renderer_d3d12.cpp 125 KB

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  1. /*
  2. * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. # if !USE_D3D12_DYNAMIC_LIB
  9. # pragma comment(lib, "D3D12.lib")
  10. # endif // !USE_D3D12_DYNAMIC_LIB
  11. namespace bgfx { namespace d3d12
  12. {
  13. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
  14. struct PrimInfo
  15. {
  16. D3D_PRIMITIVE_TOPOLOGY m_toplogy;
  17. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  18. uint32_t m_min;
  19. uint32_t m_div;
  20. uint32_t m_sub;
  21. };
  22. static const PrimInfo s_primInfo[] =
  23. {
  24. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  25. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  26. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  27. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  28. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  29. };
  30. static const char* s_primName[] =
  31. {
  32. "TriList",
  33. "TriStrip",
  34. "Line",
  35. "Point",
  36. };
  37. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  38. static const uint32_t s_checkMsaa[] =
  39. {
  40. 0,
  41. 2,
  42. 4,
  43. 8,
  44. 16,
  45. };
  46. static DXGI_SAMPLE_DESC s_msaa[] =
  47. {
  48. { 1, 0 },
  49. { 2, 0 },
  50. { 4, 0 },
  51. { 8, 0 },
  52. { 16, 0 },
  53. };
  54. static const D3D12_BLEND s_blendFactor[][2] =
  55. {
  56. { (D3D12_BLEND)0, (D3D12_BLEND)0 }, // ignored
  57. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  58. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  59. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  60. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  61. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  62. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  63. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  64. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  65. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  66. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  67. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  68. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  69. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  70. };
  71. static const D3D12_BLEND_OP s_blendEquation[] =
  72. {
  73. D3D12_BLEND_OP_ADD,
  74. D3D12_BLEND_OP_SUBTRACT,
  75. D3D12_BLEND_OP_REV_SUBTRACT,
  76. D3D12_BLEND_OP_MIN,
  77. D3D12_BLEND_OP_MAX,
  78. };
  79. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  80. {
  81. D3D12_COMPARISON_FUNC(0), // ignored
  82. D3D12_COMPARISON_FUNC_LESS,
  83. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  84. D3D12_COMPARISON_FUNC_EQUAL,
  85. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  86. D3D12_COMPARISON_FUNC_GREATER,
  87. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  88. D3D12_COMPARISON_FUNC_NEVER,
  89. D3D12_COMPARISON_FUNC_ALWAYS,
  90. };
  91. static const D3D12_STENCIL_OP s_stencilOp[] =
  92. {
  93. D3D12_STENCIL_OP_ZERO,
  94. D3D12_STENCIL_OP_KEEP,
  95. D3D12_STENCIL_OP_REPLACE,
  96. D3D12_STENCIL_OP_INCR,
  97. D3D12_STENCIL_OP_INCR_SAT,
  98. D3D12_STENCIL_OP_DECR,
  99. D3D12_STENCIL_OP_DECR_SAT,
  100. D3D12_STENCIL_OP_INVERT,
  101. };
  102. static const D3D12_CULL_MODE s_cullMode[] =
  103. {
  104. D3D12_CULL_MODE_NONE,
  105. D3D12_CULL_MODE_FRONT,
  106. D3D12_CULL_MODE_BACK,
  107. };
  108. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  109. {
  110. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  111. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  112. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  113. };
  114. /*
  115. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  116. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  117. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  118. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  119. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  120. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  121. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  122. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  123. * D3D11_FILTER_ANISOTROPIC = 0x55,
  124. *
  125. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  126. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  127. *
  128. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  129. * 0x10 // MIN_LINEAR
  130. * 0x04 // MAG_LINEAR
  131. * 0x01 // MIP_LINEAR
  132. */
  133. static const uint8_t s_textureFilter[3][3] =
  134. {
  135. {
  136. 0x10, // min linear
  137. 0x00, // min point
  138. 0x55, // anisotropic
  139. },
  140. {
  141. 0x04, // mag linear
  142. 0x00, // mag point
  143. 0x55, // anisotropic
  144. },
  145. {
  146. 0x01, // mip linear
  147. 0x00, // mip point
  148. 0x55, // anisotropic
  149. },
  150. };
  151. struct TextureFormatInfo
  152. {
  153. DXGI_FORMAT m_fmt;
  154. DXGI_FORMAT m_fmtSrv;
  155. DXGI_FORMAT m_fmtDsv;
  156. };
  157. static const TextureFormatInfo s_textureFormat[] =
  158. {
  159. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN }, // BC1
  160. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN }, // BC2
  161. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN }, // BC3
  162. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN }, // BC4
  163. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN }, // BC5
  164. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN }, // BC6H
  165. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN }, // BC7
  166. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  167. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  168. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  169. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  170. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  171. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  172. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  177. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN }, // R1
  178. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN }, // R8
  179. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN }, // R16
  180. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN }, // R16F
  181. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN }, // R32
  182. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN }, // R32F
  183. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN }, // RG8
  184. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN }, // RG16
  185. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG16F
  186. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN }, // RG32
  187. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG32F
  188. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // BGRA8
  189. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA8
  190. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA16
  191. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  192. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN }, // RGBA32
  193. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  194. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  195. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA4
  196. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  197. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  198. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  199. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  200. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM }, // D16
  201. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24
  202. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24S8
  203. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D32
  204. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D16F
  205. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D24F
  206. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D32F
  207. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D0S8
  208. };
  209. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  210. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  211. {
  212. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  213. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  214. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  215. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  216. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  217. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  218. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  219. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  220. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  221. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  222. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  223. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  224. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  225. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  226. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  227. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  228. };
  229. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  230. static const DXGI_FORMAT s_attribType[][4][2] =
  231. {
  232. {
  233. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  234. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  235. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  236. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  237. },
  238. {
  239. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  240. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  241. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  242. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  243. },
  244. {
  245. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  246. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  247. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  248. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  249. },
  250. {
  251. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  252. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  253. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  254. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  255. },
  256. };
  257. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  258. static D3D12_INPUT_ELEMENT_DESC* fillVertexDecl(D3D12_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  259. {
  260. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  261. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  262. {
  263. if (0xff != _decl.m_attributes[attr])
  264. {
  265. memcpy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  266. if (0 == _decl.m_attributes[attr])
  267. {
  268. elem->AlignedByteOffset = 0;
  269. }
  270. else
  271. {
  272. uint8_t num;
  273. AttribType::Enum type;
  274. bool normalized;
  275. bool asInt;
  276. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  277. elem->Format = s_attribType[type][num-1][normalized];
  278. elem->AlignedByteOffset = _decl.m_offset[attr];
  279. }
  280. ++elem;
  281. }
  282. }
  283. return elem;
  284. }
  285. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  286. {
  287. D3D12_RESOURCE_BARRIER barrier;
  288. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  289. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  290. barrier.Transition.pResource = _resource;
  291. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  292. barrier.Transition.StateBefore = _stateBefore;
  293. barrier.Transition.StateAfter = _stateAfter;
  294. _commandList->ResourceBarrier(1, &barrier);
  295. }
  296. struct HeapProperty
  297. {
  298. enum Enum
  299. {
  300. Default,
  301. Upload,
  302. Count
  303. };
  304. D3D12_HEAP_PROPERTIES m_properties;
  305. D3D12_RESOURCE_STATES m_state;
  306. };
  307. static const HeapProperty s_heapProperties[] =
  308. {
  309. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_COMMON },
  310. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 1, 1 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  311. };
  312. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  313. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, D3D12_RESOURCE_DESC* _resourceDesc, D3D12_CLEAR_VALUE* _clearValue)
  314. {
  315. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  316. ID3D12Resource* resource;
  317. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  318. , D3D12_HEAP_FLAG_NONE
  319. , _resourceDesc
  320. , heapProperty.m_state
  321. , _clearValue
  322. , __uuidof(ID3D12Resource)
  323. , (void**)&resource
  324. ) );
  325. return resource;
  326. }
  327. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  328. {
  329. D3D12_RESOURCE_DESC resourceDesc;
  330. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  331. resourceDesc.Alignment = 0;
  332. resourceDesc.Width = _size;
  333. resourceDesc.Height = 1;
  334. resourceDesc.DepthOrArraySize = 1;
  335. resourceDesc.MipLevels = 1;
  336. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  337. resourceDesc.SampleDesc.Count = 1;
  338. resourceDesc.SampleDesc.Quality = 0;
  339. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  340. resourceDesc.Flags = _flags;
  341. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  342. }
  343. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  344. {
  345. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  346. {
  347. char temp[2048];
  348. va_list argList;
  349. va_start(argList, _format);
  350. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  351. va_end(argList);
  352. temp[size] = '\0';
  353. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  354. mbstowcs(wtemp, temp, size+1);
  355. _object->SetName(wtemp);
  356. }
  357. }
  358. #if USE_D3D12_DYNAMIC_LIB
  359. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  360. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  361. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  362. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory1;
  363. #endif // USE_D3D12_DYNAMIC_LIB
  364. struct RendererContextD3D12 : public RendererContextI
  365. {
  366. RendererContextD3D12()
  367. : m_wireframe(false)
  368. , m_flags(BGFX_RESET_NONE)
  369. , m_fsChanges(0)
  370. , m_vsChanges(0)
  371. , m_frame(0)
  372. , m_backBufferColorIdx(0)
  373. , m_rtMsaa(false)
  374. {
  375. }
  376. ~RendererContextD3D12()
  377. {
  378. }
  379. bool init()
  380. {
  381. uint32_t errorState = 0;
  382. LUID luid;
  383. m_fbh.idx = invalidHandle;
  384. memset(m_uniforms, 0, sizeof(m_uniforms) );
  385. memset(&m_resolution, 0, sizeof(m_resolution) );
  386. #if USE_D3D12_DYNAMIC_LIB
  387. m_d3d12dll = bx::dlopen("d3d12.dll");
  388. BX_WARN(NULL != m_d3d12dll, "Failed to load d3d12.dll.");
  389. if (NULL == m_d3d12dll)
  390. {
  391. goto error;
  392. }
  393. errorState = 1;
  394. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12dll, "D3D12CreateDevice");
  395. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  396. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12dll, "D3D12GetDebugInterface");
  397. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  398. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12dll, "D3D12SerializeRootSignature");
  399. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  400. if (NULL == D3D12CreateDevice
  401. || NULL == D3D12GetDebugInterface
  402. || NULL == D3D12SerializeRootSignature)
  403. {
  404. goto error;
  405. }
  406. m_dxgidll = bx::dlopen("dxgi.dll");
  407. BX_WARN(NULL != m_dxgidll, "Failed to load dxgi.dll.");
  408. if (NULL == m_dxgidll)
  409. {
  410. goto error;
  411. }
  412. errorState = 2;
  413. CreateDXGIFactory1 = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  414. BX_WARN(NULL != CreateDXGIFactory1, "Function CreateDXGIFactory1 not found.");
  415. if (NULL == CreateDXGIFactory1)
  416. {
  417. goto error;
  418. }
  419. #else
  420. errorState = 2;
  421. #endif // USE_D3D12_DYNAMIC_LIB
  422. HRESULT hr;
  423. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory), (void**)&m_factory);
  424. BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
  425. if (FAILED(hr) )
  426. {
  427. goto error;
  428. }
  429. errorState = 3;
  430. m_adapter = NULL;
  431. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  432. IDXGIAdapter* adapter;
  433. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, &adapter); ++ii)
  434. {
  435. DXGI_ADAPTER_DESC desc;
  436. hr = adapter->GetDesc(&desc);
  437. if (SUCCEEDED(hr) )
  438. {
  439. BX_TRACE("Adapter #%d", ii);
  440. char description[BX_COUNTOF(desc.Description)];
  441. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  442. BX_TRACE("\tDescription: %s", description);
  443. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  444. , desc.VendorId
  445. , desc.DeviceId
  446. , desc.SubSysId
  447. , desc.Revision
  448. );
  449. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  450. , desc.DedicatedVideoMemory
  451. , desc.DedicatedSystemMemory
  452. , desc.SharedSystemMemory
  453. );
  454. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  455. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  456. ++g_caps.numGPUs;
  457. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  458. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  459. && (0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  460. {
  461. m_adapter = adapter;
  462. m_adapter->AddRef();
  463. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  464. }
  465. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  466. && 0 != strstr(description, "PerfHUD") )
  467. {
  468. m_adapter = adapter;
  469. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  470. }
  471. }
  472. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  473. }
  474. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  475. {
  476. ID3D12Debug* debug;
  477. hr = D3D12GetDebugInterface(__uuidof(ID3D12Debug), (void**)&debug);
  478. if (SUCCEEDED(hr) )
  479. {
  480. debug->EnableDebugLayer();
  481. }
  482. }
  483. hr = D3D12CreateDevice(m_adapter
  484. , D3D_FEATURE_LEVEL_11_0
  485. , __uuidof(ID3D12Device)
  486. , (void**)&m_device
  487. );
  488. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D12 device.");
  489. if (NULL != m_adapter)
  490. {
  491. DX_RELEASE(m_adapter, 2);
  492. }
  493. if (FAILED(hr) )
  494. {
  495. goto error;
  496. }
  497. errorState = 4;
  498. memset(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  499. luid = m_device->GetAdapterLuid();
  500. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != m_factory->EnumAdapters(ii, &adapter); ++ii)
  501. {
  502. adapter->GetDesc(&m_adapterDesc);
  503. DX_RELEASE(adapter, 0);
  504. if (m_adapterDesc.AdapterLuid.LowPart == luid.LowPart
  505. && m_adapterDesc.AdapterLuid.HighPart == luid.HighPart)
  506. {
  507. break;
  508. }
  509. }
  510. g_caps.vendorId = (uint16_t)m_adapterDesc.VendorId;
  511. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  512. m_architecture.NodeIndex = 0;
  513. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &m_architecture, sizeof(m_architecture) ) );
  514. BX_TRACE("GPU Architecture, TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  515. , m_architecture.TileBasedRenderer
  516. , m_architecture.UMA
  517. , m_architecture.CacheCoherentUMA
  518. );
  519. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  520. m_cmd.init(m_device);
  521. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  522. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  523. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  524. m_scd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
  525. m_scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  526. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  527. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  528. m_scd.SampleDesc.Count = 1;
  529. m_scd.SampleDesc.Quality = 0;
  530. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  531. m_scd.BufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
  532. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  533. m_scd.Windowed = true;
  534. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  535. m_scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  536. BX_CHECK(m_scd.BufferCount <= BX_COUNTOF(m_backBufferColor), "Swap chain buffer count %d (max %d)."
