3101. }
  3102. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  3103. {
  3104. m_handleAlloc->free(_idx);
  3105. }
  3106. void DescriptorAllocatorD3D12::reset()
  3107. {
  3108. uint16_t max = m_handleAlloc->getMaxHandles();
  3109. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3110. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  3111. }
  3112. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  3113. {
  3114. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  3115. return gpuHandle;
  3116. }
  3117. void CommandQueueD3D12::init(ID3D12Device* _device)
  3118. {
  3119. D3D12_COMMAND_QUEUE_DESC queueDesc;
  3120. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  3121. queueDesc.Priority = 0;
  3122. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  3123. queueDesc.NodeMask = 1;
  3124. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  3125. , IID_ID3D12CommandQueue
  3126. , (void**)&m_commandQueue
  3127. ) );
  3128. m_completedFence = 0;
  3129. m_currentFence = 0;
  3130. DX_CHECK(_device->CreateFence(0
  3131. , D3D12_FENCE_FLAG_NONE
  3132. , IID_ID3D12Fence
  3133. , (void**)&m_fence
  3134. ) );
  3135. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3136. {
  3137. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  3138. , IID_ID3D12CommandAllocator
  3139. , (void**)&m_commandList[ii].m_commandAllocator
  3140. ) );
  3141. DX_CHECK(_device->CreateCommandList(0
  3142. , D3D12_COMMAND_LIST_TYPE_DIRECT
  3143. , m_commandList[ii].m_commandAllocator
  3144. , NULL
  3145. , IID_ID3D12GraphicsCommandList
  3146. , (void**)&m_commandList[ii].m_commandList
  3147. ) );
  3148. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  3149. }
  3150. }
  3151. void CommandQueueD3D12::shutdown()
  3152. {
  3153. finish(UINT64_MAX, true);
  3154. DX_RELEASE(m_fence, 0);
  3155. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3156. {
  3157. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  3158. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  3159. }
  3160. DX_RELEASE(m_commandQueue, 0);
  3161. }
  3162. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  3163. {
  3164. while (0 == m_control.reserve(1) )
  3165. {
  3166. consume();
  3167. }
  3168. CommandList& commandList = m_commandList[m_control.m_current];
  3169. DX_CHECK(commandList.m_commandAllocator->Reset() );
  3170. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  3171. return commandList.m_commandList;
  3172. }
  3173. uint64_t CommandQueueD3D12::kick()
  3174. {
  3175. CommandList& commandList = m_commandList[m_control.m_current];
  3176. DX_CHECK(commandList.m_commandList->Close() );
  3177. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  3178. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  3179. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  3180. const uint64_t fence = m_currentFence++;
  3181. m_commandQueue->Signal(m_fence, fence);
  3182. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  3183. m_control.commit(1);
  3184. return fence;
  3185. }
  3186. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  3187. {
  3188. while (0 < m_control.available() )
  3189. {
  3190. consume();
  3191. if (!_finishAll
  3192. && _waitFence <= m_completedFence)
  3193. {
  3194. return;
  3195. }
  3196. }
  3197. BX_CHECK(0 == m_control.available(), "");
  3198. }
  3199. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  3200. {
  3201. if (0 < m_control.available() )
  3202. {
  3203. if (consume(0)
  3204. && _waitFence <= m_completedFence)
  3205. {
  3206. return true;
  3207. }
  3208. }
  3209. return false;
  3210. }
  3211. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  3212. {
  3213. m_release[m_control.m_current].push_back(_ptr);
  3214. }
  3215. bool CommandQueueD3D12::consume(uint32_t _ms)
  3216. {
  3217. CommandList& commandList = m_commandList[m_control.m_read];
  3218. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  3219. {
  3220. CloseHandle(commandList.m_event);
  3221. commandList.m_event = NULL;
  3222. m_completedFence = m_fence->GetCompletedValue();
  3223. BX_WARN(UINT64_MAX != m_completedFence, "D3D12: Device lost.");
  3224. m_commandQueue->Wait(m_fence, m_completedFence);
  3225. ResourceArray& ra = m_release[m_control.m_read];
  3226. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  3227. {
  3228. DX_RELEASE(*it, 0);
  3229. }
  3230. ra.clear();
  3231. m_control.consume(1);
  3232. return true;
  3233. }
  3234. return false;
  3235. }
  3236. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  3237. {
  3238. m_maxDrawPerBatch = _maxDrawPerBatch;
  3239. setSeqMode(false);
  3240. setIndirectMode(true);
  3241. ID3D12Device* device = s_renderD3D12->m_device;
  3242. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  3243. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  3244. {
  3245. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3246. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3247. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3248. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3249. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3250. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3251. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  3252. };
  3253. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  3254. {
  3255. sizeof(DrawIndirectCommand),
  3256. BX_COUNTOF(drawArgDesc),
  3257. drawArgDesc,
  3258. 1,
  3259. };
  3260. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  3261. , rootSignature
  3262. , IID_ID3D12CommandSignature
  3263. , (void**)&m_commandSignature[Draw]
  3264. ) );
  3265. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  3266. {
  3267. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3268. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3269. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3270. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3271. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3272. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  3273. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3274. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  3275. };
  3276. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  3277. {
  3278. sizeof(DrawIndexedIndirectCommand),
  3279. BX_COUNTOF(drawIndexedArgDesc),
  3280. drawIndexedArgDesc,
  3281. 1,
  3282. };
  3283. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  3284. , rootSignature
  3285. , IID_ID3D12CommandSignature
  3286. , (void**)&m_commandSignature[DrawIndexed]
  3287. ) );
  3288. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  3289. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  3290. uint32_t cmdSize = bx::max<uint32_t>(sizeof(DrawIndirectCommand), sizeof(DrawIndexedIndirectCommand) );
  3291. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3292. {
  3293. m_indirect[ii].create(m_maxDrawPerBatch*cmdSize
  3294. , NULL
  3295. , BGFX_BUFFER_DRAW_INDIRECT
  3296. , false
  3297. , cmdSize
  3298. );
  3299. }
  3300. }
  3301. void BatchD3D12::destroy()
  3302. {
  3303. BX_FREE(g_allocator, m_cmds[0]);
  3304. BX_FREE(g_allocator, m_cmds[1]);
  3305. DX_RELEASE(m_commandSignature[0], 0);
  3306. DX_RELEASE(m_commandSignature[1], 0);
  3307. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3308. {
  3309. m_indirect[ii].destroy();
  3310. }
  3311. }
  3312. template<typename Ty>
  3313. Ty& BatchD3D12::getCmd(Enum _type)
  3314. {
  3315. uint32_t index = m_num[_type];
  3316. BX_CHECK(index < m_maxDrawPerBatch, "Memory corruption...");
  3317. m_num[_type]++;
  3318. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3319. return *cmd;
  3320. }
  3321. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3322. {
  3323. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3324. uint32_t numIndices = 0;
  3325. if (Draw == type)
  3326. {
  3327. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3328. cmd.cbv = _cbv;
  3329. uint32_t numVertices = _draw.m_numVertices;
  3330. uint8_t numStreams = 0;
  3331. for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  3332. ; 0 != streamMask
  3333. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  3334. )
  3335. {
  3336. streamMask >>= ntz;
  3337. idx += ntz;
  3338. const Stream& stream = _draw.m_stream[idx];
  3339. uint16_t handle = stream.m_handle.idx;
  3340. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3341. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3342. uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
  3343. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
  3344. uint32_t stride = vertexDecl.m_stride;
  3345. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams];
  3346. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3347. vbv.StrideInBytes = vertexDecl.m_stride;
  3348. vbv.SizeInBytes = vb.m_size;
  3349. numVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3350. ? vb.m_size/stride
  3351. : _draw.m_numVertices
  3352. , numVertices
  3353. );
  3354. }
  3355. if (isValid(_draw.m_instanceDataBuffer) )
  3356. {
  3357. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3358. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3359. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3360. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3361. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3362. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3363. }
  3364. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3365. {
  3366. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3367. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3368. }
  3369. cmd.draw.InstanceCount = _draw.m_numInstances;
  3370. cmd.draw.VertexCountPerInstance = numVertices;
  3371. cmd.draw.StartVertexLocation = 0;
  3372. cmd.draw.StartInstanceLocation = 0;
  3373. }
  3374. else
  3375. {
  3376. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3377. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3378. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3379. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3380. numIndices = UINT32_MAX == _draw.m_numIndices
  3381. ? ib.m_size / indexSize
  3382. : _draw.m_numIndices
