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renderer_d3d11.cpp 191 KB

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  1. /*
  2. * Copyright 2011-2018 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx { namespace d3d11
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  11. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  12. struct PrimInfo
  13. {
  14. D3D11_PRIMITIVE_TOPOLOGY m_type;
  15. uint32_t m_min;
  16. uint32_t m_div;
  17. uint32_t m_sub;
  18. };
  19. static const PrimInfo s_primInfo[] =
  20. {
  21. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  22. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  23. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  24. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  25. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  26. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  27. };
  28. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  29. union Zero
  30. {
  31. Zero()
  32. {
  33. bx::memSet(this, 0, sizeof(Zero) );
  34. }
  35. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  36. ID3D11UnorderedAccessView* m_uav[D3D11_1_UAV_SLOT_COUNT];
  37. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  38. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  39. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  40. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  41. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  42. };
  43. BX_PRAGMA_DIAGNOSTIC_PUSH();
  44. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  45. static const Zero s_zero;
  46. BX_PRAGMA_DIAGNOSTIC_POP();
  47. static const uint32_t s_checkMsaa[] =
  48. {
  49. 0,
  50. 2,
  51. 4,
  52. 8,
  53. 16,
  54. };
  55. static DXGI_SAMPLE_DESC s_msaa[] =
  56. {
  57. { 1, 0 },
  58. { 2, 0 },
  59. { 4, 0 },
  60. { 8, 0 },
  61. { 16, 0 },
  62. };
  63. static const D3D11_BLEND s_blendFactor[][2] =
  64. {
  65. { D3D11_BLEND(0), D3D11_BLEND(0) }, // ignored
  66. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  67. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  68. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  69. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  70. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  71. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  72. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  73. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  74. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  75. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  76. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  77. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  78. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  79. };
  80. static const D3D11_BLEND_OP s_blendEquation[] =
  81. {
  82. D3D11_BLEND_OP_ADD,
  83. D3D11_BLEND_OP_SUBTRACT,
  84. D3D11_BLEND_OP_REV_SUBTRACT,
  85. D3D11_BLEND_OP_MIN,
  86. D3D11_BLEND_OP_MAX,
  87. };
  88. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  89. {
  90. D3D11_COMPARISON_FUNC(0), // ignored
  91. D3D11_COMPARISON_LESS,
  92. D3D11_COMPARISON_LESS_EQUAL,
  93. D3D11_COMPARISON_EQUAL,
  94. D3D11_COMPARISON_GREATER_EQUAL,
  95. D3D11_COMPARISON_GREATER,
  96. D3D11_COMPARISON_NOT_EQUAL,
  97. D3D11_COMPARISON_NEVER,
  98. D3D11_COMPARISON_ALWAYS,
  99. };
  100. static const D3D11_STENCIL_OP s_stencilOp[] =
  101. {
  102. D3D11_STENCIL_OP_ZERO,
  103. D3D11_STENCIL_OP_KEEP,
  104. D3D11_STENCIL_OP_REPLACE,
  105. D3D11_STENCIL_OP_INCR,
  106. D3D11_STENCIL_OP_INCR_SAT,
  107. D3D11_STENCIL_OP_DECR,
  108. D3D11_STENCIL_OP_DECR_SAT,
  109. D3D11_STENCIL_OP_INVERT,
  110. };
  111. static const D3D11_CULL_MODE s_cullMode[] =
  112. {
  113. D3D11_CULL_NONE,
  114. D3D11_CULL_FRONT,
  115. D3D11_CULL_BACK,
  116. };
  117. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  118. {
  119. D3D11_TEXTURE_ADDRESS_WRAP,
  120. D3D11_TEXTURE_ADDRESS_MIRROR,
  121. D3D11_TEXTURE_ADDRESS_CLAMP,
  122. D3D11_TEXTURE_ADDRESS_BORDER,
  123. };
  124. /*
  125. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  126. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  127. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  128. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  129. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  130. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  131. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  132. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  133. * D3D11_FILTER_ANISOTROPIC = 0x55,
  134. *
  135. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  136. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  137. *
  138. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  139. * 0x10 // MIN_LINEAR
  140. * 0x04 // MAG_LINEAR
  141. * 0x01 // MIP_LINEAR
  142. */
  143. static const uint8_t s_textureFilter[3][3] =
  144. {
  145. {
  146. 0x10, // min linear
  147. 0x00, // min point
  148. 0x55, // anisotropic
  149. },
  150. {
  151. 0x04, // mag linear
  152. 0x00, // mag point
  153. 0x55, // anisotropic
  154. },
  155. {
  156. 0x01, // mip linear
  157. 0x00, // mip point
  158. 0x55, // anisotropic
  159. },
  160. };
  161. struct TextureFormatInfo
  162. {
  163. DXGI_FORMAT m_fmt;
  164. DXGI_FORMAT m_fmtSrv;
  165. DXGI_FORMAT m_fmtDsv;
  166. DXGI_FORMAT m_fmtSrgb;
  167. };
  168. static const TextureFormatInfo s_textureFormat[] =
  169. {
  170. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  171. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  172. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  173. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  174. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  175. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  176. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  186. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  187. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATC
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCE
  189. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCI
  190. { DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_4X4_UNORM_SRGB }, // ASTC4x4
  191. { DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X5_UNORM_SRGB }, // ASTC5x5
  192. { DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X6_UNORM_SRGB }, // ASTC6x6
  193. { DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X5_UNORM_SRGB }, // ASTC8x5
  194. { DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X6_UNORM_SRGB }, // ASTC8x6
  195. { DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X5_UNORM_SRGB }, // ASTC10x5
  196. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  197. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  198. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  199. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  200. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  201. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  202. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  203. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  204. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  205. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  206. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  207. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  208. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  209. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  210. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  211. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  212. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  213. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  214. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  215. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  216. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  217. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  218. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  219. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  220. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  221. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  222. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  223. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  224. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  225. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  226. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  227. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  228. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  229. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  230. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  231. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  232. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  233. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  234. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  235. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  236. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  237. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  238. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  239. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  240. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  241. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  242. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  243. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  244. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  245. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  246. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  247. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  248. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  249. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  250. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  251. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  252. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  253. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  254. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  255. };
  256. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  257. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  258. {
  259. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  260. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  261. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  262. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  263. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  264. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  265. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  266. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  267. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  268. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  269. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  270. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  271. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  272. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  273. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  274. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  275. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  276. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  277. };
  278. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  279. static const DXGI_FORMAT s_attribType[][4][2] =
  280. {
  281. { // Uint8
  282. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  283. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  284. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  285. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  286. },
  287. { // Uint10
  288. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  289. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  290. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  291. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  292. },
  293. { // Int16
  294. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  295. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  296. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  297. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  298. },
  299. { // Half
  300. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  301. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  302. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  303. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  304. },
  305. { // Float
  306. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  307. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  308. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  309. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  310. },
  311. };
  312. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  313. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(uint8_t _stream, D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  314. {
  315. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  316. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  317. {
  318. if (UINT16_MAX != _decl.m_attributes[attr])
  319. {
  320. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  321. elem->InputSlot = _stream;
  322. if (0 == _decl.m_attributes[attr])
  323. {
  324. elem->AlignedByteOffset = 0;
  325. }
  326. else
  327. {
  328. uint8_t num;
  329. AttribType::Enum type;
  330. bool normalized;
  331. bool asInt;
  332. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  333. elem->Format = s_attribType[type][num-1][normalized];
  334. elem->AlignedByteOffset = _decl.m_offset[attr];
  335. }
  336. ++elem;
  337. }
  338. }
  339. return elem;
  340. }
  341. struct TextureStage
  342. {
  343. TextureStage()
  344. {
  345. clear();
  346. }
  347. void clear()
  348. {
  349. bx::memSet(m_srv, 0, sizeof(m_srv) );
  350. bx::memSet(m_sampler, 0, sizeof(m_sampler) );
  351. }
  352. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  353. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  354. };
  355. BX_PRAGMA_DIAGNOSTIC_PUSH();
  356. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  357. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  358. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  359. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  360. static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
  361. static const GUID IID_ID3D11Device2 = { 0x9d06dffa, 0xd1e5, 0x4d07, { 0x83, 0xa8, 0x1b, 0xb1, 0x23, 0xf2, 0xf8, 0x41 } };
  362. static const GUID IID_ID3D11Device3 = { 0xa05c8c37, 0xd2c6, 0x4732, { 0xb3, 0xa0, 0x9c, 0xe0, 0xb0, 0xdc, 0x9a, 0xe6 } };
  363. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  364. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  365. static const GUID IID_ID3DUserDefinedAnnotation = { 0xb2daad8b, 0x03d4, 0x4dbf, { 0x95, 0xeb, 0x32, 0xab, 0x4b, 0x63, 0xd0, 0xab } };
  366. enum D3D11_FORMAT_SUPPORT2
  367. {
  368. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  369. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  370. };
  371. static const GUID s_d3dDeviceIIDs[] =
  372. {
  373. IID_ID3D11Device3,
  374. IID_ID3D11Device2,
  375. IID_ID3D11Device1,
  376. };
  377. inline bool isLost(HRESULT _hr)
  378. {
  379. return false
  380. || _hr == DXGI_ERROR_DEVICE_REMOVED
  381. || _hr == DXGI_ERROR_DEVICE_HUNG
  382. || _hr == DXGI_ERROR_DEVICE_RESET
  383. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  384. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  385. ;
  386. }
  387. static const char* getLostReason(HRESULT _hr)
  388. {
  389. switch (_hr)
  390. {
  391. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  392. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  393. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  394. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  395. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  396. // The calling application should re-create the device and continue.
  397. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  398. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  399. // suspect, and the application should not continue.
  400. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  401. // A resource is not available at the time of the call, but may become available later.
  402. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  403. case S_OK: return "S_OK";
  404. default: break;
  405. }
  406. return "Unknown HRESULT?";
  407. }
  408. template <typename Ty>
  409. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  410. {
  411. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  412. {
  413. char temp[2048];
  414. va_list argList;
  415. va_start(argList, _format);
  416. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  417. va_end(argList);
  418. temp[size] = '\0';
  419. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  420. }
  421. }
  422. BX_PRAGMA_DIAGNOSTIC_POP();
  423. static HRESULT setIntelExtension(ID3D11Device* _device, const void* _data, uint32_t _size)
  424. {
  425. D3D11_BUFFER_DESC desc;
  426. desc.ByteWidth = _size;
  427. desc.Usage = D3D11_USAGE_STAGING;
  428. desc.BindFlags = 0;
  429. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  430. desc.MiscFlags = 0;
  431. desc.StructureByteStride = 0;
  432. D3D11_SUBRESOURCE_DATA initData;
  433. initData.pSysMem = _data;
  434. initData.SysMemPitch = _size;
  435. initData.SysMemSlicePitch = 0;
  436. ID3D11Buffer* buffer;
  437. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  438. if (SUCCEEDED(hr) )
  439. {
  440. buffer->Release();
  441. }
  442. return hr;
  443. };
  444. static const uint32_t kIntelExtensionInterfaceVersion = UINT32_C(0x10000);
  445. struct IntelExtension
  446. {
  447. char key[16];
  448. uint32_t version;
  449. uint32_t type;
  450. uint32_t data[16];
  451. };
  452. static const IntelExtension s_intelDirectAccessResource =
  453. {
  454. { 'I', 'N', 'T', 'C', 'E', 'X', 'T', 'N', 'R', 'E', 'S', 'O', 'U', 'R', 'C', 'E' },
  455. kIntelExtensionInterfaceVersion,
  456. 1,
  457. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
  458. };
  459. static HRESULT setIntelDirectAccessResource(ID3D11Device* _device)
  460. {
  461. return setIntelExtension(_device, &s_intelDirectAccessResource, sizeof(s_intelDirectAccessResource) );
  462. }
  463. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  464. {
  465. if (windowsVersionIs(Condition::GreaterEqual, 0x0604) )
  466. {
  467. uint8_t temp[28];
  468. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  469. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  470. bx::write(&writer, kIntelExtensionInterfaceVersion);
  471. bx::write(&writer, UINT32_C(0) );
  472. bx::write(&writer, UINT32_C(0) );
  473. if (SUCCEEDED(setIntelExtension(_device, temp, sizeof(temp) ) ) )
  474. {
  475. bx::MemoryReader reader(&temp, sizeof(temp) );
  476. bx::skip(&reader, 16);
  477. uint32_t version;
  478. bx::read(&reader, version);
  479. uint32_t driverVersion;
  480. bx::read(&reader, driverVersion);
  481. return version <= driverVersion;
  482. }
  483. }
  484. return false;
  485. }
  486. void resume(ID3D11Device* _device)
  487. {
  488. BX_UNUSED(_device);
  489. }
  490. void suspend(ID3D11Device* _device)
  491. {
  492. BX_UNUSED(_device);
  493. }
  494. /*
  495. * AMD GPU Services (AGS) library
  496. *
  497. * Reference:
  498. * https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK
  499. */
  500. enum AGS_RETURN_CODE
  501. {
  502. AGS_SUCCESS,
  503. AGS_INVALID_ARGS,
  504. AGS_OUT_OF_MEMORY,
  505. AGS_ERROR_MISSING_DLL,
  506. AGS_ERROR_LEGACY_DRIVER,
  507. AGS_EXTENSION_NOT_SUPPORTED,
  508. AGS_ADL_FAILURE,
  509. };
  510. enum AGS_DRIVER_EXTENSION
  511. {
  512. AGS_EXTENSION_QUADLIST = 1 << 0,
  513. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  514. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  515. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  516. };
  517. struct AGSDriverVersionInfo
  518. {
  519. char strDriverVersion[256];
  520. char strCatalystVersion[256];
  521. char strCatalystWebLink[256];
  522. };
  523. struct AGSContext;
  524. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  525. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  526. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  527. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  528. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  529. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  530. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  531. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  532. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  533. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  534. static PFN_AGS_INIT agsInit;
  535. static PFN_AGS_DEINIT agsDeInit;
  536. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  537. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  538. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  539. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  540. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  541. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  542. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  543. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  544. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  545. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  546. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  547. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  548. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  549. void nvapiMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  550. void nvapiMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  551. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  552. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  553. #if USE_D3D11_DYNAMIC_LIB
  554. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  555. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  556. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  557. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  558. #endif // USE_D3D11_DYNAMIC_LIB
  559. int WINAPI d3d11Annotation_BeginEvent(DWORD _color, LPCWSTR _name);
  560. int WINAPI d3d11Annotation_EndEvent();
  561. void WINAPI d3d11Annotation_SetMarker(DWORD _color, LPCWSTR _name);
  562. struct RendererContextD3D11 : public RendererContextI
  563. {
  564. RendererContextD3D11()
  565. : m_d3d9Dll(NULL)
  566. , m_d3d11Dll(NULL)
  567. , m_renderDocDll(NULL)
  568. , m_agsDll(NULL)
  569. , m_ags(NULL)
  570. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  571. , m_swapChain(NULL)
  572. , m_lost(false)
  573. , m_numWindows(0)
  574. , m_device(NULL)
  575. , m_deviceCtx(NULL)
  576. , m_annotation(NULL)
  577. , m_infoQueue(NULL)
  578. , m_backBufferColor(NULL)
  579. , m_backBufferDepthStencil(NULL)
  580. , m_currentColor(NULL)
  581. , m_currentDepthStencil(NULL)
  582. , m_captureTexture(NULL)
  583. , m_captureResolve(NULL)
  584. , m_maxAnisotropy(1)
  585. , m_depthClamp(false)
  586. , m_wireframe(false)
  587. , m_currentProgram(NULL)
  588. , m_vsChanges(0)
  589. , m_fsChanges(0)
  590. , m_rtMsaa(false)
  591. , m_timerQuerySupport(false)
  592. , m_directAccessSupport(false)
  593. {
  594. m_fbh.idx = kInvalidHandle;
  595. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  596. bx::memSet(&m_windows, 0xff, sizeof(m_windows) );
  597. }
  598. ~RendererContextD3D11()
  599. {
  600. }
  601. bool init(const Init& _init)
  602. {
  603. struct ErrorState
  604. {
  605. enum Enum
  606. {
  607. Default,
  608. LoadedD3D11,
  609. LoadedDXGI,
  610. };
  611. };
  612. ErrorState::Enum errorState = ErrorState::Default;
  613. if (_init.debug
  614. || _init.profile)
  615. {
  616. m_renderDocDll = loadRenderDoc();
  617. }
  618. m_fbh.idx = kInvalidHandle;
  619. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  620. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  621. m_ags = NULL;
  622. m_agsDll = bx::dlopen(
  623. #if BX_ARCH_32BIT
  624. "amd_ags_x86.dll"
  625. #else
  626. "amd_ags_x64.dll"
  627. #endif // BX_ARCH_32BIT
  628. );
  629. if (NULL != m_agsDll)
  630. {
  631. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsDll, "agsInit");
  632. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsDll, "agsDeInit");
  633. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsDll, "agsGetCrossfireGPUCount");
  634. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsDll, "agsGetTotalGPUCount");
  635. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsDll, "agsGetGPUMemorySize");
  636. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsDll, "agsGetDriverVersionInfo");
  637. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsDll, "agsDriverExtensions_Init");
  638. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsDll, "agsDriverExtensions_DeInit");
  639. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsDll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  640. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsDll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  641. bool agsSupported = true
  642. && NULL != agsInit
  643. && NULL != agsDeInit
  644. && NULL != agsGetCrossfireGPUCount
  645. && NULL != agsGetTotalGPUCount
  646. && NULL != agsGetGPUMemorySize
  647. && NULL != agsGetDriverVersionInfo
  648. && NULL != agsDriverExtensions_Init
  649. && NULL != agsDriverExtensions_DeInit
  650. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  651. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  652. ;
  653. if (agsSupported)
  654. {
  655. AGS_RETURN_CODE result = agsInit(&m_ags);
  656. agsSupported = AGS_SUCCESS == result;
  657. if (agsSupported)
  658. {
  659. AGSDriverVersionInfo vi;
  660. result = agsGetDriverVersionInfo(m_ags, &vi);
  661. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  662. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  663. int32_t numCrossfireGPUs = 0;
  664. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  665. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  666. int32_t numGPUs = 0;
  667. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  668. BX_TRACE(" Num GPUs: %d", numGPUs);
  669. for (int32_t ii = 0; ii < numGPUs; ++ii)
  670. {
  671. long long memSize;
  672. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  673. if (AGS_SUCCESS == result)
  674. {
  675. char memSizeStr[16];
  676. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  677. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  678. }
  679. }
  680. }
  681. }
  682. BX_WARN(!agsSupported, "AMD/AGS supported.");
  683. if (!agsSupported)
  684. {
  685. if (NULL != m_ags)
  686. {
  687. agsDeInit(m_ags);
  688. m_ags = NULL;
  689. }
  690. bx::dlclose(m_agsDll);
  691. m_agsDll = NULL;
  692. }
  693. }
  694. m_nvapi.init();
  695. #if USE_D3D11_DYNAMIC_LIB
  696. m_d3d11Dll = bx::dlopen("d3d11.dll");
  697. if (NULL == m_d3d11Dll)
  698. {
  699. BX_TRACE("Init error: Failed to load d3d11.dll.");
  700. goto error;
  701. }
  702. errorState = ErrorState::LoadedD3D11;
  703. m_d3d9Dll = NULL;
  704. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  705. {
  706. // D3D11_1.h has ID3DUserDefinedAnnotation
  707. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  708. m_d3d9Dll = bx::dlopen("d3d9.dll");
  709. if (NULL != m_d3d9Dll)
  710. {
  711. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9Dll, "D3DPERF_SetMarker" );
  712. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9Dll, "D3DPERF_BeginEvent");
  713. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9Dll, "D3DPERF_EndEvent" );
  714. BX_CHECK(NULL != D3DPERF_SetMarker
  715. && NULL != D3DPERF_BeginEvent
  716. && NULL != D3DPERF_EndEvent
  717. , "Failed to initialize PIX events."