  537. , m_scd.BufferCount
  538. , BX_COUNTOF(m_backBufferColor)
  539. );
  540. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  541. , &m_scd
  542. , &m_swapChain
  543. );
  544. BX_WARN(SUCCEEDED(hr), "Failed to create swap chain.");
  545. if (FAILED(hr) )
  546. {
  547. goto error;
  548. }
  549. {
  550. m_resolution.m_width = BGFX_DEFAULT_WIDTH;
  551. m_resolution.m_height = BGFX_DEFAULT_HEIGHT;
  552. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  553. , 0
  554. | DXGI_MWA_NO_WINDOW_CHANGES
  555. | DXGI_MWA_NO_ALT_ENTER
  556. ) );
  557. m_numWindows = 1;
  558. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  559. {
  560. hr = m_device->QueryInterface(__uuidof(ID3D12InfoQueue), (void**)&m_infoQueue);
  561. if (SUCCEEDED(hr) )
  562. {
  563. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  564. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  565. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  566. D3D12_INFO_QUEUE_FILTER filter;
  567. memset(&filter, 0, sizeof(filter) );
  568. D3D12_MESSAGE_CATEGORY catlist[] =
  569. {
  570. D3D12_MESSAGE_CATEGORY_STATE_SETTING,
  571. D3D12_MESSAGE_CATEGORY_EXECUTION,
  572. };
  573. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  574. filter.DenyList.pCategoryList = catlist;
  575. m_infoQueue->PushStorageFilter(&filter);
  576. DX_RELEASE(m_infoQueue, 19);
  577. }
  578. }
  579. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  580. rtvDescHeap.NumDescriptors = 0
  581. + BX_COUNTOF(m_backBufferColor)
  582. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  583. ;
  584. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  585. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  586. rtvDescHeap.NodeMask = 0;
  587. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  588. , __uuidof(ID3D12DescriptorHeap)
  589. , (void**)&m_rtvDescriptorHeap
  590. ) );
  591. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  592. dsvDescHeap.NumDescriptors = 0
  593. + 1 // reserved for depth backbuffer.
  594. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  595. ;
  596. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  597. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  598. dsvDescHeap.NodeMask = 0;
  599. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  600. , __uuidof(ID3D12DescriptorHeap)
  601. , (void**)&m_dsvDescriptorHeap
  602. ) );
  603. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  604. {
  605. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  606. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  607. );
  608. }
  609. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  610. , 1024
  611. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  612. );
  613. D3D12_DESCRIPTOR_RANGE descRange[] =
  614. {
  615. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  616. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  617. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  618. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  619. };
  620. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  621. D3D12_ROOT_PARAMETER rootParameter[] =
  622. {
  623. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::Sampler] }, D3D12_SHADER_VISIBILITY_ALL },
  624. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::SRV] }, D3D12_SHADER_VISIBILITY_ALL },
  625. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::CBV] }, D3D12_SHADER_VISIBILITY_ALL },
  626. // { D3D12_ROOT_PARAMETER_TYPE_CBV, { 0, 0 }, D3D12_SHADER_VISIBILITY_ALL },
  627. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { 1, &descRange[Rdt::UAV] }, D3D12_SHADER_VISIBILITY_ALL },
  628. };
  629. // rootParameter[Rdt::CBV].Constants.ShaderRegister = 0;
  630. // rootParameter[Rdt::CBV].Constants.RegisterSpace = 100;
  631. // rootParameter[Rdt::CBV].Constants.Num32BitValues = 0;
  632. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  633. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  634. descRootSignature.pParameters = rootParameter;
  635. descRootSignature.NumStaticSamplers = 0;
  636. descRootSignature.pStaticSamplers = NULL;
  637. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  638. ID3DBlob* outBlob;
  639. ID3DBlob* errorBlob;
  640. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  641. , D3D_ROOT_SIGNATURE_VERSION_1
  642. , &outBlob
  643. , &errorBlob
  644. ) );
  645. DX_CHECK(m_device->CreateRootSignature(0
  646. , outBlob->GetBufferPointer()
  647. , outBlob->GetBufferSize()
  648. , __uuidof(ID3D12RootSignature)
  649. , (void**)&m_rootSignature
  650. ) );
  651. UniformHandle handle = BGFX_INVALID_HANDLE;
  652. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  653. {
  654. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  655. }
  656. g_caps.supported |= ( 0
  657. | BGFX_CAPS_TEXTURE_3D
  658. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  659. | BGFX_CAPS_INSTANCING
  660. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  661. | BGFX_CAPS_FRAGMENT_DEPTH
  662. | BGFX_CAPS_BLEND_INDEPENDENT
  663. | BGFX_CAPS_COMPUTE
  664. | BGFX_CAPS_FRAGMENT_ORDERING
  665. // | BGFX_CAPS_SWAP_CHAIN
  666. );
  667. g_caps.maxTextureSize = 16384;
  668. g_caps.maxFBAttachments = bx::uint32_min(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  669. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  670. {
  671. uint8_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  672. const DXGI_FORMAT fmt = isDepth(TextureFormat::Enum(ii) )
  673. ? s_textureFormat[ii].m_fmtDsv
  674. : s_textureFormat[ii].m_fmt
  675. ;
  676. if (DXGI_FORMAT_UNKNOWN != fmt)
  677. {
  678. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  679. data.Format = fmt;
  680. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  681. if (SUCCEEDED(hr) )
  682. {
  683. support |= 0 != (data.Support1 & (0
  684. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  685. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  686. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  687. ) )
  688. ? BGFX_CAPS_FORMAT_TEXTURE_COLOR
  689. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  690. ;
  691. support |= 0 != (data.Support1 & (0
  692. | D3D12_FORMAT_SUPPORT1_BUFFER
  693. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  694. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  695. ) )
  696. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  697. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  698. ;
  699. support |= 0 != (data.Support1 & (0
  700. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  701. ) )
  702. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  703. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  704. ;
  705. support |= 0 != (data.Support1 & (0
  706. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  707. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  708. ) )
  709. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  710. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  711. ;
  712. }
  713. else
  714. {
  715. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  716. }
  717. }
  718. g_caps.formats[ii] = support;
  719. }
  720. postReset();
  721. }
  722. return true;
  723. error:
  724. switch (errorState)
  725. {
  726. default:
  727. case 4:
  728. m_cmd.shutdown();
  729. DX_RELEASE(m_device, 0);
  730. case 3:
  731. DX_RELEASE(m_factory, 0);
  732. #if USE_D3D12_DYNAMIC_LIB
  733. case 2:
  734. bx::dlclose(m_dxgidll);
  735. case 1:
  736. bx::dlclose(m_d3d12dll);
  737. #endif // USE_D3D12_DYNAMIC_LIB
  738. case 0:
  739. break;
  740. }
  741. return false;
  742. }
  743. void shutdown()
  744. {
  745. preReset();
  746. m_samplerAllocator.destroy();
  747. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  748. {
  749. m_scratchBuffer[ii].destroy();
  750. }
  751. m_pipelineStateCache.invalidate();
  752. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  753. {
  754. m_indexBuffers[ii].destroy();
  755. }
  756. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  757. {
  758. m_vertexBuffers[ii].destroy();
  759. }
  760. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  761. {
  762. m_shaders[ii].destroy();
  763. }
  764. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  765. {
  766. m_textures[ii].destroy();
  767. }
  768. DX_RELEASE(m_rtvDescriptorHeap, 0);
  769. DX_RELEASE(m_dsvDescriptorHeap, 0);
  770. DX_RELEASE(m_rootSignature, 0);
  771. DX_RELEASE(m_swapChain, 0);
  772. m_cmd.shutdown();
  773. DX_RELEASE(m_device, 0);
  774. DX_RELEASE(m_factory, 0);
  775. #if USE_D3D12_DYNAMIC_LIB
  776. bx::dlclose(m_d3d12dll);
  777. bx::dlclose(m_dxgidll);
  778. #endif // USE_D3D12_DYNAMIC_LIB
  779. }
  780. RendererType::Enum getRendererType() const BX_OVERRIDE
  781. {
  782. return RendererType::Direct3D12;
  783. }
  784. const char* getRendererName() const BX_OVERRIDE
  785. {
  786. return BGFX_RENDERER_DIRECT3D12_NAME;
  787. }
  788. static bool isLost(HRESULT _hr)
  789. {
  790. return DXGI_ERROR_DEVICE_REMOVED == _hr
  791. || DXGI_ERROR_DEVICE_HUNG == _hr
  792. || DXGI_ERROR_DEVICE_RESET == _hr
  793. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  794. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  795. ;
  796. }
  797. void flip(HMD& /*_hmd*/) BX_OVERRIDE
  798. {
  799. if (NULL != m_swapChain)
  800. {
  801. HRESULT hr = 0;
  802. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  803. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  804. {
  805. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  806. }
  807. if (SUCCEEDED(hr) )
  808. {
  809. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.BufferCount]);
  810. hr = m_swapChain->Present(syncInterval, 0);
  811. }
  812. if (FAILED(hr)
  813. && isLost(hr) )
  814. {
  815. ++m_lost;
  816. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  817. }
  818. else
  819. {
  820. m_lost = 0;
  821. }
  822. }
  823. }
  824. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  825. {
  826. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  827. }
  828. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  829. {
  830. m_indexBuffers[_handle.idx].destroy();
  831. }
  832. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  833. {
  834. VertexDecl& decl = m_vertexDecls[_handle.idx];
  835. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  836. dump(decl);
  837. }
  838. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  839. {
  840. }
  841. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  842. {
  843. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  844. }
  845. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  846. {
  847. m_vertexBuffers[_handle.idx].destroy();
  848. }
  849. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  850. {
  851. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  852. }
  853. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  854. {
  855. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  856. }
  857. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  858. {
  859. m_indexBuffers[_handle.idx].destroy();
  860. }
  861. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  862. {
  863. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  864. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  865. }
  866. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  867. {
  868. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  869. }
  870. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  871. {
  872. m_vertexBuffers[_handle.idx].destroy();
  873. }
  874. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  875. {
  876. m_shaders[_handle.idx].create(_mem);
  877. }
  878. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  879. {
  880. m_shaders[_handle.idx].destroy();
  881. }
  882. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  883. {
  884. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  885. }
  886. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  887. {
  888. m_program[_handle.idx].destroy();
  889. }
  890. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  891. {
  892. m_textures[_handle.idx].create(_mem, _flags, _skip);
  893. }
  894. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  895. {
  896. }
  897. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  898. {
  899. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  900. }
  901. void updateTextureEnd() BX_OVERRIDE
  902. {
  903. }
  904. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE
  905. {
  906. TextureD3D12& texture = m_textures[_handle.idx];
  907. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  908. const Memory* mem = alloc(size);
  909. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  910. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  911. bx::write(&writer, magic);
  912. TextureCreate tc;
  913. tc.m_flags = texture.m_flags;
  914. tc.m_width = _width;
  915. tc.m_height = _height;
  916. tc.m_sides = 0;
  917. tc.m_depth = 0;
  918. tc.m_numMips = 1;
  919. tc.m_format = texture.m_requestedFormat;
  920. tc.m_cubeMap = false;
  921. tc.m_mem = NULL;
  922. bx::write(&writer, tc);
  923. texture.destroy();
  924. texture.create(mem, tc.m_flags, 0);
  925. release(mem);
  926. }
  927. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  928. {
  929. m_textures[_handle.idx].destroy();
  930. }
  931. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  932. {
  933. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  934. }
  935. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  936. {
  937. uint16_t denseIdx = m_numWindows++;
  938. m_windows[denseIdx] = _handle;
  939. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  940. }
  941. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  942. {
  943. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  944. if (UINT16_MAX != denseIdx)
  945. {
  946. --m_numWindows;
  947. if (m_numWindows > 1)
  948. {
  949. FrameBufferHandle handle = m_windows[m_numWindows];
  950. m_windows[denseIdx] = handle;
  951. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  952. }
  953. }
  954. }
  955. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  956. {
  957. if (NULL != m_uniforms[_handle.idx])
  958. {
  959. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  960. }
  961. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type] * _num);
  962. void* data = BX_ALLOC(g_allocator, size);
  963. memset(data, 0, size);
  964. m_uniforms[_handle.idx] = data;
  965. m_uniformReg.add(_handle, _name, data);
  966. }
  967. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  968. {
  969. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  970. m_uniforms[_handle.idx] = NULL;