  3383. ;
  3384. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3385. cmd.cbv = _cbv;
  3386. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3387. cmd.ibv.SizeInBytes = ib.m_size;
  3388. cmd.ibv.Format = hasIndex16
  3389. ? DXGI_FORMAT_R16_UINT
  3390. : DXGI_FORMAT_R32_UINT
  3391. ;
  3392. uint32_t numVertices = _draw.m_numVertices;
  3393. uint8_t numStreams = 0;
  3394. for (uint32_t idx = 0, streamMask = _draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  3395. ; 0 != streamMask
  3396. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  3397. )
  3398. {
  3399. streamMask >>= ntz;
  3400. idx += ntz;
  3401. const Stream& stream = _draw.m_stream[idx];
  3402. uint16_t handle = stream.m_handle.idx;
  3403. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3404. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3405. uint16_t decl = !isValid(vb.m_decl) ? stream.m_decl.idx : vb.m_decl.idx;
  3406. const VertexDecl& vertexDecl = s_renderD3D12->m_vertexDecls[decl];
  3407. uint32_t stride = vertexDecl.m_stride;
  3408. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams];
  3409. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3410. vbv.StrideInBytes = stride;
  3411. vbv.SizeInBytes = vb.m_size;
  3412. numVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3413. ? vb.m_size/stride
  3414. : _draw.m_numVertices
  3415. , numVertices
  3416. );
  3417. }
  3418. if (isValid(_draw.m_instanceDataBuffer) )
  3419. {
  3420. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3421. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3422. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3423. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3424. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3425. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3426. }
  3427. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3428. {
  3429. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3430. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3431. }
  3432. cmd.drawIndexed.IndexCountPerInstance = numIndices;
  3433. cmd.drawIndexed.InstanceCount = _draw.m_numInstances;
  3434. cmd.drawIndexed.StartIndexLocation = _draw.m_startIndex;
  3435. cmd.drawIndexed.BaseVertexLocation = 0;
  3436. cmd.drawIndexed.StartInstanceLocation = 0;
  3437. }
  3438. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3439. {
  3440. flush(_commandList, type);
  3441. }
  3442. return numIndices;
  3443. }
  3444. static const uint32_t s_indirectCommandSize[] =
  3445. {
  3446. sizeof(BatchD3D12::DrawIndirectCommand),
  3447. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3448. };
  3449. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3450. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3451. {
  3452. uint32_t num = m_num[_type];
  3453. if (0 != num)
  3454. {
  3455. m_num[_type] = 0;
  3456. if (m_minIndirect < num)
  3457. {
  3458. m_stats.m_numIndirect[_type]++;
  3459. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3460. m_currIndirect %= BX_COUNTOF(m_indirect);
  3461. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3462. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3463. , num
  3464. , indirect.m_ptr
  3465. , 0
  3466. , NULL
  3467. , 0
  3468. );
  3469. }
  3470. else
  3471. {
  3472. m_stats.m_numImmediate[_type]++;
  3473. if (Draw == _type)
  3474. {
  3475. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3476. for (uint32_t ii = 0; ii < num; ++ii)
  3477. {
  3478. const DrawIndirectCommand& cmd = cmds[ii];
  3479. if (m_current.cbv != cmd.cbv)
  3480. {
  3481. m_current.cbv = cmd.cbv;
  3482. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3483. }
  3484. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3485. {
  3486. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3487. _commandList->IASetVertexBuffers(0
  3488. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3489. , cmd.vbv
  3490. );
  3491. }
  3492. _commandList->DrawInstanced(
  3493. cmd.draw.VertexCountPerInstance
  3494. , cmd.draw.InstanceCount
  3495. , cmd.draw.StartVertexLocation
  3496. , cmd.draw.StartInstanceLocation
  3497. );
  3498. }
  3499. }
  3500. else
  3501. {
  3502. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3503. for (uint32_t ii = 0; ii < num; ++ii)
  3504. {
  3505. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3506. if (m_current.cbv != cmd.cbv)
  3507. {
  3508. m_current.cbv = cmd.cbv;
  3509. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3510. }
  3511. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3512. {
  3513. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3514. _commandList->IASetVertexBuffers(0
  3515. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3516. , cmd.vbv
  3517. );
  3518. }
  3519. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3520. {
  3521. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3522. _commandList->IASetIndexBuffer(&cmd.ibv);
  3523. }
  3524. _commandList->DrawIndexedInstanced(
  3525. cmd.drawIndexed.IndexCountPerInstance
  3526. , cmd.drawIndexed.InstanceCount
  3527. , cmd.drawIndexed.StartIndexLocation
  3528. , cmd.drawIndexed.BaseVertexLocation
  3529. , cmd.drawIndexed.StartInstanceLocation
  3530. );
  3531. }
  3532. }
  3533. }
  3534. }
  3535. }
  3536. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3537. {
  3538. flush(_commandList, Draw);
  3539. flush(_commandList, DrawIndexed);
  3540. if (_clean)
  3541. {
  3542. bx::memSet(&m_current, 0, sizeof(m_current) );
  3543. }
  3544. }
  3545. void BatchD3D12::begin()
  3546. {
  3547. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3548. bx::memSet(&m_current, 0, sizeof(m_current) );
  3549. }
  3550. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3551. {
  3552. flush(_commandList);
  3553. }
  3554. struct UavFormat
  3555. {
  3556. DXGI_FORMAT format[3];
  3557. uint32_t stride;
  3558. };
  3559. static const UavFormat s_uavFormat[] =
  3560. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3561. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3562. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3563. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3564. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3565. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3566. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3567. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3568. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3569. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3570. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3571. };
  3572. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3573. {
  3574. m_size = _size;
  3575. m_flags = _flags;
  3576. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3577. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3578. m_dynamic = NULL == _data || needUav;
  3579. DXGI_FORMAT format;
  3580. uint32_t stride;
  3581. uint32_t flags = needUav
  3582. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3583. : D3D12_RESOURCE_FLAG_NONE
  3584. ;
  3585. if (drawIndirect)
  3586. {
  3587. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3588. stride = 16;
  3589. }
  3590. else
  3591. {
  3592. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3593. if (0 == uavFormat)
  3594. {
  3595. if (_vertex)
  3596. {
  3597. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3598. stride = 16;
  3599. }
  3600. else
  3601. {
  3602. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3603. {
  3604. format = DXGI_FORMAT_R16_UINT;
  3605. stride = 2;
  3606. }
  3607. else
  3608. {
  3609. format = DXGI_FORMAT_R32_UINT;
  3610. stride = 4;
  3611. }
  3612. }
  3613. }
  3614. else
  3615. {
  3616. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3617. format = s_uavFormat[uavFormat].format[uavType];
  3618. stride = s_uavFormat[uavFormat].stride;
  3619. }
  3620. }
  3621. stride = 0 == _stride ? stride : _stride;
  3622. m_srvd.Format = format;
  3623. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3624. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3625. m_srvd.Buffer.FirstElement = 0;
  3626. m_srvd.Buffer.NumElements = m_size / stride;
  3627. m_srvd.Buffer.StructureByteStride = 0;
  3628. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3629. m_uavd.Format = format;
  3630. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3631. m_uavd.Buffer.FirstElement = 0;
  3632. m_uavd.Buffer.NumElements = m_size / stride;
  3633. m_uavd.Buffer.StructureByteStride = 0;
  3634. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3635. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3636. ID3D12Device* device = s_renderD3D12->m_device;
  3637. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3638. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3639. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3640. setState(commandList, drawIndirect
  3641. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3642. : D3D12_RESOURCE_STATE_GENERIC_READ
  3643. );
  3644. if (!m_dynamic)
  3645. {
  3646. update(commandList, 0, _size, _data);
  3647. }
  3648. }
  3649. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3650. {
  3651. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3652. uint8_t* data;
  3653. D3D12_RANGE readRange = { 0, 0 };
  3654. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  3655. bx::memCopy(data, _data, _size);
  3656. D3D12_RANGE writeRange = { 0, _size };
  3657. staging->Unmap(0, &writeRange);
  3658. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3659. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3660. setState(_commandList, state);
  3661. s_renderD3D12->m_cmd.release(staging);
  3662. }
  3663. void BufferD3D12::destroy()
  3664. {
  3665. if (NULL != m_ptr)
  3666. {
  3667. s_renderD3D12->m_cmd.release(m_ptr);
  3668. m_dynamic = false;
  3669. m_state = D3D12_RESOURCE_STATE_COMMON;
  3670. }
  3671. }
  3672. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3673. {
  3674. if (m_state != _state)
  3675. {
  3676. setResourceBarrier(_commandList
  3677. , m_ptr
  3678. , m_state
  3679. , _state
  3680. );
  3681. bx::xchg(m_state, _state);
  3682. }