  718. );
  719. }
  720. }
  721. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11Dll, "D3D11CreateDevice");
  722. if (NULL == D3D11CreateDevice)
  723. {
  724. BX_TRACE("Init error: Function D3D11CreateDevice not found.");
  725. goto error;
  726. }
  727. #endif // USE_D3D11_DYNAMIC_LIB
  728. m_device = (ID3D11Device*)g_platformData.context;
  729. if (!m_dxgi.init(g_caps) )
  730. {
  731. goto error;
  732. }
  733. errorState = ErrorState::LoadedDXGI;
  734. if (NULL == m_device)
  735. {
  736. if (NULL != m_renderDocDll)
  737. {
  738. setGraphicsDebuggerPresent(true);
  739. }
  740. D3D_FEATURE_LEVEL featureLevel[] =
  741. {
  742. D3D_FEATURE_LEVEL_12_1,
  743. D3D_FEATURE_LEVEL_12_0,
  744. D3D_FEATURE_LEVEL_11_1,
  745. D3D_FEATURE_LEVEL_11_0,
  746. D3D_FEATURE_LEVEL_10_1,
  747. D3D_FEATURE_LEVEL_10_0,
  748. #if BX_PLATFORM_WINRT
  749. D3D_FEATURE_LEVEL_9_3,
  750. D3D_FEATURE_LEVEL_9_2,
  751. #endif // BX_PLATFORM_WINRT
  752. };
  753. HRESULT hr = S_OK;
  754. for (;;)
  755. {
  756. uint32_t flags = 0
  757. | D3D11_CREATE_DEVICE_SINGLETHREADED
  758. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  759. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  760. | (_init.debug ? D3D11_CREATE_DEVICE_DEBUG : 0)
  761. ;
  762. hr = E_FAIL;
  763. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr);)
  764. {
  765. hr = D3D11CreateDevice(m_dxgi.m_adapter
  766. , m_dxgi.m_driverType
  767. , NULL
  768. , flags
  769. , &featureLevel[ii]
  770. , BX_COUNTOF(featureLevel)-ii
  771. , D3D11_SDK_VERSION
  772. , &m_device
  773. , &m_featureLevel
  774. , &m_deviceCtx
  775. );
  776. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  777. , (m_featureLevel >> 12) & 0xf
  778. , (m_featureLevel >> 8) & 0xf
  779. );
  780. if (FAILED(hr)
  781. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  782. {
  783. // Try without debug in case D3D11 SDK Layers
  784. // is not present?
  785. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  786. continue;
  787. }
  788. // Enable debug flags.
  789. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  790. ++ii;
  791. }
  792. if (FAILED(hr)
  793. && D3D_DRIVER_TYPE_WARP != m_dxgi.m_driverType)
  794. {
  795. // Try with WARP
  796. m_dxgi.m_driverType = D3D_DRIVER_TYPE_WARP;
  797. continue;
  798. }
  799. break;
  800. }
  801. if (FAILED(hr) )
  802. {
  803. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  804. goto error;
  805. }
  806. }
  807. else
  808. {
  809. m_device->GetImmediateContext(&m_deviceCtx);
  810. if (NULL == m_deviceCtx)
  811. {
  812. BX_TRACE("Init error: Unable to retrieve Direct3D11 ImmediateContext.");
  813. goto error;
  814. }
  815. m_featureLevel = m_device->GetFeatureLevel();
  816. }
  817. m_dxgi.update(m_device);
  818. {
  819. m_deviceInterfaceVersion = 0;
  820. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  821. {
  822. ID3D11Device* device;
  823. HRESULT hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  824. if (SUCCEEDED(hr) )
  825. {
  826. device->Release(); // BK - ignore ref count.
  827. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs)-ii;
  828. break;
  829. }
  830. }
  831. { ///
  832. IDXGIDevice* renderdoc;
  833. HRESULT hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  834. if (SUCCEEDED(hr) )
  835. {
  836. setGraphicsDebuggerPresent(true);
  837. DX_RELEASE(renderdoc, 2);
  838. }
  839. else
  840. {
  841. IUnknown* device = m_device;
  842. setGraphicsDebuggerPresent(2 != getRefCount(device) );
  843. }
  844. }
  845. if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
  846. {
  847. m_nvapi.shutdown();
  848. }
  849. if (NULL == g_platformData.backBuffer)
  850. {
  851. HRESULT hr = S_OK;
  852. m_swapEffect =
  853. #if BX_PLATFORM_WINDOWS
  854. DXGI_SWAP_EFFECT_FLIP_DISCARD
  855. #else
  856. DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL
  857. #endif // !BX_PLATFORM_WINDOWS
  858. ;
  859. m_swapBufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BGFX_CONFIG_MAX_BACK_BUFFERS);
  860. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  861. m_scd.width = _init.resolution.width;
  862. m_scd.height = _init.resolution.height;
  863. m_scd.format = s_textureFormat[_init.resolution.format].m_fmt;
  864. updateMsaa(m_scd.format);
  865. m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  866. m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  867. m_scd.bufferCount = m_swapBufferCount;
  868. m_scd.scaling = 0 == g_platformData.ndt
  869. ? DXGI_SCALING_NONE
  870. : DXGI_SCALING_STRETCH
  871. ;
  872. m_scd.swapEffect = m_swapEffect;
  873. m_scd.alphaMode = DXGI_ALPHA_MODE_IGNORE;
  874. m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  875. m_scd.maxFrameLatency = bx::min<uint8_t>(_init.resolution.maxFrameLatency, 3);
  876. m_scd.nwh = g_platformData.nwh;
  877. m_scd.ndt = g_platformData.ndt;
  878. m_scd.windowed = true;
  879. m_msaaRt = NULL;
  880. if (NULL != m_scd.nwh)
  881. {
  882. hr = m_dxgi.createSwapChain(m_device
  883. , m_scd
  884. , &m_swapChain
  885. );
  886. if (FAILED(hr) )
  887. {
  888. // DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL is not available on win7
  889. // Try again with DXGI_SWAP_EFFECT_DISCARD
  890. m_swapEffect = DXGI_SWAP_EFFECT_DISCARD;
  891. m_swapBufferCount = 1;
  892. m_scd.bufferCount = m_swapBufferCount;
  893. m_scd.swapEffect = m_swapEffect;
  894. hr = m_dxgi.createSwapChain(m_device
  895. , m_scd
  896. , &m_swapChain
  897. );
  898. if (FAILED(hr) )
  899. {
  900. BX_TRACE("Init error: Failed to create swap chain.");
  901. goto error;
  902. }
  903. }
  904. m_resolution = _init.resolution;
  905. m_resolution.reset = _init.resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  906. m_textVideoMem.resize(false, _init.resolution.width, _init.resolution.height);
  907. m_textVideoMem.clear();
  908. if (1 < m_scd.sampleDesc.Count)
  909. {
  910. D3D11_TEXTURE2D_DESC desc;
  911. desc.Width = m_scd.width;
  912. desc.Height = m_scd.height;
  913. desc.MipLevels = 1;
  914. desc.ArraySize = 1;
  915. desc.Format = m_scd.format;
  916. desc.SampleDesc = m_scd.sampleDesc;
  917. desc.Usage = D3D11_USAGE_DEFAULT;
  918. desc.BindFlags = D3D11_BIND_RENDER_TARGET;
  919. desc.CPUAccessFlags = 0;
  920. desc.MiscFlags = 0;
  921. DX_CHECK(m_device->CreateTexture2D(&desc, NULL, &m_msaaRt) );
  922. }
  923. }
  924. #if BX_PLATFORM_WINDOWS
  925. DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  926. | DXGI_MWA_NO_WINDOW_CHANGES
  927. | DXGI_MWA_NO_ALT_ENTER
  928. ) );
  929. #endif // BX_PLATFORM_WINDOWS
  930. if (FAILED(hr) )
  931. {
  932. BX_TRACE("Init error: Failed to create swap chain.");
  933. goto error;
  934. }
  935. }
  936. else
  937. {
  938. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  939. m_scd.sampleDesc.Count = 1;
  940. m_scd.sampleDesc.Quality = 0;
  941. m_scd.width = _init.resolution.width;
  942. m_scd.height = _init.resolution.height;
  943. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  944. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  945. }
  946. }
  947. m_numWindows = 1;
  948. #if USE_D3D11_DYNAMIC_LIB
  949. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  950. {
  951. HRESULT hr = m_deviceCtx->QueryInterface(IID_ID3DUserDefinedAnnotation, (void**)&m_annotation);
  952. if (SUCCEEDED(hr) )
  953. {
  954. D3DPERF_BeginEvent = d3d11Annotation_BeginEvent;
  955. D3DPERF_EndEvent = d3d11Annotation_EndEvent;
  956. D3DPERF_SetMarker = d3d11Annotation_SetMarker;
  957. }
  958. }
  959. #endif // USE_D3D11_DYNAMIC_LIB
  960. if (_init.debug)
  961. {
  962. HRESULT hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  963. if (SUCCEEDED(hr) )
  964. {
  965. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  966. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  967. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  968. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_INFO, false);
  969. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_MESSAGE, false);
  970. D3D11_INFO_QUEUE_FILTER filter;
  971. bx::memSet(&filter, 0, sizeof(filter) );
  972. D3D11_MESSAGE_CATEGORY catlist[] =
  973. {
  974. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  975. };
  976. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  977. filter.DenyList.pCategoryList = catlist;
  978. D3D11_MESSAGE_ID idlist[] =
  979. {
  980. D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET,
  981. D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS,
  982. };
  983. filter.DenyList.NumIDs = BX_COUNTOF(idlist);
  984. filter.DenyList.pIDList = idlist;
  985. m_infoQueue->PushStorageFilter(&filter);
  986. }
  987. }
  988. {
  989. g_caps.supported |= (0
  990. | BGFX_CAPS_TEXTURE_3D
  991. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  992. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  993. | BGFX_CAPS_VERTEX_ID
  994. | BGFX_CAPS_FRAGMENT_DEPTH
  995. | (getIntelExtensions(m_device)
  996. ? BGFX_CAPS_FRAGMENT_ORDERING
  997. | BGFX_CAPS_TEXTURE_DIRECT_ACCESS
  998. : 0)
  999. | BGFX_CAPS_SWAP_CHAIN
  1000. | BGFX_CAPS_DRAW_INDIRECT
  1001. | BGFX_CAPS_TEXTURE_BLIT
  1002. | BGFX_CAPS_TEXTURE_READ_BACK
  1003. | ( (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1004. ? BGFX_CAPS_OCCLUSION_QUERY
  1005. : 0)
  1006. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1007. | ( (m_deviceInterfaceVersion >= 3)
  1008. ? BGFX_CAPS_CONSERVATIVE_RASTER
  1009. : 0)
  1010. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1011. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1012. );
  1013. m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
  1014. m_directAccessSupport = 0 != (g_caps.supported & BGFX_CAPS_TEXTURE_DIRECT_ACCESS);
  1015. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1016. {
  1017. g_caps.limits.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1018. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1019. D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT
  1020. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1021. ) );
  1022. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1023. 16
  1024. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1025. ) );
  1026. }
  1027. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1028. {
  1029. g_caps.limits.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1030. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1031. D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT
  1032. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1033. ) );
  1034. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1035. 16
  1036. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1037. ) );
  1038. }
  1039. else
  1040. {
  1041. g_caps.limits.maxComputeBindings = bx::min(BGFX_MAX_COMPUTE_BINDINGS
  1042. , D3D_FEATURE_LEVEL_11_1 <= m_featureLevel
  1043. ? D3D11_1_UAV_SLOT_COUNT
  1044. : D3D11_PS_CS_UAV_REGISTER_COUNT
  1045. );
  1046. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1047. g_caps.limits.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1048. g_caps.limits.maxTextureLayers = D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  1049. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1050. D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT
  1051. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1052. ) );
  1053. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1054. D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
  1055. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1056. ) );
  1057. }
  1058. // 32-bit indices only supported on 9_2+.
  1059. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1060. {
  1061. g_caps.supported |= BGFX_CAPS_INDEX32;
  1062. }
  1063. // Independent blend only supported on 10_1+.
  1064. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1065. {
  1066. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1067. }
  1068. // Compute support is optional on 10_0 and 10_1 targets.
