renderer_d3d11.cpp 112 KB

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  1. /*
  2. * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  11. struct PrimInfo
  12. {
  13. D3D11_PRIMITIVE_TOPOLOGY m_type;
  14. uint32_t m_min;
  15. uint32_t m_div;
  16. uint32_t m_sub;
  17. };
  18. static const PrimInfo s_primInfo[] =
  19. {
  20. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  21. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  22. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  23. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  24. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  25. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  26. };
  27. static const char* s_primName[] =
  28. {
  29. "TriList",
  30. "TriStrip",
  31. "Line",
  32. "LineStrip",
  33. "Point",
  34. };
  35. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  36. union Zero
  37. {
  38. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  39. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  40. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  41. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  42. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  43. };
  44. static Zero s_zero;
  45. static const uint32_t s_checkMsaa[] =
  46. {
  47. 0,
  48. 2,
  49. 4,
  50. 8,
  51. 16,
  52. };
  53. static DXGI_SAMPLE_DESC s_msaa[] =
  54. {
  55. { 1, 0 },
  56. { 2, 0 },
  57. { 4, 0 },
  58. { 8, 0 },
  59. { 16, 0 },
  60. };
  61. static const D3D11_BLEND s_blendFactor[][2] =
  62. {
  63. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  64. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  65. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  66. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  67. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  68. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  69. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  70. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  71. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  72. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  73. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  74. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  75. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  76. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  77. };
  78. static const D3D11_BLEND_OP s_blendEquation[] =
  79. {
  80. D3D11_BLEND_OP_ADD,
  81. D3D11_BLEND_OP_SUBTRACT,
  82. D3D11_BLEND_OP_REV_SUBTRACT,
  83. D3D11_BLEND_OP_MIN,
  84. D3D11_BLEND_OP_MAX,
  85. };
  86. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  87. {
  88. D3D11_COMPARISON_FUNC(0), // ignored
  89. D3D11_COMPARISON_LESS,
  90. D3D11_COMPARISON_LESS_EQUAL,
  91. D3D11_COMPARISON_EQUAL,
  92. D3D11_COMPARISON_GREATER_EQUAL,
  93. D3D11_COMPARISON_GREATER,
  94. D3D11_COMPARISON_NOT_EQUAL,
  95. D3D11_COMPARISON_NEVER,
  96. D3D11_COMPARISON_ALWAYS,
  97. };
  98. static const D3D11_STENCIL_OP s_stencilOp[] =
  99. {
  100. D3D11_STENCIL_OP_ZERO,
  101. D3D11_STENCIL_OP_KEEP,
  102. D3D11_STENCIL_OP_REPLACE,
  103. D3D11_STENCIL_OP_INCR,
  104. D3D11_STENCIL_OP_INCR_SAT,
  105. D3D11_STENCIL_OP_DECR,
  106. D3D11_STENCIL_OP_DECR_SAT,
  107. D3D11_STENCIL_OP_INVERT,
  108. };
  109. static const D3D11_CULL_MODE s_cullMode[] =
  110. {
  111. D3D11_CULL_NONE,
  112. D3D11_CULL_FRONT,
  113. D3D11_CULL_BACK,
  114. };
  115. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  116. {
  117. D3D11_TEXTURE_ADDRESS_WRAP,
  118. D3D11_TEXTURE_ADDRESS_MIRROR,
  119. D3D11_TEXTURE_ADDRESS_CLAMP,
  120. };
  121. /*
  122. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  123. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  124. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  125. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  126. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  127. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  128. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  129. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  130. * D3D11_FILTER_ANISOTROPIC = 0x55,
  131. *
  132. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  133. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  134. *
  135. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  136. * 0x10 // MIN_LINEAR
  137. * 0x04 // MAG_LINEAR
  138. * 0x01 // MIP_LINEAR
  139. */
  140. static const uint32_t s_textureFilter[3][3] =
  141. {
  142. {
  143. 0x10, // min linear
  144. 0x00, // min point
  145. 0x55, // anisotropic
  146. },
  147. {
  148. 0x04, // mag linear
  149. 0x00, // mag point
  150. 0x55, // anisotropic
  151. },
  152. {
  153. 0x01, // mip linear
  154. 0x00, // mip point
  155. 0x55, // anisotropic
  156. },
  157. };
  158. struct TextureFormatInfo
  159. {
  160. DXGI_FORMAT m_fmt;
  161. DXGI_FORMAT m_fmtSrv;
  162. DXGI_FORMAT m_fmtDsv;
  163. };
  164. static const TextureFormatInfo s_textureFormat[] =
  165. {
  166. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN }, // BC1
  167. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN }, // BC2
  168. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN }, // BC3
  169. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN }, // BC4
  170. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN }, // BC5
  171. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN }, // BC6H
  172. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN }, // BC7
  173. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  174. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  175. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  184. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN }, // R1
  185. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN }, // R8
  186. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN }, // R16
  187. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN }, // R16F
  188. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN }, // R32
  189. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN }, // R32F
  190. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN }, // RG8
  191. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN }, // RG16
  192. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG16F
  193. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN }, // RG32
  194. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RG32F
  195. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // BGRA8
  196. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA16
  197. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  198. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN }, // RGBA32
  199. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  200. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  201. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA4
  202. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  203. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  204. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN }, // R11G11B10F
  205. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  206. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM }, // D16
  207. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24
  208. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24S8
  209. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D32
  210. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D16F
  211. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D24F
  212. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D32F
  213. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D0S8
  214. };
  215. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  216. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  217. {
  218. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  219. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  220. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  221. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  222. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  223. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  224. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  225. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  226. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  227. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  228. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  229. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  230. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  231. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  232. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  233. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  234. };
  235. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  236. static const DXGI_FORMAT s_attribType[][4][2] =
  237. {
  238. {
  239. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  240. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  241. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  242. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  243. },
  244. {
  245. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  246. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  247. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  248. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  249. },
  250. {
  251. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  252. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  253. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  254. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  255. },
  256. {
  257. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  258. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  259. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  260. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  261. },
  262. };
  263. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  264. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  265. {
  266. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  267. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  268. {
  269. if (0xff != _decl.m_attributes[attr])
  270. {
  271. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  272. if (0 == _decl.m_attributes[attr])
  273. {
  274. elem->AlignedByteOffset = 0;
  275. }
  276. else
  277. {
  278. uint8_t num;
  279. AttribType::Enum type;
  280. bool normalized;
  281. bool asInt;
  282. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  283. elem->Format = s_attribType[type][num-1][normalized];
  284. elem->AlignedByteOffset = _decl.m_offset[attr];
  285. }
  286. ++elem;
  287. }
  288. }
  289. return elem;
  290. }
  291. struct TextureStage
  292. {
  293. TextureStage()
  294. {
  295. clear();
  296. }
  297. void clear()
  298. {
  299. memset(m_srv, 0, sizeof(m_srv) );
  300. memset(m_sampler, 0, sizeof(m_sampler) );
  301. }
  302. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  303. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  304. };
  305. BX_PRAGMA_DIAGNOSTIC_PUSH();
  306. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  307. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  308. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  309. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  310. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  311. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  312. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  313. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  314. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  315. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  316. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  317. static const GUID s_deviceIIDs[] =
  318. {
  319. IID_IDXGIDevice3,
  320. IID_IDXGIDevice2,
  321. IID_IDXGIDevice1,
  322. IID_IDXGIDevice0,
  323. };
  324. template <typename Ty>
  325. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  326. {
  327. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  328. {
  329. char temp[2048];
  330. va_list argList;
  331. va_start(argList, _format);
  332. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  333. va_end(argList);
  334. temp[size] = '\0';
  335. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  336. }
  337. }
  338. BX_PRAGMA_DIAGNOSTIC_POP();
  339. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  340. {
  341. uint8_t temp[28];
  342. D3D11_BUFFER_DESC desc;
  343. desc.ByteWidth = sizeof(temp);
  344. desc.Usage = D3D11_USAGE_STAGING;
  345. desc.BindFlags = 0;
  346. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  347. desc.MiscFlags = 0;
  348. desc.StructureByteStride = 0;
  349. D3D11_SUBRESOURCE_DATA initData;
  350. initData.pSysMem = &temp;
  351. initData.SysMemPitch = sizeof(temp);
  352. initData.SysMemSlicePitch = 0;
  353. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  354. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  355. bx::write(&writer, UINT32_C(0x00010000) );
  356. bx::write(&writer, UINT32_C(0) );
  357. bx::write(&writer, UINT32_C(0) );
  358. ID3D11Buffer* buffer;
  359. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  360. if (SUCCEEDED(hr) )
  361. {
  362. buffer->Release();
  363. bx::MemoryReader reader(&temp, sizeof(temp) );
  364. bx::skip(&reader, 16);
  365. uint32_t version;
  366. bx::read(&reader, version);
  367. uint32_t driverVersion;
  368. bx::read(&reader, driverVersion);
  369. return version <= driverVersion;
  370. }
  371. return false;
  372. };
  373. #if USE_D3D11_DYNAMIC_LIB
  374. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  375. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  376. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  377. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  378. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  379. #endif // USE_D3D11_DYNAMIC_LIB
  380. struct RendererContextD3D11 : public RendererContextI
  381. {
  382. RendererContextD3D11()
  383. : m_renderdocdll(NULL)
  384. , m_lost(0)
  385. , m_backBufferColor(NULL)
  386. , m_backBufferDepthStencil(NULL)
  387. , m_captureTexture(NULL)
  388. , m_captureResolve(NULL)
  389. , m_wireframe(false)
  390. , m_flags(BGFX_RESET_NONE)
  391. , m_maxAnisotropy(1)
  392. , m_vsChanges(0)
  393. , m_fsChanges(0)
  394. , m_rtMsaa(false)
  395. , m_ovrRtv(NULL)
  396. , m_ovrDsv(NULL)
  397. {
  398. }
  399. ~RendererContextD3D11()
  400. {
  401. }
  402. void init()
  403. {
  404. // Must be before device creation, and before RenderDoc.
  405. m_ovr.init();
  406. if (!m_ovr.isInitialized() )
  407. {
  408. m_renderdocdll = loadRenderDoc();
  409. }
  410. m_fbh.idx = invalidHandle;
  411. memset(m_uniforms, 0, sizeof(m_uniforms) );
  412. memset(&m_resolution, 0, sizeof(m_resolution) );
  413. #if USE_D3D11_DYNAMIC_LIB
  414. m_d3d11dll = bx::dlopen("d3d11.dll");
  415. BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
  416. m_d3d9dll = NULL;
  417. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  418. {
  419. // D3D11_1.h has ID3DUserDefinedAnnotation
  420. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  421. m_d3d9dll = bx::dlopen("d3d9.dll");
  422. BGFX_FATAL(NULL != m_d3d9dll, Fatal::UnableToInitialize, "Failed to load d3d9.dll.");
  423. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  424. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  425. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  426. BX_CHECK(NULL != D3DPERF_SetMarker
  427. && NULL != D3DPERF_BeginEvent
  428. && NULL != D3DPERF_EndEvent
  429. , "Failed to initialize PIX events."