  3683. return _state;
  3684. }
  3685. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3686. {
  3687. BufferD3D12::create(_size, _data, _flags, true);
  3688. m_decl = _declHandle;
  3689. }
  3690. void ShaderD3D12::create(const Memory* _mem)
  3691. {
  3692. bx::MemoryReader reader(_mem->data, _mem->size);
  3693. uint32_t magic;
  3694. bx::read(&reader, magic);
  3695. switch (magic)
  3696. {
  3697. case BGFX_CHUNK_MAGIC_CSH:
  3698. case BGFX_CHUNK_MAGIC_FSH:
  3699. case BGFX_CHUNK_MAGIC_VSH:
  3700. break;
  3701. default:
  3702. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3703. break;
  3704. }
  3705. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3706. uint32_t iohash;
  3707. bx::read(&reader, iohash);
  3708. uint16_t count;
  3709. bx::read(&reader, count);
  3710. m_numPredefined = 0;
  3711. m_numUniforms = count;
  3712. BX_TRACE("%s Shader consts %d"
  3713. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3714. , count
  3715. );
  3716. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3717. if (0 < count)
  3718. {
  3719. for (uint32_t ii = 0; ii < count; ++ii)
  3720. {
  3721. uint8_t nameSize = 0;
  3722. bx::read(&reader, nameSize);
  3723. char name[256] = {};
  3724. bx::read(&reader, &name, nameSize);
  3725. name[nameSize] = '\0';
  3726. uint8_t type = 0;
  3727. bx::read(&reader, type);
  3728. uint8_t num = 0;
  3729. bx::read(&reader, num);
  3730. uint16_t regIndex = 0;
  3731. bx::read(&reader, regIndex);
  3732. uint16_t regCount = 0;
  3733. bx::read(&reader, regCount);
  3734. const char* kind = "invalid";
  3735. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3736. if (PredefinedUniform::Count != predefined)
  3737. {
  3738. kind = "predefined";
  3739. m_predefined[m_numPredefined].m_loc = regIndex;
  3740. m_predefined[m_numPredefined].m_count = regCount;
  3741. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3742. m_numPredefined++;
  3743. }
  3744. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3745. {
  3746. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3747. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3748. if (NULL != info)
  3749. {
  3750. if (NULL == m_constantBuffer)
  3751. {
  3752. m_constantBuffer = UniformBuffer::create(1024);
  3753. }
  3754. kind = "user";
  3755. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3756. }
  3757. }
  3758. else
  3759. {
  3760. kind = "sampler";
  3761. }
  3762. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3763. , kind
  3764. , name
  3765. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3766. , num
  3767. , regIndex
  3768. , regCount
  3769. );
  3770. BX_UNUSED(kind);
  3771. }
  3772. if (NULL != m_constantBuffer)
  3773. {
  3774. m_constantBuffer->finish();
  3775. }
  3776. }
  3777. uint32_t shaderSize;
  3778. bx::read(&reader, shaderSize);
  3779. const void* code = reader.getDataPtr();
  3780. bx::skip(&reader, shaderSize+1);
  3781. m_code = copy(code, shaderSize);
  3782. uint8_t numAttrs = 0;
  3783. bx::read(&reader, numAttrs);
  3784. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3785. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3786. {
  3787. uint16_t id;
  3788. bx::read(&reader, id);
  3789. Attrib::Enum attr = idToAttrib(id);
  3790. if (Attrib::Count != attr)
  3791. {
  3792. m_attrMask[attr] = UINT16_MAX;
  3793. }
  3794. }
  3795. bx::HashMurmur2A murmur;
  3796. murmur.begin();
  3797. murmur.add(iohash);
  3798. murmur.add(code, shaderSize);
  3799. murmur.add(numAttrs);
  3800. murmur.add(m_attrMask, numAttrs);
  3801. m_hash = murmur.end();
  3802. bx::read(&reader, m_size);
  3803. }
  3804. void* TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3805. {
  3806. bimg::ImageContainer imageContainer;
  3807. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3808. {
  3809. uint8_t numMips = imageContainer.m_numMips;
  3810. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3811. numMips -= startLod;
  3812. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3813. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3814. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3815. const uint16_t numLayers = imageContainer.m_numLayers;
  3816. m_flags = _flags;
  3817. m_width = textureWidth;
  3818. m_height = textureHeight;
  3819. m_depth = imageContainer.m_depth;
  3820. m_requestedFormat = uint8_t(imageContainer.m_format);
  3821. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3822. const bool convert = m_textureFormat != m_requestedFormat;
  3823. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3824. if (imageContainer.m_cubeMap)
  3825. {
  3826. m_type = TextureCube;
  3827. }
  3828. else if (imageContainer.m_depth > 1)
  3829. {
  3830. m_type = Texture3D;
  3831. }
  3832. else
  3833. {
  3834. m_type = Texture2D;
  3835. }
  3836. m_numMips = numMips;
  3837. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3838. const uint32_t numSrd = numSides * numMips;
  3839. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3840. uint32_t kk = 0;
  3841. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3842. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3843. uint32_t blockWidth = 1;
  3844. uint32_t blockHeight = 1;
  3845. if (convert && compressed)
  3846. {
  3847. blockWidth = blockInfo.blockWidth;
  3848. blockHeight = blockInfo.blockHeight;
  3849. }
  3850. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3851. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3852. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3853. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3854. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3855. , this - s_renderD3D12->m_textures
  3856. , getName( (TextureFormat::Enum)m_textureFormat)
  3857. , getName( (TextureFormat::Enum)m_requestedFormat)
  3858. , textureWidth
  3859. , textureHeight
  3860. , imageContainer.m_cubeMap ? "x6" : ""
  3861. , renderTarget ? 'x' : ' '
  3862. , writeOnly ? 'x' : ' '
  3863. , computeWrite ? 'x' : ' '
  3864. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3865. );
  3866. for (uint8_t side = 0; side < numSides; ++side)
  3867. {
  3868. uint32_t width = textureWidth;
  3869. uint32_t height = textureHeight;
  3870. uint32_t depth = imageContainer.m_depth;
  3871. for (uint8_t lod = 0; lod < numMips; ++lod)
  3872. {
  3873. width = bx::uint32_max(blockWidth, width);
  3874. height = bx::uint32_max(blockHeight, height);
  3875. depth = bx::uint32_max(1, depth);
  3876. bimg::ImageMip mip;
  3877. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3878. {
  3879. if (convert)
  3880. {
  3881. const uint32_t pitch = bx::strideAlign(bx::max<uint32_t>(width, 4)*bpp/8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3882. const uint32_t slice = bx::strideAlign(bx::max<uint32_t>(height, 4)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3883. const uint32_t size = slice*depth;
  3884. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3885. bimg::imageDecodeToBgra8(temp
  3886. , mip.m_data
  3887. , mip.m_width
  3888. , mip.m_height
  3889. , pitch
  3890. , mip.m_format
  3891. );
  3892. srd[kk].pData = temp;
  3893. srd[kk].RowPitch = pitch;
  3894. srd[kk].SlicePitch = slice;
  3895. }
  3896. else if (compressed)
  3897. {
  3898. const uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3899. const uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3900. const uint32_t size = slice*depth;
  3901. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  3902. bimg::imageCopy(temp
  3903. , mip.m_height/blockInfo.blockHeight
  3904. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  3905. , depth
  3906. , mip.m_data
  3907. , pitch
  3908. );
  3909. srd[kk].pData = temp;
  3910. srd[kk].RowPitch = pitch;
  3911. srd[kk].SlicePitch = slice;
  3912. }
  3913. else
  3914. {
  3915. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3916. const uint32_t slice = bx::strideAlign(mip.m_height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3917. const uint32_t size = slice*depth;
  3918. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice*depth);
  3919. bimg::imageCopy(temp
  3920. , mip.m_height
  3921. , mip.m_width*mip.m_bpp/8
  3922. , depth
  3923. , mip.m_data
  3924. , pitch
  3925. );
  3926. srd[kk].pData = temp;
  3927. srd[kk].RowPitch = pitch;
  3928. srd[kk].SlicePitch = slice;
  3929. }
  3930. ++kk;
  3931. }
  3932. else
  3933. {
  3934. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  3935. const uint32_t slice = bx::strideAlign(height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  3936. }
  3937. width >>= 1;
  3938. height >>= 1;
  3939. depth >>= 1;
  3940. }
  3941. }
  3942. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3943. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3944. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  3945. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3946. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3947. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  3948. if (swizzle)
  3949. {
  3950. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3951. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3952. }
  3953. m_uavd.Format = m_srvd.Format;
  3954. ID3D12Device* device = s_renderD3D12->m_device;
  3955. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3956. D3D12_RESOURCE_DESC resourceDesc;
  3957. resourceDesc.Alignment = 0;
  3958. resourceDesc.Width = textureWidth;
  3959. resourceDesc.Height = textureHeight;
  3960. resourceDesc.MipLevels = numMips;
  3961. resourceDesc.Format = format;
  3962. resourceDesc.SampleDesc = msaa;
  3963. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  3964. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  3965. resourceDesc.DepthOrArraySize = numSides;
  3966. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3967. D3D12_CLEAR_VALUE* clearValue = NULL;
  3968. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3969. {
  3970. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  3971. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  3972. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  3973. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3974. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3975. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  3976. clearValue->DepthStencil.Depth = 1.0f;