  1069. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1070. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1071. {
  1072. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  1073. {
  1074. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  1075. };
  1076. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1077. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1078. if (SUCCEEDED(hr)
  1079. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1080. {
  1081. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1082. }
  1083. }
  1084. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1085. {
  1086. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1087. }
  1088. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1089. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1090. {
  1091. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1092. }
  1093. else
  1094. {
  1095. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  1096. {
  1097. BOOL SimpleInstancingSupported;
  1098. };
  1099. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1100. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  1101. if (SUCCEEDED(hr)
  1102. && data.SimpleInstancingSupported)
  1103. {
  1104. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1105. }
  1106. }
  1107. // shadow compare is optional on 9_1 through 9_3 targets
  1108. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1109. {
  1110. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  1111. {
  1112. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  1113. };
  1114. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1115. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  1116. if (SUCCEEDED(hr)
  1117. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1118. {
  1119. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1120. }
  1121. }
  1122. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1123. {
  1124. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1125. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1126. ? s_textureFormat[ii].m_fmtDsv
  1127. : s_textureFormat[ii].m_fmt
  1128. ;
  1129. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1130. if (DXGI_FORMAT_UNKNOWN != fmt)
  1131. {
  1132. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1133. {
  1134. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1135. {
  1136. DXGI_FORMAT InFormat;
  1137. UINT OutFormatSupport;
  1138. };
  1139. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1140. data.InFormat = fmt;
  1141. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1142. if (SUCCEEDED(hr) )
  1143. {
  1144. support |= 0 != (data.OutFormatSupport & (0
  1145. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1146. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1147. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1148. ) )
  1149. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1150. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1151. ;
  1152. support |= 0 != (data.OutFormatSupport & (0
  1153. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1154. ) )
  1155. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1156. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1157. ;
  1158. support |= 0 != (data.OutFormatSupport & (0
  1159. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1160. ) )
  1161. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1162. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1163. ;
  1164. support |= 0 != (data.OutFormatSupport & (0
  1165. | D3D11_FORMAT_SUPPORT_BUFFER
  1166. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1167. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1168. ) )
  1169. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1170. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1171. ;
  1172. support |= 0 != (data.OutFormatSupport & (0
  1173. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1174. ) )
  1175. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1176. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1177. ;
  1178. support |= 0 != (data.OutFormatSupport & (0
  1179. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1180. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1181. ) )
  1182. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1183. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1184. ;
  1185. support |= 0 != (data.OutFormatSupport & (0
  1186. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1187. ) )
  1188. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1189. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1190. ;
  1191. support |= 0 != (data.OutFormatSupport & (0
  1192. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1193. ) )
  1194. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1195. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1196. ;
  1197. support |= 0 != (data.OutFormatSupport & (0
  1198. | D3D11_FORMAT_SUPPORT_MIP_AUTOGEN
  1199. ) )
  1200. ? BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN
  1201. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1202. ;
  1203. }
  1204. else
  1205. {
  1206. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1207. }
  1208. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1209. {
  1210. // clear image flag for additional testing
  1211. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1212. data.InFormat = s_textureFormat[ii].m_fmt;
  1213. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  1214. if (SUCCEEDED(hr) )
  1215. {
  1216. support |= 0 != (data.OutFormatSupport & (0
  1217. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1218. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1219. ) )
  1220. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1221. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1222. ;
  1223. }
  1224. }
  1225. }
  1226. else
  1227. {
  1228. support |= 0
  1229. | BGFX_CAPS_FORMAT_TEXTURE_2D
  1230. | BGFX_CAPS_FORMAT_TEXTURE_3D
  1231. | BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1232. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1233. | BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1234. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1235. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1236. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1237. | BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1238. ;
  1239. }
  1240. }
  1241. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1242. {
  1243. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1244. {
  1245. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1246. {
  1247. DXGI_FORMAT InFormat;
  1248. UINT OutFormatSupport;
  1249. };
  1250. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1251. data.InFormat = fmtSrgb;
  1252. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1253. if (SUCCEEDED(hr) )
  1254. {
  1255. support |= 0 != (data.OutFormatSupport & (0
  1256. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1257. ) )
  1258. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1259. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1260. ;
  1261. support |= 0 != (data.OutFormatSupport & (0
  1262. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1263. ) )
  1264. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1265. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1266. ;
  1267. support |= 0 != (data.OutFormatSupport & (0
  1268. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1269. ) )
  1270. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1271. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1272. ;
  1273. }
  1274. else
  1275. {
  1276. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1277. }
  1278. }
  1279. else
  1280. {
  1281. support |= 0
  1282. | BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1283. | BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1284. | BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1285. ;
  1286. }
  1287. }
  1288. g_caps.formats[ii] = support;
  1289. }
  1290. // Init reserved part of view name.
  1291. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1292. {
  1293. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1294. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1295. }
  1296. if (_init.debug
  1297. && NULL != m_infoQueue)
  1298. {
  1299. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1300. }
  1301. { //
  1302. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1303. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1304. if (NULL != m_ags)
  1305. {
  1306. uint32_t flags;
  1307. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1308. bool hasExtensions = AGS_SUCCESS == result;
  1309. if (hasExtensions
  1310. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1311. {
  1312. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1313. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1314. }
  1315. else
  1316. {
  1317. if (hasExtensions)
  1318. {
  1319. agsDriverExtensions_DeInit(m_ags);
  1320. }
  1321. agsDeInit(m_ags);
  1322. m_ags = NULL;
  1323. }
  1324. }
  1325. else if (m_nvapi.isInitialized()
  1326. && NULL != m_nvapi.nvApiD3D11MultiDrawInstancedIndirect
  1327. && NULL != m_nvapi.nvApiD3D11MultiDrawIndexedInstancedIndirect)
  1328. {
  1329. multiDrawInstancedIndirect = nvapiMultiDrawInstancedIndirect;
  1330. multiDrawIndexedInstancedIndirect = nvapiMultiDrawIndexedInstancedIndirect;
  1331. }
  1332. }
  1333. //
  1334. updateMsaa(m_scd.format);
  1335. postReset();
  1336. }
  1337. m_nvapi.initAftermath(m_device, m_deviceCtx);
  1338. g_internalData.context = m_device;
  1339. return true;
  1340. error:
  1341. switch (errorState)
  1342. {
  1343. case ErrorState::LoadedDXGI:
  1344. DX_RELEASE(m_annotation, 1);
  1345. DX_RELEASE_W(m_infoQueue, 0);
  1346. DX_RELEASE(m_msaaRt, 0);
  1347. DX_RELEASE(m_swapChain, 0);
  1348. DX_RELEASE(m_deviceCtx, 0);
  1349. DX_RELEASE(m_device, 0);
  1350. #if USE_D3D11_DYNAMIC_LIB
  1351. if (NULL != m_d3d9Dll)
  1352. {
  1353. bx::dlclose(m_d3d9Dll);
  1354. m_d3d9Dll = NULL;
  1355. }
  1356. #endif // USE_D3D11_DYNAMIC_LIB
  1357. m_dxgi.shutdown();
  1358. BX_FALLTHROUGH;
  1359. #if USE_D3D11_DYNAMIC_LIB
  1360. case ErrorState::LoadedD3D11:
  1361. bx::dlclose(m_d3d11Dll);
  1362. m_d3d11Dll = NULL;
  1363. BX_FALLTHROUGH;
  1364. #endif // USE_D3D11_DYNAMIC_LIB
  1365. case ErrorState::Default:
  1366. default:
  1367. m_nvapi.shutdown();
  1368. if (NULL != m_ags)
  1369. {
  1370. agsDeInit(m_ags);
  1371. m_ags = NULL;
  1372. }
  1373. bx::dlclose(m_agsDll);
  1374. m_agsDll = NULL;
  1375. unloadRenderDoc(m_renderDocDll);
  1376. break;
  1377. }
  1378. return false;
  1379. }
  1380. void shutdown()
  1381. {
  1382. preReset();
  1383. if (NULL != m_ags)
  1384. {
  1385. agsDeInit(m_ags);
  1386. m_ags = NULL;
  1387. }
  1388. bx::dlclose(m_agsDll);
  1389. m_agsDll = NULL;
  1390. m_deviceCtx->ClearState();
  1391. invalidateCache();
  1392. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1393. {
  1394. m_frameBuffers[ii].destroy();
  1395. }
  1396. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1397. {
  1398. m_indexBuffers[ii].destroy();
  1399. }
  1400. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1401. {
  1402. m_vertexBuffers[ii].destroy();
  1403. }
  1404. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1405. {
  1406. m_shaders[ii].destroy();
  1407. }
  1408. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1409. {
  1410. m_textures[ii].destroy();
  1411. }
  1412. DX_RELEASE(m_annotation, 1);
  1413. DX_RELEASE_W(m_infoQueue, 0);
  1414. DX_RELEASE(m_msaaRt, 0);
  1415. DX_RELEASE(m_swapChain, 0);
  1416. DX_RELEASE(m_deviceCtx, 0);
  1417. DX_RELEASE(m_device, 0);
  1418. m_nvapi.shutdown();
  1419. m_dxgi.shutdown();
  1420. unloadRenderDoc(m_renderDocDll);
  1421. #if USE_D3D11_DYNAMIC_LIB
  1422. if (NULL != m_d3d9Dll)
  1423. {
  1424. bx::dlclose(m_d3d9Dll);
  1425. m_d3d9Dll = NULL;
  1426. }
  1427. bx::dlclose(m_d3d11Dll);
  1428. m_d3d11Dll = NULL;
  1429. #endif // USE_D3D11_DYNAMIC_LIB
  1430. }
  1431. RendererType::Enum getRendererType() const override
  1432. {
  1433. return RendererType::Direct3D11;
  1434. }
  1435. const char* getRendererName() const override
  1436. {
  1437. return BGFX_RENDERER_DIRECT3D11_NAME;
  1438. }
  1439. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  1440. {
  1441. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1442. }
  1443. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1444. {
  1445. m_indexBuffers[_handle.idx].destroy();
  1446. }
  1447. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) override
  1448. {
  1449. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1450. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1451. dump(decl);
  1452. }
  1453. void destroyVertexDecl(VertexDeclHandle /*_handle*/) override
  1454. {
  1455. }
  1456. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) override
  1457. {
  1458. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1459. }
  1460. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1461. {
  1462. m_vertexBuffers[_handle.idx].destroy();
  1463. }
  1464. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1465. {
  1466. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1467. }
  1468. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1469. {
  1470. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1471. }
  1472. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1473. {
  1474. m_indexBuffers[_handle.idx].destroy();
  1475. }
  1476. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1477. {
  1478. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1479. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1480. }
  1481. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1482. {
  1483. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1484. }
  1485. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1486. {
  1487. m_vertexBuffers[_handle.idx].destroy();
  1488. }
  1489. void createShader(ShaderHandle _handle, const Memory* _mem) override
  1490. {
  1491. m_shaders[_handle.idx].create(_mem);
  1492. }
  1493. void destroyShader(ShaderHandle _handle) override
  1494. {
  1495. m_shaders[_handle.idx].destroy();
  1496. }
  1497. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1498. {
  1499. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1500. }
  1501. void destroyProgram(ProgramHandle _handle) override
  1502. {
  1503. m_program[_handle.idx].destroy();
  1504. }
  1505. void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
  1506. {
  1507. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1508. }
  1509. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1510. {
  1511. }
  1512. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1513. {
  1514. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1515. }
  1516. void updateTextureEnd() override
  1517. {
  1518. }
  1519. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip) override
  1520. {
  1521. const TextureD3D11& texture = m_textures[_handle.idx];
  1522. D3D11_MAPPED_SUBRESOURCE mapped;
  1523. DX_CHECK(m_deviceCtx->Map(texture.m_ptr, _mip, D3D11_MAP_READ, 0, &mapped) );
  1524. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1525. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1526. uint8_t* src = (uint8_t*)mapped.pData;
  1527. uint32_t srcPitch = mapped.RowPitch;
  1528. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1529. uint8_t* dst = (uint8_t*)_data;
  1530. uint32_t dstPitch = srcWidth*bpp/8;
  1531. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1532. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1533. {
  1534. bx::memCopy(dst, src, pitch);
  1535. src += srcPitch;
  1536. dst += dstPitch;
  1537. }
  1538. m_deviceCtx->Unmap(texture.m_ptr, _mip);
  1539. }
  1540. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) override
  1541. {
  1542. TextureD3D11& texture = m_textures[_handle.idx];
  1543. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1544. const Memory* mem = alloc(size);
  1545. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1546. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1547. bx::write(&writer, magic);
  1548. TextureCreate tc;
  1549. tc.m_width = _width;
  1550. tc.m_height = _height;
  1551. tc.m_depth = 0;
  1552. tc.m_numLayers = _numLayers;
  1553. tc.m_numMips = _numMips;
  1554. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1555. tc.m_cubeMap = false;
  1556. tc.m_mem = NULL;
  1557. bx::write(&writer, tc);
  1558. texture.destroy();
  1559. texture.create(mem, texture.m_flags, 0);
  1560. release(mem);
  1561. }
  1562. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1563. {
  1564. // Resource ref. counts might be messed up outside of bgfx.
  1565. // Disabling ref. count check once texture is overridden.
  1566. setGraphicsDebuggerPresent(true);
  1567. m_textures[_handle.idx].overrideInternal(_ptr);
  1568. }
  1569. uintptr_t getInternal(TextureHandle _handle) override
  1570. {
  1571. // Resource ref. counts might be messed up outside of bgfx.
  1572. // Disabling ref. count check once texture is overridden.