  971. }
  972. void saveScreenShot(const char* /*_filePath*/) BX_OVERRIDE
  973. {
  974. }
  975. void updateViewName(uint8_t /*_id*/, const char* /*_name*/) BX_OVERRIDE
  976. {
  977. }
  978. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  979. {
  980. memcpy(m_uniforms[_loc], _data, _size);
  981. }
  982. void setMarker(const char* /*_marker*/, uint32_t /*_size*/) BX_OVERRIDE
  983. {
  984. }
  985. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  986. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  987. {
  988. const uint32_t width = m_scd.BufferDesc.Width;
  989. const uint32_t height = m_scd.BufferDesc.Height;
  990. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  991. setFrameBuffer(fbh, false);
  992. D3D12_VIEWPORT vp;
  993. vp.TopLeftX = 0;
  994. vp.TopLeftY = 0;
  995. vp.Width = (float)width;
  996. vp.Height = (float)height;
  997. vp.MinDepth = 0.0f;
  998. vp.MaxDepth = 1.0f;
  999. m_commandList->RSSetViewports(1, &vp);
  1000. const uint64_t state = 0
  1001. | BGFX_STATE_RGB_WRITE
  1002. | BGFX_STATE_ALPHA_WRITE
  1003. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1004. ;
  1005. m_currentProgram = &m_program[0];
  1006. ID3D12PipelineState* pso = getPipelineState(state
  1007. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1008. , _blitter.m_vb->decl.idx
  1009. , _blitter.m_program.idx
  1010. , 0
  1011. );
  1012. m_commandList->SetPipelineState(pso);
  1013. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1014. float proj[16];
  1015. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1016. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1017. uint8_t flags = predefined.m_type;
  1018. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1019. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  1020. commitShaderConstants(gpuHandle);
  1021. ID3D12DescriptorHeap* heaps[] =
  1022. {
  1023. m_samplerAllocator.getHeap(),
  1024. m_scratchBuffer[m_backBufferColorIdx].getHeap(),
  1025. };
  1026. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1027. m_commandList->SetGraphicsRootDescriptorTable(Rdt::CBV, gpuHandle);
  1028. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1029. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = { texture.m_flags & BGFX_TEXTURE_SAMPLER_BITS_MASK };
  1030. uint16_t samplerStateIdx = getSamplerState(samplerFlags);
  1031. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1032. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1033. m_scratchBuffer[m_backBufferColorIdx].alloc(srvHandle, texture);
  1034. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1035. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1036. const VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1037. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1038. viewDesc.BufferLocation = vb.m_ptr->GetGPUVirtualAddress();
  1039. viewDesc.StrideInBytes = vertexDecl.m_stride;
  1040. viewDesc.SizeInBytes = vb.m_size;
  1041. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1042. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1043. D3D12_INDEX_BUFFER_VIEW ibv;
  1044. ibv.Format = DXGI_FORMAT_R16_UINT;
  1045. ibv.BufferLocation = ib.m_ptr->GetGPUVirtualAddress();
  1046. ibv.SizeInBytes = ib.m_size;
  1047. m_commandList->IASetIndexBuffer(&ibv);
  1048. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1049. }
  1050. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1051. {
  1052. const uint32_t numVertices = _numIndices*4/6;
  1053. if (0 < numVertices)
  1054. {
  1055. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1056. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1057. m_commandList->DrawIndexedInstanced(_numIndices
  1058. , 1
  1059. , 0
  1060. , 0
  1061. , 0
  1062. );
  1063. }
  1064. }
  1065. void preReset()
  1066. {
  1067. finish();
  1068. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1069. {
  1070. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1071. }
  1072. DX_RELEASE(m_backBufferDepthStencil, 0);
  1073. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1074. {
  1075. m_frameBuffers[ii].preReset();
  1076. }
  1077. invalidateCache();
  1078. // capturePreReset();
  1079. }
  1080. void postReset()
  1081. {
  1082. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1083. for (uint32_t ii = 0, num = m_scd.BufferCount; ii < num; ++ii)
  1084. {
  1085. D3D12_CPU_DESCRIPTOR_HANDLE handle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1086. handle.ptr += ii * rtvDescriptorSize;
  1087. DX_CHECK(m_swapChain->GetBuffer(ii
  1088. , __uuidof(ID3D12Resource)
  1089. , (void**)&m_backBufferColor[ii]
  1090. ) );
  1091. m_device->CreateRenderTargetView(m_backBufferColor[ii], NULL, handle);
  1092. }
  1093. D3D12_RESOURCE_DESC resourceDesc;
  1094. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1095. resourceDesc.Alignment = 0;
  1096. resourceDesc.Width = bx::uint32_max(m_resolution.m_width, 1);
  1097. resourceDesc.Height = bx::uint32_max(m_resolution.m_height, 1);
  1098. resourceDesc.DepthOrArraySize = 1;
  1099. resourceDesc.MipLevels = 0;
  1100. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1101. resourceDesc.SampleDesc.Count = 1;
  1102. resourceDesc.SampleDesc.Quality = 0;
  1103. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1104. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1105. D3D12_CLEAR_VALUE clearValue;
  1106. clearValue.Format = resourceDesc.Format;
  1107. clearValue.DepthStencil.Depth = 1.0f;
  1108. clearValue.DepthStencil.Stencil = 0;
  1109. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1110. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1111. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  1112. dsvDesc.Format = resourceDesc.Format;
  1113. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  1114. dsvDesc.Flags = D3D12_DSV_FLAGS(0)
  1115. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1116. // | D3D12_DSV_FLAG_READ_ONLY_DEPTH
  1117. ;
  1118. m_device->CreateDepthStencilView(m_backBufferDepthStencil
  1119. , &dsvDesc
  1120. , m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart()
  1121. );
  1122. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1123. {
  1124. m_frameBuffers[ii].postReset();
  1125. }
  1126. m_commandList = m_cmd.alloc();
  1127. // capturePostReset();
  1128. }
  1129. void invalidateCache()
  1130. {
  1131. m_pipelineStateCache.invalidate();
  1132. m_samplerStateCache.invalidate();
  1133. }
  1134. void updateMsaa()
  1135. {
  1136. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1137. {
  1138. uint32_t msaa = s_checkMsaa[ii];
  1139. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1140. memset(&data, 0, sizeof(msaa) );
  1141. data.Format = m_scd.BufferDesc.Format;
  1142. data.SampleCount = msaa;
  1143. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1144. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1145. data.NumQualityLevels = 0;
  1146. if (SUCCEEDED(hr)
  1147. && 0 < data.NumQualityLevels)
  1148. {
  1149. s_msaa[ii].Count = data.SampleCount;
  1150. s_msaa[ii].Quality = data.NumQualityLevels - 1;
  1151. last = ii;
  1152. }
  1153. else
  1154. {
  1155. s_msaa[ii] = s_msaa[last];
  1156. }
  1157. }
  1158. }
  1159. void updateResolution(const Resolution& _resolution)
  1160. {
  1161. if ( (uint32_t)m_scd.BufferDesc.Width != _resolution.m_width
  1162. || (uint32_t)m_scd.BufferDesc.Height != _resolution.m_height
  1163. || m_flags != _resolution.m_flags)
  1164. {
  1165. bool resize = (m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  1166. m_flags = _resolution.m_flags;
  1167. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1168. m_textVideoMem.clear();
  1169. m_resolution = _resolution;
  1170. m_scd.BufferDesc.Width = _resolution.m_width;
  1171. m_scd.BufferDesc.Height = _resolution.m_height;
  1172. preReset();
  1173. if (resize)
  1174. {
  1175. DX_CHECK(m_swapChain->ResizeBuffers(m_scd.BufferCount
  1176. , m_scd.BufferDesc.Width
  1177. , m_scd.BufferDesc.Height
  1178. , m_scd.BufferDesc.Format
  1179. , m_scd.Flags
  1180. ) );
  1181. }
  1182. else
  1183. {
  1184. updateMsaa();
  1185. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1186. DX_RELEASE(m_swapChain, 0);
  1187. HRESULT hr;
  1188. hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
  1189. , &m_scd
  1190. , &m_swapChain
  1191. );
  1192. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1193. }
  1194. postReset();
  1195. }
  1196. }
  1197. void setShaderUniform(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1198. {
  1199. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1200. {
  1201. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1202. m_fsChanges += _numRegs;
  1203. }
  1204. else
  1205. {
  1206. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1207. m_vsChanges += _numRegs;
  1208. }
  1209. }
  1210. void setShaderUniform4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1211. {
  1212. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1213. }
  1214. void setShaderUniform4x4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1215. {
  1216. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1217. }
  1218. void commitShaderConstants(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle)
  1219. {
  1220. uint32_t total = bx::strideAlign(0
  1221. + m_currentProgram->m_vsh->m_size
  1222. + (NULL != m_currentProgram->m_fsh ? m_currentProgram->m_fsh->m_size : 0)
  1223. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  1224. );
  1225. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].alloc(gpuHandle, total);
  1226. {
  1227. uint32_t size = m_currentProgram->m_vsh->m_size;
  1228. memcpy(data, m_vsScratch, size);
  1229. data += size;
  1230. m_vsChanges = 0;
  1231. }
  1232. if (NULL != m_currentProgram->m_fsh)
  1233. {
  1234. memcpy(data, m_fsScratch, m_currentProgram->m_fsh->m_size);
  1235. m_fsChanges = 0;
  1236. }
  1237. }
  1238. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1239. {
  1240. if (isValid(m_fbh)
  1241. && m_fbh.idx != _fbh.idx)
  1242. {
  1243. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1244. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1245. {
  1246. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1247. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  1248. }
  1249. if (isValid(frameBuffer.m_depth) )
  1250. {
  1251. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1252. const bool bufferOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  1253. if (!bufferOnly)
  1254. {
  1255. texture.setState(m_commandList, D3D12_RESOURCE_STATES(0)
  1256. | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  1257. // | D3D12_RESOURCE_STATE_DEPTH_READ
  1258. );
  1259. }
  1260. }
  1261. }
  1262. if (!isValid(_fbh) )
  1263. {
  1264. m_rtvHandle = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1265. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1266. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  1267. m_dsvHandle = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1268. m_currentColor = &m_rtvHandle;
  1269. m_currentDepthStencil = &m_dsvHandle;
  1270. m_commandList->OMSetRenderTargets(1, m_currentColor, false, m_currentDepthStencil);
  1271. }
  1272. else
  1273. {
  1274. const FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  1275. if (0 < frameBuffer.m_num)
  1276. {
  1277. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1278. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1279. m_rtvHandle.ptr = rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  1280. m_currentColor = &m_rtvHandle;
  1281. }
  1282. else
  1283. {
  1284. m_currentColor = NULL;
  1285. }
  1286. if (isValid(frameBuffer.m_depth) )
  1287. {
  1288. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  1289. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  1290. m_dsvHandle.ptr = dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize;
  1291. m_currentDepthStencil = &m_dsvHandle;
  1292. }
  1293. else
  1294. {
  1295. m_currentDepthStencil = NULL;
  1296. }
  1297. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1298. {
  1299. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  1300. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  1301. }
  1302. if (isValid(frameBuffer.m_depth) )
  1303. {
  1304. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  1305. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  1306. }
  1307. m_commandList->OMSetRenderTargets(frameBuffer.m_num
  1308. , m_currentColor
  1309. , true //NULL == m_currentDepthStencil
  1310. , m_currentDepthStencil
  1311. );
  1312. }
  1313. m_fbh = _fbh;
  1314. m_rtMsaa = _msaa;
  1315. }
  1316. void setBlendState(D3D12_BLEND_DESC& desc, uint64_t _state, uint32_t _rgba = 0)
  1317. {
  1318. memset(&desc, 0, sizeof(desc) );
  1319. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1320. D3D12_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1321. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1322. {
  1323. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  1324. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  1325. const uint32_t srcRGB = (blend ) & 0xf;
  1326. const uint32_t dstRGB = (blend >> 4) & 0xf;
  1327. const uint32_t srcA = (blend >> 8) & 0xf;
  1328. const uint32_t dstA = (blend >> 12) & 0xf;
  1329. const uint32_t equRGB = (equation ) & 0x7;
  1330. const uint32_t equA = (equation >> 3) & 0x7;
  1331. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1332. drt->DestBlend = s_blendFactor[dstRGB][0];
  1333. drt->BlendOp = s_blendEquation[equRGB];
  1334. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1335. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1336. drt->BlendOpAlpha = s_blendEquation[equA];
  1337. }
  1338. uint32_t writeMask = (_state & BGFX_STATE_ALPHA_WRITE)
  1339. ? D3D12_COLOR_WRITE_ENABLE_ALPHA
  1340. : 0
  1341. ;
  1342. writeMask |= (_state & BGFX_STATE_RGB_WRITE)
  1343. ? D3D12_COLOR_WRITE_ENABLE_RED
  1344. | D3D12_COLOR_WRITE_ENABLE_GREEN
  1345. | D3D12_COLOR_WRITE_ENABLE_BLUE
  1346. : 0
  1347. ;
  1348. drt->RenderTargetWriteMask = writeMask;
  1349. if (desc.IndependentBlendEnable)
  1350. {
  1351. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1352. {
  1353. drt = &desc.RenderTarget[ii];
  1354. drt->BlendEnable = 0 != (rgba & 0x7ff);
  1355. const uint32_t src = (rgba ) & 0xf;
  1356. const uint32_t dst = (rgba >> 4) & 0xf;
  1357. const uint32_t equation = (rgba >> 8) & 0x7;
  1358. drt->SrcBlend = s_blendFactor[src][0];
  1359. drt->DestBlend = s_blendFactor[dst][0];
  1360. drt->BlendOp = s_blendEquation[equation];
  1361. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1362. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1363. drt->BlendOpAlpha = s_blendEquation[equation];