  3977. clearValue->DepthStencil.Stencil = 0;
  3978. }
  3979. else if (renderTarget)
  3980. {
  3981. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  3982. clearValue->Format = resourceDesc.Format;
  3983. clearValue->Color[0] = 0.0f;
  3984. clearValue->Color[1] = 0.0f;
  3985. clearValue->Color[2] = 0.0f;
  3986. clearValue->Color[3] = 0.0f;
  3987. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  3988. }
  3989. if (writeOnly)
  3990. {
  3991. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  3992. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  3993. }
  3994. if (computeWrite)
  3995. {
  3996. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  3997. }
  3998. if (blit)
  3999. {
  4000. state = D3D12_RESOURCE_STATE_COPY_DEST;
  4001. }
  4002. switch (m_type)
  4003. {
  4004. case Texture2D:
  4005. case TextureCube:
  4006. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  4007. if (imageContainer.m_cubeMap)
  4008. {
  4009. if (1 < numLayers)
  4010. {
  4011. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  4012. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  4013. m_srvd.TextureCubeArray.MipLevels = numMips;
  4014. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  4015. m_srvd.TextureCubeArray.NumCubes = numLayers;
  4016. }
  4017. else
  4018. {
  4019. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  4020. m_srvd.TextureCube.MostDetailedMip = 0;
  4021. m_srvd.TextureCube.MipLevels = numMips;
  4022. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  4023. }
  4024. }
  4025. else
  4026. {
  4027. if (1 < numLayers)
  4028. {
  4029. m_srvd.ViewDimension = 1 < msaa.Count
  4030. ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY
  4031. : D3D12_SRV_DIMENSION_TEXTURE2DARRAY
  4032. ;
  4033. m_srvd.Texture2DArray.MostDetailedMip = 0;
  4034. m_srvd.Texture2DArray.MipLevels = numMips;
  4035. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  4036. m_srvd.Texture2DArray.ArraySize = numLayers;
  4037. }
  4038. else
  4039. {
  4040. m_srvd.ViewDimension = 1 < msaa.Count
  4041. ? D3D12_SRV_DIMENSION_TEXTURE2DMS
  4042. : D3D12_SRV_DIMENSION_TEXTURE2D
  4043. ;
  4044. m_srvd.Texture2D.MostDetailedMip = 0;
  4045. m_srvd.Texture2D.MipLevels = numMips;
  4046. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  4047. }
  4048. }
  4049. if (1 < numLayers)
  4050. {
  4051. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4052. m_uavd.Texture2DArray.MipSlice = 0;
  4053. m_uavd.Texture2DArray.PlaneSlice = 0;
  4054. }
  4055. else
  4056. {
  4057. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  4058. m_uavd.Texture2D.MipSlice = 0;
  4059. m_uavd.Texture2D.PlaneSlice = 0;
  4060. }
  4061. if (TextureCube == m_type)
  4062. {
  4063. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4064. m_uavd.Texture2DArray.MipSlice = 0;
  4065. m_uavd.Texture2DArray.ArraySize = 6;
  4066. }
  4067. break;
  4068. case Texture3D:
  4069. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  4070. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  4071. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  4072. m_srvd.Texture3D.MostDetailedMip = 0;
  4073. m_srvd.Texture3D.MipLevels = numMips;
  4074. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  4075. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  4076. m_uavd.Texture3D.MipSlice = 0;
  4077. m_uavd.Texture3D.FirstWSlice = 0;
  4078. m_uavd.Texture3D.WSize = 0;
  4079. break;
  4080. }
  4081. m_ptr = createCommittedResource(device, HeapProperty::Texture, &resourceDesc, clearValue);
  4082. if (kk != 0)
  4083. {
  4084. // void* directAccessPtr;
  4085. // DX_CHECK(m_ptr->Map(0, NULL, &directAccessPtr) );
  4086. }
  4087. if (kk != 0)
  4088. {
  4089. uint64_t uploadBufferSize;
  4090. device->GetCopyableFootprints(&resourceDesc, 0, numSrd, 0, NULL, NULL, NULL, &uploadBufferSize);
  4091. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, uint32_t(uploadBufferSize) );
  4092. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4093. uint64_t result = UpdateSubresources(commandList
  4094. , m_ptr
  4095. , staging
  4096. , 0
  4097. , 0
  4098. , numSrd
  4099. , srd
  4100. );
  4101. BX_CHECK(0 != result, "Invalid size"); BX_UNUSED(result);
  4102. BX_TRACE("Update subresource %" PRId64, result);
  4103. setState(commandList, state);
  4104. s_renderD3D12->m_cmd.release(staging);
  4105. }
  4106. else
  4107. {
  4108. setState(commandList, state);
  4109. }
  4110. if (0 != kk)
  4111. {
  4112. kk = 0;
  4113. for (uint8_t side = 0; side < numSides; ++side)
  4114. {
  4115. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  4116. {
  4117. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  4118. ++kk;
  4119. }
  4120. }
  4121. }
  4122. }
  4123. return m_directAccessPtr;
  4124. }
  4125. void TextureD3D12::destroy()
  4126. {
  4127. if (NULL != m_ptr)
  4128. {
  4129. if (NULL != m_directAccessPtr)
  4130. {
  4131. D3D12_RANGE writeRange = { 0, 0 };
  4132. m_ptr->Unmap(0, &writeRange);
  4133. m_directAccessPtr = NULL;
  4134. }
  4135. s_renderD3D12->m_cmd.release(m_ptr);
  4136. m_ptr = NULL;
  4137. m_state = D3D12_RESOURCE_STATE_COMMON;
  4138. }
  4139. }
  4140. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4141. {
  4142. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4143. const uint32_t subres = _mip + (_side * m_numMips);
  4144. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4145. const uint32_t rectpitch = _rect.m_width*bpp/8;
  4146. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4147. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  4148. desc.Height = _rect.m_height;
  4149. uint32_t numRows;
  4150. uint64_t totalBytes;
  4151. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  4152. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  4153. , subres
  4154. , 1
  4155. , 0
  4156. , &layout
  4157. , &numRows
  4158. , NULL
  4159. , &totalBytes
  4160. );
  4161. const uint32_t rowPitch = layout.Footprint.RowPitch;
  4162. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  4163. uint8_t* data;
  4164. D3D12_RANGE readRange = { 0, 0 };
  4165. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  4166. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  4167. {
  4168. bx::memCopy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  4169. }
  4170. D3D12_RANGE writeRange = { 0, _rect.m_height*srcpitch };
  4171. staging->Unmap(0, &writeRange);
  4172. D3D12_BOX box;
  4173. box.left = 0;
  4174. box.top = 0;
  4175. box.right = box.left + _rect.m_width;
  4176. box.bottom = box.top + _rect.m_height;
  4177. box.front = _z;
  4178. box.back = _z+_depth;
  4179. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  4180. dst.SubresourceIndex = subres;
  4181. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  4182. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  4183. setState(_commandList, state);
  4184. s_renderD3D12->m_cmd.release(staging);
  4185. }
  4186. void TextureD3D12::resolve()
  4187. {
  4188. }
  4189. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  4190. {
  4191. if (m_state != _state)
  4192. {
  4193. setResourceBarrier(_commandList
  4194. , m_ptr
  4195. , m_state
  4196. , _state
  4197. );
  4198. bx::xchg(m_state, _state);
  4199. }
  4200. return _state;
  4201. }
  4202. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  4203. {
  4204. m_denseIdx = UINT16_MAX;
  4205. m_numTh = _num;
  4206. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4207. postReset();
  4208. }
  4209. void FrameBufferD3D12::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  4210. {
  4211. BX_UNUSED(_nwh, _width, _height, _depthFormat);
  4212. #if BX_PLATFORM_WINDOWS
  4213. DXGI_SWAP_CHAIN_DESC scd;
  4214. bx::memCopy(&scd, &s_renderD3D12->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  4215. scd.BufferDesc.Width = _width;
  4216. scd.BufferDesc.Height = _height;
  4217. scd.OutputWindow = (HWND)_nwh;
  4218. HRESULT hr;
  4219. hr = s_renderD3D12->m_factory->CreateSwapChain(s_renderD3D12->m_cmd.m_commandQueue
  4220. , &scd
  4221. , reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
  4222. );
  4223. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4224. m_state = D3D12_RESOURCE_STATE_PRESENT;
  4225. ID3D12Device* device = s_renderD3D12->m_device;
  4226. FrameBufferHandle fbh = { uint16_t(this - s_renderD3D12->m_frameBuffers) };
  4227. for (uint32_t ii = 0, num = scd.BufferCount; ii < num; ++ii)
  4228. {
  4229. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = s_renderD3D12->getRtv(fbh, uint8_t(ii) );
  4230. ID3D12Resource* colorBuffer;
  4231. DX_CHECK(m_swapChain->GetBuffer(ii
  4232. , IID_ID3D12Resource
  4233. , (void**)&colorBuffer
  4234. ) );
  4235. device->CreateRenderTargetView(colorBuffer, NULL, rtvHandle);
  4236. DX_RELEASE(colorBuffer, 0);
  4237. }
  4238. #endif // BX_PLATFORM_WINDOWS
  4239. m_denseIdx = _denseIdx;
  4240. m_num = 1;
  4241. }
  4242. uint16_t FrameBufferD3D12::destroy()
  4243. {
  4244. DX_RELEASE(m_swapChain, 0);
  4245. m_numTh = 0;
  4246. m_needPresent = false;
  4247. m_depth.idx = bgfx::kInvalidHandle;
  4248. uint16_t denseIdx = m_denseIdx;
  4249. m_denseIdx = UINT16_MAX;
  4250. return denseIdx;
  4251. }
  4252. HRESULT FrameBufferD3D12::present(uint32_t _syncInterval, uint32_t _flags)
  4253. {
  4254. if (m_needPresent)
  4255. {
  4256. #if 1
  4257. HRESULT hr = m_swapChain->Present(_syncInterval, _flags);
  4258. hr = !isLost(hr) ? S_OK : hr;
  4259. m_needPresent = false;
  4260. return hr;
  4261. #else
  4262. m_needPresent = false;
  4263. return S_OK;
  4264. #endif // 0
  4265. }
  4266. return S_OK;
  4267. }
  4268. void FrameBufferD3D12::preReset()
  4269. {
  4270. }
  4271. void FrameBufferD3D12::postReset()
  4272. {
  4273. if (m_numTh != 0)
  4274. {
  4275. ID3D12Device* device = s_renderD3D12->m_device;
  4276. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4277. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4278. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4279. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4280. m_width = 0;