  1573. setGraphicsDebuggerPresent(true);
  1574. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1575. }
  1576. void destroyTexture(TextureHandle _handle) override
  1577. {
  1578. m_textures[_handle.idx].destroy();
  1579. }
  1580. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1581. {
  1582. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1583. }
  1584. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
  1585. {
  1586. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1587. {
  1588. FrameBufferHandle handle = m_windows[ii];
  1589. if (isValid(handle)
  1590. && m_frameBuffers[handle.idx].m_nwh == _nwh)
  1591. {
  1592. destroyFrameBuffer(handle);
  1593. }
  1594. }
  1595. uint16_t denseIdx = m_numWindows++;
  1596. m_windows[denseIdx] = _handle;
  1597. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
  1598. }
  1599. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1600. {
  1601. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1602. if (UINT16_MAX != denseIdx)
  1603. {
  1604. --m_numWindows;
  1605. if (m_numWindows > 1)
  1606. {
  1607. FrameBufferHandle handle = m_windows[m_numWindows];
  1608. m_windows[m_numWindows] = {kInvalidHandle};
  1609. if (m_numWindows != denseIdx)
  1610. {
  1611. m_windows[denseIdx] = handle;
  1612. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1613. }
  1614. }
  1615. }
  1616. }
  1617. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1618. {
  1619. if (NULL != m_uniforms[_handle.idx])
  1620. {
  1621. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1622. }
  1623. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1624. void* data = BX_ALLOC(g_allocator, size);
  1625. bx::memSet(data, 0, size);
  1626. m_uniforms[_handle.idx] = data;
  1627. m_uniformReg.add(_handle, _name);
  1628. }
  1629. void destroyUniform(UniformHandle _handle) override
  1630. {
  1631. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1632. m_uniforms[_handle.idx] = NULL;
  1633. m_uniformReg.remove(_handle);
  1634. }
  1635. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1636. {
  1637. IDXGISwapChain* swapChain = isValid(_handle)
  1638. ? m_frameBuffers[_handle.idx].m_swapChain
  1639. : m_swapChain
  1640. ;
  1641. if (NULL == swapChain)
  1642. {
  1643. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  1644. return;
  1645. }
  1646. ID3D11Texture2D* backBuffer;
  1647. DX_CHECK(swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1648. D3D11_TEXTURE2D_DESC backBufferDesc;
  1649. backBuffer->GetDesc(&backBufferDesc);
  1650. D3D11_TEXTURE2D_DESC desc;
  1651. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  1652. desc.SampleDesc.Count = 1;
  1653. desc.SampleDesc.Quality = 0;
  1654. desc.Usage = D3D11_USAGE_STAGING;
  1655. desc.BindFlags = 0;
  1656. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1657. ID3D11Texture2D* texture;
  1658. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1659. if (SUCCEEDED(hr) )
  1660. {
  1661. if (backBufferDesc.SampleDesc.Count == 1)
  1662. {
  1663. m_deviceCtx->CopyResource(texture, backBuffer);
  1664. }
  1665. else
  1666. {
  1667. desc.Usage = D3D11_USAGE_DEFAULT;
  1668. desc.CPUAccessFlags = 0;
  1669. ID3D11Texture2D* resolve;
  1670. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1671. if (SUCCEEDED(hr) )
  1672. {
  1673. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1674. m_deviceCtx->CopyResource(texture, resolve);
  1675. DX_RELEASE(resolve, 0);
  1676. }
  1677. }
  1678. D3D11_MAPPED_SUBRESOURCE mapped;
  1679. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1680. bimg::imageSwizzleBgra8(
  1681. mapped.pData
  1682. , mapped.RowPitch
  1683. , backBufferDesc.Width
  1684. , backBufferDesc.Height
  1685. , mapped.pData
  1686. , mapped.RowPitch
  1687. );
  1688. g_callback->screenShot(_filePath
  1689. , backBufferDesc.Width
  1690. , backBufferDesc.Height
  1691. , mapped.RowPitch
  1692. , mapped.pData
  1693. , backBufferDesc.Height*mapped.RowPitch
  1694. , false
  1695. );
  1696. m_deviceCtx->Unmap(texture, 0);
  1697. DX_RELEASE(texture, 0);
  1698. }
  1699. DX_RELEASE(backBuffer, 0);
  1700. }
  1701. void updateViewName(ViewId _id, const char* _name) override
  1702. {
  1703. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1704. {
  1705. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1706. , _name
  1707. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1708. );
  1709. }
  1710. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1711. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1712. , _name
  1713. );
  1714. }
  1715. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1716. {
  1717. bx::memCopy(m_uniforms[_loc], _data, _size);
  1718. }
  1719. void setMarker(const char* _marker, uint32_t _size) override
  1720. {
  1721. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1722. {
  1723. uint32_t size = _size*sizeof(wchar_t);
  1724. wchar_t* name = (wchar_t*)alloca(size);
  1725. mbstowcs(name, _marker, size-2);
  1726. PIX_SETMARKER(D3DCOLOR_MARKER, name);
  1727. }
  1728. }
  1729. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1730. {
  1731. m_occlusionQuery.invalidate(_handle);
  1732. }
  1733. virtual void setName(Handle _handle, const char* _name) override
  1734. {
  1735. switch (_handle.type)
  1736. {
  1737. case Handle::Shader:
  1738. setDebugObjectName(m_shaders[_handle.idx].m_ptr, "%s", _name);
  1739. break;
  1740. case Handle::Texture:
  1741. setDebugObjectName(m_textures[_handle.idx].m_ptr, "%s", _name);
  1742. break;
  1743. default:
  1744. BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
  1745. break;
  1746. }
  1747. }
  1748. void submitBlit(BlitState& _bs, uint16_t _view);
  1749. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1750. void blitSetup(TextVideoMemBlitter& _blitter) override
  1751. {
  1752. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1753. const uint32_t width = m_scd.width;
  1754. const uint32_t height = m_scd.height;
  1755. setFrameBuffer(BGFX_INVALID_HANDLE, false, false);
  1756. D3D11_VIEWPORT vp;
  1757. vp.TopLeftX = 0;
  1758. vp.TopLeftY = 0;
  1759. vp.Width = (float)width;
  1760. vp.Height = (float)height;
  1761. vp.MinDepth = 0.0f;
  1762. vp.MaxDepth = 1.0f;
  1763. deviceCtx->RSSetViewports(1, &vp);
  1764. uint64_t state = BGFX_STATE_WRITE_RGB
  1765. | BGFX_STATE_WRITE_A
  1766. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1767. ;
  1768. setBlendState(state);
  1769. setDepthStencilState(state);
  1770. setRasterizerState(state);
  1771. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1772. m_currentProgram = &program;
  1773. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1774. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1775. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1776. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1777. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1778. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1779. uint32_t stride = vertexDecl.m_stride;
  1780. uint32_t offset = 0;
  1781. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1782. setInputLayout(vertexDecl, program, 0);
  1783. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1784. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1785. float proj[16];
  1786. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1787. PredefinedUniform& predefined = program.m_predefined[0];
  1788. uint8_t flags = predefined.m_type;
  1789. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1790. commitShaderConstants();
  1791. m_textures[_blitter.m_texture.idx].commit(0, BGFX_SAMPLER_INTERNAL_DEFAULT, NULL);
  1792. commitTextureStage();
  1793. }
  1794. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1795. {
  1796. const uint32_t numVertices = _numIndices*4/6;
  1797. if (0 < numVertices)
  1798. {
  1799. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1800. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data, true);
  1801. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1802. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1803. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1804. }
  1805. }
  1806. void preReset()
  1807. {
  1808. m_needPresent = false;
  1809. if (m_timerQuerySupport)
  1810. {
  1811. m_gpuTimer.preReset();
  1812. }
  1813. m_occlusionQuery.preReset();
  1814. if (NULL == g_platformData.backBufferDS)
  1815. {
  1816. DX_RELEASE(m_backBufferDepthStencil, 0);
  1817. }
  1818. if (NULL != m_swapChain)
  1819. {
  1820. DX_RELEASE(m_backBufferColor, 0);
  1821. }
  1822. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1823. {
  1824. m_frameBuffers[ii].preReset();
  1825. }
  1826. // invalidateCache();
  1827. capturePreReset();
  1828. }
  1829. void postReset()
  1830. {
  1831. if (NULL != m_swapChain)
  1832. {
  1833. ID3D11Texture2D* backBufferColor = NULL;
  1834. if (NULL == m_msaaRt)
  1835. {
  1836. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBufferColor) );
  1837. }
  1838. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1839. desc.ViewDimension = (m_resolution.reset & BGFX_RESET_MSAA_MASK)
  1840. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1841. : D3D11_RTV_DIMENSION_TEXTURE2D
  1842. ;
  1843. desc.Texture2D.MipSlice = 0;
  1844. desc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
  1845. ? m_scd.format == DXGI_FORMAT_R8G8B8A8_UNORM ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : m_scd.format
  1846. : m_scd.format
  1847. ;
  1848. DX_CHECK(m_device->CreateRenderTargetView(NULL == m_msaaRt ? backBufferColor : m_msaaRt, &desc, &m_backBufferColor) );
  1849. DX_RELEASE(backBufferColor, 0);
  1850. }
  1851. if (m_timerQuerySupport)
  1852. {
  1853. m_gpuTimer.postReset();
  1854. }
  1855. m_occlusionQuery.postReset();
  1856. if (NULL == m_backBufferDepthStencil)
  1857. {
  1858. D3D11_TEXTURE2D_DESC dsd;
  1859. dsd.Width = m_scd.width;
  1860. dsd.Height = m_scd.height;
  1861. dsd.MipLevels = 1;
  1862. dsd.ArraySize = 1;
  1863. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1864. dsd.SampleDesc = m_scd.sampleDesc;
  1865. dsd.Usage = D3D11_USAGE_DEFAULT;
  1866. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1867. dsd.CPUAccessFlags = 0;
  1868. dsd.MiscFlags = 0;
  1869. ID3D11Texture2D* depthStencil;
  1870. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1871. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1872. DX_RELEASE(depthStencil, 0);
  1873. }
  1874. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1875. m_currentColor = m_backBufferColor;
  1876. m_currentDepthStencil = m_backBufferDepthStencil;
  1877. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1878. {
  1879. m_frameBuffers[ii].postReset();
  1880. }
  1881. capturePostReset();
  1882. }
  1883. bool isDeviceRemoved() override
  1884. {
  1885. return m_lost;
  1886. }
  1887. void flip() override
  1888. {
  1889. if (!m_lost)
  1890. {
  1891. HRESULT hr = S_OK;
  1892. uint32_t syncInterval = BX_ENABLED(!BX_PLATFORM_WINDOWS)
  1893. ? 1 // sync interval of 0 is not supported on WinRT
  1894. : !!(m_resolution.reset & BGFX_RESET_VSYNC)
  1895. ;
  1896. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1897. {
  1898. hr = m_frameBuffers[m_windows[ii].idx].present(syncInterval);
  1899. }
  1900. if (SUCCEEDED(hr) )
  1901. {
  1902. if (NULL != m_swapChain
  1903. && m_needPresent)
  1904. {
  1905. hr = m_swapChain->Present(syncInterval, 0);
  1906. m_needPresent = false;
  1907. }
  1908. else
  1909. {
  1910. m_deviceCtx->Flush();
  1911. }
  1912. }
  1913. m_lost = isLost(hr);
  1914. BGFX_FATAL(!m_lost
  1915. , bgfx::Fatal::DeviceLost
  1916. , "Device is lost. FAILED 0x%08x %s (%s)"
  1917. , hr
  1918. , getLostReason(hr)
  1919. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1920. );
  1921. }
  1922. }
  1923. void invalidateCache()
  1924. {
  1925. m_inputLayoutCache.invalidate();
  1926. m_blendStateCache.invalidate();
  1927. m_depthStencilStateCache.invalidate();
  1928. m_rasterizerStateCache.invalidate();
  1929. m_samplerStateCache.invalidate();
  1930. m_srvUavLru.invalidate();
  1931. }
  1932. void invalidateCompute()
  1933. {
  1934. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  1935. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  1936. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  1937. m_deviceCtx->CSSetUnorderedAccessViews(0, maxComputeBindings, s_zero.m_uav, NULL);
  1938. m_deviceCtx->CSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  1939. m_deviceCtx->CSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  1940. }
  1941. void updateMsaa(DXGI_FORMAT _format) const
  1942. {
  1943. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1944. {
  1945. uint32_t msaa = s_checkMsaa[ii];
  1946. uint32_t quality = 0;
  1947. HRESULT hr = m_device->CheckMultisampleQualityLevels(_format, msaa, &quality);
  1948. if (SUCCEEDED(hr)
  1949. && 0 < quality)
  1950. {
  1951. s_msaa[ii].Count = msaa;
  1952. s_msaa[ii].Quality = quality - 1;
  1953. last = ii;
  1954. }
  1955. else
  1956. {
  1957. s_msaa[ii] = s_msaa[last];
  1958. }
  1959. }
  1960. }
  1961. bool updateResolution(const Resolution& _resolution)
  1962. {
  1963. const bool suspended = !!( _resolution.reset & BGFX_RESET_SUSPEND);
  1964. const bool wasSuspended = !!(m_resolution.reset & BGFX_RESET_SUSPEND);
  1965. if (suspended && wasSuspended)
  1966. {
  1967. return true;
  1968. }
  1969. else if (suspended)
  1970. {
  1971. m_deviceCtx->Flush();
  1972. m_deviceCtx->ClearState();
  1973. m_dxgi.trim();
  1974. suspend(m_device);
  1975. m_resolution.reset |= BGFX_RESET_SUSPEND;
  1976. return true;
  1977. }
  1978. else if (wasSuspended)
  1979. {
  1980. resume(m_device);
  1981. m_resolution.reset &= ~BGFX_RESET_SUSPEND;
  1982. }
  1983. uint32_t maxAnisotropy = 1;
  1984. if (!!(_resolution.reset & BGFX_RESET_MAXANISOTROPY) )
  1985. {
  1986. maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  1987. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  1988. : D3D11_REQ_MAXANISOTROPY
  1989. ;
  1990. }
  1991. if (m_maxAnisotropy != maxAnisotropy)
  1992. {
  1993. m_maxAnisotropy = maxAnisotropy;
  1994. m_samplerStateCache.invalidate();
  1995. }
  1996. bool depthClamp = true
  1997. && !!(_resolution.reset & BGFX_RESET_DEPTH_CLAMP)
  1998. && m_featureLevel > D3D_FEATURE_LEVEL_9_3 // disabling depth clamp is only supported on 10_0+
  1999. ;
  2000. if (m_depthClamp != depthClamp)
  2001. {
  2002. m_depthClamp = depthClamp;
  2003. m_rasterizerStateCache.invalidate();
  2004. }
  2005. const uint32_t maskFlags = ~(0
  2006. | BGFX_RESET_MAXANISOTROPY
  2007. | BGFX_RESET_DEPTH_CLAMP
  2008. | BGFX_RESET_SUSPEND
  2009. );
  2010. if (m_resolution.width != _resolution.width
  2011. || m_resolution.height != _resolution.height
  2012. || m_resolution.format != _resolution.format
  2013. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  2014. {
  2015. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  2016. bool resize = true
  2017. && !BX_ENABLED(BX_PLATFORM_XBOXONE || BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  2018. && (m_resolution.reset&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  2019. ;
  2020. m_resolution = _resolution;
  2021. m_resolution.reset = flags;
  2022. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  2023. m_textVideoMem.clear();
  2024. m_scd.width = _resolution.width;
  2025. m_scd.height = _resolution.height;
  2026. m_scd.format = s_textureFormat[_resolution.format].m_fmt;
  2027. preReset();
  2028. m_deviceCtx->Flush();
  2029. m_deviceCtx->ClearState();
  2030. if (NULL == m_swapChain)
  2031. {
  2032. // Updated backbuffer if it changed in PlatformData.