  1364. drt->RenderTargetWriteMask = writeMask;
  1365. }
  1366. }
  1367. else
  1368. {
  1369. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1370. {
  1371. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  1372. }
  1373. }
  1374. }
  1375. void setRasterizerState(D3D12_RASTERIZER_DESC& desc, uint64_t _state, bool _wireframe = false)
  1376. {
  1377. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  1378. desc.FillMode = _wireframe
  1379. ? D3D12_FILL_MODE_WIREFRAME
  1380. : D3D12_FILL_MODE_SOLID
  1381. ;
  1382. desc.CullMode = s_cullMode[cull];
  1383. desc.FrontCounterClockwise = false;
  1384. desc.DepthBias = 0;
  1385. desc.DepthBiasClamp = 0.0f;
  1386. desc.SlopeScaledDepthBias = 0.0f;
  1387. desc.DepthClipEnable = false;
  1388. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1389. desc.AntialiasedLineEnable = false;
  1390. desc.ForcedSampleCount = 0;
  1391. desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  1392. }
  1393. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& desc, uint64_t _state, uint64_t _stencil = 0)
  1394. {
  1395. const uint32_t fstencil = unpackStencil(0, _stencil);
  1396. memset(&desc, 0, sizeof(desc) );
  1397. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1398. desc.DepthEnable = 0 != func;
  1399. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
  1400. ? D3D12_DEPTH_WRITE_MASK_ALL
  1401. : D3D12_DEPTH_WRITE_MASK_ZERO
  1402. ;
  1403. desc.DepthFunc = s_cmpFunc[func];
  1404. uint32_t bstencil = unpackStencil(1, _stencil);
  1405. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1406. bstencil = frontAndBack ? bstencil : fstencil;
  1407. desc.StencilEnable = 0 != _stencil;
  1408. desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1409. desc.StencilWriteMask = 0xff;
  1410. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1411. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1412. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1413. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1414. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1415. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1416. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1417. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  1418. }
  1419. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint8_t _numInstanceData)
  1420. {
  1421. VertexDecl decl;
  1422. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1423. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  1424. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1425. {
  1426. uint8_t mask = attrMask[ii];
  1427. uint8_t attr = (decl.m_attributes[ii] & mask);
  1428. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  1429. }
  1430. D3D12_INPUT_ELEMENT_DESC* elem = fillVertexDecl(_vertexElements, decl);
  1431. uint32_t num = uint32_t(elem-_vertexElements);
  1432. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  1433. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1434. {
  1435. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1436. uint32_t jj;
  1437. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  1438. for (jj = 0; jj < num; ++jj)
  1439. {
  1440. curr = &_vertexElements[jj];
  1441. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1442. && curr->SemanticIndex == index)
  1443. {
  1444. break;
  1445. }
  1446. }
  1447. if (jj == num)
  1448. {
  1449. curr = elem;
  1450. ++elem;
  1451. }
  1452. memcpy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  1453. curr->InputSlot = 1;
  1454. curr->SemanticIndex = index;
  1455. curr->AlignedByteOffset = ii*16;
  1456. }
  1457. return uint32_t(elem-_vertexElements);
  1458. }
  1459. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  1460. {
  1461. union { void* ptr; uint32_t offset; } cast ={ _userData };
  1462. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  1463. {
  1464. DxbcOperand& operand = _instruction.operand[ii];
  1465. if (DxbcOperandType::ConstantBuffer == operand.type)
  1466. {
  1467. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  1468. && 0 == operand.regIndex[0]
  1469. && DxbcOperandAddrMode::Imm32 == operand.addrMode[1])
  1470. {
  1471. operand.regIndex[1] += cast.offset;
  1472. }
  1473. }
  1474. }
  1475. }
  1476. ID3D12PipelineState* getPipelineState(uint16_t _programIdx)
  1477. {
  1478. ProgramD3D12& program = m_program[_programIdx];
  1479. bx::HashMurmur2A murmur;
  1480. murmur.begin();
  1481. murmur.add(program.m_vsh->m_hash);
  1482. const uint32_t hash = murmur.end();
  1483. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1484. if(NULL != pso)
  1485. {
  1486. return pso;
  1487. }
  1488. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  1489. memset(&desc, 0, sizeof(desc) );
  1490. desc.pRootSignature = m_rootSignature;
  1491. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  1492. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  1493. DX_CHECK(m_device->CreateComputePipelineState(&desc
  1494. ,__uuidof(ID3D12PipelineState)
  1495. ,(void**)&pso
  1496. ));
  1497. m_pipelineStateCache.add(hash, pso);
  1498. return pso;
  1499. }
  1500. ID3D12PipelineState* getPipelineState(uint64_t _state, uint64_t _stencil, uint16_t _declIdx, uint16_t _programIdx, uint8_t _numInstanceData)
  1501. {
  1502. ProgramD3D12& program = m_program[_programIdx];
  1503. _state &= 0
  1504. | BGFX_STATE_RGB_WRITE
  1505. | BGFX_STATE_ALPHA_WRITE
  1506. | BGFX_STATE_DEPTH_WRITE
  1507. | BGFX_STATE_DEPTH_TEST_MASK
  1508. | BGFX_STATE_BLEND_MASK
  1509. | BGFX_STATE_BLEND_EQUATION_MASK
  1510. | BGFX_STATE_BLEND_INDEPENDENT
  1511. | BGFX_STATE_CULL_MASK
  1512. | BGFX_STATE_MSAA
  1513. | BGFX_STATE_PT_MASK
  1514. ;
  1515. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1516. VertexDecl decl;
  1517. memcpy(&decl, &m_vertexDecls[_declIdx], sizeof(VertexDecl) );
  1518. const uint8_t* attrMask = program.m_vsh->m_attrMask;
  1519. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1520. {
  1521. uint8_t mask = attrMask[ii];
  1522. uint8_t attr = (decl.m_attributes[ii] & mask);
  1523. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  1524. }
  1525. bx::HashMurmur2A murmur;
  1526. murmur.begin();
  1527. murmur.add(_state);
  1528. murmur.add(_stencil);
  1529. murmur.add(program.m_vsh->m_hash);
  1530. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  1531. murmur.add(program.m_fsh->m_hash);
  1532. murmur.add(m_vertexDecls[_declIdx].m_hash);
  1533. murmur.add(decl.m_attributes, sizeof(decl.m_attributes) );
  1534. murmur.add(m_fbh.idx);
  1535. murmur.add(_numInstanceData);
  1536. const uint32_t hash = murmur.end();
  1537. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  1538. if (NULL != pso)
  1539. {
  1540. return pso;
  1541. }
  1542. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  1543. memset(&desc, 0, sizeof(desc) );
  1544. desc.pRootSignature = m_rootSignature;
  1545. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  1546. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  1547. const Memory* temp = alloc(program.m_fsh->m_code->size);
  1548. memset(temp->data, 0, temp->size);
  1549. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1550. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  1551. DxbcContext dxbc;
  1552. read(&rd, dxbc);
  1553. bool patchShader = true;
  1554. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1555. {
  1556. union { uint32_t offset; void* ptr; } cast = { 0 };
  1557. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1558. write(&wr, dxbc);
  1559. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1560. patchShader = 0 == memcmp(program.m_fsh->m_code->data, temp->data, 16);
  1561. BX_CHECK(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  1562. if (!patchShader)
  1563. {
  1564. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  1565. {
  1566. if (0 != memcmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  1567. {
  1568. // dbgPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  1569. // dbgPrintfData(&temp->data[ii], temp->size-ii, "");
  1570. break;
  1571. }
  1572. }
  1573. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  1574. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  1575. }
  1576. }
  1577. if (patchShader)
  1578. {
  1579. memcpy(temp->data, program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  1580. bx::seek(&wr, 0, bx::Whence::Begin);
  1581. union { uint32_t offset; void* ptr; } cast =
  1582. {
  1583. m_currentProgram->m_vsh->m_size/16
  1584. };
  1585. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  1586. write(&wr, dxbc);
  1587. dxbcHash(temp->data + 20, temp->size - 20, temp->data + 4);
  1588. desc.PS.pShaderBytecode = temp->data;
  1589. desc.PS.BytecodeLength = temp->size;
  1590. }
  1591. desc.DS.pShaderBytecode = NULL;
  1592. desc.DS.BytecodeLength = 0;
  1593. desc.HS.pShaderBytecode = NULL;
  1594. desc.HS.BytecodeLength = 0;
  1595. desc.GS.pShaderBytecode = NULL;
  1596. desc.GS.BytecodeLength = 0;
  1597. desc.StreamOutput.pSODeclaration = NULL;
  1598. desc.StreamOutput.NumEntries = 0;
  1599. desc.StreamOutput.pBufferStrides = NULL;
  1600. desc.StreamOutput.NumStrides = 0;
  1601. desc.StreamOutput.RasterizedStream = 0;
  1602. setBlendState(desc.BlendState, _state);
  1603. desc.SampleMask = 1;
  1604. setRasterizerState(desc.RasterizerState, _state);
  1605. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  1606. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1607. desc.InputLayout.NumElements = setInputLayout(vertexElements, m_vertexDecls[_declIdx], program, _numInstanceData);
  1608. desc.InputLayout.pInputElementDescs = vertexElements;
  1609. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  1610. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  1611. if (isValid(m_fbh) )
  1612. {
  1613. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1614. desc.NumRenderTargets = frameBuffer.m_num;
  1615. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  1616. {
  1617. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  1618. }
  1619. if (isValid(frameBuffer.m_depth) )
  1620. {
  1621. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  1622. }
  1623. else
  1624. {
  1625. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  1626. }
  1627. }
  1628. else
  1629. {
  1630. desc.NumRenderTargets = 1;
  1631. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  1632. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1633. }
  1634. desc.SampleDesc.Count = 1;
  1635. desc.SampleDesc.Quality = 0;
  1636. uint32_t length = g_callback->cacheReadSize(hash);
  1637. bool cached = length > 0;
  1638. void* cachedData = NULL;
  1639. if (cached)
  1640. {
  1641. cachedData = BX_ALLOC(g_allocator, length);
  1642. if (g_callback->cacheRead(hash, cachedData, length) )
  1643. {
  1644. BX_TRACE("Loading chached PSO (size %d).", length);
  1645. bx::MemoryReader reader(cachedData, length);
  1646. // uint32_t format;
  1647. // bx::read(&reader, format);
  1648. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  1649. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  1650. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  1651. , __uuidof(ID3D12PipelineState)
  1652. , (void**)&pso
  1653. );
  1654. if (FAILED(hr) )
  1655. {
  1656. BX_TRACE("Failed to load cached PSO (HRESULT 0x%08x).", hr);
  1657. memset(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  1658. }
  1659. }
  1660. }
  1661. if (NULL == pso)
  1662. {
  1663. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  1664. , __uuidof(ID3D12PipelineState)
  1665. , (void**)&pso
  1666. ) );
  1667. }
  1668. m_pipelineStateCache.add(hash, pso);
  1669. release(temp);
  1670. ID3DBlob* blob;
  1671. HRESULT hr = pso->GetCachedBlob(&blob);
  1672. if (SUCCEEDED(hr) )
  1673. {
  1674. void* data = blob->GetBufferPointer();
  1675. length = (uint32_t)blob->GetBufferSize();
  1676. g_callback->cacheWrite(hash, data, length);
  1677. DX_RELEASE(blob, 0);
  1678. }
  1679. if (NULL != cachedData)
  1680. {
  1681. BX_FREE(g_allocator, cachedData);
  1682. }
  1683. return pso;
  1684. }
  1685. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num = BGFX_CONFIG_MAX_TEXTURE_SAMPLERS)
  1686. {
  1687. bx::HashMurmur2A murmur;
  1688. murmur.begin();
  1689. murmur.add(_flags, _num * sizeof(uint32_t) );
  1690. uint32_t hash = murmur.end();
  1691. uint16_t sampler = m_samplerStateCache.find(hash);
  1692. if (UINT16_MAX == sampler)
  1693. {
  1694. sampler = m_samplerAllocator.alloc(_flags, _num);
  1695. m_samplerStateCache.add(hash, sampler);
  1696. }
  1697. return sampler;
  1698. }
  1699. void commit(ConstantBuffer& _constantBuffer)
  1700. {
  1701. _constantBuffer.reset();
  1702. for (;;)
  1703. {
  1704. uint32_t opcode = _constantBuffer.read();
  1705. if (UniformType::End == opcode)
  1706. {
  1707. break;
  1708. }
  1709. UniformType::Enum type;
  1710. uint16_t loc;
  1711. uint16_t num;
  1712. uint16_t copy;
  1713. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1714. const char* data;
  1715. if (copy)
  1716. {
  1717. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  1718. }
  1719. else
  1720. {
  1721. UniformHandle handle;
  1722. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1723. data = (const char*)m_uniforms[handle.idx];
  1724. }
  1725. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1726. case UniformType::_uniform: \
  1727. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1728. { \
  1729. setShaderUniform(type, loc, data, num); \
  1730. } \
  1731. break;
  1732. switch ( (int32_t)type)
  1733. {
  1734. case UniformType::Mat3:
  1735. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT:
  1736. {
  1737. float* value = (float*)data;
  1738. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  1739. {
  1740. Matrix4 mtx;
  1741. mtx.un.val[ 0] = value[0];
  1742. mtx.un.val[ 1] = value[1];
  1743. mtx.un.val[ 2] = value[2];
  1744. mtx.un.val[ 3] = 0.0f;
  1745. mtx.un.val[ 4] = value[3];
  1746. mtx.un.val[ 5] = value[4];
  1747. mtx.un.val[ 6] = value[5];
  1748. mtx.un.val[ 7] = 0.0f;
  1749. mtx.un.val[ 8] = value[6];
  1750. mtx.un.val[ 9] = value[7];
  1751. mtx.un.val[10] = value[8];
  1752. mtx.un.val[11] = 0.0f;
  1753. setShaderUniform(type, loc, &mtx.un.val[0], 3);
  1754. }
  1755. }
  1756. break;
  1757. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  1758. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  1759. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  1760. case UniformType::End:
  1761. break;
  1762. default:
  1763. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  1764. break;
  1765. }