  4281. m_height = 0;
  4282. m_depth.idx = bgfx::kInvalidHandle;
  4283. m_num = 0;
  4284. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4285. {
  4286. TextureHandle handle = m_attachment[ii].handle;
  4287. if (isValid(handle) )
  4288. {
  4289. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  4290. if (0 == m_width)
  4291. {
  4292. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  4293. m_width = uint32_t(desc.Width);
  4294. m_height = uint32_t(desc.Height);
  4295. }
  4296. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4297. {
  4298. BX_CHECK(!isValid(m_depth), "");
  4299. m_depth = handle;
  4300. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4301. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4302. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4303. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  4304. BX_UNUSED(blockInfo);
  4305. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4306. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  4307. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4308. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  4309. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  4310. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  4311. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  4312. ;
  4313. device->CreateDepthStencilView(texture.m_ptr
  4314. , &dsvDesc
  4315. , dsvDescriptor
  4316. );
  4317. }
  4318. else
  4319. {
  4320. m_texture[m_num] = handle;
  4321. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  4322. D3D12_RENDER_TARGET_VIEW_DESC desc;
  4323. desc.Format = texture.m_srvd.Format;
  4324. switch (texture.m_type)
  4325. {
  4326. default:
  4327. case TextureD3D12::Texture2D:
  4328. // if (1 < msaa.Count)
  4329. // {
  4330. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  4331. // }
  4332. // else
  4333. {
  4334. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4335. desc.Texture2D.MipSlice = m_attachment[ii].mip;
  4336. desc.Texture2D.PlaneSlice = 0;
  4337. }
  4338. break;
  4339. case TextureD3D12::TextureCube:
  4340. // if (1 < msaa.Count)
  4341. // {
  4342. // desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4343. // desc.Texture2DMSArray.ArraySize = 1;
  4344. // desc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4345. // }
  4346. // else
  4347. {
  4348. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4349. desc.Texture2DArray.ArraySize = 1;
  4350. desc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4351. desc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4352. desc.Texture2DArray.PlaneSlice = 0;
  4353. }
  4354. break;
  4355. case TextureD3D12::Texture3D:
  4356. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  4357. desc.Texture3D.MipSlice = m_attachment[ii].mip;
  4358. desc.Texture3D.WSize = 1;
  4359. desc.Texture3D.FirstWSlice = m_attachment[ii].layer;
  4360. break;
  4361. }
  4362. device->CreateRenderTargetView(texture.m_ptr
  4363. , &desc
  4364. , rtv
  4365. );
  4366. m_num++;
  4367. }
  4368. }
  4369. }
  4370. }
  4371. }
  4372. void FrameBufferD3D12::resolve()
  4373. {
  4374. }
  4375. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  4376. {
  4377. ID3D12Device* device = s_renderD3D12->m_device;
  4378. FrameBufferHandle fbh = { (uint16_t)(this - s_renderD3D12->m_frameBuffers) };
  4379. D3D12_CPU_DESCRIPTOR_HANDLE rtv = s_renderD3D12->getRtv(fbh);
  4380. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4381. if (BGFX_CLEAR_COLOR & _clear.m_flags
  4382. && 0 != m_num)
  4383. {
  4384. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4385. {
  4386. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4387. {
  4388. uint8_t index = _clear.m_index[ii];
  4389. if (UINT8_MAX != index)
  4390. {
  4391. _commandList->ClearRenderTargetView(rtv
  4392. , _palette[index]
  4393. , _num
  4394. , _rect
  4395. );
  4396. rtv.ptr += rtvDescriptorSize;
  4397. }
  4398. }
  4399. }
  4400. else
  4401. {
  4402. float frgba[4] =
  4403. {
  4404. _clear.m_index[0]*1.0f/255.0f,
  4405. _clear.m_index[1]*1.0f/255.0f,
  4406. _clear.m_index[2]*1.0f/255.0f,
  4407. _clear.m_index[3]*1.0f/255.0f,
  4408. };
  4409. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4410. {
  4411. _commandList->ClearRenderTargetView(rtv
  4412. , frgba
  4413. , _num
  4414. , _rect
  4415. );
  4416. rtv.ptr += rtvDescriptorSize;
  4417. }
  4418. }
  4419. }
  4420. if (isValid(m_depth)
  4421. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4422. {
  4423. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4424. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4425. dsvDescriptor.ptr += (1 + fbh.idx) * dsvDescriptorSize;
  4426. DWORD flags = 0;
  4427. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  4428. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  4429. _commandList->ClearDepthStencilView(dsvDescriptor
  4430. , D3D12_CLEAR_FLAGS(flags)
  4431. , _clear.m_depth
  4432. , _clear.m_stencil
  4433. , _num
  4434. , _rect
  4435. );
  4436. }
  4437. }
  4438. D3D12_RESOURCE_STATES FrameBufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, uint8_t _idx, D3D12_RESOURCE_STATES _state)
  4439. {
  4440. if (m_state != _state)
  4441. {
  4442. ID3D12Resource* colorBuffer;
  4443. DX_CHECK(m_swapChain->GetBuffer(_idx
  4444. , IID_ID3D12Resource
  4445. , (void**)&colorBuffer
  4446. ) );
  4447. setResourceBarrier(_commandList
  4448. , colorBuffer
  4449. , m_state
  4450. , _state
  4451. );
  4452. DX_RELEASE(colorBuffer, 0);
  4453. bx::xchg(m_state, _state);
  4454. }
  4455. return _state;
  4456. }
  4457. void TimerQueryD3D12::init()
  4458. {
  4459. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4460. queryHeapDesc.Count = m_control.m_size * 2;
  4461. queryHeapDesc.NodeMask = 1;
  4462. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4463. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4464. , IID_ID3D12QueryHeap
  4465. , (void**)&m_queryHeap
  4466. ) );
  4467. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  4468. m_readback = createCommittedResource(s_renderD3D12->m_device
  4469. , HeapProperty::ReadBack
  4470. , size
  4471. );
  4472. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  4473. D3D12_RANGE range = { 0, size };
  4474. m_readback->Map(0, &range, (void**)&m_queryResult);
  4475. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4476. {
  4477. Result& result = m_result[ii];
  4478. result.reset();
  4479. }
  4480. m_control.reset();
  4481. }
  4482. void TimerQueryD3D12::shutdown()
  4483. {
  4484. D3D12_RANGE range = { 0, 0 };
  4485. m_readback->Unmap(0, &range);
  4486. DX_RELEASE(m_queryHeap, 0);
  4487. DX_RELEASE(m_readback, 0);
  4488. }
  4489. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx)
  4490. {
  4491. while (0 == m_control.reserve(1) )
  4492. {
  4493. m_control.consume(1);
  4494. }
  4495. Result& result = m_result[_resultIdx];
  4496. ++result.m_pending;
  4497. const uint32_t idx = m_control.m_current;
  4498. Query& query = m_query[idx];
  4499. query.m_resultIdx = _resultIdx;
  4500. query.m_ready = false;
  4501. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4502. uint32_t offset = idx * 2 + 0;
  4503. commandList->EndQuery(m_queryHeap
  4504. , D3D12_QUERY_TYPE_TIMESTAMP
  4505. , offset
  4506. );
  4507. m_control.commit(1);
  4508. return idx;
  4509. }
  4510. void TimerQueryD3D12::end(uint32_t _idx)
  4511. {
  4512. Query& query = m_query[_idx];
  4513. query.m_ready = true;
  4514. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  4515. uint32_t offset = _idx * 2;
  4516. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4517. commandList->EndQuery(m_queryHeap
  4518. , D3D12_QUERY_TYPE_TIMESTAMP
  4519. , offset + 1
  4520. );
  4521. commandList->ResolveQueryData(m_queryHeap
  4522. , D3D12_QUERY_TYPE_TIMESTAMP
  4523. , offset
  4524. , 2
  4525. , m_readback
  4526. , offset * sizeof(uint64_t)
  4527. );
  4528. while (update() )
  4529. {
  4530. }
  4531. }
  4532. bool TimerQueryD3D12::update()
  4533. {
  4534. if (0 != m_control.available() )
  4535. {
  4536. uint32_t idx = m_control.m_read;
  4537. Query& query = m_query[idx];
  4538. if (!query.m_ready)
  4539. {
  4540. return false;
  4541. }
  4542. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  4543. {
  4544. return false;
  4545. }
  4546. m_control.consume(1);
  4547. Result& result = m_result[query.m_resultIdx];
  4548. --result.m_pending;
  4549. uint32_t offset = idx * 2;
  4550. result.m_begin = m_queryResult[offset+0];
  4551. result.m_end = m_queryResult[offset+1];
  4552. return true;
  4553. }
  4554. return false;
  4555. }
  4556. void OcclusionQueryD3D12::init()
  4557. {
  4558. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4559. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4560. queryHeapDesc.NodeMask = 1;
  4561. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4562. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4563. , IID_ID3D12QueryHeap
  4564. , (void**)&m_queryHeap
  4565. ) );
  4566. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4567. m_readback = createCommittedResource(s_renderD3D12->m_device
  4568. , HeapProperty::ReadBack
  4569. , size
  4570. );
  4571. D3D12_RANGE range = { 0, size };
  4572. m_readback->Map(0, &range, (void**)&m_result);
  4573. }
  4574. void OcclusionQueryD3D12::shutdown()
  4575. {
  4576. D3D12_RANGE range = { 0, 0 };
  4577. m_readback->Unmap(0, &range);
  4578. DX_RELEASE(m_queryHeap, 0);
  4579. DX_RELEASE(m_readback, 0);
  4580. }
  4581. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4582. {
  4583. while (0 == m_control.reserve(1) )
  4584. {
  4585. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4586. if (isValid(handle) )
  4587. {
  4588. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4589. }
  4590. m_control.consume(1);
  4591. }
  4592. m_handle[m_control.m_current] = _handle;
  4593. _commandList->BeginQuery(m_queryHeap
  4594. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4595. , _handle.idx
  4596. );
  4597. }