  2033. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  2034. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  2035. }
  2036. else
  2037. {
  2038. DX_RELEASE(m_msaaRt, 0);
  2039. if (resize)
  2040. {
  2041. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  2042. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd) );
  2043. }
  2044. else
  2045. {
  2046. updateMsaa(m_scd.format);
  2047. m_scd.sampleDesc = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  2048. DX_RELEASE(m_swapChain, 0);
  2049. HRESULT hr = m_dxgi.createSwapChain(m_device
  2050. , m_scd
  2051. , &m_swapChain
  2052. );
  2053. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  2054. }
  2055. if (1 < m_scd.sampleDesc.Count)
  2056. {
  2057. D3D11_TEXTURE2D_DESC desc;
  2058. desc.Width = m_scd.width;
  2059. desc.Height = m_scd.height;
  2060. desc.MipLevels = 1;
  2061. desc.ArraySize = 1;
  2062. desc.Format = m_scd.format;
  2063. desc.SampleDesc = m_scd.sampleDesc;
  2064. desc.Usage = D3D11_USAGE_DEFAULT;
  2065. desc.BindFlags = D3D11_BIND_RENDER_TARGET;
  2066. desc.CPUAccessFlags = 0;
  2067. desc.MiscFlags = 0;
  2068. DX_CHECK(m_device->CreateTexture2D(&desc, NULL, &m_msaaRt) );
  2069. }
  2070. }
  2071. postReset();
  2072. }
  2073. return false;
  2074. }
  2075. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2076. {
  2077. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  2078. {
  2079. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2080. m_fsChanges += _numRegs;
  2081. }
  2082. else
  2083. {
  2084. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2085. m_vsChanges += _numRegs;
  2086. }
  2087. }
  2088. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2089. {
  2090. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2091. }
  2092. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2093. {
  2094. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2095. }
  2096. void commitShaderConstants()
  2097. {
  2098. if (0 < m_vsChanges)
  2099. {
  2100. if (NULL != m_currentProgram->m_vsh->m_buffer)
  2101. {
  2102. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  2103. }
  2104. m_vsChanges = 0;
  2105. }
  2106. if (0 < m_fsChanges)
  2107. {
  2108. if (NULL != m_currentProgram->m_fsh->m_buffer)
  2109. {
  2110. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  2111. }
  2112. m_fsChanges = 0;
  2113. }
  2114. }
  2115. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true, bool _needPresent = true)
  2116. {
  2117. if (isValid(m_fbh)
  2118. && m_fbh.idx != _fbh.idx
  2119. && m_rtMsaa)
  2120. {
  2121. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2122. frameBuffer.resolve();
  2123. }
  2124. if (!isValid(_fbh) )
  2125. {
  2126. m_currentColor = m_backBufferColor;
  2127. m_currentDepthStencil = m_backBufferDepthStencil;
  2128. m_deviceCtx->OMSetRenderTargets(1, &m_currentColor, m_currentDepthStencil);
  2129. m_needPresent |= _needPresent;
  2130. }
  2131. else
  2132. {
  2133. invalidateTextureStage();
  2134. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  2135. frameBuffer.set();
  2136. }
  2137. m_fbh = _fbh;
  2138. m_rtMsaa = _msaa;
  2139. }
  2140. void clear(const Clear& _clear, const float _palette[][4])
  2141. {
  2142. if (isValid(m_fbh) )
  2143. {
  2144. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2145. frameBuffer.clear(_clear, _palette);
  2146. }
  2147. else
  2148. {
  2149. if (NULL != m_currentColor
  2150. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2151. {
  2152. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2153. {
  2154. uint8_t index = _clear.m_index[0];
  2155. if (UINT8_MAX != index)
  2156. {
  2157. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  2158. }
  2159. }
  2160. else
  2161. {
  2162. float frgba[4] =
  2163. {
  2164. _clear.m_index[0]*1.0f/255.0f,
  2165. _clear.m_index[1]*1.0f/255.0f,
  2166. _clear.m_index[2]*1.0f/255.0f,
  2167. _clear.m_index[3]*1.0f/255.0f,
  2168. };
  2169. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  2170. }
  2171. }
  2172. if (NULL != m_currentDepthStencil
  2173. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2174. {
  2175. DWORD flags = 0;
  2176. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2177. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2178. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  2179. }
  2180. }
  2181. }
  2182. void setInputLayout(uint8_t _numStreams, const VertexDecl** _vertexDecls, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2183. {
  2184. bx::HashMurmur2A murmur;
  2185. murmur.begin();
  2186. murmur.add(_numInstanceData);
  2187. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2188. {
  2189. murmur.add(_vertexDecls[stream]->m_hash);
  2190. }
  2191. uint64_t layoutHash = (uint64_t(_program.m_vsh->m_hash)<<32) | murmur.end();
  2192. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  2193. if (NULL == layout)
  2194. {
  2195. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2196. D3D11_INPUT_ELEMENT_DESC* elem = vertexElements;
  2197. uint16_t attrMask[Attrib::Count];
  2198. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask) );
  2199. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2200. {
  2201. VertexDecl decl;
  2202. bx::memCopy(&decl, _vertexDecls[stream], sizeof(VertexDecl) );
  2203. const bool last = stream == _numStreams-1;
  2204. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2205. {
  2206. uint16_t mask = attrMask[ii];
  2207. uint16_t attr = (decl.m_attributes[ii] & mask);
  2208. if (0 == attr
  2209. || UINT16_MAX == attr)
  2210. {
  2211. decl.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2212. }
  2213. else
  2214. {
  2215. attrMask[ii] = 0;
  2216. }
  2217. }
  2218. elem = fillVertexDecl(stream, elem, decl);
  2219. }
  2220. uint32_t num = uint32_t(elem-vertexElements);
  2221. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  2222. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2223. {
  2224. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2225. uint32_t jj;
  2226. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2227. for (jj = 0; jj < num; ++jj)
  2228. {
  2229. curr = &vertexElements[jj];
  2230. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2231. && curr->SemanticIndex == index)
  2232. {
  2233. break;
  2234. }
  2235. }
  2236. if (jj == num)
  2237. {
  2238. curr = elem;
  2239. ++elem;
  2240. }
  2241. bx::memCopy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2242. curr->InputSlot = _numStreams;
  2243. curr->SemanticIndex = index;
  2244. curr->AlignedByteOffset = ii*16;
  2245. }
  2246. num = uint32_t(elem-vertexElements);
  2247. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2248. , num
  2249. , _program.m_vsh->m_code->data
  2250. , _program.m_vsh->m_code->size
  2251. , &layout
  2252. ) );
  2253. m_inputLayoutCache.add(layoutHash, layout);
  2254. }
  2255. m_deviceCtx->IASetInputLayout(layout);
  2256. }
  2257. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2258. {
  2259. const VertexDecl* decls[1] = { &_vertexDecl };
  2260. setInputLayout(BX_COUNTOF(decls), decls, _program, _numInstanceData);
  2261. }
  2262. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2263. {
  2264. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2265. bx::HashMurmur2A murmur;
  2266. murmur.begin();
  2267. murmur.add(_state);
  2268. murmur.add(!!(BGFX_STATE_BLEND_INDEPENDENT & _state)
  2269. ? _rgba
  2270. : -1
  2271. );
  2272. const uint32_t hash = murmur.end();
  2273. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2274. if (NULL == bs)
  2275. {
  2276. D3D11_BLEND_DESC desc;
  2277. desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2278. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2279. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2280. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2281. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK )>>BGFX_STATE_BLEND_SHIFT);
  2282. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2283. const uint32_t srcRGB = (blend ) & 0xf;
  2284. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2285. const uint32_t srcA = (blend >> 8) & 0xf;
  2286. const uint32_t dstA = (blend >> 12) & 0xf;
  2287. const uint32_t equRGB = (equation ) & 0x7;
  2288. const uint32_t equA = (equation >> 3) & 0x7;
  2289. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2290. drt->DestBlend = s_blendFactor[dstRGB][0];
  2291. drt->BlendOp = s_blendEquation[equRGB];
  2292. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2293. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2294. drt->BlendOpAlpha = s_blendEquation[equA];
  2295. uint8_t writeMask = 0;
  2296. writeMask |= (_state&BGFX_STATE_WRITE_R) ? D3D11_COLOR_WRITE_ENABLE_RED : 0;
  2297. writeMask |= (_state&BGFX_STATE_WRITE_G) ? D3D11_COLOR_WRITE_ENABLE_GREEN : 0;
  2298. writeMask |= (_state&BGFX_STATE_WRITE_B) ? D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  2299. writeMask |= (_state&BGFX_STATE_WRITE_A) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  2300. drt->RenderTargetWriteMask = writeMask;
  2301. if (desc.IndependentBlendEnable)
  2302. {
  2303. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2304. {
  2305. drt = &desc.RenderTarget[ii];
  2306. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2307. const uint32_t src = (rgba ) & 0xf;
  2308. const uint32_t dst = (rgba >> 4) & 0xf;
  2309. const uint32_t equ = (rgba >> 8) & 0x7;
  2310. drt->SrcBlend = s_blendFactor[src][0];
  2311. drt->DestBlend = s_blendFactor[dst][0];
  2312. drt->BlendOp = s_blendEquation[equ];
  2313. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2314. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2315. drt->BlendOpAlpha = s_blendEquation[equ];
  2316. drt->RenderTargetWriteMask = writeMask;
  2317. }
  2318. }
  2319. else
  2320. {
  2321. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2322. {
  2323. bx::memCopy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2324. }
  2325. }
  2326. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2327. m_blendStateCache.add(hash, bs);
  2328. }
  2329. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  2330. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  2331. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  2332. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  2333. bool hasFactor = 0
  2334. || f0 == (_state & f0)
  2335. || f1 == (_state & f1)
  2336. || f2 == (_state & f2)
  2337. || f3 == (_state & f3)
  2338. ;
  2339. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2340. if (hasFactor)
  2341. {
  2342. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2343. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2344. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2345. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2346. }
  2347. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2348. }
  2349. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2350. {
  2351. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2352. _state &= 0 == func ? 0 : BGFX_D3D11_DEPTH_STENCIL_MASK;
  2353. uint32_t fstencil = unpackStencil(0, _stencil);
  2354. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2355. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, ~BGFX_STENCIL_FUNC_REF_MASK);
  2356. bx::HashMurmur2A murmur;
  2357. murmur.begin();
  2358. murmur.add(_state);
  2359. murmur.add(_stencil);
  2360. uint32_t hash = murmur.end();
  2361. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2362. if (NULL == dss)
  2363. {
  2364. D3D11_DEPTH_STENCIL_DESC desc;
  2365. bx::memSet(&desc, 0, sizeof(desc) );
  2366. desc.DepthEnable = 0 != func;
  2367. desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2368. desc.DepthFunc = s_cmpFunc[func];
  2369. uint32_t bstencil = unpackStencil(1, _stencil);
  2370. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2371. bstencil = frontAndBack ? bstencil : fstencil;
  2372. desc.StencilEnable = 0 != _stencil;
  2373. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2374. desc.StencilWriteMask = 0xff;
  2375. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2376. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2377. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2378. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2379. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2380. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2381. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2382. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2383. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2384. m_depthStencilStateCache.add(hash, dss);
  2385. }
  2386. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2387. }
  2388. void setDebugWireframe(bool _wireframe)
  2389. {
  2390. if (m_wireframe != _wireframe)
  2391. {
  2392. m_wireframe = _wireframe;
  2393. m_rasterizerStateCache.invalidate();
  2394. }
  2395. }
  2396. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2397. {
  2398. _state &= 0
  2399. | BGFX_STATE_CULL_MASK
  2400. | BGFX_STATE_MSAA
  2401. | BGFX_STATE_LINEAA
  2402. | BGFX_STATE_CONSERVATIVE_RASTER
  2403. ;
  2404. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2405. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2406. _state &= ~(m_deviceInterfaceVersion >= 3 ? 0 : BGFX_STATE_CONSERVATIVE_RASTER);
  2407. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2408. if (NULL == rs)
  2409. {
  2410. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2411. #if BX_PLATFORM_WINDOWS
  2412. if (m_deviceInterfaceVersion >= 3)
  2413. {
  2414. D3D11_RASTERIZER_DESC2 desc;
  2415. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2416. desc.CullMode = s_cullMode[cull];
  2417. desc.FrontCounterClockwise = false;
  2418. desc.DepthBias = 0;
  2419. desc.DepthBiasClamp = 0.0f;
  2420. desc.SlopeScaledDepthBias = 0.0f;
  2421. desc.DepthClipEnable = !m_depthClamp;
  2422. desc.ScissorEnable = _scissor;
  2423. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2424. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2425. desc.ForcedSampleCount = 0;
  2426. desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2427. ? D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON
  2428. : D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2429. ;
  2430. ID3D11Device3* device3 = reinterpret_cast<ID3D11Device3*>(m_device);
  2431. DX_CHECK(device3->CreateRasterizerState2(&desc, reinterpret_cast<ID3D11RasterizerState2**>(&rs) ) );
  2432. }
  2433. else
  2434. #endif // BX_PLATFORM_WINDOWS
  2435. {
  2436. D3D11_RASTERIZER_DESC desc;
  2437. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2438. desc.CullMode = s_cullMode[cull];
  2439. desc.FrontCounterClockwise = false;
  2440. desc.DepthBias = 0;
  2441. desc.DepthBiasClamp = 0.0f;
  2442. desc.SlopeScaledDepthBias = 0.0f;
  2443. desc.DepthClipEnable = !m_depthClamp;
  2444. desc.ScissorEnable = _scissor;
  2445. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2446. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2447. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2448. }
  2449. m_rasterizerStateCache.add(_state, rs);
  2450. }
  2451. m_deviceCtx->RSSetState(rs);
  2452. }
  2453. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2454. {
  2455. const uint32_t index = (_flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  2456. _flags &= BGFX_SAMPLER_BITS_MASK;
  2457. // Force both min+max anisotropic, can't be set individually.
  2458. _flags |= 0 != (_flags & (BGFX_SAMPLER_MIN_ANISOTROPIC|BGFX_SAMPLER_MAG_ANISOTROPIC) )
  2459. ? BGFX_SAMPLER_MIN_ANISOTROPIC|BGFX_SAMPLER_MAG_ANISOTROPIC
  2460. : 0
  2461. ;
  2462. uint32_t hash;
  2463. ID3D11SamplerState* sampler;
  2464. if (!needBorderColor(_flags) )
  2465. {
  2466. bx::HashMurmur2A murmur;
  2467. murmur.begin();
  2468. murmur.add(_flags);
  2469. murmur.add(-1);
  2470. hash = murmur.end();
  2471. _rgba = s_zero.m_zerof;
  2472. sampler = m_samplerStateCache.find(hash);
  2473. }
  2474. else
  2475. {
  2476. bx::HashMurmur2A murmur;
  2477. murmur.begin();
  2478. murmur.add(_flags);
  2479. murmur.add(index);
  2480. hash = murmur.end();
  2481. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2482. sampler = m_samplerStateCache.find(hash);
  2483. if (NULL != sampler)
  2484. {
  2485. D3D11_SAMPLER_DESC sd;
  2486. sampler->GetDesc(&sd);
  2487. if (0 != bx::memCmp(_rgba, sd.BorderColor, 16) )
  2488. {
  2489. // Sampler will be released when updated sampler
  2490. // is added to cache.
  2491. sampler = NULL;
  2492. }
  2493. }
  2494. }
  2495. if (NULL == sampler)
  2496. {
  2497. const uint32_t cmpFunc = (_flags&BGFX_SAMPLER_COMPARE_MASK)>>BGFX_SAMPLER_COMPARE_SHIFT;
  2498. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
  2499. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
  2500. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
  2501. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2502. D3D11_SAMPLER_DESC sd;
  2503. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2504. sd.AddressU = s_textureAddress[(_flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