  430. );
  431. }
  432. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  433. BGFX_FATAL(NULL != D3D11CreateDevice, Fatal::UnableToInitialize, "Function D3D11CreateDevice not found.");
  434. m_dxgidll = bx::dlopen("dxgi.dll");
  435. BGFX_FATAL(NULL != m_dxgidll, Fatal::UnableToInitialize, "Failed to load dxgi.dll.");
  436. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  437. BGFX_FATAL(NULL != CreateDXGIFactory, Fatal::UnableToInitialize, "Function CreateDXGIFactory not found.");
  438. #endif // USE_D3D11_DYNAMIC_LIB
  439. HRESULT hr;
  440. IDXGIFactory* factory;
  441. #if BX_PLATFORM_WINRT
  442. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  443. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  444. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  445. #else
  446. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  447. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  448. #endif // BX_PLATFORM_WINRT
  449. m_adapter = NULL;
  450. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  451. IDXGIAdapter* adapter;
  452. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter); ++ii)
  453. {
  454. DXGI_ADAPTER_DESC desc;
  455. hr = adapter->GetDesc(&desc);
  456. if (SUCCEEDED(hr) )
  457. {
  458. BX_TRACE("Adapter #%d", ii);
  459. char description[BX_COUNTOF(desc.Description)];
  460. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  461. BX_TRACE("\tDescription: %s", description);
  462. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  463. , desc.VendorId
  464. , desc.DeviceId
  465. , desc.SubSysId
  466. , desc.Revision
  467. );
  468. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  469. , desc.DedicatedVideoMemory
  470. , desc.DedicatedSystemMemory
  471. , desc.SharedSystemMemory
  472. );
  473. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  474. && 0 != strstr(description, "PerfHUD") )
  475. {
  476. m_adapter = adapter;
  477. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  478. }
  479. }
  480. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  481. }
  482. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  483. D3D_FEATURE_LEVEL features[] =
  484. {
  485. D3D_FEATURE_LEVEL_11_1,
  486. D3D_FEATURE_LEVEL_11_0,
  487. D3D_FEATURE_LEVEL_10_1,
  488. D3D_FEATURE_LEVEL_10_0,
  489. D3D_FEATURE_LEVEL_9_3,
  490. D3D_FEATURE_LEVEL_9_2,
  491. D3D_FEATURE_LEVEL_9_1,
  492. };
  493. uint32_t flags = 0
  494. | D3D11_CREATE_DEVICE_SINGLETHREADED
  495. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  496. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  497. ;
  498. D3D_FEATURE_LEVEL featureLevel;
  499. hr = E_FAIL;
  500. for (uint32_t ii = 0; ii < 3 && FAILED(hr);)
  501. {
  502. hr = D3D11CreateDevice(m_adapter
  503. , m_driverType
  504. , NULL
  505. , flags
  506. , &features[ii]
  507. , BX_COUNTOF(features)-ii
  508. , D3D11_SDK_VERSION
  509. , &m_device
  510. , &featureLevel
  511. , &m_deviceCtx
  512. );
  513. if (FAILED(hr)
  514. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  515. {
  516. // Try without debug in case D3D11 SDK Layers
  517. // is not present?
  518. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  519. continue;
  520. }
  521. ++ii;
  522. }
  523. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  524. IDXGIDevice* device = NULL;
  525. hr = E_FAIL;
  526. for (uint32_t ii = 0; ii < BX_COUNTOF(s_deviceIIDs) && FAILED(hr); ++ii)
  527. {
  528. hr = m_device->QueryInterface(s_deviceIIDs[ii], (void**)&device);
  529. BX_TRACE("D3D device 11.%d, hr %x", BX_COUNTOF(s_deviceIIDs)-1-ii, hr);
  530. }
  531. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  532. hr = device->GetParent(IID_IDXGIAdapter, (void**)&adapter);
  533. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  534. // GPA increases device ref count.
  535. // RenderDoc makes device ref count 0 here.
  536. //
  537. // This causes assert in debug. When debugger is present refcount
  538. // checks are off.
  539. setGraphicsDebuggerPresent(2 != getRefCount(device) );
  540. DX_RELEASE(device, 2);
  541. hr = adapter->GetDesc(&m_adapterDesc);
  542. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  543. #if BX_PLATFORM_WINRT
  544. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  545. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  546. DX_RELEASE(adapter, 2);
  547. memset(&m_scd, 0, sizeof(m_scd) );
  548. m_scd.Width = BGFX_DEFAULT_WIDTH;
  549. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  550. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  551. m_scd.Stereo = false;
  552. m_scd.SampleDesc.Count = 1;
  553. m_scd.SampleDesc.Quality = 0;
  554. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  555. m_scd.BufferCount = 2;
  556. m_scd.Scaling = DXGI_SCALING_NONE;
  557. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  558. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  559. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  560. , g_bgfxCoreWindow
  561. , &m_scd
  562. , NULL
  563. , &m_swapChain
  564. );
  565. #else
  566. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  567. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  568. DX_RELEASE(adapter, 2);
  569. memset(&m_scd, 0, sizeof(m_scd) );
  570. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  571. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  572. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  573. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  574. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  575. m_scd.SampleDesc.Count = 1;
  576. m_scd.SampleDesc.Quality = 0;
  577. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  578. m_scd.BufferCount = 1;
  579. m_scd.OutputWindow = g_bgfxHwnd;
  580. m_scd.Windowed = true;
  581. hr = m_factory->CreateSwapChain(m_device
  582. , &m_scd
  583. , &m_swapChain
  584. );
  585. #endif // BX_PLATFORM_WINRT
  586. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  587. m_numWindows = 1;
  588. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  589. {
  590. ID3D11InfoQueue* infoQueue;
  591. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&infoQueue);
  592. if (SUCCEEDED(hr) )
  593. {
  594. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  595. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  596. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  597. D3D11_INFO_QUEUE_FILTER filter;
  598. memset(&filter, 0, sizeof(filter) );
  599. D3D11_MESSAGE_CATEGORY catlist[] =
  600. {
  601. D3D11_MESSAGE_CATEGORY_STATE_SETTING,
  602. D3D11_MESSAGE_CATEGORY_EXECUTION,
  603. };
  604. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  605. filter.DenyList.pCategoryList = catlist;
  606. infoQueue->PushStorageFilter(&filter);
  607. DX_RELEASE(infoQueue, 3);
  608. }
  609. else
  610. {
  611. // InfoQueue QueryInterface will fail when AMD GPU Perfstudio 2 is present.
  612. setGraphicsDebuggerPresent(true);
  613. }
  614. }
  615. UniformHandle handle = BGFX_INVALID_HANDLE;
  616. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  617. {
  618. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  619. }
  620. g_caps.supported |= ( 0
  621. | BGFX_CAPS_TEXTURE_3D
  622. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  623. | BGFX_CAPS_INSTANCING
  624. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  625. | BGFX_CAPS_FRAGMENT_DEPTH
  626. | BGFX_CAPS_BLEND_INDEPENDENT
  627. | BGFX_CAPS_COMPUTE
  628. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  629. | BGFX_CAPS_SWAP_CHAIN
  630. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  631. );
  632. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  633. g_caps.maxFBAttachments = bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  634. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  635. {
  636. g_caps.formats[ii] = DXGI_FORMAT_UNKNOWN == s_textureFormat[ii].m_fmt ? 0 : 1;
  637. }
  638. // Init reserved part of view name.
  639. for (uint8_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  640. {
  641. char name[BGFX_CONFIG_MAX_VIEW_NAME_RESERVED+1];
  642. bx::snprintf(name, sizeof(name), "%3d ", ii);
  643. mbstowcs(s_viewNameW[ii], name, BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  644. }
  645. updateMsaa();
  646. postReset();
  647. }
  648. void shutdown()
  649. {
  650. preReset();
  651. m_ovr.shutdown();
  652. m_deviceCtx->ClearState();
  653. invalidateCache();
  654. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  655. {
  656. m_indexBuffers[ii].destroy();
  657. }
  658. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  659. {
  660. m_vertexBuffers[ii].destroy();
  661. }
  662. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  663. {
  664. m_shaders[ii].destroy();
  665. }
  666. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  667. {
  668. m_textures[ii].destroy();
  669. }
  670. DX_RELEASE(m_swapChain, 0);
  671. DX_RELEASE(m_deviceCtx, 0);
  672. DX_RELEASE(m_device, 0);
  673. DX_RELEASE(m_factory, 0);
  674. unloadRenderDoc(m_renderdocdll);
  675. #if USE_D3D11_DYNAMIC_LIB
  676. bx::dlclose(m_dxgidll);
  677. bx::dlclose(m_d3d9dll);
  678. bx::dlclose(m_d3d11dll);
  679. #endif // USE_D3D11_DYNAMIC_LIB
  680. }
  681. RendererType::Enum getRendererType() const BX_OVERRIDE
  682. {
  683. return RendererType::Direct3D11;
  684. }
  685. const char* getRendererName() const BX_OVERRIDE
  686. {
  687. return BGFX_RENDERER_DIRECT3D11_NAME;
  688. }
  689. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint8_t _flags) BX_OVERRIDE
  690. {
  691. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  692. }
  693. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  694. {
  695. m_indexBuffers[_handle.idx].destroy();
  696. }
  697. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  698. {
  699. VertexDecl& decl = m_vertexDecls[_handle.idx];
  700. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  701. dump(decl);
  702. }
  703. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  704. {
  705. }
  706. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint8_t _flags) BX_OVERRIDE
  707. {
  708. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  709. }
  710. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  711. {
  712. m_vertexBuffers[_handle.idx].destroy();
  713. }
  714. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint8_t _flags) BX_OVERRIDE
  715. {
  716. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  717. }
  718. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  719. {
  720. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  721. }
  722. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  723. {
  724. m_indexBuffers[_handle.idx].destroy();
  725. }
  726. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint8_t _flags) BX_OVERRIDE
  727. {
  728. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  729. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  730. }
  731. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  732. {
  733. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  734. }
  735. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  736. {
  737. m_vertexBuffers[_handle.idx].destroy();
  738. }
  739. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  740. {
  741. m_shaders[_handle.idx].create(_mem);
  742. }
  743. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  744. {
  745. m_shaders[_handle.idx].destroy();
  746. }
  747. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  748. {
  749. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  750. }
  751. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  752. {
  753. m_program[_handle.idx].destroy();
  754. }
  755. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  756. {
  757. m_textures[_handle.idx].create(_mem, _flags, _skip);
  758. }
  759. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  760. {
  761. }
  762. 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
  763. {
  764. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  765. }
  766. void updateTextureEnd() BX_OVERRIDE
  767. {
  768. }
  769. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  770. {
  771. m_textures[_handle.idx].destroy();
  772. }
  773. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  774. {
  775. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  776. }
  777. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  778. {
  779. uint16_t denseIdx = m_numWindows++;
  780. m_windows[denseIdx] = _handle;
  781. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  782. }
  783. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  784. {
  785. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  786. if (UINT16_MAX != denseIdx)
  787. {
  788. --m_numWindows;
  789. if (m_numWindows > 1)
  790. {
  791. FrameBufferHandle handle = m_windows[m_numWindows];
  792. m_windows[denseIdx] = handle;
  793. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  794. }
  795. }
  796. }
  797. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  798. {
  799. if (NULL != m_uniforms[_handle.idx])
  800. {
  801. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  802. }
  803. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  804. void* data = BX_ALLOC(g_allocator, size);
  805. memset(data, 0, size);
  806. m_uniforms[_handle.idx] = data;
  807. m_uniformReg.add(_handle, _name, data);
  808. }
  809. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  810. {
  811. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  812. m_uniforms[_handle.idx] = NULL;
  813. }
  814. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  815. {
  816. ID3D11Texture2D* backBuffer;
  817. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  818. D3D11_TEXTURE2D_DESC backBufferDesc;
  819. backBuffer->GetDesc(&backBufferDesc);
  820. D3D11_TEXTURE2D_DESC desc;
  821. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  822. desc.SampleDesc.Count = 1;
  823. desc.SampleDesc.Quality = 0;
  824. desc.Usage = D3D11_USAGE_STAGING;
  825. desc.BindFlags = 0;
  826. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  827. ID3D11Texture2D* texture;
  828. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  829. if (SUCCEEDED(hr) )
  830. {
  831. if (backBufferDesc.SampleDesc.Count == 1)
  832. {
  833. m_deviceCtx->CopyResource(texture, backBuffer);
  834. }
  835. else
  836. {
  837. desc.Usage = D3D11_USAGE_DEFAULT;
  838. desc.CPUAccessFlags = 0;
  839. ID3D11Texture2D* resolve;
  840. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  841. if (SUCCEEDED(hr) )
  842. {
  843. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  844. m_deviceCtx->CopyResource(texture, resolve);
  845. DX_RELEASE(resolve, 0);
  846. }
  847. }
  848. D3D11_MAPPED_SUBRESOURCE mapped;
  849. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  850. imageSwizzleBgra8(backBufferDesc.Width
  851. , backBufferDesc.Height
  852. , mapped.RowPitch
  853. , mapped.pData
  854. , mapped.pData
  855. );
  856. g_callback->screenShot(_filePath
  857. , backBufferDesc.Width
  858. , backBufferDesc.Height
  859. , mapped.RowPitch
  860. , mapped.pData
  861. , backBufferDesc.Height*mapped.RowPitch
  862. , false
  863. );
  864. m_deviceCtx->Unmap(texture, 0);
  865. DX_RELEASE(texture, 0);
  866. }
  867. DX_RELEASE(backBuffer, 0);
  868. }
  869. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  870. {
  871. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  872. , _name
  873. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  874. );
  875. }
  876. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  877. {
  878. memcpy(m_uniforms[_loc], _data, _size);
  879. }
  880. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  881. {
  882. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  883. {
  884. uint32_t size = _size*sizeof(wchar_t);
  885. wchar_t* name = (wchar_t*)alloca(size);
  886. mbstowcs(name, _marker, size-2);
  887. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  888. }
  889. }
  890. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  891. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  892. {
  893. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  894. uint32_t width = getBufferWidth();
  895. uint32_t height = getBufferHeight();
  896. if (m_ovr.isEnabled() )
  897. {
  898. m_ovr.getSize(width, height);
  899. }
  900. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  901. setFrameBuffer(fbh, false);
  902. D3D11_VIEWPORT vp;
  903. vp.TopLeftX = 0;
  904. vp.TopLeftY = 0;
  905. vp.Width = (float)width;
  906. vp.Height = (float)height;
  907. vp.MinDepth = 0.0f;
  908. vp.MaxDepth = 1.0f;
  909. deviceCtx->RSSetViewports(1, &vp);
  910. uint64_t state = BGFX_STATE_RGB_WRITE
  911. | BGFX_STATE_ALPHA_WRITE
  912. | BGFX_STATE_DEPTH_TEST_ALWAYS
  913. ;
  914. setBlendState(state);
  915. setDepthStencilState(state);
  916. setRasterizerState(state);
  917. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  918. m_currentProgram = &program;
  919. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  920. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  921. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  922. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  923. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  924. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  925. uint32_t stride = vertexDecl.m_stride;
  926. uint32_t offset = 0;
  927. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  928. setInputLayout(vertexDecl, program, 0);
  929. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  930. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  931. float proj[16];
  932. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  933. PredefinedUniform& predefined = program.m_predefined[0];
  934. uint8_t flags = predefined.m_type;
  935. setShaderUniform(flags, predefined.m_loc, proj, 4);
  936. commitShaderConstants();
  937. m_textures[_blitter.m_texture.idx].commit(0);
  938. commitTextureStage();
  939. }
  940. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  941. {
  942. const uint32_t numVertices = _numIndices*4/6;
  943. if (0 < numVertices)
  944. {
  945. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  946. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data);
  947. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  948. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  949. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  950. }
  951. }
  952. void preReset()
  953. {
  954. ovrPreReset();
  955. DX_RELEASE(m_backBufferDepthStencil, 0);
  956. DX_RELEASE(m_backBufferColor, 0);
  957. // invalidateCache();
  958. capturePreReset();
  959. }
  960. void postReset()
  961. {
  962. ID3D11Texture2D* color;
  963. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color));
  964. DX_CHECK(m_device->CreateRenderTargetView(color, NULL, &m_backBufferColor) );
  965. DX_RELEASE(color, 0);
  966. ovrPostReset();
  967. // If OVR doesn't create separate depth stencil view, create default one.