  4598. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4599. {
  4600. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4601. _commandList->EndQuery(m_queryHeap
  4602. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4603. , handle.idx
  4604. );
  4605. _commandList->ResolveQueryData(m_queryHeap
  4606. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4607. , handle.idx
  4608. , 1
  4609. , m_readback
  4610. , handle.idx * sizeof(uint64_t)
  4611. );
  4612. m_control.commit(1);
  4613. }
  4614. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4615. {
  4616. const uint32_t size = m_control.m_size;
  4617. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4618. {
  4619. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4620. if (handle.idx == _handle.idx)
  4621. {
  4622. handle.idx = bgfx::kInvalidHandle;
  4623. }
  4624. }
  4625. }
  4626. struct Bind
  4627. {
  4628. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4629. uint16_t m_samplerStateIdx;
  4630. };
  4631. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4632. {
  4633. TextureHandle currentSrc = { kInvalidHandle };
  4634. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATES(UINT32_MAX);
  4635. while (_bs.hasItem(_view) )
  4636. {
  4637. const BlitItem& blit = _bs.advance();
  4638. TextureD3D12& src = m_textures[blit.m_src.idx];
  4639. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4640. if (currentSrc.idx != blit.m_src.idx)
  4641. {
  4642. if (D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4643. {
  4644. m_textures[currentSrc.idx].setState(m_commandList, state);
  4645. }
  4646. currentSrc = blit.m_src;
  4647. state = src.setState(m_commandList, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4648. }
  4649. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4650. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4651. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4652. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4653. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4654. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4655. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4656. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4657. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4658. if (TextureD3D12::Texture3D == src.m_type)
  4659. {
  4660. D3D12_BOX box;
  4661. box.left = blit.m_srcX;
  4662. box.top = blit.m_srcY;
  4663. box.front = blit.m_srcZ;
  4664. box.right = blit.m_srcX + width;
  4665. box.bottom = blit.m_srcY + height;;
  4666. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4667. D3D12_TEXTURE_COPY_LOCATION dstLocation = { dst.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4668. D3D12_TEXTURE_COPY_LOCATION srcLocation = { src.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { { 0, { DXGI_FORMAT_UNKNOWN, 0, 0, 0, 0 } } } };
  4669. m_commandList->CopyTextureRegion(&dstLocation
  4670. , blit.m_dstX
  4671. , blit.m_dstY
  4672. , blit.m_dstZ
  4673. , &srcLocation
  4674. , &box
  4675. );
  4676. }
  4677. else
  4678. {
  4679. D3D12_BOX box;
  4680. box.left = blit.m_srcX;
  4681. box.top = blit.m_srcY;
  4682. box.front = 0;
  4683. box.right = blit.m_srcX + width;
  4684. box.bottom = blit.m_srcY + height;;
  4685. box.back = 1;
  4686. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  4687. ? blit.m_srcZ
  4688. : 0
  4689. ;
  4690. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  4691. ? blit.m_dstZ
  4692. : 0
  4693. ;
  4694. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4695. dstLocation.pResource = dst.m_ptr;
  4696. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4697. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  4698. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4699. srcLocation.pResource = src.m_ptr;
  4700. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4701. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  4702. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4703. m_commandList->CopyTextureRegion(&dstLocation
  4704. , blit.m_dstX
  4705. , blit.m_dstY
  4706. , 0
  4707. , &srcLocation
  4708. , depthStencil ? NULL : &box
  4709. );
  4710. }
  4711. }
  4712. if (isValid(currentSrc)
  4713. && D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4714. {
  4715. m_textures[currentSrc.idx].setState(m_commandList, state);
  4716. }
  4717. }
  4718. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  4719. {
  4720. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "rendererSubmit");
  4721. if (m_lost
  4722. || updateResolution(_render->m_resolution) )
  4723. {
  4724. return;
  4725. }
  4726. if (_render->m_capture)
  4727. {
  4728. renderDocTriggerCapture();
  4729. }
  4730. int64_t timeBegin = bx::getHPCounter();
  4731. int64_t captureElapsed = 0;
  4732. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4733. if (0 < _render->m_iboffset)
  4734. {
  4735. TransientIndexBuffer* ib = _render->m_transientIb;
  4736. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  4737. }
  4738. if (0 < _render->m_vboffset)
  4739. {
  4740. TransientVertexBuffer* vb = _render->m_transientVb;
  4741. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  4742. }
  4743. _render->sort();
  4744. RenderDraw currentState;
  4745. currentState.clear();
  4746. currentState.m_stateFlags = BGFX_STATE_NONE;
  4747. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4748. RenderBind currentBind;
  4749. currentBind.clear();
  4750. _render->m_hmdInitialized = false;
  4751. const bool hmdEnabled = false;
  4752. static ViewState viewState;
  4753. viewState.reset(_render, hmdEnabled);
  4754. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4755. // setDebugWireframe(wireframe);
  4756. uint16_t currentSamplerStateIdx = kInvalidHandle;
  4757. uint16_t currentProgramIdx = kInvalidHandle;
  4758. uint32_t currentBindHash = 0;
  4759. bool hasPredefined = false;
  4760. bool commandListChanged = false;
  4761. ID3D12PipelineState* currentPso = NULL;
  4762. SortKey key;
  4763. uint16_t view = UINT16_MAX;
  4764. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4765. BlitState bs(_render);
  4766. uint32_t blendFactor = 0;
  4767. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4768. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4769. PrimInfo prim = s_primInfo[primIndex];
  4770. bool wasCompute = false;
  4771. bool viewHasScissor = false;
  4772. bool restoreScissor = false;
  4773. Rect viewScissorRect;
  4774. viewScissorRect.clear();
  4775. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4776. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4777. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4778. uint32_t statsNumIndices = 0;
  4779. uint32_t statsKeyType[2] = {};
  4780. Profiler<TimerQueryD3D12> profiler(
  4781. _render
  4782. , m_gpuTimer
  4783. , s_viewName
  4784. );
  4785. #if BX_PLATFORM_WINDOWS
  4786. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  4787. #else
  4788. m_backBufferColorIdx = (m_backBufferColorIdx+1) % m_scd.BufferCount;
  4789. #endif // BX_PLATFORM_WINDOWS
  4790. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  4791. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  4792. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  4793. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  4794. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  4795. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  4796. scratchBuffer.reset(gpuHandle);
  4797. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  4798. StateCacheLru<Bind, 64> bindLru;
  4799. setResourceBarrier(m_commandList
  4800. , m_backBufferColor[m_backBufferColorIdx]
  4801. , D3D12_RESOURCE_STATE_PRESENT
  4802. , D3D12_RESOURCE_STATE_RENDER_TARGET
  4803. );
  4804. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4805. {
  4806. setFrameBuffer(BGFX_INVALID_HANDLE, true);
  4807. m_batch.begin();
  4808. // uint8_t eye = 0;
  4809. // uint8_t restartState = 0;
  4810. viewState.m_rect = _render->m_view[0].m_rect;
  4811. int32_t numItems = _render->m_numRenderItems;
  4812. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4813. {
  4814. const uint64_t encodedKey = _render->m_sortKeys[item];
  4815. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4816. statsKeyType[isCompute]++;
  4817. const bool viewChanged = 0
  4818. || key.m_view != view
  4819. || item == numItems
  4820. ;
  4821. const uint32_t itemIdx = _render->m_sortValues[item];
  4822. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4823. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4824. ++item;
  4825. if (viewChanged)
  4826. {
  4827. m_batch.flush(m_commandList, true);
  4828. kick();
  4829. view = key.m_view;
  4830. currentPso = NULL;
  4831. currentSamplerStateIdx = kInvalidHandle;
  4832. currentProgramIdx = kInvalidHandle;
  4833. hasPredefined = false;
  4834. fbh = _render->m_view[view].m_fbh;
  4835. setFrameBuffer(fbh);
  4836. if (item > 1)
  4837. {
  4838. profiler.end();
  4839. }
  4840. profiler.begin(view);
  4841. viewState.m_rect = _render->m_view[view].m_rect;
  4842. const Rect& rect = _render->m_view[view].m_rect;
  4843. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4844. viewHasScissor = !scissorRect.isZero();
  4845. viewScissorRect = viewHasScissor ? scissorRect : rect;
  4846. D3D12_VIEWPORT vp;
  4847. vp.TopLeftX = rect.m_x;
  4848. vp.TopLeftY = rect.m_y;
  4849. vp.Width = rect.m_width;
  4850. vp.Height = rect.m_height;
  4851. vp.MinDepth = 0.0f;
  4852. vp.MaxDepth = 1.0f;
  4853. m_commandList->RSSetViewports(1, &vp);
  4854. D3D12_RECT rc;
  4855. rc.left = viewScissorRect.m_x;
  4856. rc.top = viewScissorRect.m_y;
  4857. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4858. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4859. m_commandList->RSSetScissorRects(1, &rc);
  4860. restoreScissor = false;
  4861. Clear& clr = _render->m_view[view].m_clear;
  4862. if (BGFX_CLEAR_NONE != clr.m_flags)
  4863. {
  4864. Rect clearRect = rect;
  4865. clearRect.setIntersect(rect, viewScissorRect);
  4866. clearQuad(clearRect, clr, _render->m_colorPalette);
  4867. }
  4868. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update.