  2505. sd.AddressV = s_textureAddress[(_flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
  2506. sd.AddressW = s_textureAddress[(_flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
  2507. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2508. sd.MaxAnisotropy = m_maxAnisotropy;
  2509. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2510. sd.BorderColor[0] = _rgba[0];
  2511. sd.BorderColor[1] = _rgba[1];
  2512. sd.BorderColor[2] = _rgba[2];
  2513. sd.BorderColor[3] = _rgba[3];
  2514. sd.MinLOD = 0;
  2515. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2516. m_device->CreateSamplerState(&sd, &sampler);
  2517. DX_CHECK_REFCOUNT(sampler, 1);
  2518. m_samplerStateCache.add(hash, sampler);
  2519. }
  2520. return sampler;
  2521. }
  2522. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2523. {
  2524. m_occlusionQuery.resolve(_render);
  2525. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2526. }
  2527. void commitTextureStage()
  2528. {
  2529. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  2530. // vertex texture fetch not supported on 9_1 through 9_3
  2531. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2532. {
  2533. m_deviceCtx->VSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
  2534. m_deviceCtx->VSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
  2535. }
  2536. m_deviceCtx->PSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
  2537. m_deviceCtx->PSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
  2538. }
  2539. void invalidateTextureStage()
  2540. {
  2541. m_textureStage.clear();
  2542. commitTextureStage();
  2543. }
  2544. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2545. {
  2546. bx::HashMurmur2A murmur;
  2547. murmur.begin();
  2548. murmur.add(_handle);
  2549. murmur.add(_mip);
  2550. murmur.add(1);
  2551. uint32_t hash = murmur.end();
  2552. IUnknown** ptr = m_srvUavLru.find(hash);
  2553. ID3D11UnorderedAccessView* uav;
  2554. if (NULL == ptr)
  2555. {
  2556. TextureD3D11& texture = m_textures[_handle.idx];
  2557. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2558. desc.Format = texture.getSrvFormat();
  2559. switch (texture.m_type)
  2560. {
  2561. case TextureD3D11::Texture2D:
  2562. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2563. desc.Texture2D.MipSlice = _mip;
  2564. break;
  2565. case TextureD3D11::TextureCube:
  2566. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
  2567. desc.Texture2DArray.ArraySize = 6;
  2568. desc.Texture2DArray.FirstArraySlice = 0;
  2569. desc.Texture2DArray.MipSlice = _mip;
  2570. break;
  2571. case TextureD3D11::Texture3D:
  2572. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2573. desc.Texture3D.MipSlice = _mip;
  2574. desc.Texture3D.FirstWSlice = 0;
  2575. desc.Texture3D.WSize = UINT32_MAX;
  2576. break;
  2577. }
  2578. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2579. m_srvUavLru.add(hash, uav, _handle.idx);
  2580. }
  2581. else
  2582. {
  2583. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2584. }
  2585. return uav;
  2586. }
  2587. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip, bool _compute = false, bool _stencil = false)
  2588. {
  2589. bx::HashMurmur2A murmur;
  2590. murmur.begin();
  2591. murmur.add(_handle);
  2592. murmur.add(_mip);
  2593. murmur.add(0);
  2594. murmur.add(_compute);
  2595. murmur.add(_stencil);
  2596. uint32_t hash = murmur.end();
  2597. IUnknown** ptr = m_srvUavLru.find(hash);
  2598. ID3D11ShaderResourceView* srv;
  2599. if (NULL == ptr)
  2600. {
  2601. const TextureD3D11& texture = m_textures[_handle.idx];
  2602. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2603. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2604. const bool msaaSample = 1 < msaa.Count && 0 != (texture.m_flags&BGFX_TEXTURE_MSAA_SAMPLE);
  2605. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2606. desc.Format = _stencil ? DXGI_FORMAT_X24_TYPELESS_G8_UINT : texture.getSrvFormat();
  2607. switch (texture.m_type)
  2608. {
  2609. case TextureD3D11::Texture2D:
  2610. desc.ViewDimension = msaaSample
  2611. ? D3D11_SRV_DIMENSION_TEXTURE2DMS
  2612. : D3D11_SRV_DIMENSION_TEXTURE2D
  2613. ;
  2614. desc.Texture2D.MostDetailedMip = _mip;
  2615. desc.Texture2D.MipLevels = 1;
  2616. break;
  2617. case TextureD3D11::TextureCube:
  2618. if (_compute)
  2619. {
  2620. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  2621. desc.Texture2DArray.MostDetailedMip = _mip;
  2622. desc.Texture2DArray.MipLevels = 1;
  2623. desc.Texture2DArray.FirstArraySlice = 0;
  2624. desc.Texture2DArray.ArraySize = 6;
  2625. }
  2626. else
  2627. {
  2628. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2629. desc.TextureCube.MostDetailedMip = _mip;
  2630. desc.TextureCube.MipLevels = 1;
  2631. }
  2632. break;
  2633. case TextureD3D11::Texture3D:
  2634. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2635. desc.Texture3D.MostDetailedMip = _mip;
  2636. desc.Texture3D.MipLevels = 1;
  2637. break;
  2638. }
  2639. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2640. m_srvUavLru.add(hash, srv, _handle.idx);
  2641. }
  2642. else
  2643. {
  2644. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2645. }
  2646. return srv;
  2647. }
  2648. void capturePostReset()
  2649. {
  2650. if (m_resolution.reset&BGFX_RESET_CAPTURE)
  2651. {
  2652. ID3D11Texture2D* backBuffer;
  2653. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2654. D3D11_TEXTURE2D_DESC backBufferDesc;
  2655. backBuffer->GetDesc(&backBufferDesc);
  2656. D3D11_TEXTURE2D_DESC desc;
  2657. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  2658. desc.SampleDesc.Count = 1;
  2659. desc.SampleDesc.Quality = 0;
  2660. desc.Usage = D3D11_USAGE_STAGING;
  2661. desc.BindFlags = 0;
  2662. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2663. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2664. if (SUCCEEDED(hr) )
  2665. {
  2666. if (backBufferDesc.SampleDesc.Count != 1)
  2667. {
  2668. desc.Usage = D3D11_USAGE_DEFAULT;
  2669. desc.CPUAccessFlags = 0;
  2670. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2671. }
  2672. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2673. }
  2674. DX_RELEASE(backBuffer, 0);
  2675. }
  2676. }
  2677. void capturePreReset()
  2678. {
  2679. if (NULL != m_captureTexture)
  2680. {
  2681. g_callback->captureEnd();
  2682. }
  2683. DX_RELEASE(m_captureResolve, 0);
  2684. DX_RELEASE(m_captureTexture, 0);
  2685. }
  2686. void capture()
  2687. {
  2688. if (NULL != m_captureTexture)
  2689. {
  2690. ID3D11Texture2D* backBuffer;
  2691. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2692. if (NULL == m_captureResolve)
  2693. {
  2694. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2695. }
  2696. else
  2697. {
  2698. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, m_scd.format);
  2699. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2700. }
  2701. D3D11_MAPPED_SUBRESOURCE mapped;
  2702. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2703. bimg::imageSwizzleBgra8(
  2704. mapped.pData
  2705. , mapped.RowPitch
  2706. , m_scd.width
  2707. , m_scd.height
  2708. , mapped.pData
  2709. , mapped.RowPitch
  2710. );
  2711. g_callback->captureFrame(mapped.pData, m_scd.height*mapped.RowPitch);
  2712. m_deviceCtx->Unmap(m_captureTexture, 0);
  2713. DX_RELEASE(backBuffer, 0);
  2714. }
  2715. }
  2716. void commit(UniformBuffer& _uniformBuffer)
  2717. {
  2718. _uniformBuffer.reset();
  2719. for (;;)
  2720. {
  2721. uint32_t opcode = _uniformBuffer.read();
  2722. if (UniformType::End == opcode)
  2723. {
  2724. break;
  2725. }
  2726. UniformType::Enum type;
  2727. uint16_t loc;
  2728. uint16_t num;
  2729. uint16_t copy;
  2730. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2731. const char* data;
  2732. if (copy)
  2733. {
  2734. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2735. }
  2736. else
  2737. {
  2738. UniformHandle handle;
  2739. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2740. data = (const char*)m_uniforms[handle.idx];
  2741. }
  2742. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2743. case UniformType::_uniform: \
  2744. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2745. { \
  2746. setShaderUniform(uint8_t(type), loc, data, num); \
  2747. } \
  2748. break;
  2749. switch ( (uint32_t)type)
  2750. {
  2751. case UniformType::Mat3:
  2752. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  2753. {
  2754. float* value = (float*)data;
  2755. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2756. {
  2757. Matrix4 mtx;
  2758. mtx.un.val[ 0] = value[0];
  2759. mtx.un.val[ 1] = value[1];
  2760. mtx.un.val[ 2] = value[2];
  2761. mtx.un.val[ 3] = 0.0f;
  2762. mtx.un.val[ 4] = value[3];
  2763. mtx.un.val[ 5] = value[4];
  2764. mtx.un.val[ 6] = value[5];
  2765. mtx.un.val[ 7] = 0.0f;
  2766. mtx.un.val[ 8] = value[6];
  2767. mtx.un.val[ 9] = value[7];
  2768. mtx.un.val[10] = value[8];
  2769. mtx.un.val[11] = 0.0f;
  2770. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2771. }
  2772. }
  2773. break;
  2774. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  2775. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  2776. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  2777. case UniformType::End:
  2778. break;
  2779. default:
  2780. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2781. break;
  2782. }
  2783. #undef CASE_IMPLEMENT_UNIFORM
  2784. }
  2785. }
  2786. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2787. {
  2788. uint32_t width;
  2789. uint32_t height;
  2790. if (isValid(m_fbh) )
  2791. {
  2792. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  2793. width = fb.m_width;
  2794. height = fb.m_height;
  2795. }
  2796. else
  2797. {
  2798. width = m_scd.width;
  2799. height = m_scd.height;
  2800. }
  2801. if (0 == _rect.m_x
  2802. && 0 == _rect.m_y
  2803. && width == _rect.m_width
  2804. && height == _rect.m_height)
  2805. {
  2806. clear(_clear, _palette);
  2807. }
  2808. else
  2809. {
  2810. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2811. uint64_t state = 0;
  2812. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A : 0;
  2813. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_WRITE_Z : 0;
  2814. uint64_t stencil = 0;
  2815. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2816. | BGFX_STENCIL_TEST_ALWAYS
  2817. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2818. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2819. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2820. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2821. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2822. : 0
  2823. ;
  2824. setBlendState(state);
  2825. setDepthStencilState(state, stencil);
  2826. setRasterizerState(state);
  2827. uint32_t numMrt = 1;
  2828. FrameBufferHandle fbh = m_fbh;
  2829. if (isValid(fbh) )
  2830. {
  2831. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  2832. numMrt = bx::uint32_max(1, fb.m_num);
  2833. }
  2834. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2835. m_currentProgram = &program;
  2836. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  2837. deviceCtx->VSSetConstantBuffers(0, 1, s_zero.m_buffer);
  2838. if (NULL != m_currentColor)
  2839. {
  2840. const ShaderD3D11* fsh = program.m_fsh;
  2841. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2842. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2843. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2844. {
  2845. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2846. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2847. {
  2848. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  2849. bx::memCopy(mrtClear[ii], _palette[index], 16);
  2850. }
  2851. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  2852. }
  2853. else
  2854. {
  2855. float rgba[4] =
  2856. {
  2857. _clear.m_index[0]*1.0f/255.0f,
  2858. _clear.m_index[1]*1.0f/255.0f,
  2859. _clear.m_index[2]*1.0f/255.0f,
  2860. _clear.m_index[3]*1.0f/255.0f,
  2861. };
  2862. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  2863. }
  2864. }
  2865. else
  2866. {
  2867. deviceCtx->PSSetShader(NULL, NULL, 0);
  2868. }
  2869. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  2870. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  2871. const uint32_t stride = vertexDecl.m_stride;
  2872. const uint32_t offset = 0;
  2873. {
  2874. struct Vertex
  2875. {
  2876. float m_x;
  2877. float m_y;
  2878. float m_z;
  2879. };
  2880. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  2881. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  2882. const float depth = _clear.m_depth;
  2883. vertex->m_x = -1.0f;
  2884. vertex->m_y = -1.0f;
  2885. vertex->m_z = depth;
  2886. vertex++;
  2887. vertex->m_x = 1.0f;
  2888. vertex->m_y = -1.0f;
  2889. vertex->m_z = depth;
  2890. vertex++;
  2891. vertex->m_x = -1.0f;
  2892. vertex->m_y = 1.0f;
  2893. vertex->m_z = depth;
  2894. vertex++;
  2895. vertex->m_x = 1.0f;
  2896. vertex->m_y = 1.0f;
  2897. vertex->m_z = depth;
  2898. }
  2899. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  2900. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2901. setInputLayout(vertexDecl, program, 0);
  2902. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  2903. deviceCtx->Draw(4, 0);
  2904. }
  2905. }
  2906. void* m_d3d9Dll;
  2907. void* m_d3d11Dll;
  2908. void* m_renderDocDll;
  2909. void* m_agsDll;
  2910. Dxgi m_dxgi;
  2911. AGSContext* m_ags;
  2912. NvApi m_nvapi;
  2913. D3D_FEATURE_LEVEL m_featureLevel;
  2914. Dxgi::SwapChainI* m_swapChain;
  2915. ID3D11Texture2D* m_msaaRt;
  2916. bool m_needPresent;
  2917. bool m_lost;
  2918. uint16_t m_numWindows;
  2919. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2920. ID3D11Device* m_device;
  2921. ID3D11DeviceContext* m_deviceCtx;
  2922. ID3DUserDefinedAnnotation* m_annotation;
  2923. ID3D11InfoQueue* m_infoQueue;
  2924. TimerQueryD3D11 m_gpuTimer;
  2925. OcclusionQueryD3D11 m_occlusionQuery;
  2926. uint32_t m_deviceInterfaceVersion;
  2927. ID3D11RenderTargetView* m_backBufferColor;
  2928. ID3D11DepthStencilView* m_backBufferDepthStencil;
  2929. ID3D11RenderTargetView* m_currentColor;
  2930. ID3D11DepthStencilView* m_currentDepthStencil;
  2931. ID3D11Texture2D* m_captureTexture;
  2932. ID3D11Texture2D* m_captureResolve;
  2933. Resolution m_resolution;
  2934. SwapChainDesc m_scd;
  2935. DXGI_SWAP_EFFECT m_swapEffect;
  2936. uint32_t m_swapBufferCount;
  2937. uint32_t m_maxAnisotropy;
  2938. bool m_depthClamp;
  2939. bool m_wireframe;
  2940. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2941. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2942. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2943. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2944. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2945. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2946. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2947. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2948. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2949. UniformRegistry m_uniformReg;
  2950. StateCacheT<ID3D11BlendState> m_blendStateCache;
  2951. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  2952. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  2953. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  2954. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  2955. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  2956. TextVideoMem m_textVideoMem;
  2957. TextureStage m_textureStage;
  2958. ProgramD3D11* m_currentProgram;
  2959. uint8_t m_vsScratch[64<<10];
  2960. uint8_t m_fsScratch[64<<10];
  2961. uint32_t m_vsChanges;
  2962. uint32_t m_fsChanges;
  2963. FrameBufferHandle m_fbh;
  2964. bool m_rtMsaa;
  2965. bool m_timerQuerySupport;
  2966. bool m_directAccessSupport;
  2967. };
  2968. static RendererContextD3D11* s_renderD3D11;
  2969. RendererContextI* rendererCreate(const Init& _init)
  2970. {
  2971. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  2972. if (!s_renderD3D11->init(_init) )
  2973. {
  2974. BX_DELETE(g_allocator, s_renderD3D11);
  2975. s_renderD3D11 = NULL;
  2976. }
  2977. return s_renderD3D11;
  2978. }
  2979. void rendererDestroy()
  2980. {
  2981. s_renderD3D11->shutdown();
  2982. BX_DELETE(g_allocator, s_renderD3D11);
  2983. s_renderD3D11 = NULL;
  2984. }
  2985. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2986. {
  2987. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2988. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  2989. {
  2990. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  2991. _offset += _stride;
  2992. }
  2993. }
  2994. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  2995. {
  2996. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  2997. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  2998. {
  2999. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  3000. _offset += _stride;
  3001. }
  3002. }
  3003. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3004. {
  3005. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3006. }
  3007. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3008. {