  968. if (NULL == m_backBufferDepthStencil)
  969. {
  970. D3D11_TEXTURE2D_DESC dsd;
  971. dsd.Width = getBufferWidth();
  972. dsd.Height = getBufferHeight();
  973. dsd.MipLevels = 1;
  974. dsd.ArraySize = 1;
  975. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  976. dsd.SampleDesc = m_scd.SampleDesc;
  977. dsd.Usage = D3D11_USAGE_DEFAULT;
  978. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  979. dsd.CPUAccessFlags = 0;
  980. dsd.MiscFlags = 0;
  981. ID3D11Texture2D* depthStencil;
  982. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  983. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  984. DX_RELEASE(depthStencil, 0);
  985. }
  986. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  987. m_currentColor = m_backBufferColor;
  988. m_currentDepthStencil = m_backBufferDepthStencil;
  989. capturePostReset();
  990. }
  991. static bool isLost(HRESULT _hr)
  992. {
  993. return DXGI_ERROR_DEVICE_REMOVED == _hr
  994. || DXGI_ERROR_DEVICE_HUNG == _hr
  995. || DXGI_ERROR_DEVICE_RESET == _hr
  996. || DXGI_ERROR_DRIVER_INTERNAL_ERROR == _hr
  997. || DXGI_ERROR_NOT_CURRENTLY_AVAILABLE == _hr
  998. ;
  999. }
  1000. void flip() BX_OVERRIDE
  1001. {
  1002. if (NULL != m_swapChain)
  1003. {
  1004. HRESULT hr = S_OK;
  1005. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  1006. #if BX_PLATFORM_WINRT
  1007. syncInterval = 1; // sync interval of 0 is not supported on WinRT
  1008. #endif
  1009. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1010. {
  1011. hr = m_frameBuffers[m_windows[ii].idx].m_swapChain->Present(syncInterval, 0);
  1012. }
  1013. if (SUCCEEDED(hr) )
  1014. {
  1015. if (!m_ovr.swap() )
  1016. {
  1017. hr = m_swapChain->Present(syncInterval, 0);
  1018. }
  1019. }
  1020. if (FAILED(hr)
  1021. && isLost(hr) )
  1022. {
  1023. ++m_lost;
  1024. BGFX_FATAL(10 > m_lost, bgfx::Fatal::DeviceLost, "Device is lost. FAILED 0x%08x", hr);
  1025. }
  1026. else
  1027. {
  1028. m_lost = 0;
  1029. }
  1030. }
  1031. }
  1032. void invalidateCache()
  1033. {
  1034. m_inputLayoutCache.invalidate();
  1035. m_blendStateCache.invalidate();
  1036. m_depthStencilStateCache.invalidate();
  1037. m_rasterizerStateCache.invalidate();
  1038. m_samplerStateCache.invalidate();
  1039. }
  1040. void invalidateCompute()
  1041. {
  1042. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1043. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1044. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  1045. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1046. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  1047. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  1048. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  1049. }
  1050. void updateMsaa()
  1051. {
  1052. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1053. {
  1054. uint32_t msaa = s_checkMsaa[ii];
  1055. uint32_t quality = 0;
  1056. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  1057. if (SUCCEEDED(hr)
  1058. && 0 < quality)
  1059. {
  1060. s_msaa[ii].Count = msaa;
  1061. s_msaa[ii].Quality = quality - 1;
  1062. last = ii;
  1063. }
  1064. else
  1065. {
  1066. s_msaa[ii] = s_msaa[last];
  1067. }
  1068. }
  1069. }
  1070. void updateResolution(const Resolution& _resolution)
  1071. {
  1072. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  1073. m_maxAnisotropy = !!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY)
  1074. ? D3D11_REQ_MAXANISOTROPY
  1075. : 1
  1076. ;
  1077. uint32_t flags = _resolution.m_flags & ~(BGFX_RESET_HMD_RECENTER | BGFX_RESET_MAXANISOTROPY);
  1078. if ( getBufferWidth() != _resolution.m_width
  1079. || getBufferHeight() != _resolution.m_height
  1080. || m_flags != flags)
  1081. {
  1082. bool resize = true
  1083. && !BX_ENABLED(BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  1084. && (m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  1085. ;
  1086. m_flags = flags;
  1087. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1088. m_textVideoMem.clear();
  1089. m_resolution = _resolution;
  1090. m_resolution.m_flags = flags;
  1091. setBufferSize(_resolution.m_width, _resolution.m_height);
  1092. preReset();
  1093. if (resize)
  1094. {
  1095. DX_CHECK(m_swapChain->ResizeBuffers(2
  1096. , getBufferWidth()
  1097. , getBufferHeight()
  1098. , getBufferFormat()
  1099. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  1100. ) );
  1101. }
  1102. else
  1103. {
  1104. updateMsaa();
  1105. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1106. DX_RELEASE(m_swapChain, 0);
  1107. #if BX_PLATFORM_WINRT
  1108. HRESULT hr;
  1109. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1110. , g_bgfxCoreWindow
  1111. , &m_scd
  1112. , NULL
  1113. , &m_swapChain
  1114. );
  1115. #else
  1116. HRESULT hr;
  1117. hr = m_factory->CreateSwapChain(m_device
  1118. , &m_scd
  1119. , &m_swapChain
  1120. );
  1121. #endif // BX_PLATFORM_WINRT
  1122. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1123. }
  1124. postReset();
  1125. }
  1126. if (recenter)
  1127. {
  1128. m_ovr.recenter();
  1129. }
  1130. }
  1131. void setShaderUniform(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1132. {
  1133. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  1134. {
  1135. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  1136. m_fsChanges += _numRegs;
  1137. }
  1138. else
  1139. {
  1140. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  1141. m_vsChanges += _numRegs;
  1142. }
  1143. }
  1144. void setShaderUniform4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1145. {
  1146. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1147. }
  1148. void setShaderUniform4x4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1149. {
  1150. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1151. }
  1152. void commitShaderConstants()
  1153. {
  1154. if (0 < m_vsChanges)
  1155. {
  1156. if (NULL != m_currentProgram->m_vsh->m_buffer)
  1157. {
  1158. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  1159. }
  1160. m_vsChanges = 0;
  1161. }
  1162. if (0 < m_fsChanges)
  1163. {
  1164. if (NULL != m_currentProgram->m_fsh->m_buffer)
  1165. {
  1166. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  1167. }
  1168. m_fsChanges = 0;
  1169. }
  1170. }
  1171. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  1172. {
  1173. BX_UNUSED(_msaa);
  1174. if (!isValid(_fbh) )
  1175. {
  1176. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1177. m_currentColor = m_backBufferColor;
  1178. m_currentDepthStencil = m_backBufferDepthStencil;
  1179. }
  1180. else
  1181. {
  1182. invalidateTextureStage();
  1183. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  1184. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  1185. m_currentColor = frameBuffer.m_rtv[0];
  1186. m_currentDepthStencil = frameBuffer.m_dsv;
  1187. }
  1188. if (isValid(m_fbh)
  1189. && m_fbh.idx != _fbh.idx
  1190. && m_rtMsaa)
  1191. {
  1192. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1193. frameBuffer.resolve();
  1194. }
  1195. m_fbh = _fbh;
  1196. m_rtMsaa = _msaa;
  1197. }
  1198. void clear(const Clear& _clear, const float _palette[][4])
  1199. {
  1200. if (isValid(m_fbh) )
  1201. {
  1202. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  1203. frameBuffer.clear(_clear, _palette);
  1204. }
  1205. else
  1206. {
  1207. if (NULL != m_currentColor
  1208. && BGFX_CLEAR_COLOR & _clear.m_flags)
  1209. {
  1210. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1211. {
  1212. uint8_t index = _clear.m_index[0];
  1213. if (UINT8_MAX != index)
  1214. {
  1215. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  1216. }
  1217. }
  1218. else
  1219. {
  1220. float frgba[4] =
  1221. {
  1222. _clear.m_index[0]*1.0f/255.0f,
  1223. _clear.m_index[1]*1.0f/255.0f,
  1224. _clear.m_index[2]*1.0f/255.0f,
  1225. _clear.m_index[3]*1.0f/255.0f,
  1226. };
  1227. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  1228. }
  1229. }
  1230. if (NULL != m_currentDepthStencil
  1231. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  1232. {
  1233. DWORD flags = 0;
  1234. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  1235. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  1236. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  1237. }
  1238. }
  1239. }
  1240. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint8_t _numInstanceData)
  1241. {
  1242. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  1243. layoutHash ^= _numInstanceData;
  1244. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  1245. if (NULL == layout)
  1246. {
  1247. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1248. VertexDecl decl;
  1249. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  1250. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  1251. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1252. {
  1253. uint8_t mask = attrMask[ii];
  1254. uint8_t attr = (decl.m_attributes[ii] & mask);
  1255. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  1256. }
  1257. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  1258. uint32_t num = uint32_t(elem-vertexElements);
  1259. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  1260. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  1261. {
  1262. uint32_t index = 8-_numInstanceData+ii;
  1263. uint32_t jj;
  1264. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  1265. for (jj = 0; jj < num; ++jj)
  1266. {
  1267. curr = &vertexElements[jj];
  1268. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  1269. && curr->SemanticIndex == index)
  1270. {
  1271. break;
  1272. }
  1273. }
  1274. if (jj == num)
  1275. {
  1276. curr = elem;
  1277. ++elem;
  1278. }
  1279. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  1280. curr->InputSlot = 1;
  1281. curr->SemanticIndex = index;
  1282. curr->AlignedByteOffset = ii*16;
  1283. }
  1284. num = uint32_t(elem-vertexElements);
  1285. DX_CHECK(m_device->CreateInputLayout(vertexElements
  1286. , num
  1287. , _program.m_vsh->m_code->data
  1288. , _program.m_vsh->m_code->size
  1289. , &layout
  1290. ) );
  1291. m_inputLayoutCache.add(layoutHash, layout);
  1292. }
  1293. m_deviceCtx->IASetInputLayout(layout);
  1294. }
  1295. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  1296. {
  1297. _state &= 0
  1298. | BGFX_STATE_BLEND_MASK
  1299. | BGFX_STATE_BLEND_EQUATION_MASK
  1300. | BGFX_STATE_BLEND_INDEPENDENT
  1301. | BGFX_STATE_ALPHA_WRITE
  1302. | BGFX_STATE_RGB_WRITE
  1303. ;
  1304. bx::HashMurmur2A murmur;
  1305. murmur.begin();
  1306. murmur.add(_state);
  1307. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  1308. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  1309. bool hasFactor = f0 == (_state & f0)
  1310. || f1 == (_state & f1)
  1311. ;
  1312. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  1313. if (hasFactor)
  1314. {
  1315. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  1316. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  1317. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  1318. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  1319. }
  1320. else
  1321. {
  1322. murmur.add(_rgba);
  1323. }
  1324. uint32_t hash = murmur.end();
  1325. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  1326. if (NULL == bs)
  1327. {
  1328. D3D11_BLEND_DESC desc;
  1329. memset(&desc, 0, sizeof(desc) );
  1330. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1331. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1332. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1333. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  1334. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  1335. const uint32_t srcRGB = (blend )&0xf;
  1336. const uint32_t dstRGB = (blend>> 4)&0xf;
  1337. const uint32_t srcA = (blend>> 8)&0xf;
  1338. const uint32_t dstA = (blend>>12)&0xf;
  1339. const uint32_t equRGB = (equation )&0x7;
  1340. const uint32_t equA = (equation>>3)&0x7;
  1341. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1342. drt->DestBlend = s_blendFactor[dstRGB][0];
  1343. drt->BlendOp = s_blendEquation[equRGB];
  1344. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1345. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1346. drt->BlendOpAlpha = s_blendEquation[equA];
  1347. uint32_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  1348. writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  1349. drt->RenderTargetWriteMask = writeMask;