  1766. #undef CASE_IMPLEMENT_UNIFORM
  1767. }
  1768. }
  1769. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  1770. {
  1771. if (isValid(m_fbh) )
  1772. {
  1773. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  1774. frameBuffer.clear(m_commandList, _clear, _palette);
  1775. }
  1776. else
  1777. {
  1778. if (NULL != m_currentColor
  1779. && BGFX_CLEAR_COLOR & _clear.m_flags)
  1780. {
  1781. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1782. {
  1783. uint8_t index = _clear.m_index[0];
  1784. if (UINT8_MAX != index)
  1785. {
  1786. m_commandList->ClearRenderTargetView(*m_currentColor
  1787. , _palette[index]
  1788. , _num
  1789. , _rect
  1790. );
  1791. }
  1792. }
  1793. else
  1794. {
  1795. float frgba[4] =
  1796. {
  1797. _clear.m_index[0] * 1.0f / 255.0f,
  1798. _clear.m_index[1] * 1.0f / 255.0f,
  1799. _clear.m_index[2] * 1.0f / 255.0f,
  1800. _clear.m_index[3] * 1.0f / 255.0f,
  1801. };
  1802. m_commandList->ClearRenderTargetView(*m_currentColor
  1803. , frgba
  1804. , _num
  1805. , _rect
  1806. );
  1807. }
  1808. }
  1809. if (NULL != m_currentDepthStencil
  1810. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  1811. {
  1812. uint32_t flags = 0;
  1813. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  1814. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  1815. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  1816. , D3D12_CLEAR_FLAGS(flags)
  1817. , _clear.m_depth
  1818. , _clear.m_stencil
  1819. , _num
  1820. , _rect
  1821. );
  1822. }
  1823. }
  1824. }
  1825. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  1826. {
  1827. BX_UNUSED(_clearQuad);
  1828. uint32_t width = m_scd.BufferDesc.Width;
  1829. uint32_t height = m_scd.BufferDesc.Height;
  1830. if (0 == _rect.m_x
  1831. && 0 == _rect.m_y
  1832. && width == _rect.m_width
  1833. && height == _rect.m_height)
  1834. {
  1835. clear(_clear, _palette);
  1836. }
  1837. else
  1838. {
  1839. D3D12_RECT rect;
  1840. rect.left = _rect.m_x;
  1841. rect.top = _rect.m_y;
  1842. rect.right = _rect.m_x + _rect.m_width;
  1843. rect.bottom = _rect.m_y + _rect.m_height;
  1844. clear(_clear, _palette, &rect);
  1845. }
  1846. }
  1847. uint64_t kick()
  1848. {
  1849. uint64_t fence = m_cmd.kick();
  1850. m_commandList = m_cmd.alloc();
  1851. return fence;
  1852. }
  1853. void finish()
  1854. {
  1855. m_cmd.kick();
  1856. m_cmd.finish();
  1857. m_commandList = NULL;
  1858. }
  1859. void* m_d3d12dll;
  1860. void* m_dxgidll;
  1861. D3D_DRIVER_TYPE m_driverType;
  1862. IDXGIAdapter* m_adapter;
  1863. DXGI_ADAPTER_DESC m_adapterDesc;
  1864. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  1865. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  1866. IDXGIFactory1* m_factory;
  1867. IDXGISwapChain* m_swapChain;
  1868. uint16_t m_lost;
  1869. uint16_t m_numWindows;
  1870. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1871. ID3D12Device* m_device;
  1872. ID3D12InfoQueue* m_infoQueue;
  1873. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  1874. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  1875. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  1876. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  1877. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  1878. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  1879. ID3D12Resource* m_backBufferColor[4];
  1880. uint64_t m_backBufferColorFence[4];
  1881. ID3D12Resource* m_backBufferDepthStencil;
  1882. ScratchBufferD3D12 m_scratchBuffer[4];
  1883. DescriptorAllocator m_samplerAllocator;
  1884. ID3D12RootSignature* m_rootSignature;
  1885. CommandQueue m_cmd;
  1886. ID3D12GraphicsCommandList* m_commandList;
  1887. Resolution m_resolution;
  1888. bool m_wireframe;
  1889. DXGI_SWAP_CHAIN_DESC m_scd;
  1890. uint32_t m_flags;
  1891. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1892. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1893. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  1894. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1895. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1896. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  1897. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1898. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1899. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  1900. UniformRegistry m_uniformReg;
  1901. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  1902. StateCache m_samplerStateCache;
  1903. TextVideoMem m_textVideoMem;
  1904. ProgramD3D12* m_currentProgram;
  1905. uint8_t m_fsScratch[64<<10];
  1906. uint8_t m_vsScratch[64<<10];
  1907. uint32_t m_fsChanges;
  1908. uint32_t m_vsChanges;
  1909. FrameBufferHandle m_fbh;
  1910. uint32_t m_frame;
  1911. uint32_t m_backBufferColorIdx;
  1912. bool m_rtMsaa;
  1913. };
  1914. static RendererContextD3D12* s_renderD3D12;
  1915. RendererContextI* rendererCreate()
  1916. {
  1917. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  1918. if (!s_renderD3D12->init() )
  1919. {
  1920. BX_DELETE(g_allocator, s_renderD3D12);
  1921. s_renderD3D12 = NULL;
  1922. }
  1923. return s_renderD3D12;
  1924. }
  1925. void rendererDestroy()
  1926. {
  1927. s_renderD3D12->shutdown();
  1928. BX_DELETE(g_allocator, s_renderD3D12);
  1929. s_renderD3D12 = NULL;
  1930. }
  1931. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  1932. {
  1933. m_size = _size;
  1934. ID3D12Device* device = s_renderD3D12->m_device;
  1935. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  1936. D3D12_DESCRIPTOR_HEAP_DESC desc;
  1937. desc.NumDescriptors = _maxDescriptors;
  1938. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  1939. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  1940. desc.NodeMask = 0;
  1941. DX_CHECK(device->CreateDescriptorHeap(&desc
  1942. , __uuidof(ID3D12DescriptorHeap)
  1943. , (void**)&m_heap
  1944. ) );
  1945. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  1946. m_upload->Map(0, NULL, (void**)&m_data);
  1947. reset(m_gpuHandle);
  1948. }
  1949. void ScratchBufferD3D12::destroy()
  1950. {
  1951. m_upload->Unmap(0, NULL);
  1952. DX_RELEASE(m_upload, 0);
  1953. DX_RELEASE(m_heap, 0);
  1954. }
  1955. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle)
  1956. {
  1957. m_pos = 0;
  1958. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  1959. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  1960. gpuHandle = m_gpuHandle;
  1961. }
  1962. void* ScratchBufferD3D12::alloc(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, uint32_t _size)
  1963. {
  1964. D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  1965. desc.BufferLocation = m_upload->GetGPUVirtualAddress() + m_pos;
  1966. desc.SizeInBytes = _size;
  1967. void* data = &m_data[m_pos];
  1968. m_pos += BX_ALIGN_256(_size);
  1969. ID3D12Device* device = s_renderD3D12->m_device;
  1970. device->CreateConstantBufferView(&desc
  1971. , m_cpuHandle
  1972. );
  1973. m_cpuHandle.ptr += m_incrementSize;
  1974. gpuHandle = m_gpuHandle;
  1975. m_gpuHandle.ptr += m_incrementSize;
  1976. return data;
  1977. }
  1978. void ScratchBufferD3D12::alloc(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, TextureD3D12& _texture)
  1979. {
  1980. ID3D12Device* device = s_renderD3D12->m_device;
  1981. device->CreateShaderResourceView(_texture.m_ptr
  1982. , &_texture.m_srvd
  1983. , m_cpuHandle
  1984. );
  1985. m_cpuHandle.ptr += m_incrementSize;
  1986. gpuHandle = m_gpuHandle;
  1987. m_gpuHandle.ptr += m_incrementSize;
  1988. }
  1989. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, TextureD3D12& _texture)
  1990. {
  1991. ID3D12Device* device = s_renderD3D12->m_device;
  1992. device->CreateUnorderedAccessView(_texture.m_ptr
  1993. , NULL
  1994. , &_texture.m_uavd
  1995. , m_cpuHandle
  1996. );
  1997. m_cpuHandle.ptr += m_incrementSize;
  1998. gpuHandle = m_gpuHandle;
  1999. m_gpuHandle.ptr += m_incrementSize;
  2000. }
  2001. void ScratchBufferD3D12::alloc(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, BufferD3D12& _buffer)
  2002. {
  2003. ID3D12Device* device = s_renderD3D12->m_device;
  2004. device->CreateShaderResourceView(_buffer.m_ptr
  2005. , &_buffer.m_srvd
  2006. , m_cpuHandle
  2007. );
  2008. m_cpuHandle.ptr += m_incrementSize;
  2009. gpuHandle = m_gpuHandle;
  2010. m_gpuHandle.ptr += m_incrementSize;
  2011. }
  2012. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, BufferD3D12& _buffer)
  2013. {
  2014. ID3D12Device* device = s_renderD3D12->m_device;
  2015. device->CreateUnorderedAccessView(_buffer.m_ptr
  2016. , NULL
  2017. , &_buffer.m_uavd
  2018. , m_cpuHandle
  2019. );
  2020. m_cpuHandle.ptr += m_incrementSize;
  2021. gpuHandle = m_gpuHandle;
  2022. m_gpuHandle.ptr += m_incrementSize;
  2023. }
  2024. void DescriptorAllocator::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint32_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  2025. {
  2026. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  2027. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  2028. ID3D12Device* device = s_renderD3D12->m_device;
  2029. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  2030. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2031. desc.NumDescriptors = _maxDescriptors;
  2032. desc.Type = _type;
  2033. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2034. desc.NodeMask = 0;
  2035. DX_CHECK(device->CreateDescriptorHeap(&desc
  2036. , __uuidof(ID3D12DescriptorHeap)
  2037. , (void**)&m_heap
  2038. ) );
  2039. m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
  2040. m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
  2041. }
  2042. void DescriptorAllocator::destroy()
  2043. {
  2044. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  2045. DX_RELEASE(m_heap, 0);
  2046. }
  2047. uint16_t DescriptorAllocator::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  2048. {
  2049. uint16_t idx = m_handleAlloc->alloc();
  2050. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  2051. ID3D12Device* device = s_renderD3D12->m_device;
  2052. device->CreateShaderResourceView(_ptr
  2053. , _desc
  2054. , cpuHandle
  2055. );
  2056. return idx;
  2057. }
  2058. uint16_t DescriptorAllocator::alloc(const uint32_t* _flags, uint32_t _num)
  2059. {
  2060. uint16_t idx = m_handleAlloc->alloc();
  2061. ID3D12Device* device = s_renderD3D12->m_device;
  2062. for (uint32_t ii = 0; ii < _num; ++ii)
  2063. {
  2064. uint32_t flags = _flags[ii];
  2065. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2066. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2067. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2068. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2069. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  2070. D3D12_SAMPLER_DESC sd;
  2071. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  2072. sd.AddressU = s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2073. sd.AddressV = s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2074. sd.AddressW = s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2075. sd.MinLOD = 0;
  2076. sd.MaxLOD = D3D12_FLOAT32_MAX;
  2077. sd.MipLODBias = 0.0f;
  2078. sd.MaxAnisotropy = 1; //m_maxAnisotropy;
  2079. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  2080. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  2081. {
  2082. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  2083. };
  2084. device->CreateSampler(&sd, cpuHandle);
  2085. }
  2086. return idx;
  2087. }
  2088. void DescriptorAllocator::free(uint16_t _idx)
  2089. {
  2090. m_handleAlloc->free(_idx);
  2091. }
  2092. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocator::get(uint16_t _idx)
  2093. {
  2094. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  2095. return gpuHandle;
  2096. }
  2097. struct UavFormat
  2098. {
  2099. DXGI_FORMAT format[3];
  2100. uint32_t stride;
  2101. };
  2102. static const UavFormat s_uavFormat[] =
  2103. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  2104. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  2105. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  2106. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  2107. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  2108. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  2109. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  2110. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  2111. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  2112. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  2113. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  2114. };
  2115. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex)
  2116. {
  2117. m_size = _size;
  2118. m_flags = _flags;
  2119. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT));
  2120. // const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  2121. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  2122. m_dynamic = NULL == _data || needUav;
  2123. DXGI_FORMAT format;
  2124. uint32_t stride;
  2125. D3D12_RESOURCE_FLAGS flags = needUav
  2126. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  2127. : D3D12_RESOURCE_FLAG_NONE
  2128. ;
  2129. if(drawIndirect)
  2130. {
  2131. format = DXGI_FORMAT_R32G32B32A32_UINT;
  2132. stride = 16;
  2133. }
  2134. else
  2135. {
  2136. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  2137. if (0 == uavFormat)
  2138. {
  2139. if (_vertex)
  2140. {
  2141. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  2142. stride = 16;
  2143. }
  2144. else
  2145. {
  2146. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  2147. {
  2148. format = DXGI_FORMAT_R16_UINT;
  2149. stride = 2;
  2150. }
  2151. else
  2152. {
  2153. format = DXGI_FORMAT_R32_UINT;
  2154. stride = 4;
  2155. }
  2156. }
  2157. }
  2158. else
  2159. {
  2160. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  2161. format = s_uavFormat[uavFormat].format[uavType];
  2162. stride = s_uavFormat[uavFormat].stride;
  2163. }
  2164. }
  2165. m_srvd.Format = format;
  2166. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  2167. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  2168. m_srvd.Buffer.FirstElement = 0;
  2169. m_srvd.Buffer.NumElements = m_size / stride;
  2170. m_srvd.Buffer.StructureByteStride = 0;
  2171. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  2172. m_uavd.Format = format;
  2173. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  2174. m_uavd.Buffer.FirstElement = 0;
  2175. m_uavd.Buffer.NumElements = m_size / stride;
  2176. m_uavd.Buffer.StructureByteStride = 0;
  2177. m_uavd.Buffer.CounterOffsetInBytes = 0;
  2178. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  2179. ID3D12Device* device = s_renderD3D12->m_device;