  4869. submitBlit(bs, view);
  4870. }
  4871. if (isCompute)
  4872. {
  4873. if (!wasCompute)
  4874. {
  4875. wasCompute = true;
  4876. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4877. {
  4878. char* viewName = s_viewName[view];
  4879. viewName[3] = L'C';
  4880. PIX3_ENDEVENT(m_commandList);
  4881. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_COMPUTE, viewName);
  4882. }
  4883. m_commandList->SetComputeRootSignature(m_rootSignature);
  4884. ID3D12DescriptorHeap* heaps[] = {
  4885. m_samplerAllocator.getHeap(),
  4886. scratchBuffer.getHeap(),
  4887. };
  4888. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  4889. }
  4890. const RenderCompute& compute = renderItem.compute;
  4891. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  4892. if (pso != currentPso)
  4893. {
  4894. currentPso = pso;
  4895. m_commandList->SetPipelineState(pso);
  4896. currentBindHash = 0;
  4897. }
  4898. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  4899. if (currentBindHash != bindHash)
  4900. {
  4901. currentBindHash = bindHash;
  4902. Bind* bindCached = bindLru.find(bindHash);
  4903. if (NULL == bindCached)
  4904. {
  4905. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4906. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4907. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4908. {
  4909. const Binding& bind = renderBind.m_bind[ii];
  4910. if (kInvalidHandle != bind.m_idx)
  4911. {
  4912. switch (bind.m_type)
  4913. {
  4914. case Binding::Image:
  4915. case Binding::Texture:
  4916. {
  4917. TextureD3D12& texture = m_textures[bind.m_idx];
  4918. if (Access::Read != bind.m_un.m_compute.m_access)
  4919. {
  4920. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4921. scratchBuffer.allocUav(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4922. }
  4923. else
  4924. {
  4925. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4926. scratchBuffer.allocSrv(srvHandle[ii], texture, bind.m_un.m_compute.m_mip);
  4927. samplerFlags[ii] = texture.m_flags;
  4928. }
  4929. }
  4930. break;
  4931. case Binding::IndexBuffer:
  4932. case Binding::VertexBuffer:
  4933. {
  4934. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  4935. ? m_indexBuffers[bind.m_idx]
  4936. : m_vertexBuffers[bind.m_idx]
  4937. ;
  4938. if (Access::Read != bind.m_un.m_compute.m_access)
  4939. {
  4940. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  4941. scratchBuffer.allocUav(srvHandle[ii], buffer);
  4942. }
  4943. else
  4944. {
  4945. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  4946. scratchBuffer.allocSrv(srvHandle[ii], buffer);
  4947. }
  4948. }
  4949. break;
  4950. }
  4951. }
  4952. }
  4953. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS, _render->m_colorPalette);
  4954. if (samplerStateIdx != currentSamplerStateIdx)
  4955. {
  4956. currentSamplerStateIdx = samplerStateIdx;
  4957. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4958. }
  4959. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  4960. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  4961. Bind bind;
  4962. bind.m_srvHandle = srvHandle[0];
  4963. bind.m_samplerStateIdx = samplerStateIdx;
  4964. bindLru.add(bindHash, bind, 0);
  4965. }
  4966. else
  4967. {
  4968. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  4969. if (samplerStateIdx != currentSamplerStateIdx)
  4970. {
  4971. currentSamplerStateIdx = samplerStateIdx;
  4972. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  4973. }
  4974. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  4975. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  4976. }
  4977. }
  4978. bool constantsChanged = false;
  4979. if (compute.m_uniformBegin < compute.m_uniformEnd
  4980. || currentProgramIdx != key.m_program)
  4981. {
  4982. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  4983. currentProgramIdx = key.m_program;
  4984. ProgramD3D12& program = m_program[currentProgramIdx];
  4985. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4986. if (NULL != vcb)
  4987. {
  4988. commit(*vcb);
  4989. }
  4990. hasPredefined = 0 < program.m_numPredefined;
  4991. constantsChanged = true;
  4992. }
  4993. if (constantsChanged
  4994. || hasPredefined)
  4995. {
  4996. ProgramD3D12& program = m_program[currentProgramIdx];
  4997. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  4998. commitShaderConstants(key.m_program, gpuAddress);
  4999. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  5000. }
  5001. if (isValid(compute.m_indirectBuffer) )
  5002. {
  5003. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  5004. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  5005. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5006. : compute.m_numIndirect
  5007. ;
  5008. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  5009. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  5010. {
  5011. // m_commandList->ExecuteIndirect(ptr, args);
  5012. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  5013. }
  5014. }
  5015. else
  5016. {
  5017. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  5018. }
  5019. continue;
  5020. }
  5021. const RenderDraw& draw = renderItem.draw;
  5022. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5023. if (isValid(draw.m_occlusionQuery)
  5024. && !hasOcclusionQuery
  5025. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  5026. {
  5027. continue;
  5028. }
  5029. const uint64_t newFlags = draw.m_stateFlags;
  5030. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5031. currentState.m_stateFlags = newFlags;
  5032. const uint64_t newStencil = draw.m_stencil;
  5033. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  5034. currentState.m_stencil = newStencil;
  5035. if (viewChanged
  5036. || wasCompute)
  5037. {
  5038. if (wasCompute)
  5039. {
  5040. wasCompute = false;
  5041. }
  5042. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5043. {
  5044. BX_UNUSED(s_viewName);
  5045. char* viewName = s_viewName[view];
  5046. viewName[3] = ' ';
  5047. PIX3_ENDEVENT(m_commandList);
  5048. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  5049. }
  5050. commandListChanged = true;
  5051. }
  5052. if (commandListChanged)
  5053. {
  5054. commandListChanged = false;
  5055. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  5056. ID3D12DescriptorHeap* heaps[] = {
  5057. m_samplerAllocator.getHeap(),
  5058. scratchBuffer.getHeap(),
  5059. };
  5060. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5061. currentPso = NULL;
  5062. currentBindHash = 0;
  5063. currentSamplerStateIdx = kInvalidHandle;
  5064. currentProgramIdx = kInvalidHandle;
  5065. currentState.clear();
  5066. currentState.m_scissor = !draw.m_scissor;
  5067. changedFlags = BGFX_STATE_MASK;
  5068. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5069. currentState.m_stateFlags = newFlags;
  5070. currentState.m_stencil = newStencil;
  5071. currentBind.clear();
  5072. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5073. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5074. }
  5075. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5076. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  5077. if (0 != draw.m_streamMask)
  5078. {
  5079. currentState.m_streamMask = draw.m_streamMask;
  5080. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5081. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5082. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5083. const uint64_t state = draw.m_stateFlags;
  5084. bool hasFactor = 0
  5085. || f0 == (state & f0)
  5086. || f1 == (state & f1)
  5087. || f2 == (state & f2)
  5088. || f3 == (state & f3)
  5089. ;
  5090. const VertexDecl* decls[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5091. uint8_t numStreams = 0;
  5092. for (uint32_t idx = 0, streamMask = draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  5093. ; 0 != streamMask
  5094. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  5095. )
  5096. {
  5097. streamMask >>= ntz;
  5098. idx += ntz;
  5099. currentState.m_stream[idx].m_decl = draw.m_stream[idx].m_decl;
  5100. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5101. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5102. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5103. const VertexBufferD3D12& vb = m_vertexBuffers[handle];
  5104. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[idx].m_decl.idx : vb.m_decl.idx;
  5105. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5106. decls[numStreams] = &vertexDecl;
  5107. }
  5108. ID3D12PipelineState* pso =
  5109. getPipelineState(state
  5110. , draw.m_stencil
  5111. , numStreams
  5112. , decls
  5113. , key.m_program
  5114. , uint8_t(draw.m_instanceDataStride/16)
  5115. );
  5116. uint16_t scissor = draw.m_scissor;
  5117. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5118. if (currentBindHash != bindHash
  5119. || 0 != changedStencil
  5120. || (hasFactor && blendFactor != draw.m_rgba)
  5121. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5122. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5123. || currentState.m_scissor != scissor
  5124. || pso != currentPso
  5125. || hasOcclusionQuery)
  5126. {
  5127. m_batch.flush(m_commandList);
  5128. }
  5129. if (currentBindHash != bindHash)
  5130. {
  5131. currentBindHash = bindHash;
  5132. Bind* bindCached = bindLru.find(bindHash);
  5133. if (NULL == bindCached)
  5134. {
  5135. uint32_t numSet = 0;
  5136. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5137. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  5138. {
  5139. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5140. {
  5141. const Binding& bind = renderBind.m_bind[stage];
  5142. if (kInvalidHandle != bind.m_idx)
  5143. {
  5144. switch (bind.m_type)
  5145. {
  5146. case Binding::Texture:
  5147. {
  5148. TextureD3D12& texture = m_textures[bind.m_idx];
  5149. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5150. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5151. samplerFlags[stage] = (0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & bind.m_un.m_draw.m_textureFlags)
  5152. ? bind.m_un.m_draw.m_textureFlags
  5153. : texture.m_flags
  5154. ) & (BGFX_TEXTURE_SAMPLER_BITS_MASK | BGFX_TEXTURE_BORDER_COLOR_MASK | BGFX_TEXTURE_COMPARE_MASK)
  5155. ;
  5156. ++numSet;
  5157. }
  5158. break;
  5159. case Binding::IndexBuffer:
  5160. case Binding::VertexBuffer:
  5161. {
  5162. samplerFlags[stage] = 0;
  5163. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5164. ? m_indexBuffers[bind.m_idx]
  5165. : m_vertexBuffers[bind.m_idx]
  5166. ;
  5167. if (Access::Read != bind.m_un.m_compute.m_access)
  5168. {
  5169. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5170. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5171. }
  5172. else
  5173. {
  5174. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5175. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5176. }
  5177. ++numSet;
  5178. }
  5179. break;
  5180. }
  5181. }
  5182. else
  5183. {
  5184. scratchBuffer.allocEmpty(srvHandle[stage]);
  5185. samplerFlags[stage] = 0;
  5186. }
  5187. }
  5188. }
  5189. if (0 != numSet)
  5190. {
  5191. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  5192. if (samplerStateIdx != currentSamplerStateIdx)
  5193. {
  5194. currentSamplerStateIdx = samplerStateIdx;
  5195. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5196. }
  5197. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  5198. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  5199. Bind bind;
  5200. bind.m_srvHandle = srvHandle[0];
  5201. bind.m_samplerStateIdx = samplerStateIdx;
  5202. bindLru.add(bindHash, bind, 0);
  5203. }
  5204. }
  5205. else
  5206. {
  5207. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5208. if (samplerStateIdx != currentSamplerStateIdx)
  5209. {
  5210. currentSamplerStateIdx = samplerStateIdx;
  5211. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5212. }
  5213. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5214. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5215. }
  5216. }
  5217. if (0 != changedStencil)
  5218. {
  5219. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  5220. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  5221. m_commandList->OMSetStencilRef(ref);
  5222. }
  5223. if (hasFactor
  5224. && blendFactor != draw.m_rgba)
  5225. {
  5226. blendFactor = draw.m_rgba;
  5227. float bf[4];
  5228. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  5229. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  5230. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  5231. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  5232. m_commandList->OMSetBlendFactor(bf);