  1350. if (desc.IndependentBlendEnable)
  1351. {
  1352. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1353. {
  1354. drt = &desc.RenderTarget[ii];
  1355. drt->BlendEnable = 0 != (rgba&0x7ff);
  1356. const uint32_t src = (rgba )&0xf;
  1357. const uint32_t dst = (rgba>>4)&0xf;
  1358. const uint32_t equationIndex = (rgba>>8)&0x7;
  1359. drt->SrcBlend = s_blendFactor[src][0];
  1360. drt->DestBlend = s_blendFactor[dst][0];
  1361. drt->BlendOp = s_blendEquation[equationIndex];
  1362. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1363. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1364. drt->BlendOpAlpha = s_blendEquation[equationIndex];
  1365. drt->RenderTargetWriteMask = writeMask;
  1366. }
  1367. }
  1368. else
  1369. {
  1370. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1371. {
  1372. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  1373. }
  1374. }
  1375. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  1376. m_blendStateCache.add(hash, bs);
  1377. }
  1378. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  1379. }
  1380. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  1381. {
  1382. _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
  1383. uint32_t fstencil = unpackStencil(0, _stencil);
  1384. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  1385. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1386. bx::HashMurmur2A murmur;
  1387. murmur.begin();
  1388. murmur.add(_state);
  1389. murmur.add(_stencil);
  1390. uint32_t hash = murmur.end();
  1391. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  1392. if (NULL == dss)
  1393. {
  1394. D3D11_DEPTH_STENCIL_DESC desc;
  1395. memset(&desc, 0, sizeof(desc) );
  1396. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1397. desc.DepthEnable = 0 != func;
  1398. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  1399. desc.DepthFunc = s_cmpFunc[func];
  1400. uint32_t bstencil = unpackStencil(1, _stencil);
  1401. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1402. bstencil = frontAndBack ? bstencil : fstencil;
  1403. desc.StencilEnable = 0 != _stencil;
  1404. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1405. desc.StencilWriteMask = 0xff;
  1406. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1407. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1408. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1409. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1410. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1411. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1412. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1413. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1414. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  1415. m_depthStencilStateCache.add(hash, dss);
  1416. }
  1417. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  1418. }
  1419. void setDebugWireframe(bool _wireframe)
  1420. {
  1421. if (m_wireframe != _wireframe)
  1422. {
  1423. m_wireframe = _wireframe;
  1424. m_rasterizerStateCache.invalidate();
  1425. }
  1426. }
  1427. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  1428. {
  1429. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  1430. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  1431. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  1432. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  1433. if (NULL == rs)
  1434. {
  1435. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  1436. D3D11_RASTERIZER_DESC desc;
  1437. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  1438. desc.CullMode = s_cullMode[cull];
  1439. desc.FrontCounterClockwise = false;
  1440. desc.DepthBias = 0;
  1441. desc.DepthBiasClamp = 0.0f;
  1442. desc.SlopeScaledDepthBias = 0.0f;
  1443. desc.DepthClipEnable = false;
  1444. desc.ScissorEnable = _scissor;
  1445. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1446. desc.AntialiasedLineEnable = false;
  1447. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  1448. m_rasterizerStateCache.add(_state, rs);
  1449. }
  1450. m_deviceCtx->RSSetState(rs);
  1451. }
  1452. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  1453. {
  1454. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  1455. ID3D11SamplerState* sampler = m_samplerStateCache.find(_flags);
  1456. if (NULL == sampler)
  1457. {
  1458. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  1459. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  1460. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1461. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  1462. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  1463. D3D11_SAMPLER_DESC sd;
  1464. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  1465. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  1466. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  1467. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  1468. sd.MipLODBias = 0.0f;
  1469. sd.MaxAnisotropy = m_maxAnisotropy;
  1470. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  1471. sd.BorderColor[0] = 0.0f;
  1472. sd.BorderColor[1] = 0.0f;
  1473. sd.BorderColor[2] = 0.0f;
  1474. sd.BorderColor[3] = 0.0f;
  1475. sd.MinLOD = 0;
  1476. sd.MaxLOD = D3D11_FLOAT32_MAX;
  1477. m_device->CreateSamplerState(&sd, &sampler);
  1478. DX_CHECK_REFCOUNT(sampler, 1);
  1479. m_samplerStateCache.add(_flags, sampler);
  1480. }
  1481. return sampler;
  1482. }
  1483. DXGI_FORMAT getBufferFormat()
  1484. {
  1485. #if BX_PLATFORM_WINRT
  1486. return m_scd.Format;
  1487. #else
  1488. return m_scd.BufferDesc.Format;
  1489. #endif
  1490. }
  1491. uint32_t getBufferWidth()
  1492. {
  1493. #if BX_PLATFORM_WINRT
  1494. return m_scd.Width;
  1495. #else
  1496. return m_scd.BufferDesc.Width;
  1497. #endif
  1498. }
  1499. uint32_t getBufferHeight()
  1500. {
  1501. #if BX_PLATFORM_WINRT
  1502. return m_scd.Height;
  1503. #else
  1504. return m_scd.BufferDesc.Height;
  1505. #endif
  1506. }
  1507. void setBufferSize(uint32_t _width, uint32_t _height)
  1508. {
  1509. #if BX_PLATFORM_WINRT
  1510. m_scd.Width = _width;
  1511. m_scd.Height = _height;
  1512. #else
  1513. m_scd.BufferDesc.Width = _width;
  1514. m_scd.BufferDesc.Height = _height;
  1515. #endif
  1516. }
  1517. void commitTextureStage()
  1518. {
  1519. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  1520. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  1521. }
  1522. void invalidateTextureStage()
  1523. {
  1524. m_textureStage.clear();
  1525. commitTextureStage();
  1526. }
  1527. void ovrPostReset()
  1528. {
  1529. #if BGFX_CONFIG_USE_OVR
  1530. if (m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  1531. {
  1532. ovrD3D11Config config;
  1533. config.D3D11.Header.API = ovrRenderAPI_D3D11;
  1534. # if OVR_VERSION > OVR_VERSION_043
  1535. config.D3D11.Header.BackBufferSize.w = m_scd.BufferDesc.Width;
  1536. config.D3D11.Header.BackBufferSize.h = m_scd.BufferDesc.Height;
  1537. config.D3D11.pBackBufferUAV = NULL;
  1538. # else
  1539. config.D3D11.Header.RTSize.w = m_scd.BufferDesc.Width;
  1540. config.D3D11.Header.RTSize.h = m_scd.BufferDesc.Height;
  1541. # endif // OVR_VERSION > OVR_VERSION_042
  1542. config.D3D11.Header.Multisample = 0;
  1543. config.D3D11.pDevice = m_device;
  1544. config.D3D11.pDeviceContext = m_deviceCtx;
  1545. config.D3D11.pBackBufferRT = m_backBufferColor;
  1546. config.D3D11.pSwapChain = m_swapChain;
  1547. if (m_ovr.postReset(g_bgfxHwnd, &config.Config, !!(m_flags & BGFX_RESET_HMD_DEBUG) ) )
  1548. {
  1549. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1550. const Memory* mem = alloc(size);
  1551. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1552. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1553. bx::write(&writer, magic);
  1554. TextureCreate tc;
  1555. tc.m_flags = BGFX_TEXTURE_RT;
  1556. tc.m_width = m_ovr.m_rtSize.w;
  1557. tc.m_height = m_ovr.m_rtSize.h;
  1558. tc.m_sides = 0;
  1559. tc.m_depth = 0;
  1560. tc.m_numMips = 1;
  1561. tc.m_format = uint8_t(bgfx::TextureFormat::BGRA8);
  1562. tc.m_cubeMap = false;
  1563. tc.m_mem = NULL;
  1564. bx::write(&writer, tc);
  1565. m_ovrRT.create(mem, tc.m_flags, 0);
  1566. release(mem);
  1567. DX_CHECK(m_device->CreateRenderTargetView(m_ovrRT.m_ptr, NULL, &m_ovrRtv) );
  1568. D3D11_TEXTURE2D_DESC dsd;
  1569. dsd.Width = m_ovr.m_rtSize.w;
  1570. dsd.Height = m_ovr.m_rtSize.h;
  1571. dsd.MipLevels = 1;
  1572. dsd.ArraySize = 1;
  1573. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1574. dsd.SampleDesc = m_scd.SampleDesc;
  1575. dsd.Usage = D3D11_USAGE_DEFAULT;
  1576. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1577. dsd.CPUAccessFlags = 0;
  1578. dsd.MiscFlags = 0;
  1579. ID3D11Texture2D* depthStencil;
  1580. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1581. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_ovrDsv) );
  1582. DX_RELEASE(depthStencil, 0);
  1583. ovrD3D11Texture texture;
  1584. texture.D3D11.Header.API = ovrRenderAPI_D3D11;
  1585. texture.D3D11.Header.TextureSize = m_ovr.m_rtSize;
  1586. texture.D3D11.pTexture = m_ovrRT.m_texture2d;
  1587. texture.D3D11.pSRView = m_ovrRT.m_srv;
  1588. m_ovr.postReset(texture.Texture);
  1589. bx::xchg(m_ovrRtv, m_backBufferColor);
  1590. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  1591. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  1592. }
  1593. }
  1594. #endif // BGFX_CONFIG_USE_OVR
  1595. }
  1596. void ovrPreReset()
  1597. {
  1598. #if BGFX_CONFIG_USE_OVR
  1599. m_ovr.preReset();
  1600. if (NULL != m_ovrRtv)
  1601. {
  1602. bx::xchg(m_ovrRtv, m_backBufferColor);
  1603. bx::xchg(m_ovrDsv, m_backBufferDepthStencil);
  1604. BX_CHECK(NULL == m_backBufferDepthStencil, "");
  1605. DX_RELEASE(m_ovrRtv, 0);
  1606. DX_RELEASE(m_ovrDsv, 0);
  1607. m_ovrRT.destroy();
  1608. }
  1609. #endif // BGFX_CONFIG_USE_OVR
  1610. }
  1611. void capturePostReset()
  1612. {
  1613. if (m_flags&BGFX_RESET_CAPTURE)
  1614. {
  1615. ID3D11Texture2D* backBuffer;
  1616. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  1617. D3D11_TEXTURE2D_DESC backBufferDesc;
  1618. backBuffer->GetDesc(&backBufferDesc);
  1619. D3D11_TEXTURE2D_DESC desc;
  1620. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1621. desc.SampleDesc.Count = 1;
  1622. desc.SampleDesc.Quality = 0;
  1623. desc.Usage = D3D11_USAGE_STAGING;
  1624. desc.BindFlags = 0;
  1625. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1626. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  1627. if (SUCCEEDED(hr) )
  1628. {
  1629. if (backBufferDesc.SampleDesc.Count != 1)
  1630. {
  1631. desc.Usage = D3D11_USAGE_DEFAULT;
  1632. desc.CPUAccessFlags = 0;
  1633. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  1634. }
  1635. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  1636. }
  1637. DX_RELEASE(backBuffer, 0);
  1638. }
  1639. }
  1640. void capturePreReset()
  1641. {
  1642. if (NULL != m_captureTexture)
  1643. {
  1644. g_callback->captureEnd();
  1645. }
  1646. DX_RELEASE(m_captureResolve, 0);
  1647. DX_RELEASE(m_captureTexture, 0);
  1648. }
  1649. void capture()
  1650. {
  1651. if (NULL != m_captureTexture)
  1652. {
  1653. ID3D11Texture2D* backBuffer;
  1654. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer));
  1655. if (NULL == m_captureResolve)
  1656. {
  1657. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  1658. }
  1659. else
  1660. {
  1661. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat());
  1662. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  1663. }
  1664. D3D11_MAPPED_SUBRESOURCE mapped;
  1665. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  1666. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  1667. m_deviceCtx->Unmap(m_captureTexture, 0);
  1668. DX_RELEASE(backBuffer, 0);
  1669. }
  1670. }
  1671. void commit(ConstantBuffer& _constantBuffer)
  1672. {
  1673. _constantBuffer.reset();
  1674. for (;;)
  1675. {
  1676. uint32_t opcode = _constantBuffer.read();
  1677. if (UniformType::End == opcode)
  1678. {
  1679. break;
  1680. }
  1681. UniformType::Enum type;
  1682. uint16_t loc;
  1683. uint16_t num;
  1684. uint16_t copy;
  1685. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1686. const char* data;
  1687. if (copy)
  1688. {
  1689. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  1690. }
  1691. else
  1692. {
  1693. UniformHandle handle;
  1694. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1695. data = (const char*)m_uniforms[handle.idx];
  1696. }