  2180. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  2181. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, flags);
  2182. if (!needUav)
  2183. {
  2184. m_staging = createCommittedResource(device, HeapProperty::Upload, _size);
  2185. }
  2186. if (m_dynamic)
  2187. {
  2188. setState(commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2189. }
  2190. else
  2191. {
  2192. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  2193. D3D12_SUBRESOURCE_DATA subresource;
  2194. subresource.pData = _data;
  2195. subresource.RowPitch = _size;
  2196. subresource.SlicePitch = subresource.RowPitch;
  2197. UpdateSubresources<1>(commandList
  2198. , m_ptr
  2199. , m_staging
  2200. , 0
  2201. , 0
  2202. , 1
  2203. , &subresource
  2204. );
  2205. setState(commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2206. }
  2207. }
  2208. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t /*_offset*/, uint32_t _size, void* _data, bool /*_discard*/)
  2209. {
  2210. setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  2211. D3D12_SUBRESOURCE_DATA subresource;
  2212. subresource.pData = _data;
  2213. subresource.RowPitch = _size;
  2214. subresource.SlicePitch = subresource.RowPitch;
  2215. UpdateSubresources<1>(_commandList
  2216. , m_ptr
  2217. , m_staging
  2218. , 0
  2219. , 0
  2220. , 1
  2221. , &subresource
  2222. );
  2223. setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  2224. }
  2225. void BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  2226. {
  2227. if (m_state != _state)
  2228. {
  2229. setResourceBarrier(_commandList
  2230. , m_ptr
  2231. , m_state
  2232. , _state
  2233. );
  2234. m_state = _state;
  2235. }
  2236. }
  2237. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  2238. {
  2239. BufferD3D12::create(_size, _data, _flags, true);
  2240. m_decl = _declHandle;
  2241. }
  2242. void ShaderD3D12::create(const Memory* _mem)
  2243. {
  2244. bx::MemoryReader reader(_mem->data, _mem->size);
  2245. uint32_t magic;
  2246. bx::read(&reader, magic);
  2247. switch (magic)
  2248. {
  2249. case BGFX_CHUNK_MAGIC_CSH:
  2250. case BGFX_CHUNK_MAGIC_FSH:
  2251. case BGFX_CHUNK_MAGIC_VSH:
  2252. break;
  2253. default:
  2254. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2255. break;
  2256. }
  2257. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2258. uint32_t iohash;
  2259. bx::read(&reader, iohash);
  2260. uint16_t count;
  2261. bx::read(&reader, count);
  2262. m_numPredefined = 0;
  2263. m_numUniforms = count;
  2264. BX_TRACE("%s Shader consts %d"
  2265. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  2266. , count
  2267. );
  2268. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  2269. if (0 < count)
  2270. {
  2271. for (uint32_t ii = 0; ii < count; ++ii)
  2272. {
  2273. uint8_t nameSize;
  2274. bx::read(&reader, nameSize);
  2275. char name[256];
  2276. bx::read(&reader, &name, nameSize);
  2277. name[nameSize] = '\0';
  2278. uint8_t type;
  2279. bx::read(&reader, type);
  2280. uint8_t num;
  2281. bx::read(&reader, num);
  2282. uint16_t regIndex;
  2283. bx::read(&reader, regIndex);
  2284. uint16_t regCount;
  2285. bx::read(&reader, regCount);
  2286. const char* kind = "invalid";
  2287. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2288. if (PredefinedUniform::Count != predefined)
  2289. {
  2290. kind = "predefined";
  2291. m_predefined[m_numPredefined].m_loc = regIndex;
  2292. m_predefined[m_numPredefined].m_count = regCount;
  2293. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  2294. m_numPredefined++;
  2295. }
  2296. else
  2297. {
  2298. const UniformInfo* info = s_renderD3D12->m_uniformReg.find(name);
  2299. if (NULL != info)
  2300. {
  2301. if (NULL == m_constantBuffer)
  2302. {
  2303. m_constantBuffer = ConstantBuffer::create(1024);
  2304. }
  2305. kind = "user";
  2306. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2307. }
  2308. }
  2309. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2310. , kind
  2311. , name
  2312. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
  2313. , num
  2314. , regIndex
  2315. , regCount
  2316. );
  2317. BX_UNUSED(kind);
  2318. }
  2319. if (NULL != m_constantBuffer)
  2320. {
  2321. m_constantBuffer->finish();
  2322. }
  2323. }
  2324. uint16_t shaderSize;
  2325. bx::read(&reader, shaderSize);
  2326. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2327. bx::skip(&reader, shaderSize+1);
  2328. m_code = copy(code, shaderSize);
  2329. uint8_t numAttrs;
  2330. bx::read(&reader, numAttrs);
  2331. memset(m_attrMask, 0, sizeof(m_attrMask) );
  2332. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  2333. {
  2334. uint16_t id;
  2335. bx::read(&reader, id);
  2336. Attrib::Enum attr = idToAttrib(id);
  2337. if (Attrib::Count != attr)
  2338. {
  2339. m_attrMask[attr] = 0xff;
  2340. }
  2341. }
  2342. bx::HashMurmur2A murmur;
  2343. murmur.begin();
  2344. murmur.add(iohash);
  2345. murmur.add(code, shaderSize);
  2346. murmur.add(numAttrs);
  2347. murmur.add(m_attrMask, numAttrs);
  2348. m_hash = murmur.end();
  2349. bx::read(&reader, m_size);
  2350. }
  2351. void TextureD3D12::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2352. {
  2353. ImageContainer imageContainer;
  2354. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2355. {
  2356. uint8_t numMips = imageContainer.m_numMips;
  2357. const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
  2358. numMips -= startLod;
  2359. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2360. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2361. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2362. m_flags = _flags;
  2363. m_requestedFormat = (uint8_t)imageContainer.m_format;
  2364. m_textureFormat = (uint8_t)imageContainer.m_format;
  2365. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  2366. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  2367. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2368. if (convert)
  2369. {
  2370. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2371. bpp = 32;
  2372. }
  2373. if (imageContainer.m_cubeMap)
  2374. {
  2375. m_type = TextureCube;
  2376. }
  2377. else if (imageContainer.m_depth > 1)
  2378. {
  2379. m_type = Texture3D;
  2380. }
  2381. else
  2382. {
  2383. m_type = Texture2D;
  2384. }
  2385. m_numMips = numMips;
  2386. const uint32_t numSides = imageContainer.m_cubeMap ? 6 : 1;
  2387. uint32_t numSrd = numMips*numSides;
  2388. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  2389. uint32_t kk = 0;
  2390. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2391. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2392. uint32_t blockWidth = 1;
  2393. uint32_t blockHeight = 1;
  2394. if (convert && compressed)
  2395. {
  2396. blockWidth = blockInfo.blockWidth;
  2397. blockHeight = blockInfo.blockHeight;
  2398. }
  2399. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  2400. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2401. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2402. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  2403. , this - s_renderD3D12->m_textures
  2404. , getName( (TextureFormat::Enum)m_textureFormat)
  2405. , getName( (TextureFormat::Enum)m_requestedFormat)
  2406. , textureWidth
  2407. , textureHeight
  2408. , imageContainer.m_cubeMap ? "x6" : ""
  2409. , renderTarget ? 'x' : ' '
  2410. , bufferOnly ? 'x' : ' '
  2411. , computeWrite ? 'x' : ' '
  2412. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  2413. );
  2414. uint32_t totalSize = 0;
  2415. for (uint8_t side = 0; side < numSides; ++side)
  2416. {
  2417. uint32_t width = textureWidth;
  2418. uint32_t height = textureHeight;
  2419. uint32_t depth = imageContainer.m_depth;
  2420. for (uint32_t lod = 0; lod < numMips; ++lod)
  2421. {
  2422. width = bx::uint32_max(blockWidth, width);
  2423. height = bx::uint32_max(blockHeight, height);
  2424. depth = bx::uint32_max(1, depth);
  2425. ImageMip mip;
  2426. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2427. {
  2428. if (convert)
  2429. {
  2430. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  2431. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  2432. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  2433. imageDecodeToBgra8(temp
  2434. , mip.m_data
  2435. , mip.m_width
  2436. , mip.m_height
  2437. , pitch, mip.m_format
  2438. );
  2439. srd[kk].pData = temp;
  2440. srd[kk].RowPitch = pitch;
  2441. srd[kk].SlicePitch = slice;
  2442. totalSize += slice;
  2443. }
  2444. else if (compressed)
  2445. {
  2446. uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  2447. uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  2448. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  2449. imageCopy(mip.m_height/blockInfo.blockHeight
  2450. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  2451. , mip.m_data
  2452. , pitch
  2453. , temp
  2454. );
  2455. srd[kk].pData = temp;
  2456. srd[kk].RowPitch = pitch;
  2457. srd[kk].SlicePitch = slice;
  2458. totalSize += slice;
  2459. }
  2460. else
  2461. {
  2462. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  2463. const uint32_t slice = bx::strideAlign(pitch * mip.m_height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  2464. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice);
  2465. imageCopy(mip.m_height
  2466. , mip.m_width*mip.m_bpp / 8
  2467. , mip.m_data
  2468. , pitch
  2469. , temp
  2470. );
  2471. srd[kk].pData = temp;
  2472. srd[kk].RowPitch = pitch;
  2473. srd[kk].SlicePitch = slice;
  2474. totalSize += slice;
  2475. }
  2476. if (swizzle)
  2477. {
  2478. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  2479. }
  2480. srd[kk].SlicePitch = mip.m_height*srd[kk].RowPitch;
  2481. ++kk;
  2482. }
  2483. else
  2484. {
  2485. const uint32_t pitch = bx::strideAlign(width*bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  2486. const uint32_t slice = bx::strideAlign(pitch * height, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  2487. totalSize += slice;
  2488. }
  2489. width >>= 1;
  2490. height >>= 1;
  2491. depth >>= 1;
  2492. }
  2493. }
  2494. BX_TRACE("texture total size: %d", totalSize);
  2495. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2496. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2497. memset(&m_srvd, 0, sizeof(m_srvd) );
  2498. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  2499. m_srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  2500. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  2501. if (swizzle)
  2502. {
  2503. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2504. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2505. }
  2506. m_uavd.Format = m_srvd.Format;
  2507. ID3D12Device* device = s_renderD3D12->m_device;
  2508. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  2509. D3D12_RESOURCE_DESC resourceDesc;
  2510. resourceDesc.Alignment = 0;
  2511. resourceDesc.Width = textureWidth;
  2512. resourceDesc.Height = textureHeight;
  2513. resourceDesc.MipLevels = numMips;
  2514. resourceDesc.Format = format;
  2515. resourceDesc.SampleDesc = msaa;
  2516. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  2517. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  2518. resourceDesc.DepthOrArraySize = numSides;
  2519. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  2520. D3D12_CLEAR_VALUE* clearValue = NULL;
  2521. if (isDepth(TextureFormat::Enum(m_textureFormat) ) )
  2522. {
  2523. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  2524. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  2525. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  2526. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  2527. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  2528. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  2529. clearValue->DepthStencil.Depth = 1.0f;
  2530. clearValue->DepthStencil.Stencil = 0;
  2531. }
  2532. else if (renderTarget)
  2533. {
  2534. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  2535. clearValue->Format = resourceDesc.Format;
  2536. clearValue->Color[0] = 0.0f;
  2537. clearValue->Color[1] = 0.0f;
  2538. clearValue->Color[2] = 0.0f;
  2539. clearValue->Color[3] = 0.0f;
  2540. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  2541. }
  2542. if (bufferOnly)
  2543. {
  2544. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  2545. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  2546. }
  2547. if (computeWrite)
  2548. {
  2549. resourceDesc.Flags &= ~D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  2550. }
  2551. switch (m_type)
  2552. {
  2553. case Texture2D:
  2554. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  2555. m_srvd.ViewDimension = 1 < msaa.Count ? D3D12_SRV_DIMENSION_TEXTURE2DMS : D3D12_SRV_DIMENSION_TEXTURE2D;
  2556. m_srvd.Texture2D.MostDetailedMip = 0;
  2557. m_srvd.Texture2D.MipLevels = numMips;
  2558. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  2559. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  2560. m_uavd.Texture2D.MipSlice = 0;
  2561. m_uavd.Texture2D.PlaneSlice = 0;
  2562. break;
  2563. case Texture3D:
  2564. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  2565. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  2566. m_srvd.Texture3D.MostDetailedMip = 0;
  2567. m_srvd.Texture3D.MipLevels = numMips;
  2568. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  2569. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  2570. m_uavd.Texture3D.MipSlice = 0;
  2571. m_uavd.Texture3D.FirstWSlice = 0;
  2572. m_uavd.Texture3D.WSize = 0;
  2573. break;
  2574. case TextureCube:
  2575. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  2576. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  2577. m_srvd.TextureCube.MostDetailedMip = 0;
  2578. m_srvd.TextureCube.MipLevels = numMips;
  2579. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  2580. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  2581. m_uavd.Texture2D.MipSlice = 0;
  2582. m_uavd.Texture2D.PlaneSlice = 0;
  2583. break;
  2584. }
  2585. m_ptr = createCommittedResource(device, HeapProperty::Default, &resourceDesc, clearValue);
  2586. {
  2587. uint64_t uploadBufferSize;
  2588. uint32_t* numRows = (uint32_t*)alloca(sizeof(uint32_t)*numSrd);
  2589. uint64_t* rowSizeInBytes = (uint64_t*)alloca(sizeof(uint64_t)*numSrd);
  2590. D3D12_PLACED_SUBRESOURCE_FOOTPRINT* layouts = (D3D12_PLACED_SUBRESOURCE_FOOTPRINT*)alloca(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT)*numSrd);
  2591. device->GetCopyableFootprints(&resourceDesc
  2592. , 0
  2593. , numSrd
  2594. , 0
  2595. , layouts
  2596. , numRows