  3009. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3010. }
  3011. void nvapiMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3012. {
  3013. s_renderD3D11->m_nvapi.nvApiD3D11MultiDrawInstancedIndirect(s_renderD3D11->m_deviceCtx, _numDrawIndirect, _ptr, _offset, _stride);
  3014. }
  3015. void nvapiMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3016. {
  3017. s_renderD3D11->m_nvapi.nvApiD3D11MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_deviceCtx, _numDrawIndirect, _ptr, _offset, _stride);
  3018. }
  3019. int WINAPI d3d11Annotation_BeginEvent(DWORD _color, LPCWSTR _name)
  3020. {
  3021. BX_UNUSED(_color);
  3022. return s_renderD3D11->m_annotation->BeginEvent(_name);
  3023. }
  3024. int WINAPI d3d11Annotation_EndEvent()
  3025. {
  3026. return s_renderD3D11->m_annotation->EndEvent();
  3027. }
  3028. void WINAPI d3d11Annotation_SetMarker(DWORD _color, LPCWSTR _name)
  3029. {
  3030. BX_UNUSED(_color);
  3031. s_renderD3D11->m_annotation->SetMarker(_name);
  3032. }
  3033. struct UavFormat
  3034. {
  3035. DXGI_FORMAT format[3];
  3036. uint32_t stride;
  3037. };
  3038. static const UavFormat s_uavFormat[] =
  3039. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3040. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3041. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3042. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3043. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3044. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3045. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3046. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3047. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3048. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3049. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3050. };
  3051. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  3052. {
  3053. m_uav = NULL;
  3054. m_size = _size;
  3055. m_flags = _flags;
  3056. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3057. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  3058. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3059. m_dynamic = NULL == _data && !needUav;
  3060. D3D11_BUFFER_DESC desc;
  3061. desc.ByteWidth = _size;
  3062. desc.BindFlags = 0
  3063. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  3064. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  3065. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  3066. ;
  3067. desc.MiscFlags = 0
  3068. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  3069. ;
  3070. desc.StructureByteStride = 0;
  3071. DXGI_FORMAT format;
  3072. uint32_t stride;
  3073. if (drawIndirect)
  3074. {
  3075. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3076. stride = 16;
  3077. }
  3078. else
  3079. {
  3080. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3081. if (0 == uavFormat)
  3082. {
  3083. if (_vertex)
  3084. {
  3085. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3086. stride = 16;
  3087. }
  3088. else
  3089. {
  3090. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3091. {
  3092. format = DXGI_FORMAT_R16_UINT;
  3093. stride = 2;
  3094. }
  3095. else
  3096. {
  3097. format = DXGI_FORMAT_R32_UINT;
  3098. stride = 4;
  3099. }
  3100. }
  3101. }
  3102. else
  3103. {
  3104. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3105. format = s_uavFormat[uavFormat].format[uavType];
  3106. stride = s_uavFormat[uavFormat].stride;
  3107. }
  3108. }
  3109. ID3D11Device* device = s_renderD3D11->m_device;
  3110. D3D11_SUBRESOURCE_DATA srd;
  3111. srd.pSysMem = _data;
  3112. srd.SysMemPitch = 0;
  3113. srd.SysMemSlicePitch = 0;
  3114. if (needUav)
  3115. {
  3116. desc.Usage = D3D11_USAGE_DEFAULT;
  3117. desc.CPUAccessFlags = 0;
  3118. desc.StructureByteStride = _stride;
  3119. DX_CHECK(device->CreateBuffer(&desc
  3120. , NULL == _data ? NULL : &srd
  3121. , &m_ptr
  3122. ) );
  3123. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  3124. uavd.Format = format;
  3125. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  3126. uavd.Buffer.FirstElement = 0;
  3127. uavd.Buffer.NumElements = m_size / stride;
  3128. uavd.Buffer.Flags = 0;
  3129. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  3130. , &uavd
  3131. , &m_uav
  3132. ) );
  3133. }
  3134. else if (m_dynamic)
  3135. {
  3136. #if USE_D3D11_STAGING_BUFFER
  3137. desc.Usage = D3D11_USAGE_DEFAULT;
  3138. desc.CPUAccessFlags = 0;
  3139. DX_CHECK(device->CreateBuffer(&desc
  3140. , NULL
  3141. , &m_ptr
  3142. ) );
  3143. desc.BindFlags = 0;
  3144. desc.Usage = D3D11_USAGE_STAGING;
  3145. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3146. DX_CHECK(device->CreateBuffer(&desc
  3147. , NULL
  3148. , &m_staging
  3149. ) );
  3150. #else
  3151. desc.Usage = D3D11_USAGE_DYNAMIC;
  3152. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3153. DX_CHECK(device->CreateBuffer(&desc
  3154. , NULL
  3155. , &m_ptr
  3156. ) );
  3157. #endif // USE_D3D11_STAGING_BUFFER
  3158. }
  3159. else
  3160. {
  3161. desc.Usage = D3D11_USAGE_IMMUTABLE;
  3162. desc.CPUAccessFlags = 0;
  3163. DX_CHECK(device->CreateBuffer(&desc
  3164. , &srd
  3165. , &m_ptr
  3166. ) );
  3167. }
  3168. if (needSrv)
  3169. {
  3170. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3171. srvd.Format = format;
  3172. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  3173. srvd.Buffer.FirstElement = 0;
  3174. srvd.Buffer.NumElements = m_size / stride;
  3175. DX_CHECK(device->CreateShaderResourceView(m_ptr
  3176. , &srvd
  3177. , &m_srv
  3178. ) );
  3179. }
  3180. }
  3181. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  3182. {
  3183. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3184. BX_CHECK(m_dynamic, "Must be dynamic!");
  3185. #if USE_D3D11_STAGING_BUFFER
  3186. BX_UNUSED(_discard);
  3187. D3D11_MAPPED_SUBRESOURCE mapped;
  3188. DX_CHECK(deviceCtx->Map(m_staging, 0, D3D11_MAP_WRITE, 0, &mapped) );
  3189. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3190. deviceCtx->Unmap(m_staging, 0);
  3191. D3D11_BOX box;
  3192. box.left = _offset;
  3193. box.top = 0;
  3194. box.front = 0;
  3195. box.right = _offset + _size;
  3196. box.bottom = 1;
  3197. box.back = 1;
  3198. deviceCtx->CopySubresourceRegion(m_ptr
  3199. , 0
  3200. , _offset
  3201. , 0
  3202. , 0
  3203. , m_staging
  3204. , 0
  3205. , &box
  3206. );
  3207. #else
  3208. if (_discard)
  3209. {
  3210. D3D11_MAPPED_SUBRESOURCE mapped;
  3211. DX_CHECK(deviceCtx->Map(m_ptr, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped) );
  3212. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3213. deviceCtx->Unmap(m_ptr, 0);
  3214. }
  3215. else
  3216. {
  3217. D3D11_BUFFER_DESC desc;
  3218. desc.ByteWidth = _size;
  3219. desc.Usage = D3D11_USAGE_STAGING;
  3220. desc.BindFlags = 0;
  3221. desc.MiscFlags = 0;
  3222. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3223. desc.StructureByteStride = 0;
  3224. D3D11_SUBRESOURCE_DATA srd;
  3225. srd.pSysMem = _data;
  3226. srd.SysMemPitch = 0;
  3227. srd.SysMemSlicePitch = 0;
  3228. D3D11_BOX srcBox;
  3229. srcBox.left = 0;
  3230. srcBox.top = 0;
  3231. srcBox.front = 0;
  3232. srcBox.right = _size;
  3233. srcBox.bottom = 1;
  3234. srcBox.back = 1;
  3235. ID3D11Device* device = s_renderD3D11->m_device;
  3236. ID3D11Buffer* ptr;
  3237. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  3238. deviceCtx->CopySubresourceRegion(m_ptr
  3239. , 0
  3240. , _offset
  3241. , 0
  3242. , 0
  3243. , ptr
  3244. , 0
  3245. , &srcBox
  3246. );
  3247. DX_RELEASE(ptr, 0);
  3248. }
  3249. #endif // 0
  3250. }
  3251. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3252. {
  3253. m_decl = _declHandle;
  3254. uint16_t stride = isValid(_declHandle)
  3255. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  3256. : 0
  3257. ;
  3258. BufferD3D11::create(_size, _data, _flags, stride, true);
  3259. }
  3260. static bool hasDepthOp(const void* _code, uint32_t _size)
  3261. {
  3262. bx::MemoryReader rd(_code, _size);
  3263. bx::Error err;
  3264. DxbcContext dxbc;
  3265. read(&rd, dxbc, &err);
  3266. struct FindDepthOp
  3267. {
  3268. FindDepthOp()
  3269. : m_found(false)
  3270. {
  3271. }
  3272. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3273. {
  3274. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3275. if (_instruction.opcode == DxbcOpcode::DISCARD
  3276. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3277. {
  3278. out.m_found = true;
  3279. return false;
  3280. }
  3281. return true;
  3282. }
  3283. bool m_found;
  3284. } find;
  3285. parse(dxbc.shader, FindDepthOp::find, &find);
  3286. return find.m_found;
  3287. }
  3288. void ShaderD3D11::create(const Memory* _mem)
  3289. {
  3290. bx::MemoryReader reader(_mem->data, _mem->size);
  3291. uint32_t magic;
  3292. bx::read(&reader, magic);
  3293. const bool fragment = isShaderType(magic, 'F');
  3294. uint32_t hashIn;
  3295. bx::read(&reader, hashIn);
  3296. uint32_t hashOut;
  3297. if (isShaderVerLess(magic, 6) )
  3298. {
  3299. hashOut = hashIn;
  3300. }
  3301. else
  3302. {
  3303. bx::read(&reader, hashOut);
  3304. }
  3305. uint16_t count;
  3306. bx::read(&reader, count);
  3307. m_numPredefined = 0;
  3308. m_numUniforms = count;
  3309. BX_TRACE("%s Shader consts %d"
  3310. , getShaderTypeName(magic)
  3311. , count
  3312. );
  3313. const uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3314. if (0 < count)
  3315. {
  3316. for (uint32_t ii = 0; ii < count; ++ii)
  3317. {
  3318. uint8_t nameSize = 0;
  3319. bx::read(&reader, nameSize);
  3320. char name[256] = { '\0' };
  3321. bx::read(&reader, &name, nameSize);
  3322. name[nameSize] = '\0';
  3323. uint8_t type = 0;
  3324. bx::read(&reader, type);
  3325. uint8_t num = 0;
  3326. bx::read(&reader, num);
  3327. uint16_t regIndex = 0;
  3328. bx::read(&reader, regIndex);
  3329. uint16_t regCount = 0;
  3330. bx::read(&reader, regCount);
  3331. const char* kind = "invalid";
  3332. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3333. if (PredefinedUniform::Count != predefined)
  3334. {
  3335. kind = "predefined";
  3336. m_predefined[m_numPredefined].m_loc = regIndex;
  3337. m_predefined[m_numPredefined].m_count = regCount;
  3338. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3339. m_numPredefined++;
  3340. }
  3341. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3342. {
  3343. const UniformRegInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3344. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3345. if (NULL != info)
  3346. {
  3347. if (NULL == m_constantBuffer)
  3348. {
  3349. m_constantBuffer = UniformBuffer::create(1024);
  3350. }
  3351. kind = "user";
  3352. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3353. }
  3354. }
  3355. else
  3356. {
  3357. kind = "sampler";
  3358. }
  3359. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3360. , kind
  3361. , name
  3362. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3363. , num
  3364. , regIndex
  3365. , regCount
  3366. );
  3367. BX_UNUSED(kind);
  3368. }
  3369. if (NULL != m_constantBuffer)
  3370. {
  3371. m_constantBuffer->finish();
  3372. }
  3373. }
  3374. uint32_t shaderSize;
  3375. bx::read(&reader, shaderSize);
  3376. const void* code = reader.getDataPtr();
  3377. bx::skip(&reader, shaderSize+1);
  3378. if (isShaderType(magic, 'F') )
  3379. {
  3380. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3381. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3382. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3383. }
  3384. else if (isShaderType(magic, 'V') )
  3385. {
  3386. m_hash = bx::hash<bx::HashMurmur2A>(code, shaderSize);
  3387. m_code = copy(code, shaderSize);
  3388. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3389. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3390. }
  3391. else if (isShaderType(magic, 'C') )
  3392. {
  3393. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3394. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3395. }
  3396. uint8_t numAttrs = 0;
  3397. bx::read(&reader, numAttrs);
  3398. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3399. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3400. {
  3401. uint16_t id;
  3402. bx::read(&reader, id);
  3403. Attrib::Enum attr = idToAttrib(id);
  3404. if (Attrib::Count != attr)
  3405. {
  3406. m_attrMask[attr] = UINT16_MAX;
  3407. }
  3408. }
  3409. uint16_t size;
  3410. bx::read(&reader, size);
  3411. if (0 < size)
  3412. {
  3413. D3D11_BUFFER_DESC desc;
  3414. desc.ByteWidth = (size + 0xf) & ~0xf;
  3415. desc.Usage = D3D11_USAGE_DEFAULT;
  3416. desc.CPUAccessFlags = 0;
  3417. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3418. desc.MiscFlags = 0;
  3419. desc.StructureByteStride = 0;
  3420. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3421. BX_TRACE("\tCB size: %d", desc.ByteWidth);
  3422. }
  3423. }
  3424. void* DirectAccessResourceD3D11::createTexture2D(const D3D11_TEXTURE2D_DESC* _gpuDesc, const D3D11_SUBRESOURCE_DATA* _srd, ID3D11Texture2D** _gpuTexture2d)
  3425. {
  3426. ID3D11Device* device = s_renderD3D11->m_device;
  3427. DX_CHECK(setIntelDirectAccessResource(device) );
  3428. DX_CHECK(device->CreateTexture2D(_gpuDesc, _srd, _gpuTexture2d) );
  3429. D3D11_TEXTURE2D_DESC cpuDesc;
  3430. bx::memCopy(&cpuDesc, _gpuDesc, sizeof(cpuDesc) );
  3431. cpuDesc.BindFlags = 0;
  3432. cpuDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
  3433. cpuDesc.Usage = D3D11_USAGE_STAGING;
  3434. DX_CHECK(setIntelDirectAccessResource(s_renderD3D11->m_device) );
  3435. DX_CHECK(device->CreateTexture2D(&cpuDesc, NULL, &m_texture2d) );
  3436. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3437. deviceCtx->CopyResource(m_texture2d, *_gpuTexture2d);
  3438. D3D11_MAPPED_SUBRESOURCE mappedResource;
  3439. deviceCtx->Map(m_texture2d, 0, D3D11_MAP_WRITE, 0, &mappedResource);
  3440. m_descriptor = reinterpret_cast<IntelDirectAccessResourceDescriptor*>(mappedResource.pData);
  3441. return m_descriptor->ptr;
  3442. }
  3443. void* DirectAccessResourceD3D11::createTexture3D(const D3D11_TEXTURE3D_DESC* _gpuDesc, const D3D11_SUBRESOURCE_DATA* _srd, ID3D11Texture3D** _gpuTexture3d)
  3444. {
  3445. ID3D11Device* device = s_renderD3D11->m_device;
  3446. DX_CHECK(setIntelDirectAccessResource(device) );
  3447. DX_CHECK(device->CreateTexture3D(_gpuDesc, _srd, _gpuTexture3d) );
  3448. D3D11_TEXTURE3D_DESC cpuDesc;
  3449. bx::memCopy(&cpuDesc, _gpuDesc, sizeof(cpuDesc) );
  3450. cpuDesc.BindFlags = 0;
  3451. cpuDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
  3452. cpuDesc.Usage = D3D11_USAGE_STAGING;
  3453. DX_CHECK(setIntelDirectAccessResource(s_renderD3D11->m_device) );
  3454. DX_CHECK(device->CreateTexture3D(&cpuDesc, NULL, &m_texture3d) );
  3455. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3456. deviceCtx->CopyResource(m_texture3d, *_gpuTexture3d);
  3457. D3D11_MAPPED_SUBRESOURCE mappedResource;
  3458. deviceCtx->Map(m_texture3d, 0, D3D11_MAP_WRITE, 0, &mappedResource);
  3459. m_descriptor = reinterpret_cast<IntelDirectAccessResourceDescriptor*>(mappedResource.pData);
  3460. return m_descriptor->ptr;
  3461. }
  3462. void DirectAccessResourceD3D11::destroy()
  3463. {
  3464. if (NULL != m_descriptor)
  3465. {
  3466. s_renderD3D11->m_deviceCtx->Unmap(m_ptr, 0);
  3467. m_descriptor = NULL;
  3468. DX_RELEASE(m_ptr, 0);
  3469. }
  3470. }
  3471. void* TextureD3D11::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
  3472. {
  3473. void* directAccessPtr = NULL;
  3474. bimg::ImageContainer imageContainer;
  3475. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3476. {
  3477. uint8_t numMips = imageContainer.m_numMips;
  3478. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3479. numMips -= startLod;
  3480. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(imageContainer.m_format) );
  3481. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3482. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3483. const uint16_t numLayers = imageContainer.m_numLayers;
  3484. m_flags = _flags;
  3485. m_width = textureWidth;
  3486. m_height = textureHeight;
  3487. m_depth = 1 < imageContainer.m_depth
  3488. ? imageContainer.m_depth
  3489. : imageContainer.m_numLayers
  3490. ;
  3491. m_requestedFormat = uint8_t(imageContainer.m_format);
  3492. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3493. const bool convert = m_textureFormat != m_requestedFormat;
  3494. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3495. if (imageContainer.m_cubeMap)
  3496. {
  3497. m_type = TextureCube;
  3498. }
  3499. else if (imageContainer.m_depth > 1)
  3500. {
  3501. m_type = Texture3D;
  3502. }
  3503. else
  3504. {
  3505. m_type = Texture2D;
  3506. }
  3507. m_numMips = numMips;
  3508. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3509. const uint32_t numSrd = numSides * numMips;
  3510. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3511. uint32_t kk = 0;
  3512. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3513. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3514. BX_TRACE("Texture %3d: %s (requested: %s), layers %d, %dx%d%s%s%s."