  1697. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1698. case UniformType::_uniform: \
  1699. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1700. { \
  1701. setShaderUniform(type, loc, data, num); \
  1702. } \
  1703. break;
  1704. switch ( (int32_t)type)
  1705. {
  1706. case UniformType::Uniform3x3fv:
  1707. case UniformType::Uniform3x3fv|BGFX_UNIFORM_FRAGMENTBIT: \
  1708. {
  1709. float* value = (float*)data;
  1710. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  1711. {
  1712. Matrix4 mtx;
  1713. mtx.un.val[ 0] = value[0];
  1714. mtx.un.val[ 1] = value[1];
  1715. mtx.un.val[ 2] = value[2];
  1716. mtx.un.val[ 3] = 0.0f;
  1717. mtx.un.val[ 4] = value[3];
  1718. mtx.un.val[ 5] = value[4];
  1719. mtx.un.val[ 6] = value[5];
  1720. mtx.un.val[ 7] = 0.0f;
  1721. mtx.un.val[ 8] = value[6];
  1722. mtx.un.val[ 9] = value[7];
  1723. mtx.un.val[10] = value[8];
  1724. mtx.un.val[11] = 0.0f;
  1725. setShaderUniform(type, loc, &mtx.un.val[0], 3);
  1726. }
  1727. }
  1728. break;
  1729. CASE_IMPLEMENT_UNIFORM(Uniform1i, I, int);
  1730. CASE_IMPLEMENT_UNIFORM(Uniform1f, F, float);
  1731. CASE_IMPLEMENT_UNIFORM(Uniform1iv, I, int);
  1732. CASE_IMPLEMENT_UNIFORM(Uniform1fv, F, float);
  1733. CASE_IMPLEMENT_UNIFORM(Uniform2fv, F, float);
  1734. CASE_IMPLEMENT_UNIFORM(Uniform3fv, F, float);
  1735. CASE_IMPLEMENT_UNIFORM(Uniform4fv, F, float);
  1736. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, F, float);
  1737. case UniformType::End:
  1738. break;
  1739. default:
  1740. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  1741. break;
  1742. }
  1743. #undef CASE_IMPLEMENT_UNIFORM
  1744. }
  1745. }
  1746. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  1747. {
  1748. uint32_t width = getBufferWidth();
  1749. uint32_t height = getBufferHeight();
  1750. if (0 == _rect.m_x
  1751. && 0 == _rect.m_y
  1752. && width == _rect.m_width
  1753. && height == _rect.m_height)
  1754. {
  1755. clear(_clear, _palette);
  1756. }
  1757. else
  1758. {
  1759. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1760. uint64_t state = 0;
  1761. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  1762. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  1763. uint64_t stencil = 0;
  1764. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  1765. | BGFX_STENCIL_TEST_ALWAYS
  1766. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  1767. | BGFX_STENCIL_FUNC_RMASK(0xff)
  1768. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  1769. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  1770. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  1771. : 0
  1772. ;
  1773. setBlendState(state);
  1774. setDepthStencilState(state, stencil);
  1775. setRasterizerState(state);
  1776. uint32_t numMrt = 1;
  1777. FrameBufferHandle fbh = m_fbh;
  1778. if (isValid(fbh) )
  1779. {
  1780. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  1781. numMrt = bx::uint32_max(1, fb.m_num);
  1782. }
  1783. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  1784. m_currentProgram = &program;
  1785. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1786. deviceCtx->VSSetConstantBuffers(0, 0, NULL);
  1787. if (NULL != m_currentColor)
  1788. {
  1789. const ShaderD3D11* fsh = program.m_fsh;
  1790. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  1791. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  1792. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1793. {
  1794. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  1795. for (uint32_t ii = 0; ii < numMrt; ++ii)
  1796. {
  1797. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_CLEAR_COLOR_PALETTE-1, _clear.m_index[ii]);
  1798. memcpy(mrtClear[ii], _palette[index], 16);
  1799. }
  1800. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  1801. }
  1802. else
  1803. {
  1804. float rgba[4] =
  1805. {
  1806. _clear.m_index[0]*1.0f/255.0f,
  1807. _clear.m_index[1]*1.0f/255.0f,
  1808. _clear.m_index[2]*1.0f/255.0f,
  1809. _clear.m_index[3]*1.0f/255.0f,
  1810. };
  1811. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  1812. }
  1813. }
  1814. else
  1815. {
  1816. deviceCtx->PSSetShader(NULL, NULL, 0);
  1817. }
  1818. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  1819. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  1820. const uint32_t stride = vertexDecl.m_stride;
  1821. const uint32_t offset = 0;
  1822. {
  1823. struct Vertex
  1824. {
  1825. float m_x;
  1826. float m_y;
  1827. float m_z;
  1828. };
  1829. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  1830. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  1831. const float depth = _clear.m_depth;
  1832. vertex->m_x = -1.0f;
  1833. vertex->m_y = -1.0f;
  1834. vertex->m_z = depth;
  1835. vertex++;
  1836. vertex->m_x = 1.0f;
  1837. vertex->m_y = -1.0f;
  1838. vertex->m_z = depth;
  1839. vertex++;
  1840. vertex->m_x = -1.0f;
  1841. vertex->m_y = 1.0f;
  1842. vertex->m_z = depth;
  1843. vertex++;
  1844. vertex->m_x = 1.0f;
  1845. vertex->m_y = 1.0f;
  1846. vertex->m_z = depth;
  1847. }
  1848. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  1849. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1850. setInputLayout(vertexDecl, program, 0);
  1851. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  1852. deviceCtx->Draw(4, 0);
  1853. }
  1854. }
  1855. #if USE_D3D11_DYNAMIC_LIB
  1856. void* m_d3d9dll;
  1857. void* m_d3d11dll;
  1858. void* m_dxgidll;
  1859. #endif // USE_D3D11_DYNAMIC_LIB
  1860. void* m_renderdocdll;
  1861. D3D_DRIVER_TYPE m_driverType;
  1862. IDXGIAdapter* m_adapter;
  1863. DXGI_ADAPTER_DESC m_adapterDesc;
  1864. #if BX_PLATFORM_WINRT
  1865. IDXGIFactory2* m_factory;
  1866. IDXGISwapChain1* m_swapChain;
  1867. #else
  1868. IDXGIFactory* m_factory;
  1869. IDXGISwapChain* m_swapChain;
  1870. #endif
  1871. uint16_t m_lost;
  1872. uint16_t m_numWindows;
  1873. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1874. ID3D11Device* m_device;
  1875. ID3D11DeviceContext* m_deviceCtx;
  1876. ID3D11RenderTargetView* m_backBufferColor;
  1877. ID3D11DepthStencilView* m_backBufferDepthStencil;
  1878. ID3D11RenderTargetView* m_currentColor;
  1879. ID3D11DepthStencilView* m_currentDepthStencil;
  1880. ID3D11Texture2D* m_captureTexture;
  1881. ID3D11Texture2D* m_captureResolve;
  1882. Resolution m_resolution;
  1883. bool m_wireframe;
  1884. #if BX_PLATFORM_WINRT
  1885. DXGI_SWAP_CHAIN_DESC1 m_scd;
  1886. #else
  1887. DXGI_SWAP_CHAIN_DESC m_scd;
  1888. #endif
  1889. uint32_t m_flags;
  1890. uint32_t m_maxAnisotropy;
  1891. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1892. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1893. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  1894. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1895. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1896. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  1897. FrameBufferD3D11 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<ID3D11BlendState> m_blendStateCache;
  1902. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  1903. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  1904. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  1905. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  1906. TextVideoMem m_textVideoMem;
  1907. TextureStage m_textureStage;
  1908. ProgramD3D11* m_currentProgram;
  1909. uint8_t m_vsScratch[64<<10];
  1910. uint8_t m_fsScratch[64<<10];
  1911. uint32_t m_vsChanges;
  1912. uint32_t m_fsChanges;
  1913. FrameBufferHandle m_fbh;
  1914. bool m_rtMsaa;
  1915. OVR m_ovr;
  1916. TextureD3D11 m_ovrRT;
  1917. ID3D11RenderTargetView* m_ovrRtv;
  1918. ID3D11DepthStencilView* m_ovrDsv;
  1919. };
  1920. static RendererContextD3D11* s_renderD3D11;
  1921. RendererContextI* rendererCreateD3D11()
  1922. {
  1923. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  1924. s_renderD3D11->init();
  1925. return s_renderD3D11;
  1926. }
  1927. void rendererDestroyD3D11()
  1928. {
  1929. s_renderD3D11->shutdown();
  1930. BX_DELETE(g_allocator, s_renderD3D11);
  1931. s_renderD3D11 = NULL;
  1932. }
  1933. void BufferD3D11::create(uint32_t _size, void* _data, uint8_t _flags, uint16_t _stride, bool _vertex)
  1934. {
  1935. m_uav = NULL;
  1936. m_size = _size;
  1937. const bool needUav = 0 != (_flags & BGFX_BUFFER_COMPUTE_WRITE);
  1938. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  1939. m_dynamic = NULL == _data && !needUav;
  1940. D3D11_BUFFER_DESC desc;
  1941. desc.ByteWidth = _size;
  1942. desc.BindFlags = 0
  1943. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  1944. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  1945. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  1946. ;
  1947. desc.MiscFlags = 0;
  1948. desc.StructureByteStride = 0;
  1949. DXGI_FORMAT format = _vertex
  1950. ? DXGI_FORMAT_R32G32B32A32_FLOAT
  1951. : DXGI_FORMAT_R16_UINT
  1952. ;
  1953. ID3D11Device* device = s_renderD3D11->m_device;
  1954. if (needUav)
  1955. {
  1956. desc.Usage = D3D11_USAGE_DEFAULT;
  1957. desc.CPUAccessFlags = 0;
  1958. desc.StructureByteStride = _stride;
  1959. DX_CHECK(device->CreateBuffer(&desc
  1960. , NULL
  1961. , &m_ptr
  1962. ));
  1963. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  1964. uavd.Format = format;
  1965. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  1966. uavd.Buffer.FirstElement = 0;
  1967. uavd.Buffer.NumElements = m_size / 16;
  1968. uavd.Buffer.Flags = 0;
  1969. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  1970. , &uavd
  1971. , &m_uav
  1972. ));
  1973. }
  1974. else if (m_dynamic)
  1975. {
  1976. desc.Usage = D3D11_USAGE_DYNAMIC;
  1977. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1978. DX_CHECK(device->CreateBuffer(&desc
  1979. , NULL
  1980. , &m_ptr
  1981. ));
  1982. }
  1983. else
  1984. {
  1985. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1986. desc.CPUAccessFlags = 0;
  1987. D3D11_SUBRESOURCE_DATA srd;
  1988. srd.pSysMem = _data;
  1989. srd.SysMemPitch = 0;
  1990. srd.SysMemSlicePitch = 0;
  1991. DX_CHECK(device->CreateBuffer(&desc
  1992. , &srd
  1993. , &m_ptr
  1994. ));
  1995. }
  1996. if (needSrv)
  1997. {
  1998. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  1999. srvd.Format = format;
  2000. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  2001. srvd.Buffer.FirstElement = 0;
  2002. srvd.Buffer.NumElements = m_size / 16;
  2003. DX_CHECK(device->CreateShaderResourceView(m_ptr
  2004. , &srvd
  2005. , &m_srv
  2006. ));
  2007. }
  2008. }
  2009. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  2010. {
  2011. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2012. BX_CHECK(m_dynamic, "Must be dynamic!");
  2013. D3D11_MAPPED_SUBRESOURCE mapped;
  2014. BX_UNUSED(_discard);
  2015. D3D11_MAP type = D3D11_MAP_WRITE_DISCARD;
  2016. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped));
  2017. memcpy((uint8_t*)mapped.pData + _offset, _data, _size);
  2018. deviceCtx->Unmap(m_ptr, 0);
  2019. }
  2020. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint8_t _flags)
  2021. {
  2022. m_decl = _declHandle;
  2023. uint16_t stride = isValid(_declHandle)
  2024. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  2025. : 0
  2026. ;
  2027. BufferD3D11::create(_size, _data, _flags, stride);
  2028. }
  2029. void ShaderD3D11::create(const Memory* _mem)
  2030. {
  2031. bx::MemoryReader reader(_mem->data, _mem->size);
  2032. uint32_t magic;
  2033. bx::read(&reader, magic);
  2034. switch (magic)
  2035. {
  2036. case BGFX_CHUNK_MAGIC_CSH:
  2037. case BGFX_CHUNK_MAGIC_FSH:
  2038. case BGFX_CHUNK_MAGIC_VSH:
  2039. break;
  2040. default:
  2041. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2042. break;
  2043. }
  2044. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  2045. uint32_t iohash;
  2046. bx::read(&reader, iohash);
  2047. uint16_t count;
  2048. bx::read(&reader, count);
  2049. m_numPredefined = 0;
  2050. m_numUniforms = count;
  2051. BX_TRACE("%s Shader consts %d"
  2052. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  2053. , count
  2054. );
  2055. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  2056. if (0 < count)
  2057. {
  2058. for (uint32_t ii = 0; ii < count; ++ii)
  2059. {
  2060. uint8_t nameSize;
  2061. bx::read(&reader, nameSize);
  2062. char name[256];
  2063. bx::read(&reader, &name, nameSize);
  2064. name[nameSize] = '\0';
  2065. uint8_t type;
  2066. bx::read(&reader, type);
  2067. uint8_t num;
  2068. bx::read(&reader, num);