  2597. , rowSizeInBytes
  2598. , &uploadBufferSize
  2599. );
  2600. BX_WARN(uploadBufferSize == totalSize, "uploadBufferSize %d (totalSize %d), numRows %d, rowSizeInBytes %d"
  2601. , uploadBufferSize
  2602. , totalSize
  2603. , numRows[0]
  2604. , rowSizeInBytes[0]
  2605. );
  2606. }
  2607. if (kk != 0)
  2608. {
  2609. m_staging = createCommittedResource(device, HeapProperty::Upload, totalSize);
  2610. setState(commandList,D3D12_RESOURCE_STATE_COPY_DEST);
  2611. uint64_t result = UpdateSubresources(commandList
  2612. , m_ptr
  2613. , m_staging
  2614. , 0
  2615. , 0
  2616. , numSrd
  2617. , srd
  2618. );
  2619. BX_CHECK(0 != result, "Invalid size");
  2620. BX_TRACE("Update subresource %" PRId64, result);
  2621. setState(commandList, state);
  2622. }
  2623. else
  2624. {
  2625. m_staging = NULL;
  2626. setState(commandList, state);
  2627. }
  2628. if (0 != kk)
  2629. {
  2630. kk = 0;
  2631. for (uint8_t side = 0; side < numSides; ++side)
  2632. {
  2633. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2634. {
  2635. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  2636. ++kk;
  2637. }
  2638. }
  2639. }
  2640. }
  2641. }
  2642. void TextureD3D12::destroy()
  2643. {
  2644. if (NULL != m_ptr)
  2645. {
  2646. DX_RELEASE(m_ptr, 0);
  2647. m_ptr = NULL;
  2648. DX_RELEASE(m_staging, 0);
  2649. m_staging = NULL;
  2650. }
  2651. }
  2652. 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)
  2653. {
  2654. setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  2655. const uint32_t subres = _mip + (_side * m_numMips);
  2656. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2657. const uint32_t rectpitch = _rect.m_width*bpp/8;
  2658. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2659. s_renderD3D12->m_cmd.finish(s_renderD3D12->m_cmd.kick() );
  2660. s_renderD3D12->m_commandList = s_renderD3D12->m_cmd.alloc();
  2661. _commandList = s_renderD3D12->m_commandList;
  2662. DX_RELEASE(m_staging, 0);
  2663. D3D12_RESOURCE_DESC desc = m_ptr->GetDesc();
  2664. desc.Height = _rect.m_height;
  2665. uint32_t numRows;
  2666. uint64_t rowPitch;
  2667. uint64_t totalBytes;
  2668. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  2669. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  2670. , subres
  2671. , 1
  2672. , 0
  2673. , &layout
  2674. , &numRows
  2675. , &rowPitch
  2676. , &totalBytes
  2677. );
  2678. m_staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  2679. DX_NAME(m_staging, "texture %4d: staging, update", this - s_renderD3D12->m_textures);
  2680. uint8_t* data;
  2681. DX_CHECK(m_staging->Map(0, NULL, (void**)&data) );
  2682. for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
  2683. {
  2684. memcpy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
  2685. }
  2686. m_staging->Unmap(0, NULL);
  2687. D3D12_BOX box;
  2688. box.left = 0;
  2689. box.top = 0;
  2690. box.right = box.left + _rect.m_width;
  2691. box.bottom = box.top + _rect.m_height;
  2692. box.front = _z;
  2693. box.back = _z+_depth;
  2694. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { subres } };
  2695. D3D12_TEXTURE_COPY_LOCATION src = { m_staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, layout };
  2696. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  2697. setState(_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  2698. }
  2699. void TextureD3D12::commit(uint8_t _stage, uint32_t _flags)
  2700. {
  2701. BX_UNUSED(_stage, _flags);
  2702. }
  2703. void TextureD3D12::resolve()
  2704. {
  2705. }
  2706. void TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  2707. {
  2708. if (m_state != _state)
  2709. {
  2710. setResourceBarrier(_commandList
  2711. , m_ptr
  2712. , m_state
  2713. , _state
  2714. );
  2715. m_state = _state;
  2716. }
  2717. }
  2718. void FrameBufferD3D12::create(uint8_t _num, const TextureHandle* _handles)
  2719. {
  2720. m_numTh = _num;
  2721. memcpy(m_th, _handles, _num*sizeof(TextureHandle) );
  2722. postReset();
  2723. }
  2724. void FrameBufferD3D12::create(uint16_t /*_denseIdx*/, void* /*_nwh*/, uint32_t /*_width*/, uint32_t /*_height*/, TextureFormat::Enum /*_depthFormat*/)
  2725. {
  2726. }
  2727. void FrameBufferD3D12::preReset()
  2728. {
  2729. }
  2730. void FrameBufferD3D12::postReset()
  2731. {
  2732. if (m_numTh != 0)
  2733. {
  2734. ID3D12Device* device = s_renderD3D12->m_device;
  2735. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  2736. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2737. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  2738. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  2739. m_depth.idx = bgfx::invalidHandle;
  2740. m_num = 0;
  2741. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  2742. {
  2743. TextureHandle handle = m_th[ii];
  2744. if (isValid(handle) )
  2745. {
  2746. const TextureD3D12& texture = s_renderD3D12->m_textures[handle.idx];
  2747. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  2748. {
  2749. BX_CHECK(!isValid(m_depth), "");
  2750. m_depth = handle;
  2751. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  2752. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  2753. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  2754. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(texture.m_textureFormat) );
  2755. BX_UNUSED(blockInfo);
  2756. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  2757. ZeroMemory(&dsvDesc, sizeof(dsvDesc) );
  2758. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  2759. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  2760. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  2761. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  2762. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  2763. ;
  2764. device->CreateDepthStencilView(texture.m_ptr
  2765. , &dsvDesc
  2766. , dsvDescriptor
  2767. );
  2768. }
  2769. else
  2770. {
  2771. m_texture[m_num] = handle;
  2772. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  2773. device->CreateRenderTargetView(texture.m_ptr
  2774. , NULL
  2775. , rtv
  2776. );
  2777. m_num++;
  2778. }
  2779. }
  2780. }
  2781. }
  2782. }
  2783. uint16_t FrameBufferD3D12::destroy()
  2784. {
  2785. m_numTh = 0;
  2786. m_depth.idx = bgfx::invalidHandle;
  2787. uint16_t denseIdx = m_denseIdx;
  2788. m_denseIdx = UINT16_MAX;
  2789. return denseIdx;
  2790. }
  2791. void FrameBufferD3D12::resolve()
  2792. {
  2793. }
  2794. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  2795. {
  2796. ID3D12Device* device = s_renderD3D12->m_device;
  2797. const uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  2798. if (BGFX_CLEAR_COLOR & _clear.m_flags
  2799. && 0 != m_num)
  2800. {
  2801. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = s_renderD3D12->m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  2802. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2803. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  2804. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2805. {
  2806. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2807. {
  2808. uint8_t index = _clear.m_index[ii];
  2809. if (UINT8_MAX != index)
  2810. {
  2811. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  2812. _commandList->ClearRenderTargetView(rtv
  2813. , _palette[index]
  2814. , _num
  2815. , _rect
  2816. );
  2817. }
  2818. }
  2819. }
  2820. else
  2821. {
  2822. float frgba[4] =
  2823. {
  2824. _clear.m_index[0]*1.0f/255.0f,
  2825. _clear.m_index[1]*1.0f/255.0f,
  2826. _clear.m_index[2]*1.0f/255.0f,
  2827. _clear.m_index[3]*1.0f/255.0f,
  2828. };
  2829. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2830. {
  2831. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + ii * rtvDescriptorSize };
  2832. _commandList->ClearRenderTargetView(rtv
  2833. , frgba
  2834. , _num
  2835. , _rect
  2836. );
  2837. }
  2838. }
  2839. }
  2840. if (isValid(m_depth)
  2841. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2842. {
  2843. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = s_renderD3D12->m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
  2844. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  2845. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  2846. DWORD flags = 0;
  2847. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2848. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2849. _commandList->ClearDepthStencilView(dsvDescriptor
  2850. , D3D12_CLEAR_FLAGS(flags)
  2851. , _clear.m_depth
  2852. , _clear.m_stencil
  2853. , _num
  2854. , _rect
  2855. );
  2856. }
  2857. }
  2858. void RendererContextD3D12::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  2859. {
  2860. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  2861. updateResolution(_render->m_resolution);
  2862. int64_t elapsed = -bx::getHPCounter();
  2863. int64_t captureElapsed = 0;
  2864. if (0 < _render->m_iboffset)
  2865. {
  2866. TransientIndexBuffer* ib = _render->m_transientIb;
  2867. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  2868. }
  2869. if (0 < _render->m_vboffset)
  2870. {
  2871. TransientVertexBuffer* vb = _render->m_transientVb;
  2872. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  2873. }
  2874. _render->sort();
  2875. RenderDraw currentState;
  2876. currentState.clear();
  2877. currentState.m_flags = BGFX_STATE_NONE;
  2878. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2879. _render->m_hmdInitialized = false;
  2880. const bool hmdEnabled = false;
  2881. ViewState viewState(_render, hmdEnabled);
  2882. viewState.reset(_render, hmdEnabled);
  2883. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  2884. // bool scissorEnabled = false;
  2885. // setDebugWireframe(wireframe);
  2886. uint16_t programIdx = invalidHandle;
  2887. ID3D12PipelineState* currentPso = NULL;
  2888. SortKey key;
  2889. uint8_t view = 0xff;
  2890. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  2891. float alphaRef = 0.0f;
  2892. // const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  2893. // uint8_t primIndex = uint8_t(pt >> BGFX_STATE_PT_SHIFT);
  2894. // PrimInfo prim = s_primInfo[primIndex];
  2895. // deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2896. bool wasCompute = false;
  2897. bool viewHasScissor = false;
  2898. Rect viewScissorRect;
  2899. viewScissorRect.clear();
  2900. BX_UNUSED(alphaRef);
  2901. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  2902. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  2903. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  2904. uint32_t statsNumIndices = 0;
  2905. uint32_t statsKeyType[2] = {};
  2906. m_backBufferColorIdx = m_frame % m_scd.BufferCount;
  2907. m_frame++;
  2908. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  2909. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  2910. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  2911. m_scratchBuffer[m_backBufferColorIdx].reset(gpuHandle);
  2912. setResourceBarrier(m_commandList
  2913. , m_backBufferColor[m_backBufferColorIdx]
  2914. , D3D12_RESOURCE_STATE_PRESENT
  2915. , D3D12_RESOURCE_STATE_RENDER_TARGET
  2916. );
  2917. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  2918. {
  2919. // uint8_t eye = 0;
  2920. // uint8_t restartState = 0;
  2921. viewState.m_rect = _render->m_rect[0];
  2922. int32_t numItems = _render->m_num;
  2923. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  2924. {
  2925. const bool isCompute = key.decode(_render->m_sortKeys[item], _render->m_viewRemap);
  2926. statsKeyType[isCompute]++;
  2927. const bool viewChanged = 0
  2928. || key.m_view != view
  2929. || item == numItems
  2930. ;
  2931. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  2932. ++item;
  2933. if (viewChanged)
  2934. {
  2935. kick();
  2936. if (isCompute)
  2937. {
  2938. m_commandList->SetComputeRootSignature(m_rootSignature);
  2939. }
  2940. else
  2941. {
  2942. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  2943. }
  2944. ID3D12DescriptorHeap* heaps[] = {
  2945. m_samplerAllocator.getHeap(),
  2946. m_scratchBuffer[m_backBufferColorIdx].getHeap(),
  2947. };
  2948. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  2949. view = key.m_view;
  2950. programIdx = invalidHandle;
  2951. currentPso = NULL;
  2952. fbh = _render->m_fb[view];
  2953. setFrameBuffer(fbh);
  2954. viewState.m_rect = _render->m_rect[view];
  2955. const Rect& rect = _render->m_rect[view];
  2956. const Rect& scissorRect = _render->m_scissor[view];
  2957. viewHasScissor = !scissorRect.isZero();
  2958. viewScissorRect = viewHasScissor ? scissorRect : rect;
  2959. D3D12_VIEWPORT vp;
  2960. vp.TopLeftX = rect.m_x;
  2961. vp.TopLeftY = rect.m_y;
  2962. vp.Width = rect.m_width;
  2963. vp.Height = rect.m_height;
  2964. vp.MinDepth = 0.0f;
  2965. vp.MaxDepth = 1.0f;
  2966. m_commandList->RSSetViewports(1, &vp);
  2967. D3D12_RECT rc;
  2968. rc.left = viewScissorRect.m_x;
  2969. rc.top = viewScissorRect.m_y;
  2970. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  2971. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  2972. m_commandList->RSSetScissorRects(1, &rc);
  2973. Clear& clear = _render->m_clear[view];
  2974. if (BGFX_CLEAR_NONE != clear.m_flags)
  2975. {
  2976. Rect clearRect = rect;
  2977. clearRect.intersect(rect, viewScissorRect);
  2978. clearQuad(_clearQuad, clearRect, clear, _render->m_clearColor);
  2979. }
  2980. }
  2981. if (isCompute)
  2982. {
  2983. if (!wasCompute)
  2984. {
  2985. wasCompute = true;
  2986. }
  2987. const RenderCompute& compute = renderItem.compute;
  2988. bool programChanged = false;
  2989. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  2990. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  2991. if (key.m_program != programIdx)
  2992. {
  2993. programIdx = key.m_program;
  2994. ProgramD3D12& program = m_program[key.m_program];
  2995. m_currentProgram = &program;
  2996. programChanged =
  2997. constantsChanged = true;
  2998. }
  2999. if (invalidHandle != programIdx)
  3000. {
  3001. ProgramD3D12& program = m_program[programIdx];
  3002. if (constantsChanged)
  3003. {
  3004. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3005. if (NULL != vcb)
  3006. {
  3007. commit(*vcb);
  3008. }
  3009. }
  3010. viewState.setPredefined<4>(this, view, 0, program, _render, compute);
  3011. if (constantsChanged
  3012. || program.m_numPredefined > 0)
  3013. {
  3014. commitShaderConstants(gpuHandle);
  3015. }
  3016. }
  3017. if (programChanged)
  3018. {
  3019. ID3D12PipelineState* pso = getPipelineState(programIdx);
  3020. m_commandList->SetPipelineState(pso);
  3021. }