  5233. }
  5234. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5235. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5236. {
  5237. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5238. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5239. prim = s_primInfo[primIndex];
  5240. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  5241. }
  5242. if (currentState.m_scissor != scissor)
  5243. {
  5244. currentState.m_scissor = scissor;
  5245. if (UINT16_MAX == scissor)
  5246. {
  5247. if (restoreScissor
  5248. || viewHasScissor)
  5249. {
  5250. restoreScissor = false;
  5251. D3D12_RECT rc;
  5252. rc.left = viewScissorRect.m_x;
  5253. rc.top = viewScissorRect.m_y;
  5254. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5255. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5256. m_commandList->RSSetScissorRects(1, &rc);
  5257. }
  5258. }
  5259. else
  5260. {
  5261. restoreScissor = true;
  5262. Rect scissorRect;
  5263. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5264. if (scissorRect.isZeroArea() )
  5265. {
  5266. continue;
  5267. }
  5268. D3D12_RECT rc;
  5269. rc.left = scissorRect.m_x;
  5270. rc.top = scissorRect.m_y;
  5271. rc.right = scissorRect.m_x + scissorRect.m_width;
  5272. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5273. m_commandList->RSSetScissorRects(1, &rc);
  5274. }
  5275. }
  5276. if (pso != currentPso)
  5277. {
  5278. currentPso = pso;
  5279. m_commandList->SetPipelineState(pso);
  5280. }
  5281. if (constantsChanged
  5282. || currentProgramIdx != key.m_program
  5283. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5284. {
  5285. currentProgramIdx = key.m_program;
  5286. ProgramD3D12& program = m_program[currentProgramIdx];
  5287. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5288. if (NULL != vcb)
  5289. {
  5290. commit(*vcb);
  5291. }
  5292. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5293. if (NULL != fcb)
  5294. {
  5295. commit(*fcb);
  5296. }
  5297. hasPredefined = 0 < program.m_numPredefined;
  5298. constantsChanged = true;
  5299. }
  5300. if (constantsChanged
  5301. || hasPredefined)
  5302. {
  5303. ProgramD3D12& program = m_program[currentProgramIdx];
  5304. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5305. viewState.m_alphaRef = ref/255.0f;
  5306. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  5307. commitShaderConstants(key.m_program, gpuAddress);
  5308. }
  5309. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  5310. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  5311. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5312. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5313. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5314. statsNumInstances[primIndex] += draw.m_numInstances;
  5315. statsNumIndices += numIndices;
  5316. if (hasOcclusionQuery)
  5317. {
  5318. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  5319. m_batch.flush(m_commandList);
  5320. m_occlusionQuery.end(m_commandList);
  5321. }
  5322. }
  5323. }
  5324. m_batch.end(m_commandList);
  5325. kick();
  5326. if (wasCompute)
  5327. {
  5328. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5329. {
  5330. char* viewName = s_viewName[view];
  5331. viewName[3] = L'C';
  5332. PIX3_ENDEVENT(m_commandList);
  5333. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_DRAW, viewName);
  5334. }
  5335. }
  5336. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5337. if (0 < _render->m_numRenderItems)
  5338. {
  5339. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5340. {
  5341. // deviceCtx->Flush();
  5342. }
  5343. // captureElapsed = -bx::getHPCounter();
  5344. // capture();
  5345. // captureElapsed += bx::getHPCounter();
  5346. profiler.end();
  5347. }
  5348. }
  5349. PIX3_ENDEVENT(m_commandList);
  5350. int64_t timeEnd = bx::getHPCounter();
  5351. int64_t frameTime = timeEnd - timeBegin;
  5352. static int64_t min = frameTime;
  5353. static int64_t max = frameTime;
  5354. min = bx::int64_min(min, frameTime);
  5355. max = bx::int64_max(max, frameTime);
  5356. static uint32_t maxGpuLatency = 0;
  5357. static double maxGpuElapsed = 0.0f;
  5358. double elapsedGpuMs = 0.0;
  5359. static int64_t presentMin = m_presentElapsed;
  5360. static int64_t presentMax = m_presentElapsed;
  5361. presentMin = bx::int64_min(presentMin, m_presentElapsed);
  5362. presentMax = bx::int64_max(presentMax, m_presentElapsed);
  5363. if (UINT32_MAX != frameQueryIdx)
  5364. {
  5365. m_gpuTimer.end(frameQueryIdx);
  5366. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5367. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5368. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5369. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5370. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5371. }
  5372. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5373. const int64_t timerFreq = bx::getHPFrequency();
  5374. Stats& perfStats = _render->m_perfStats;
  5375. perfStats.cpuTimeBegin = timeBegin;
  5376. perfStats.cpuTimeEnd = timeEnd;
  5377. perfStats.cpuTimerFreq = timerFreq;
  5378. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5379. perfStats.gpuTimeBegin = result.m_begin;
  5380. perfStats.gpuTimeEnd = result.m_end;
  5381. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5382. perfStats.numDraw = statsKeyType[0];
  5383. perfStats.numCompute = statsKeyType[1];
  5384. perfStats.maxGpuLatency = maxGpuLatency;
  5385. perfStats.gpuMemoryMax = -INT64_MAX;
  5386. perfStats.gpuMemoryUsed = -INT64_MAX;
  5387. #if BX_PLATFORM_WINDOWS
  5388. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  5389. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  5390. DX_CHECK(m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  5391. perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
  5392. perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
  5393. #endif // BX_PLATFORM_WINDOWS
  5394. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5395. {
  5396. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugstats");
  5397. // m_needPresent = true;
  5398. TextVideoMem& tvm = m_textVideoMem;
  5399. static int64_t next = timeEnd;
  5400. if (timeEnd >= next)
  5401. {
  5402. next = timeEnd + timerFreq;
  5403. double freq = double(timerFreq);
  5404. double toMs = 1000.0 / freq;
  5405. tvm.clear();
  5406. uint16_t pos = 0;
  5407. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  5408. , " %s (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5409. , getRendererName()
  5410. , (m_featureLevel >> 12) & 0xf
  5411. , (m_featureLevel >> 8) & 0xf
  5412. );
  5413. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  5414. char description[BX_COUNTOF(desc.Description)];
  5415. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5416. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5417. char dedicatedVideo[16];
  5418. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5419. char dedicatedSystem[16];
  5420. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5421. char sharedSystem[16];
  5422. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5423. char processMemoryUsed[16];
  5424. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5425. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5426. , dedicatedVideo
  5427. , dedicatedSystem
  5428. , sharedSystem
  5429. , processMemoryUsed
  5430. );
  5431. #if BX_PLATFORM_WINDOWS
  5432. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  5433. {
  5434. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  5435. char budget[16];
  5436. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  5437. char currentUsage[16];
  5438. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  5439. char availableForReservation[16];
  5440. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  5441. char currentReservation[16];
  5442. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  5443. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  5444. , 0 == ii ? "Local " : "Non-local"
  5445. , budget
  5446. , currentUsage
  5447. , availableForReservation
  5448. , currentReservation
  5449. );
  5450. }
  5451. #endif // BX_PLATFORM_WINDOWS
  5452. pos = 10;
  5453. tvm.printf(10, pos++, 0x8b, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5454. , double(frameTime)*toMs
  5455. , double(min)*toMs
  5456. , double(max)*toMs
  5457. , freq/frameTime
  5458. );
  5459. tvm.printf(10, pos++, 0x8b, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  5460. , double(m_presentElapsed)*toMs
  5461. , double(presentMin)*toMs
  5462. , double(presentMax)*toMs
  5463. );
  5464. char hmd[16];
  5465. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  5466. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5467. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  5468. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5469. , 0 != msaa ? '\xfe' : ' '
  5470. , 1<<msaa
  5471. , ", no-HMD "
  5472. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5473. );
  5474. double elapsedCpuMs = double(frameTime)*toMs;
  5475. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  5476. , _render->m_numRenderItems
  5477. , statsKeyType[0]
  5478. , statsKeyType[1]
  5479. , elapsedCpuMs
  5480. );
  5481. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  5482. {
  5483. tvm.printf(10, pos++, 0x8b, " %9s: %7d (#inst: %5d), submitted: %7d "
  5484. , s_primName[ii]
  5485. , statsNumPrimsRendered[ii]
  5486. , statsNumInstances[ii]
  5487. , statsNumPrimsSubmitted[ii]
  5488. );
  5489. }
  5490. tvm.printf(10, pos++, 0x8b, " Batch: %7dx%d indirect, %7d immediate "
  5491. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  5492. , m_batch.m_maxDrawPerBatch
  5493. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  5494. );
  5495. tvm.printf(10, pos++, 0x8b, " %7dx%d indirect, %7d immediate "
  5496. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  5497. , m_batch.m_maxDrawPerBatch
  5498. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  5499. );
  5500. if (NULL != m_renderdocdll)
  5501. {
  5502. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  5503. }
  5504. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  5505. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5506. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  5507. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  5508. pos++;
  5509. tvm.printf(10, pos++, 0x8b, " State cache: ");
  5510. tvm.printf(10, pos++, 0x8b, " PSO | Sampler | Bind | Queued ");
  5511. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d "
  5512. , m_pipelineStateCache.getCount()
  5513. , m_samplerStateCache.getCount()
  5514. , bindLru.getCount()
  5515. , m_cmd.m_control.available()
  5516. );
  5517. pos++;
  5518. double captureMs = double(captureElapsed)*toMs;
  5519. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  5520. uint8_t attr[2] = { 0x8c, 0x8a };
  5521. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5522. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5523. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5524. min = frameTime;
  5525. max = frameTime;
  5526. presentMin = m_presentElapsed;
  5527. presentMax = m_presentElapsed;
  5528. }
  5529. blit(this, _textVideoMemBlitter, tvm);
  5530. PIX3_ENDEVENT(m_commandList);
  5531. }
  5532. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5533. {
  5534. PIX3_BEGINEVENT(m_commandList, D3DCOLOR_FRAME, "debugtext");
  5535. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5536. PIX3_ENDEVENT(m_commandList);
  5537. }
  5538. m_commandList->OMSetRenderTargets(0, NULL, false, NULL);
  5539. setResourceBarrier(m_commandList
  5540. , m_backBufferColor[m_backBufferColorIdx]
  5541. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5542. , D3D12_RESOURCE_STATE_PRESENT
  5543. );
  5544. #if BX_PLATFORM_WINDOWS
  5545. for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii)
  5546. {
  5547. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  5548. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  5549. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_PRESENT);
  5550. }
  5551. #endif // BX_PLATFORM_WINDOWS
  5552. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  5553. }
  5554. } /* namespace d3d12 */ } // namespace bgfx
  5555. #else
  5556. namespace bgfx { namespace d3d12
  5557. {
  5558. RendererContextI* rendererCreate(const Init& _init)
  5559. {
  5560. BX_UNUSED(_init);
  5561. return NULL;
  5562. }
  5563. void rendererDestroy()
  5564. {
  5565. }
  5566. } /* namespace d3d12 */ } // namespace bgfx
  5567. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12