  2069. uint16_t regIndex;
  2070. bx::read(&reader, regIndex);
  2071. uint16_t regCount;
  2072. bx::read(&reader, regCount);
  2073. const char* kind = "invalid";
  2074. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2075. if (PredefinedUniform::Count != predefined)
  2076. {
  2077. kind = "predefined";
  2078. m_predefined[m_numPredefined].m_loc = regIndex;
  2079. m_predefined[m_numPredefined].m_count = regCount;
  2080. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  2081. m_numPredefined++;
  2082. }
  2083. else
  2084. {
  2085. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  2086. if (NULL != info)
  2087. {
  2088. if (NULL == m_constantBuffer)
  2089. {
  2090. m_constantBuffer = ConstantBuffer::create(1024);
  2091. }
  2092. kind = "user";
  2093. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2094. }
  2095. }
  2096. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2097. , kind
  2098. , name
  2099. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
  2100. , num
  2101. , regIndex
  2102. , regCount
  2103. );
  2104. BX_UNUSED(kind);
  2105. }
  2106. if (NULL != m_constantBuffer)
  2107. {
  2108. m_constantBuffer->finish();
  2109. }
  2110. }
  2111. uint16_t shaderSize;
  2112. bx::read(&reader, shaderSize);
  2113. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2114. bx::skip(&reader, shaderSize+1);
  2115. if (BGFX_CHUNK_MAGIC_FSH == magic)
  2116. {
  2117. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  2118. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  2119. }
  2120. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  2121. {
  2122. m_hash = bx::hashMurmur2A(code, shaderSize);
  2123. m_code = copy(code, shaderSize);
  2124. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  2125. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  2126. }
  2127. else
  2128. {
  2129. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  2130. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  2131. }
  2132. uint8_t numAttrs;
  2133. bx::read(&reader, numAttrs);
  2134. memset(m_attrMask, 0, sizeof(m_attrMask));
  2135. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  2136. {
  2137. uint16_t id;
  2138. bx::read(&reader, id);
  2139. Attrib::Enum attr = idToAttrib(id);
  2140. if (Attrib::Count != attr)
  2141. {
  2142. m_attrMask[attr] = 0xff;
  2143. }
  2144. }
  2145. uint16_t size;
  2146. bx::read(&reader, size);
  2147. if (0 < size)
  2148. {
  2149. D3D11_BUFFER_DESC desc;
  2150. desc.ByteWidth = size;
  2151. desc.Usage = D3D11_USAGE_DEFAULT;
  2152. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  2153. desc.CPUAccessFlags = 0;
  2154. desc.MiscFlags = 0;
  2155. desc.StructureByteStride = 0;
  2156. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  2157. }
  2158. }
  2159. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2160. {
  2161. m_sampler = s_renderD3D11->getSamplerState(_flags);
  2162. ImageContainer imageContainer;
  2163. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2164. {
  2165. uint8_t numMips = imageContainer.m_numMips;
  2166. const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
  2167. numMips -= startLod;
  2168. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2169. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2170. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2171. m_flags = _flags;
  2172. m_requestedFormat = (uint8_t)imageContainer.m_format;
  2173. m_textureFormat = (uint8_t)imageContainer.m_format;
  2174. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  2175. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  2176. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2177. if (convert)
  2178. {
  2179. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2180. bpp = 32;
  2181. }
  2182. if (imageContainer.m_cubeMap)
  2183. {
  2184. m_type = TextureCube;
  2185. }
  2186. else if (imageContainer.m_depth > 1)
  2187. {
  2188. m_type = Texture3D;
  2189. }
  2190. else
  2191. {
  2192. m_type = Texture2D;
  2193. }
  2194. m_numMips = numMips;
  2195. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  2196. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  2197. uint32_t kk = 0;
  2198. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2199. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2200. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  2201. , this - s_renderD3D11->m_textures
  2202. , getName( (TextureFormat::Enum)m_textureFormat)
  2203. , getName( (TextureFormat::Enum)m_requestedFormat)
  2204. , textureWidth
  2205. , textureHeight
  2206. , imageContainer.m_cubeMap ? "x6" : ""
  2207. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2208. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  2209. );
  2210. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2211. {
  2212. uint32_t width = textureWidth;
  2213. uint32_t height = textureHeight;
  2214. uint32_t depth = imageContainer.m_depth;
  2215. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2216. {
  2217. width = bx::uint32_max(1, width);
  2218. height = bx::uint32_max(1, height);
  2219. depth = bx::uint32_max(1, depth);
  2220. ImageMip mip;
  2221. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2222. {
  2223. srd[kk].pSysMem = mip.m_data;
  2224. if (convert)
  2225. {
  2226. uint32_t srcpitch = mip.m_width*bpp/8;
  2227. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  2228. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  2229. srd[kk].pSysMem = temp;
  2230. srd[kk].SysMemPitch = srcpitch;
  2231. }
  2232. else if (compressed)
  2233. {
  2234. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  2235. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  2236. }
  2237. else
  2238. {
  2239. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  2240. }
  2241. if (swizzle)
  2242. {
  2243. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  2244. }
  2245. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  2246. ++kk;
  2247. }
  2248. width >>= 1;
  2249. height >>= 1;
  2250. depth >>= 1;
  2251. }
  2252. }
  2253. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  2254. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  2255. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2256. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2257. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2258. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  2259. memset(&srvd, 0, sizeof(srvd) );
  2260. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  2261. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  2262. if (swizzle)
  2263. {
  2264. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2265. srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2266. }
  2267. switch (m_type)
  2268. {
  2269. case Texture2D:
  2270. case TextureCube:
  2271. {
  2272. D3D11_TEXTURE2D_DESC desc;
  2273. desc.Width = textureWidth;
  2274. desc.Height = textureHeight;
  2275. desc.MipLevels = numMips;
  2276. desc.Format = format;
  2277. desc.SampleDesc = msaa;
  2278. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2279. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  2280. desc.CPUAccessFlags = 0;
  2281. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  2282. {
  2283. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  2284. desc.Usage = D3D11_USAGE_DEFAULT;
  2285. }
  2286. else if (renderTarget)
  2287. {
  2288. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  2289. desc.Usage = D3D11_USAGE_DEFAULT;
  2290. }
  2291. if (computeWrite)
  2292. {
  2293. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2294. desc.Usage = D3D11_USAGE_DEFAULT;
  2295. }
  2296. if (imageContainer.m_cubeMap)
  2297. {
  2298. desc.ArraySize = 6;
  2299. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  2300. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2301. srvd.TextureCube.MipLevels = numMips;
  2302. }
  2303. else
  2304. {
  2305. desc.ArraySize = 1;
  2306. desc.MiscFlags = 0;
  2307. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  2308. srvd.Texture2D.MipLevels = numMips;
  2309. }
  2310. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  2311. }
  2312. break;
  2313. case Texture3D:
  2314. {
  2315. D3D11_TEXTURE3D_DESC desc;
  2316. desc.Width = textureWidth;
  2317. desc.Height = textureHeight;
  2318. desc.Depth = imageContainer.m_depth;
  2319. desc.MipLevels = imageContainer.m_numMips;
  2320. desc.Format = format;
  2321. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  2322. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  2323. desc.CPUAccessFlags = 0;
  2324. desc.MiscFlags = 0;
  2325. if (computeWrite)
  2326. {
  2327. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  2328. desc.Usage = D3D11_USAGE_DEFAULT;
  2329. }
  2330. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2331. srvd.Texture3D.MipLevels = numMips;
  2332. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  2333. }
  2334. break;
  2335. }
  2336. if (!bufferOnly)
  2337. {
  2338. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  2339. }
  2340. if (computeWrite)
  2341. {
  2342. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  2343. }
  2344. if (convert
  2345. && 0 != kk)
  2346. {
  2347. kk = 0;
  2348. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2349. {
  2350. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2351. {
  2352. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  2353. ++kk;
  2354. }
  2355. }
  2356. }
  2357. }
  2358. }
  2359. void TextureD3D11::destroy()
  2360. {
  2361. DX_RELEASE(m_srv, 0);
  2362. DX_RELEASE(m_uav, 0);
  2363. DX_RELEASE(m_ptr, 0);
  2364. }
  2365. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2366. {
  2367. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2368. D3D11_BOX box;
  2369. box.left = _rect.m_x;
  2370. box.top = _rect.m_y;
  2371. box.right = box.left + _rect.m_width;
  2372. box.bottom = box.top + _rect.m_height;
  2373. box.front = _z;
  2374. box.back = box.front + _depth;
  2375. const uint32_t subres = _mip + (_side * m_numMips);
  2376. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2377. const uint32_t rectpitch = _rect.m_width*bpp/8;
  2378. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2379. const bool convert = m_textureFormat != m_requestedFormat;
  2380. uint8_t* data = _mem->data;
  2381. uint8_t* temp = NULL;
  2382. if (convert)
  2383. {
  2384. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  2385. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  2386. data = temp;
  2387. }
  2388. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  2389. if (NULL != temp)
  2390. {
  2391. BX_FREE(g_allocator, temp);
  2392. }
  2393. }
  2394. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags)
  2395. {
  2396. TextureStage& ts = s_renderD3D11->m_textureStage;
  2397. ts.m_srv[_stage] = m_srv;
  2398. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  2399. ? s_renderD3D11->getSamplerState(_flags)
  2400. : m_sampler
  2401. ;
  2402. }
  2403. void TextureD3D11::resolve()
  2404. {
  2405. }
  2406. void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
  2407. {
  2408. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  2409. {
  2410. m_rtv[ii] = NULL;
  2411. }
  2412. m_dsv = NULL;
  2413. m_swapChain = NULL;
  2414. m_num = 0;
  2415. for (uint32_t ii = 0; ii < _num; ++ii)
  2416. {
  2417. TextureHandle handle = _handles[ii];
  2418. if (isValid(handle) )
  2419. {
  2420. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  2421. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  2422. {
  2423. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  2424. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2425. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2426. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  2427. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  2428. dsvDesc.ViewDimension = 1 < msaa.Count ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
  2429. dsvDesc.Flags = 0;
  2430. dsvDesc.Texture2D.MipSlice = 0;
  2431. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  2432. }
  2433. else
  2434. {
  2435. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  2436. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  2437. m_num++;
  2438. }
  2439. }
  2440. }
  2441. }
  2442. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  2443. {
  2444. BX_UNUSED(_depthFormat);
  2445. DXGI_SWAP_CHAIN_DESC scd;