  3022. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3023. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  3024. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  3025. {
  3026. const Binding& bind = compute.m_bind[ii];
  3027. if (invalidHandle != bind.m_idx)
  3028. {
  3029. switch (bind.m_type)
  3030. {
  3031. case Binding::Image:
  3032. {
  3033. TextureD3D12& texture = m_textures[bind.m_idx];
  3034. if (Access::Read != bind.m_un.m_compute.m_access)
  3035. {
  3036. m_scratchBuffer[m_backBufferColorIdx].allocUav(srvHandle[ii], texture);
  3037. }
  3038. else
  3039. {
  3040. m_scratchBuffer[m_backBufferColorIdx].alloc(srvHandle[ii], texture);
  3041. }
  3042. }
  3043. break;
  3044. case Binding::IndexBuffer:
  3045. case Binding::VertexBuffer:
  3046. {
  3047. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  3048. ? m_indexBuffers[bind.m_idx]
  3049. : m_vertexBuffers[bind.m_idx]
  3050. ;
  3051. if (Access::Read != bind.m_un.m_compute.m_access)
  3052. {
  3053. m_scratchBuffer[m_backBufferColorIdx].allocUav(srvHandle[ii], buffer);
  3054. }
  3055. else
  3056. {
  3057. m_scratchBuffer[m_backBufferColorIdx].alloc(srvHandle[ii], buffer);
  3058. }
  3059. }
  3060. break;
  3061. }
  3062. }
  3063. }
  3064. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BGFX_MAX_COMPUTE_BINDINGS);
  3065. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx));
  3066. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  3067. m_commandList->SetComputeRootDescriptorTable(Rdt::CBV, gpuHandle);
  3068. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, srvHandle[0]);
  3069. if (isValid(compute.m_indirectBuffer) )
  3070. {
  3071. const VertexBufferD3D12& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  3072. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  3073. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3074. : compute.m_numIndirect
  3075. ;
  3076. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3077. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  3078. {
  3079. // deviceCtx->DispatchIndirect(ptr, args);
  3080. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  3081. }
  3082. }
  3083. else
  3084. {
  3085. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  3086. }
  3087. continue;
  3088. }
  3089. // bool resetState = viewChanged || wasCompute;
  3090. if (wasCompute)
  3091. {
  3092. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  3093. {
  3094. // wchar_t* viewNameW = s_viewNameW[view];
  3095. // viewNameW[3] = L' ';
  3096. // PIX_ENDEVENT();
  3097. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  3098. }
  3099. wasCompute = false;
  3100. programIdx = invalidHandle;
  3101. m_currentProgram = NULL;
  3102. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  3103. ID3D12DescriptorHeap* heaps[] = {
  3104. m_samplerAllocator.getHeap(),
  3105. m_scratchBuffer[m_backBufferColorIdx].getHeap(),
  3106. };
  3107. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  3108. // invalidateCompute();
  3109. }
  3110. const RenderDraw& draw = renderItem.draw;
  3111. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  3112. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  3113. if (isValid(draw.m_vertexBuffer) )
  3114. {
  3115. bool programChanged = false;
  3116. if (key.m_program != programIdx)
  3117. {
  3118. programIdx = key.m_program;
  3119. if (invalidHandle == programIdx)
  3120. {
  3121. m_currentProgram = NULL;
  3122. }
  3123. else
  3124. {
  3125. ProgramD3D12& program = m_program[programIdx];
  3126. m_currentProgram = &program;
  3127. }
  3128. programChanged =
  3129. constantsChanged = true;
  3130. }
  3131. if (invalidHandle != programIdx)
  3132. {
  3133. ProgramD3D12& program = m_program[programIdx];
  3134. if (constantsChanged)
  3135. {
  3136. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  3137. if (NULL != vcb)
  3138. {
  3139. commit(*vcb);
  3140. }
  3141. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  3142. if (NULL != fcb)
  3143. {
  3144. commit(*fcb);
  3145. }
  3146. }
  3147. viewState.setPredefined<4>(this, view, 0, program, _render, draw);
  3148. if (constantsChanged
  3149. || program.m_numPredefined > 0)
  3150. {
  3151. commitShaderConstants(gpuHandle);
  3152. }
  3153. }
  3154. const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
  3155. uint16_t declIdx = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3156. const VertexDecl& vertexDecl = m_vertexDecls[declIdx];
  3157. const uint64_t state = draw.m_flags;
  3158. ID3D12PipelineState* pso =
  3159. getPipelineState(state
  3160. , draw.m_stencil
  3161. , declIdx
  3162. , programIdx
  3163. , draw.m_instanceDataStride/16
  3164. );
  3165. if (pso != currentPso)
  3166. {
  3167. currentPso = pso;
  3168. m_commandList->SetPipelineState(pso);
  3169. }
  3170. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  3171. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  3172. m_commandList->OMSetStencilRef(ref);
  3173. bool hasFactor = 0
  3174. || f0 == (state & f0)
  3175. || f1 == (state & f1)
  3176. ;
  3177. if (hasFactor)
  3178. {
  3179. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  3180. blendFactor[0] = ( (draw.m_rgba>>24) )/255.0f;
  3181. blendFactor[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  3182. blendFactor[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  3183. blendFactor[3] = ( (draw.m_rgba )&0xff)/255.0f;
  3184. m_commandList->OMSetBlendFactor(blendFactor);
  3185. }
  3186. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  3187. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  3188. {
  3189. srvHandle[0].ptr = 0;
  3190. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3191. {
  3192. const Binding& sampler = draw.m_bind[stage];
  3193. if (invalidHandle != sampler.m_idx)
  3194. {
  3195. TextureD3D12& texture = m_textures[sampler.m_idx];
  3196. m_scratchBuffer[m_backBufferColorIdx].alloc(srvHandle[stage], texture);
  3197. samplerFlags[stage] = (0 == (BGFX_SAMPLER_DEFAULT_FLAGS & sampler.m_un.m_draw.m_flags)
  3198. ? sampler.m_un.m_draw.m_flags
  3199. : texture.m_flags
  3200. ) & BGFX_TEXTURE_SAMPLER_BITS_MASK
  3201. ;
  3202. }
  3203. else
  3204. {
  3205. memcpy(&srvHandle[stage], &srvHandle[0], sizeof(D3D12_GPU_DESCRIPTOR_HANDLE) );
  3206. samplerFlags[stage] = 0;
  3207. }
  3208. }
  3209. }
  3210. uint16_t samplerStateIdx = getSamplerState(samplerFlags);
  3211. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  3212. if (srvHandle[0].ptr != 0)
  3213. {
  3214. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle[0]);
  3215. }
  3216. m_commandList->SetGraphicsRootDescriptorTable(Rdt::CBV, gpuHandle);
  3217. uint32_t numVertices = draw.m_numVertices;
  3218. if (UINT32_MAX == numVertices)
  3219. {
  3220. numVertices = vb.m_size / vertexDecl.m_stride;
  3221. }
  3222. D3D12_VERTEX_BUFFER_VIEW vbView[2];
  3223. uint32_t numVertexBuffers = 1;
  3224. vbView[0].BufferLocation = vb.m_ptr->GetGPUVirtualAddress();
  3225. vbView[0].StrideInBytes = vertexDecl.m_stride;
  3226. vbView[0].SizeInBytes = vb.m_size;
  3227. if (isValid(draw.m_instanceDataBuffer) )
  3228. {
  3229. const VertexBufferD3D12& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  3230. vbView[1].BufferLocation = inst.m_ptr->GetGPUVirtualAddress() + draw.m_instanceDataOffset;
  3231. vbView[1].StrideInBytes = draw.m_instanceDataStride;
  3232. vbView[1].SizeInBytes = draw.m_numInstances * draw.m_instanceDataStride;
  3233. ++numVertexBuffers;
  3234. }
  3235. m_commandList->IASetVertexBuffers(0, numVertexBuffers, vbView);
  3236. uint32_t numIndices = 0;
  3237. uint32_t numPrimsSubmitted = 0;
  3238. uint32_t numInstances = 0;
  3239. uint32_t numPrimsRendered = 0;
  3240. const uint64_t pt = draw.m_flags&BGFX_STATE_PT_MASK;
  3241. uint8_t primIdx = uint8_t(pt >> BGFX_STATE_PT_SHIFT);
  3242. PrimInfo prim = s_primInfo[primIdx];
  3243. m_commandList->IASetPrimitiveTopology(prim.m_toplogy);
  3244. if (isValid(draw.m_indexBuffer) )
  3245. {
  3246. const BufferD3D12& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  3247. const bool hasIndex16 = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32);
  3248. D3D12_INDEX_BUFFER_VIEW ibv;
  3249. ibv.Format = hasIndex16
  3250. ? DXGI_FORMAT_R16_UINT
  3251. : DXGI_FORMAT_R32_UINT
  3252. ;
  3253. ibv.BufferLocation = ib.m_ptr->GetGPUVirtualAddress();
  3254. ibv.SizeInBytes = ib.m_size;
  3255. m_commandList->IASetIndexBuffer(&ibv);
  3256. if (UINT32_MAX == draw.m_numIndices)
  3257. {
  3258. const uint32_t indexSize = hasIndex16 ? 2 : 4;
  3259. numIndices = ib.m_size / indexSize;
  3260. numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  3261. numInstances = draw.m_numInstances;
  3262. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3263. m_commandList->DrawIndexedInstanced(numIndices
  3264. , draw.m_numInstances
  3265. , draw.m_startIndex
  3266. , draw.m_startVertex
  3267. , 0
  3268. );
  3269. }
  3270. else if (prim.m_min <= draw.m_numIndices)
  3271. {
  3272. numIndices = draw.m_numIndices;
  3273. numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  3274. numInstances = draw.m_numInstances;
  3275. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3276. m_commandList->DrawIndexedInstanced(numIndices
  3277. , draw.m_numInstances
  3278. , draw.m_startIndex
  3279. , draw.m_startVertex
  3280. , 0
  3281. );
  3282. }
  3283. }
  3284. else
  3285. {
  3286. numPrimsSubmitted = numVertices / prim.m_div - prim.m_sub;
  3287. numInstances = draw.m_numInstances;
  3288. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3289. m_commandList->DrawInstanced(numVertices
  3290. , draw.m_numInstances
  3291. , draw.m_startVertex
  3292. , 0
  3293. );
  3294. }
  3295. statsNumPrimsSubmitted[primIdx] += numPrimsSubmitted;
  3296. statsNumPrimsRendered[primIdx] += numPrimsRendered;
  3297. statsNumInstances[primIdx] += numInstances;
  3298. statsNumIndices += numIndices;
  3299. }
  3300. }
  3301. }
  3302. int64_t now = bx::getHPCounter();
  3303. elapsed += now;
  3304. static int64_t last = now;
  3305. int64_t frameTime = now - last;
  3306. last = now;
  3307. static int64_t min = frameTime;
  3308. static int64_t max = frameTime;
  3309. min = min > frameTime ? frameTime : min;
  3310. max = max < frameTime ? frameTime : max;
  3311. if (_render->m_debug & (BGFX_DEBUG_IFH | BGFX_DEBUG_STATS) )
  3312. {
  3313. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  3314. TextVideoMem& tvm = m_textVideoMem;
  3315. static int64_t next = now;
  3316. if (now >= next)
  3317. {
  3318. next = now + bx::getHPFrequency();
  3319. double freq = double(bx::getHPFrequency() );
  3320. double toMs = 1000.0 / freq;
  3321. tvm.clear();
  3322. uint16_t pos = 0;
  3323. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  3324. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  3325. , getRendererName()
  3326. );
  3327. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  3328. char description[BX_COUNTOF(desc.Description)];
  3329. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  3330. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  3331. char dedicatedVideo[16];
  3332. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  3333. char dedicatedSystem[16];
  3334. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  3335. char sharedSystem[16];
  3336. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  3337. tvm.printf(0, pos++, 0x0f, " Memory: %s (video), %s (system), %s (shared)"
  3338. , dedicatedVideo
  3339. , dedicatedSystem
  3340. , sharedSystem
  3341. );
  3342. pos = 10;
  3343. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3344. , double(frameTime)*toMs
  3345. , double(min)*toMs
  3346. , double(max)*toMs
  3347. , freq/frameTime
  3348. );
  3349. char hmd[16];
  3350. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  3351. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3352. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  3353. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3354. , 0 != msaa ? '\xfe' : ' '
  3355. , 1<<msaa
  3356. , ", no-HMD "
  3357. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  3358. );
  3359. double elapsedCpuMs = double(elapsed)*toMs;
  3360. tvm.printf(10, pos++, 0x8e, " Submitted: %4d (draw %4d, compute %4d) / CPU %3.4f [ms]"
  3361. , _render->m_num
  3362. , statsKeyType[0]
  3363. , statsKeyType[1]
  3364. , elapsedCpuMs
  3365. );
  3366. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  3367. {
  3368. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d"
  3369. , s_primName[ii]
  3370. , statsNumPrimsRendered[ii]
  3371. , statsNumInstances[ii]
  3372. , statsNumPrimsSubmitted[ii]
  3373. );
  3374. }
  3375. // if (NULL != m_renderdocdll)
  3376. // {
  3377. // tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  3378. // }
  3379. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  3380. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  3381. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  3382. pos++;
  3383. tvm.printf(10, pos++, 0x8e, " State cache: ");
  3384. tvm.printf(10, pos++, 0x8e, " PSO | Sampler | Queued ");
  3385. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d"
  3386. , m_pipelineStateCache.getCount()
  3387. , m_samplerStateCache.getCount()
  3388. , m_cmd.m_control.available()
  3389. );
  3390. pos++;
  3391. double captureMs = double(captureElapsed)*toMs;
  3392. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  3393. uint8_t attr[2] = { 0x89, 0x8a };
  3394. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  3395. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %3.4f [ms]", _render->m_waitSubmit*toMs);
  3396. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %3.4f [ms]", _render->m_waitRender*toMs);
  3397. min = frameTime;
  3398. max = frameTime;
  3399. }
  3400. blit(this, _textVideoMemBlitter, tvm);
  3401. // PIX_ENDEVENT();
  3402. }
  3403. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  3404. {
  3405. // PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  3406. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  3407. // PIX_ENDEVENT();
  3408. }
  3409. setResourceBarrier(m_commandList
  3410. , m_backBufferColor[m_backBufferColorIdx]
  3411. , D3D12_RESOURCE_STATE_RENDER_TARGET
  3412. , D3D12_RESOURCE_STATE_PRESENT
  3413. );
  3414. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  3415. }
  3416. } /* namespace d3d12 */ } // namespace bgfx
  3417. #else
  3418. namespace bgfx { namespace d3d12
  3419. {
  3420. RendererContextI* rendererCreate()
  3421. {
  3422. return NULL;
  3423. }
  3424. void rendererDestroy()
  3425. {
  3426. }
  3427. } /* namespace d3d12 */ } // namespace bgfx
  3428. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12