  2446. memcpy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  2447. scd.BufferDesc.Width = _width;
  2448. scd.BufferDesc.Height = _height;
  2449. scd.OutputWindow = (HWND)_nwh;
  2450. HRESULT hr;
  2451. hr = s_renderD3D11->m_factory->CreateSwapChain(s_renderD3D11->m_device
  2452. , &scd
  2453. , &m_swapChain
  2454. );
  2455. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  2456. ID3D11Resource* ptr;
  2457. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr));
  2458. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  2459. DX_RELEASE(ptr, 0);
  2460. m_srv[0] = NULL;
  2461. m_dsv = NULL;
  2462. m_denseIdx = _denseIdx;
  2463. m_num = 1;
  2464. }
  2465. uint16_t FrameBufferD3D11::destroy()
  2466. {
  2467. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2468. {
  2469. DX_RELEASE(m_srv[ii], 0);
  2470. DX_RELEASE(m_rtv[ii], 0);
  2471. }
  2472. DX_RELEASE(m_dsv, 0);
  2473. DX_RELEASE(m_swapChain, 0);
  2474. m_num = 0;
  2475. uint16_t denseIdx = m_denseIdx;
  2476. m_denseIdx = UINT16_MAX;
  2477. return denseIdx;
  2478. }
  2479. void FrameBufferD3D11::resolve()
  2480. {
  2481. }
  2482. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  2483. {
  2484. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2485. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  2486. {
  2487. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2488. {
  2489. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2490. {
  2491. uint8_t index = _clear.m_index[ii];
  2492. if (NULL != m_rtv[ii]
  2493. && UINT8_MAX != index)
  2494. {
  2495. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  2496. }
  2497. }
  2498. }
  2499. else
  2500. {
  2501. float frgba[4] =
  2502. {
  2503. _clear.m_index[0]*1.0f/255.0f,
  2504. _clear.m_index[1]*1.0f/255.0f,
  2505. _clear.m_index[2]*1.0f/255.0f,
  2506. _clear.m_index[3]*1.0f/255.0f,
  2507. };
  2508. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  2509. {
  2510. if (NULL != m_rtv[ii])
  2511. {
  2512. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  2513. }
  2514. }
  2515. }
  2516. }
  2517. if (NULL != m_dsv
  2518. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2519. {
  2520. DWORD flags = 0;
  2521. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2522. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2523. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  2524. }
  2525. }
  2526. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  2527. {
  2528. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  2529. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2530. updateResolution(_render->m_resolution);
  2531. int64_t elapsed = -bx::getHPCounter();
  2532. int64_t captureElapsed = 0;
  2533. if (0 < _render->m_iboffset)
  2534. {
  2535. TransientIndexBuffer* ib = _render->m_transientIb;
  2536. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  2537. }
  2538. if (0 < _render->m_vboffset)
  2539. {
  2540. TransientVertexBuffer* vb = _render->m_transientVb;
  2541. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  2542. }
  2543. _render->sort();
  2544. RenderDraw currentState;
  2545. currentState.clear();
  2546. currentState.m_flags = BGFX_STATE_NONE;
  2547. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2548. const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
  2549. _render->m_hmdEnabled = hmdEnabled;
  2550. if (hmdEnabled)
  2551. {
  2552. HMD& hmd = _render->m_hmd;
  2553. m_ovr.getEyePose(hmd);
  2554. }
  2555. ViewState viewState(_render, hmdEnabled);
  2556. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  2557. bool scissorEnabled = false;
  2558. setDebugWireframe(wireframe);
  2559. uint16_t programIdx = invalidHandle;
  2560. SortKey key;
  2561. uint8_t view = 0xff;
  2562. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  2563. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  2564. uint8_t primIndex = uint8_t(primType>>BGFX_STATE_PT_SHIFT);
  2565. PrimInfo prim = s_primInfo[primIndex];
  2566. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2567. bool wasCompute = false;
  2568. bool viewHasScissor = false;
  2569. Rect viewScissorRect;
  2570. viewScissorRect.clear();
  2571. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  2572. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  2573. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  2574. uint32_t statsNumIndices = 0;
  2575. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  2576. {
  2577. bool viewRestart = false;
  2578. uint8_t eye = 0;
  2579. uint8_t restartState = 0;
  2580. viewState.m_rect = _render->m_rect[0];
  2581. int32_t numItems = _render->m_num;
  2582. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  2583. {
  2584. const bool isCompute = key.decode(_render->m_sortKeys[item]);
  2585. const bool viewChanged = 0
  2586. || key.m_view != view
  2587. || item == numItems
  2588. ;
  2589. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  2590. ++item;
  2591. if (viewChanged)
  2592. {
  2593. if (1 == restartState)
  2594. {
  2595. restartState = 2;
  2596. item = restartItem;
  2597. restartItem = numItems;
  2598. view = 0xff;
  2599. continue;
  2600. }
  2601. view = key.m_view;
  2602. programIdx = invalidHandle;
  2603. if (_render->m_fb[view].idx != fbh.idx)
  2604. {
  2605. fbh = _render->m_fb[view];
  2606. setFrameBuffer(fbh);
  2607. }
  2608. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  2609. viewRestart &= hmdEnabled;
  2610. if (viewRestart)
  2611. {
  2612. if (0 == restartState)
  2613. {
  2614. restartState = 1;
  2615. restartItem = item - 1;
  2616. }
  2617. eye = (restartState - 1) & 1;
  2618. restartState &= 1;
  2619. }
  2620. else
  2621. {
  2622. eye = 0;
  2623. }
  2624. PIX_ENDEVENT();
  2625. viewState.m_rect = _render->m_rect[view];
  2626. if (viewRestart)
  2627. {
  2628. wchar_t* viewNameW = s_viewNameW[view];
  2629. viewNameW[3] = eye ? L'R' : L'L';
  2630. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  2631. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  2632. viewState.m_rect.m_width /= 2;
  2633. }
  2634. else
  2635. {
  2636. wchar_t* viewNameW = s_viewNameW[view];
  2637. viewNameW[3] = L' ';
  2638. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
  2639. }
  2640. const Rect& scissorRect = _render->m_scissor[view];
  2641. viewHasScissor = !scissorRect.isZero();
  2642. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  2643. D3D11_VIEWPORT vp;
  2644. vp.TopLeftX = viewState.m_rect.m_x;
  2645. vp.TopLeftY = viewState.m_rect.m_y;
  2646. vp.Width = viewState.m_rect.m_width;
  2647. vp.Height = viewState.m_rect.m_height;
  2648. vp.MinDepth = 0.0f;
  2649. vp.MaxDepth = 1.0f;
  2650. deviceCtx->RSSetViewports(1, &vp);
  2651. Clear& clear = _render->m_clear[view];
  2652. if (BGFX_CLEAR_NONE != (clear.m_flags & BGFX_CLEAR_MASK) )
  2653. {
  2654. clearQuad(_clearQuad, viewState.m_rect, clear, _render->m_clearColor);
  2655. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  2656. }
  2657. }
  2658. if (isCompute)
  2659. {
  2660. if (!wasCompute)
  2661. {
  2662. wasCompute = true;
  2663. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  2664. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  2665. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  2666. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  2667. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  2668. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  2669. }
  2670. const RenderCompute& compute = renderItem.compute;
  2671. if (0 != eye
  2672. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  2673. {
  2674. continue;
  2675. }
  2676. bool programChanged = false;
  2677. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  2678. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  2679. if (key.m_program != programIdx)
  2680. {
  2681. programIdx = key.m_program;
  2682. ProgramD3D11& program = m_program[key.m_program];
  2683. m_currentProgram = &program;
  2684. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  2685. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  2686. programChanged =
  2687. constantsChanged = true;
  2688. }
  2689. if (invalidHandle != programIdx)
  2690. {
  2691. ProgramD3D11& program = m_program[programIdx];
  2692. if (constantsChanged)
  2693. {
  2694. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  2695. if (NULL != vcb)
  2696. {
  2697. commit(*vcb);
  2698. }
  2699. }
  2700. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  2701. if (constantsChanged
  2702. || program.m_numPredefined > 0)
  2703. {
  2704. commitShaderConstants();
  2705. }
  2706. }
  2707. BX_UNUSED(programChanged);
  2708. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2709. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2710. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2711. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  2712. {
  2713. const Binding& bind = compute.m_bind[ii];
  2714. if (invalidHandle != bind.m_idx)
  2715. {
  2716. switch (bind.m_type)
  2717. {
  2718. case Binding::Image:
  2719. {
  2720. const TextureD3D11& texture = m_textures[bind.m_idx];
  2721. if (Access::Read != bind.m_un.m_compute.m_access)
  2722. {
  2723. uav[ii] = texture.m_uav;
  2724. }
  2725. else
  2726. {
  2727. srv[ii] = texture.m_srv;
  2728. sampler[ii] = texture.m_sampler;
  2729. }
  2730. }
  2731. break;
  2732. case Binding::IndexBuffer:
  2733. case Binding::VertexBuffer:
  2734. {
  2735. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  2736. ? m_indexBuffers[bind.m_idx]
  2737. : m_vertexBuffers[bind.m_idx]
  2738. ;
  2739. if (Access::Read != bind.m_un.m_compute.m_access)
  2740. {
  2741. uav[ii] = buffer.m_uav;
  2742. }
  2743. else
  2744. {
  2745. srv[ii] = buffer.m_srv;
  2746. }
  2747. }
  2748. break;
  2749. }
  2750. }
  2751. }
  2752. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  2753. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  2754. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  2755. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  2756. continue;
  2757. }
  2758. bool resetState = viewChanged || wasCompute;
  2759. if (wasCompute)
  2760. {
  2761. wasCompute = false;
  2762. programIdx = invalidHandle;
  2763. m_currentProgram = NULL;
  2764. invalidateCompute();
  2765. }
  2766. const RenderDraw& draw = renderItem.draw;
  2767. const uint64_t newFlags = draw.m_flags;
  2768. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  2769. currentState.m_flags = newFlags;
  2770. const uint64_t newStencil = draw.m_stencil;
  2771. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  2772. currentState.m_stencil = newStencil;
  2773. if (resetState)
  2774. {
  2775. currentState.clear();
  2776. currentState.m_scissor = !draw.m_scissor;
  2777. changedFlags = BGFX_STATE_MASK;
  2778. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  2779. currentState.m_flags = newFlags;
  2780. currentState.m_stencil = newStencil;
  2781. setBlendState(newFlags);
  2782. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  2783. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  2784. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2785. }
  2786. if (prim.m_type != s_primInfo[primIndex].m_type)
  2787. {
  2788. prim = s_primInfo[primIndex];
  2789. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2790. }
  2791. uint16_t scissor = draw.m_scissor;
  2792. if (currentState.m_scissor != scissor)
  2793. {
  2794. currentState.m_scissor = scissor;
  2795. if (UINT16_MAX == scissor)
  2796. {
  2797. scissorEnabled = viewHasScissor;
  2798. if (viewHasScissor)
  2799. {
  2800. D3D11_RECT rc;
  2801. rc.left = viewScissorRect.m_x;
  2802. rc.top = viewScissorRect.m_y;
  2803. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  2804. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  2805. deviceCtx->RSSetScissorRects(1, &rc);
  2806. }
  2807. }
  2808. else
  2809. {
  2810. Rect scissorRect;
  2811. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  2812. scissorEnabled = true;
  2813. D3D11_RECT rc;
  2814. rc.left = scissorRect.m_x;
  2815. rc.top = scissorRect.m_y;
  2816. rc.right = scissorRect.m_x + scissorRect.m_width;
  2817. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  2818. deviceCtx->RSSetScissorRects(1, &rc);
  2819. }
  2820. setRasterizerState(newFlags, wireframe, scissorEnabled);
  2821. }
  2822. if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
  2823. || 0 != changedStencil)
  2824. {
  2825. setDepthStencilState(newFlags, newStencil);
  2826. }
  2827. if ( (0
  2828. | BGFX_STATE_CULL_MASK
  2829. | BGFX_STATE_RGB_WRITE
  2830. | BGFX_STATE_ALPHA_WRITE
  2831. | BGFX_STATE_BLEND_MASK
  2832. | BGFX_STATE_BLEND_EQUATION_MASK
  2833. | BGFX_STATE_ALPHA_REF_MASK
  2834. | BGFX_STATE_PT_MASK
  2835. | BGFX_STATE_POINT_SIZE_MASK
  2836. | BGFX_STATE_MSAA
  2837. ) & changedFlags)
  2838. {
  2839. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  2840. {
  2841. setBlendState(newFlags, draw.m_rgba);
  2842. }
  2843. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  2844. {
  2845. setRasterizerState(newFlags, wireframe, scissorEnabled);
  2846. }
  2847. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  2848. {
  2849. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  2850. viewState.m_alphaRef = ref/255.0f;
  2851. }
  2852. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  2853. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2854. if (prim.m_type != s_primInfo[primIndex].m_type)
  2855. {
  2856. prim = s_primInfo[primIndex];
  2857. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2858. }
  2859. }
  2860. bool programChanged = false;
  2861. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  2862. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  2863. if (key.m_program != programIdx)
  2864. {
  2865. programIdx = key.m_program;
  2866. if (invalidHandle == programIdx)
  2867. {
  2868. m_currentProgram = NULL;
  2869. deviceCtx->VSSetShader(NULL, NULL, 0);
  2870. deviceCtx->PSSetShader(NULL, NULL, 0);
  2871. }
  2872. else
  2873. {
  2874. ProgramD3D11& program = m_program[programIdx];
  2875. m_currentProgram = &program;
  2876. const ShaderD3D11* vsh = program.m_vsh;
  2877. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  2878. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  2879. if (NULL != m_currentColor)
  2880. {
  2881. const ShaderD3D11* fsh = program.m_fsh;
  2882. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2883. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2884. }
  2885. else
  2886. {
  2887. deviceCtx->PSSetShader(NULL, NULL, 0);
  2888. }
  2889. }
  2890. programChanged =
  2891. constantsChanged = true;
  2892. }
  2893. if (invalidHandle != programIdx)
  2894. {
  2895. ProgramD3D11& program = m_program[programIdx];
  2896. if (constantsChanged)
  2897. {
  2898. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  2899. if (NULL != vcb)
  2900. {
  2901. commit(*vcb);
  2902. }
  2903. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  2904. if (NULL != fcb)
  2905. {
  2906. commit(*fcb);
  2907. }
  2908. }
  2909. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  2910. if (constantsChanged
  2911. || program.m_numPredefined > 0)
  2912. {
  2913. commitShaderConstants();
  2914. }
  2915. }
  2916. {
  2917. uint32_t changes = 0;
  2918. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  2919. {
  2920. const Binding& sampler = draw.m_bind[stage];
  2921. Binding& current = currentState.m_bind[stage];
  2922. if (current.m_idx != sampler.m_idx
  2923. || current.m_un.m_draw.m_flags != sampler.m_un.m_draw.m_flags
  2924. || programChanged)
  2925. {
  2926. if (invalidHandle != sampler.m_idx)
  2927. {
  2928. TextureD3D11& texture = m_textures[sampler.m_idx];
  2929. texture.commit(stage, sampler.m_un.m_draw.m_flags);
  2930. }
  2931. else
  2932. {
  2933. m_textureStage.m_srv[stage] = NULL;
  2934. m_textureStage.m_sampler[stage] = NULL;
  2935. }
  2936. ++changes;
  2937. }
  2938. current = sampler;
  2939. }
  2940. if (0 < changes)
  2941. {
  2942. commitTextureStage();
  2943. }
  2944. }
  2945. if (programChanged
  2946. || currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx
  2947. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  2948. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  2949. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  2950. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  2951. {
  2952. currentState.m_vertexDecl = draw.m_vertexDecl;
  2953. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  2954. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  2955. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  2956. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  2957. uint16_t handle = draw.m_vertexBuffer.idx;
  2958. if (invalidHandle != handle)
  2959. {
  2960. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  2961. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  2962. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  2963. uint32_t stride = vertexDecl.m_stride;
  2964. uint32_t offset = 0;
  2965. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2966. if (isValid(draw.m_instanceDataBuffer) )
  2967. {
  2968. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  2969. uint32_t instStride = draw.m_instanceDataStride;
  2970. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  2971. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  2972. }
  2973. else
  2974. {
  2975. deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
  2976. setInputLayout(vertexDecl, m_program[programIdx], 0);
  2977. }
  2978. }
  2979. else
  2980. {
  2981. deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
  2982. }
  2983. }
  2984. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  2985. {
  2986. currentState.m_indexBuffer = draw.m_indexBuffer;
  2987. uint16_t handle = draw.m_indexBuffer.idx;
  2988. if (invalidHandle != handle)
  2989. {
  2990. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  2991. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  2992. }
  2993. else
  2994. {
  2995. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  2996. }
  2997. }
  2998. if (isValid(currentState.m_vertexBuffer) )
  2999. {
  3000. uint32_t numVertices = draw.m_numVertices;
  3001. if (UINT32_MAX == numVertices)
  3002. {
  3003. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  3004. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3005. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3006. numVertices = vb.m_size/vertexDecl.m_stride;
  3007. }
  3008. uint32_t numIndices = 0;
  3009. uint32_t numPrimsSubmitted = 0;
  3010. uint32_t numInstances = 0;
  3011. uint32_t numPrimsRendered = 0;
  3012. if (isValid(draw.m_indexBuffer) )
  3013. {
  3014. if (UINT32_MAX == draw.m_numIndices)
  3015. {
  3016. numIndices = m_indexBuffers[draw.m_indexBuffer.idx].m_size/2;
  3017. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3018. numInstances = draw.m_numInstances;
  3019. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3020. deviceCtx->DrawIndexedInstanced(numIndices
  3021. , draw.m_numInstances
  3022. , 0
  3023. , draw.m_startVertex
  3024. , 0
  3025. );
  3026. }
  3027. else if (prim.m_min <= draw.m_numIndices)
  3028. {
  3029. numIndices = draw.m_numIndices;
  3030. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3031. numInstances = draw.m_numInstances;
  3032. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3033. deviceCtx->DrawIndexedInstanced(numIndices
  3034. , draw.m_numInstances
  3035. , draw.m_startIndex
  3036. , draw.m_startVertex
  3037. , 0
  3038. );
  3039. }
  3040. }
  3041. else
  3042. {
  3043. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  3044. numInstances = draw.m_numInstances;
  3045. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3046. deviceCtx->DrawInstanced(numVertices
  3047. , draw.m_numInstances
  3048. , draw.m_startVertex
  3049. , 0
  3050. );
  3051. }
  3052. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3053. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3054. statsNumInstances[primIndex] += numInstances;
  3055. statsNumIndices += numIndices;
  3056. }
  3057. }
  3058. if (wasCompute)
  3059. {
  3060. invalidateCompute();
  3061. }
  3062. if (0 < _render->m_num)
  3063. {
  3064. captureElapsed = -bx::getHPCounter();
  3065. capture();
  3066. captureElapsed += bx::getHPCounter();
  3067. }
  3068. }
  3069. PIX_ENDEVENT();
  3070. int64_t now = bx::getHPCounter();
  3071. elapsed += now;
  3072. static int64_t last = now;
  3073. int64_t frameTime = now - last;
  3074. last = now;
  3075. static int64_t min = frameTime;
  3076. static int64_t max = frameTime;
  3077. min = min > frameTime ? frameTime : min;
  3078. max = max < frameTime ? frameTime : max;
  3079. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3080. {
  3081. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  3082. TextVideoMem& tvm = m_textVideoMem;
  3083. static int64_t next = now;
  3084. if (now >= next)
  3085. {
  3086. next = now + bx::getHPFrequency();
  3087. double freq = double(bx::getHPFrequency() );
  3088. double toMs = 1000.0/freq;
  3089. tvm.clear();
  3090. uint16_t pos = 0;
  3091. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  3092. , " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  3093. , getRendererName()
  3094. );
  3095. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  3096. char description[BX_COUNTOF(desc.Description)];
  3097. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  3098. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  3099. char dedicatedVideo[16];
  3100. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  3101. char dedicatedSystem[16];
  3102. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  3103. char sharedSystem[16];
  3104. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  3105. tvm.printf(0, pos++, 0x0f, " Memory: %s (video), %s (system), %s (shared)"
  3106. , dedicatedVideo
  3107. , dedicatedSystem
  3108. , sharedSystem
  3109. );
  3110. pos = 10;
  3111. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3112. , double(frameTime)*toMs
  3113. , double(min)*toMs
  3114. , double(max)*toMs
  3115. , freq/frameTime
  3116. );
  3117. char hmd[16];
  3118. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  3119. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3120. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  3121. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3122. , 0 != msaa ? '\xfe' : ' '
  3123. , 1<<msaa
  3124. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  3125. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  3126. );
  3127. double elapsedCpuMs = double(elapsed)*toMs;
  3128. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
  3129. , _render->m_num
  3130. , elapsedCpuMs
  3131. );
  3132. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  3133. {
  3134. tvm.printf(10, pos++, 0x8e, " %9s: %7d (#inst: %5d), submitted: %7d"
  3135. , s_primName[ii]
  3136. , statsNumPrimsRendered[ii]
  3137. , statsNumInstances[ii]
  3138. , statsNumPrimsSubmitted[ii]
  3139. );
  3140. }
  3141. if (NULL != m_renderdocdll)
  3142. {
  3143. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  3144. }
  3145. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  3146. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  3147. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  3148. pos++;
  3149. tvm.printf(10, pos++, 0x8e, " State cache: ");
  3150. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  3151. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  3152. , m_blendStateCache.getCount()
  3153. , m_depthStencilStateCache.getCount()
  3154. , m_inputLayoutCache.getCount()
  3155. , m_rasterizerStateCache.getCount()
  3156. , m_samplerStateCache.getCount()
  3157. );
  3158. pos++;
  3159. double captureMs = double(captureElapsed)*toMs;
  3160. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  3161. uint8_t attr[2] = { 0x89, 0x8a };
  3162. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  3163. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %3.4f [ms]", _render->m_waitSubmit*toMs);
  3164. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %3.4f [ms]", _render->m_waitRender*toMs);
  3165. min = frameTime;
  3166. max = frameTime;
  3167. }
  3168. blit(this, _textVideoMemBlitter, tvm);
  3169. PIX_ENDEVENT();
  3170. }
  3171. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  3172. {
  3173. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  3174. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  3175. PIX_ENDEVENT();
  3176. }
  3177. }
  3178. } // namespace bgfx
  3179. #else
  3180. namespace bgfx
  3181. {
  3182. RendererContextI* rendererCreateD3D11()
  3183. {
  3184. return NULL;
  3185. }
  3186. void rendererDestroyD3D11()
  3187. {
  3188. }
  3189. } // namespace bgfx
  3190. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11