  3515. , getHandle()
  3516. , getName( (TextureFormat::Enum)m_textureFormat)
  3517. , getName( (TextureFormat::Enum)m_requestedFormat)
  3518. , numLayers
  3519. , textureWidth
  3520. , textureHeight
  3521. , imageContainer.m_cubeMap ? "x6" : ""
  3522. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3523. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3524. );
  3525. for (uint16_t side = 0; side < numSides; ++side)
  3526. {
  3527. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  3528. {
  3529. bimg::ImageMip mip;
  3530. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3531. {
  3532. srd[kk].pSysMem = mip.m_data;
  3533. if (convert)
  3534. {
  3535. uint32_t srcpitch = mip.m_width*bpp/8;
  3536. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  3537. bimg::imageDecodeToBgra8(g_allocator, temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3538. srd[kk].pSysMem = temp;
  3539. srd[kk].SysMemPitch = srcpitch;
  3540. }
  3541. else if (compressed)
  3542. {
  3543. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3544. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3545. }
  3546. else
  3547. {
  3548. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3549. }
  3550. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3551. ++kk;
  3552. }
  3553. }
  3554. }
  3555. const bool writeOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_WRITE_ONLY|BGFX_TEXTURE_READ_BACK) );
  3556. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3557. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3558. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB);
  3559. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3560. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  3561. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3562. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3563. const bool msaaSample = true
  3564. && 1 < msaa.Count
  3565. && 0 != (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3566. && !writeOnly
  3567. ;
  3568. const bool needResolve = true
  3569. && 1 < msaa.Count
  3570. && 0 == (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3571. && !writeOnly
  3572. ;
  3573. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3574. bx::memSet(&srvd, 0, sizeof(srvd) );
  3575. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3576. if (swizzle)
  3577. {
  3578. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  3579. srvd.Format = format;
  3580. }
  3581. else if (srgb)
  3582. {
  3583. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  3584. srvd.Format = format;
  3585. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  3586. }
  3587. if (format == DXGI_FORMAT_UNKNOWN)
  3588. {
  3589. // not swizzled and not sRGB, or sRGB unsupported
  3590. format = s_textureFormat[m_textureFormat].m_fmt;
  3591. srvd.Format = getSrvFormat();
  3592. }
  3593. const bool directAccess = s_renderD3D11->m_directAccessSupport
  3594. && !renderTarget
  3595. && !readBack
  3596. && !blit
  3597. && !writeOnly
  3598. ;
  3599. switch (m_type)
  3600. {
  3601. case Texture2D:
  3602. case TextureCube:
  3603. {
  3604. D3D11_TEXTURE2D_DESC desc = {};
  3605. desc.Width = textureWidth;
  3606. desc.Height = textureHeight;
  3607. desc.MipLevels = numMips;
  3608. desc.ArraySize = numSides;
  3609. desc.Format = format;
  3610. desc.SampleDesc = msaa;
  3611. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3612. desc.BindFlags = writeOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  3613. desc.CPUAccessFlags = 0;
  3614. desc.MiscFlags = 0;
  3615. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3616. {
  3617. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  3618. desc.Usage = D3D11_USAGE_DEFAULT;
  3619. }
  3620. else if (renderTarget)
  3621. {
  3622. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3623. desc.Usage = D3D11_USAGE_DEFAULT;
  3624. desc.MiscFlags |= 0
  3625. | (1 < numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  3626. ;
  3627. }
  3628. if (computeWrite)
  3629. {
  3630. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3631. desc.Usage = D3D11_USAGE_DEFAULT;
  3632. }
  3633. if (readBack)
  3634. {
  3635. desc.BindFlags = 0;
  3636. desc.Usage = D3D11_USAGE_STAGING;
  3637. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3638. }
  3639. if (imageContainer.m_cubeMap)
  3640. {
  3641. desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
  3642. if (1 < numLayers)
  3643. {
  3644. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
  3645. srvd.TextureCubeArray.MipLevels = numMips;
  3646. srvd.TextureCubeArray.NumCubes = numLayers;
  3647. }
  3648. else
  3649. {
  3650. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  3651. srvd.TextureCube.MipLevels = numMips;
  3652. }
  3653. }
  3654. else
  3655. {
  3656. if (msaaSample)
  3657. {
  3658. if (1 < numLayers)
  3659. {
  3660. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
  3661. srvd.Texture2DMSArray.ArraySize = numLayers;
  3662. }
  3663. else
  3664. {
  3665. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
  3666. }
  3667. }
  3668. else
  3669. {
  3670. if (1 < numLayers)
  3671. {
  3672. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  3673. srvd.Texture2DArray.MipLevels = numMips;
  3674. srvd.Texture2DArray.ArraySize = numLayers;
  3675. }
  3676. else
  3677. {
  3678. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  3679. srvd.Texture2D.MipLevels = numMips;
  3680. }
  3681. }
  3682. }
  3683. if (needResolve)
  3684. {
  3685. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, NULL, &m_rt2d) );
  3686. desc.BindFlags &= ~(D3D11_BIND_RENDER_TARGET|D3D11_BIND_DEPTH_STENCIL);
  3687. desc.SampleDesc = s_msaa[0];
  3688. }
  3689. if (directAccess)
  3690. {
  3691. directAccessPtr = m_dar.createTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d);
  3692. }
  3693. else
  3694. {
  3695. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  3696. }
  3697. }
  3698. break;
  3699. case Texture3D:
  3700. {
  3701. D3D11_TEXTURE3D_DESC desc = {};
  3702. desc.Width = textureWidth;
  3703. desc.Height = textureHeight;
  3704. desc.Depth = imageContainer.m_depth;
  3705. desc.MipLevels = imageContainer.m_numMips;
  3706. desc.Format = format;
  3707. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3708. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  3709. desc.CPUAccessFlags = 0;
  3710. desc.MiscFlags = 0;
  3711. if (renderTarget)
  3712. {
  3713. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3714. desc.Usage = D3D11_USAGE_DEFAULT;
  3715. desc.MiscFlags |= 0
  3716. | (1 < numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  3717. ;
  3718. }
  3719. if (computeWrite)
  3720. {
  3721. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3722. desc.Usage = D3D11_USAGE_DEFAULT;
  3723. }
  3724. if (readBack)
  3725. {
  3726. desc.BindFlags = 0;
  3727. desc.Usage = D3D11_USAGE_STAGING;
  3728. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3729. }
  3730. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  3731. srvd.Texture3D.MipLevels = numMips;
  3732. if (directAccess)
  3733. {
  3734. directAccessPtr = m_dar.createTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d);
  3735. }
  3736. else
  3737. {
  3738. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  3739. }
  3740. }
  3741. break;
  3742. }
  3743. if (!writeOnly)
  3744. {
  3745. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  3746. }
  3747. if (computeWrite)
  3748. {
  3749. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  3750. }
  3751. if (convert
  3752. && 0 != kk)
  3753. {
  3754. kk = 0;
  3755. for (uint16_t side = 0; side < numSides; ++side)
  3756. {
  3757. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  3758. {
  3759. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  3760. ++kk;
  3761. }
  3762. }
  3763. }
  3764. }
  3765. return directAccessPtr;
  3766. }
  3767. void TextureD3D11::destroy()
  3768. {
  3769. m_dar.destroy();
  3770. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  3771. DX_RELEASE(m_rt, 0);
  3772. DX_RELEASE(m_srv, 0);
  3773. DX_RELEASE(m_uav, 0);
  3774. if (0 == (m_flags & BGFX_SAMPLER_INTERNAL_SHARED) )
  3775. {
  3776. DX_RELEASE(m_ptr, 0);
  3777. }
  3778. }
  3779. void TextureD3D11::overrideInternal(uintptr_t _ptr)
  3780. {
  3781. destroy();
  3782. m_flags |= BGFX_SAMPLER_INTERNAL_SHARED;
  3783. m_ptr = (ID3D11Resource*)_ptr;
  3784. s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, NULL, &m_srv);
  3785. }
  3786. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  3787. {
  3788. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3789. D3D11_BOX box;
  3790. box.left = _rect.m_x;
  3791. box.top = _rect.m_y;
  3792. box.right = box.left + _rect.m_width;
  3793. box.bottom = box.top + _rect.m_height;
  3794. uint32_t layer = 0;
  3795. if (TextureD3D11::Texture3D == m_type)
  3796. {
  3797. box.front = _z;
  3798. box.back = box.front + _depth;
  3799. }
  3800. else
  3801. {
  3802. layer = _z * (TextureD3D11::TextureCube == m_type ? 6 : 1);
  3803. box.front = 0;
  3804. box.back = 1;
  3805. }
  3806. const uint32_t subres = _mip + ( (layer + _side) * m_numMips);
  3807. const bool depth = bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) );
  3808. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3809. const uint32_t rectpitch = _rect.m_width*bpp/8;
  3810. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  3811. const uint32_t slicepitch = rectpitch*_rect.m_height;
  3812. const bool convert = m_textureFormat != m_requestedFormat;
  3813. uint8_t* data = _mem->data;
  3814. uint8_t* temp = NULL;
  3815. if (convert)
  3816. {
  3817. temp = (uint8_t*)BX_ALLOC(g_allocator, slicepitch);
  3818. bimg::imageDecodeToBgra8(g_allocator, temp, data, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat) );
  3819. data = temp;
  3820. }
  3821. deviceCtx->UpdateSubresource(
  3822. m_ptr
  3823. , subres
  3824. , depth ? NULL : &box
  3825. , data
  3826. , srcpitch
  3827. , TextureD3D11::Texture3D == m_type ? slicepitch : 0
  3828. );
  3829. if (NULL != temp)
  3830. {
  3831. BX_FREE(g_allocator, temp);
  3832. }
  3833. }
  3834. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  3835. {
  3836. TextureStage& ts = s_renderD3D11->m_textureStage;
  3837. if (0 != (_flags & BGFX_SAMPLER_SAMPLE_STENCIL) )
  3838. {
  3839. ts.m_srv[_stage] = s_renderD3D11->getCachedSrv(
  3840. TextureHandle{ uint16_t(this - s_renderD3D11->m_textures) }
  3841. , 0
  3842. , false
  3843. , true
  3844. );
  3845. }
  3846. else
  3847. {
  3848. ts.m_srv[_stage] = m_srv;
  3849. }
  3850. const uint32_t flags = 0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & _flags)
  3851. ? _flags
  3852. : uint32_t(m_flags)
  3853. ;
  3854. uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  3855. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags
  3856. , _palette[index])
  3857. ;
  3858. }
  3859. void TextureD3D11::resolve(uint8_t _resolve) const
  3860. {
  3861. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3862. const bool needResolve = NULL != m_rt;
  3863. if (needResolve)
  3864. {
  3865. deviceCtx->ResolveSubresource(m_texture2d, 0, m_rt, 0, s_textureFormat[m_textureFormat].m_fmt);
  3866. }
  3867. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3868. if (renderTarget
  3869. && 1 < m_numMips
  3870. && 0 != (_resolve & BGFX_RESOLVE_AUTO_GEN_MIPS) )
  3871. {
  3872. deviceCtx->GenerateMips(m_srv);
  3873. }
  3874. }
  3875. TextureHandle TextureD3D11::getHandle() const
  3876. {
  3877. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  3878. return handle;
  3879. }
  3880. DXGI_FORMAT TextureD3D11::getSrvFormat() const
  3881. {
  3882. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3883. {
  3884. return s_textureFormat[m_textureFormat].m_fmtSrv;
  3885. }
  3886. return 0 != (m_flags&BGFX_TEXTURE_SRGB)
  3887. ? s_textureFormat[m_textureFormat].m_fmtSrgb
  3888. : s_textureFormat[m_textureFormat].m_fmt
  3889. ;
  3890. }
  3891. void FrameBufferD3D11::create(uint8_t _num, const Attachment* _attachment)
  3892. {
  3893. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  3894. {
  3895. m_rtv[ii] = NULL;
  3896. }
  3897. m_dsv = NULL;
  3898. m_swapChain = NULL;
  3899. m_denseIdx = UINT16_MAX;
  3900. m_numTh = _num;
  3901. m_needPresent = false;
  3902. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  3903. postReset();
  3904. }
  3905. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
  3906. {
  3907. SwapChainDesc scd;
  3908. bx::memCopy(&scd, &s_renderD3D11->m_scd, sizeof(SwapChainDesc) );
  3909. scd.format = TextureFormat::Count == _format ? scd.format : s_textureFormat[_format].m_fmt;
  3910. scd.width = _width;
  3911. scd.height = _height;
  3912. scd.nwh = _nwh;
  3913. scd.ndt = NULL;
  3914. ID3D11Device* device = s_renderD3D11->m_device;
  3915. HRESULT hr = s_renderD3D11->m_dxgi.createSwapChain(device
  3916. , scd
  3917. , &m_swapChain
  3918. );
  3919. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  3920. ID3D11Resource* ptr;
  3921. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  3922. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  3923. DX_RELEASE(ptr, 0);
  3924. DXGI_FORMAT fmtDsv = bimg::isDepth(bimg::TextureFormat::Enum(_depthFormat) )
  3925. ? s_textureFormat[_depthFormat].m_fmtDsv
  3926. : DXGI_FORMAT_D24_UNORM_S8_UINT
  3927. ;
  3928. D3D11_TEXTURE2D_DESC dsd;
  3929. dsd.Width = scd.width;
  3930. dsd.Height = scd.height;
  3931. dsd.MipLevels = 1;
  3932. dsd.ArraySize = 1;
  3933. dsd.Format = fmtDsv;
  3934. dsd.SampleDesc = scd.sampleDesc;
  3935. dsd.Usage = D3D11_USAGE_DEFAULT;
  3936. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  3937. dsd.CPUAccessFlags = 0;
  3938. dsd.MiscFlags = 0;
  3939. ID3D11Texture2D* depthStencil;
  3940. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  3941. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  3942. DX_RELEASE(depthStencil, 0);
  3943. m_srv[0] = NULL;
  3944. m_nwh = _nwh;
  3945. m_denseIdx = _denseIdx;
  3946. m_num = 1;
  3947. }
  3948. uint16_t FrameBufferD3D11::destroy()
  3949. {
  3950. preReset(true);
  3951. DX_RELEASE(m_swapChain, 0);
  3952. m_num = 0;
  3953. m_nwh = NULL;
  3954. m_numTh = 0;
  3955. m_needPresent = false;
  3956. uint16_t denseIdx = m_denseIdx;
  3957. m_denseIdx = UINT16_MAX;
  3958. return denseIdx;
  3959. }
  3960. void FrameBufferD3D11::preReset(bool _force)
  3961. {
  3962. if (0 < m_numTh
  3963. || _force)
  3964. {
  3965. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3966. {
  3967. DX_RELEASE(m_srv[ii], 0);
  3968. DX_RELEASE(m_rtv[ii], 0);
  3969. }
  3970. DX_RELEASE(m_dsv, 0);
  3971. }
  3972. }
  3973. void FrameBufferD3D11::postReset()
  3974. {
  3975. m_width = 0;
  3976. m_height = 0;
  3977. if (0 < m_numTh)
  3978. {
  3979. m_num = 0;
  3980. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  3981. {
  3982. TextureHandle handle = m_attachment[ii].handle;
  3983. if (isValid(handle) )
  3984. {
  3985. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  3986. if (0 == m_width)
  3987. {
  3988. switch (texture.m_type)
  3989. {
  3990. case TextureD3D11::Texture2D:
  3991. case TextureD3D11::TextureCube:
  3992. {
  3993. D3D11_TEXTURE2D_DESC desc;
  3994. texture.m_texture2d->GetDesc(&desc);
  3995. m_width = desc.Width;
  3996. m_height = desc.Height;
  3997. }
  3998. break;
  3999. case TextureD3D11::Texture3D:
  4000. {
  4001. D3D11_TEXTURE3D_DESC desc;
  4002. texture.m_texture3d->GetDesc(&desc);
  4003. m_width = desc.Width;
  4004. m_height = desc.Height;
  4005. }
  4006. break;
  4007. }
  4008. }
  4009. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4010. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4011. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4012. {
  4013. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  4014. switch (texture.m_type)
  4015. {
  4016. default:
  4017. case TextureD3D11::Texture2D:
  4018. {
  4019. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4020. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4021. dsvDesc.ViewDimension = 1 < msaa.Count
  4022. ? D3D11_DSV_DIMENSION_TEXTURE2DMS
  4023. : D3D11_DSV_DIMENSION_TEXTURE2D
  4024. ;
  4025. dsvDesc.Flags = 0;
  4026. dsvDesc.Texture2D.MipSlice = m_attachment[ii].mip;
  4027. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(
  4028. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4029. , &dsvDesc
  4030. , &m_dsv
  4031. ) );
  4032. }
  4033. break;
  4034. case TextureD3D11::TextureCube:
  4035. {
  4036. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4037. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4038. if (1 < msaa.Count)
  4039. {
  4040. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4041. dsvDesc.Texture2DMSArray.ArraySize = 1;
  4042. dsvDesc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4043. }
  4044. else
  4045. {
  4046. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  4047. dsvDesc.Texture2DArray.ArraySize = 1;
  4048. dsvDesc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4049. dsvDesc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4050. }
  4051. dsvDesc.Flags = 0;
  4052. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  4053. }
  4054. break;
  4055. }
  4056. }
  4057. else
  4058. {
  4059. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4060. desc.Format = texture.getSrvFormat();
  4061. switch (texture.m_type)
  4062. {
  4063. default:
  4064. case TextureD3D11::Texture2D:
  4065. if (1 < msaa.Count)
  4066. {
  4067. if (1 < texture.m_depth)
  4068. {
  4069. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4070. desc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4071. desc.Texture2DMSArray.ArraySize = 1;
  4072. }
  4073. else
  4074. {
  4075. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
  4076. }
  4077. }
  4078. else
  4079. {
  4080. if (1 < texture.m_depth)
  4081. {
  4082. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4083. desc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4084. desc.Texture2DArray.ArraySize = 1;
  4085. desc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4086. }
  4087. else
  4088. {
  4089. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  4090. desc.Texture2D.MipSlice = m_attachment[ii].mip;
  4091. }
  4092. }
  4093. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(
  4094. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4095. , &desc
  4096. , &m_rtv[m_num]
  4097. ) );
  4098. break;
  4099. case TextureD3D11::TextureCube:
  4100. if (1 < msaa.Count)
  4101. {
  4102. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4103. desc.Texture2DMSArray.ArraySize = 1;
  4104. desc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4105. }
  4106. else
  4107. {
  4108. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4109. desc.Texture2DArray.ArraySize = 1;
  4110. desc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4111. desc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4112. }
  4113. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4114. break;
  4115. case TextureD3D11::Texture3D:
  4116. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
  4117. desc.Texture3D.MipSlice = m_attachment[ii].mip;
  4118. desc.Texture3D.WSize = 1;
  4119. desc.Texture3D.FirstWSlice = m_attachment[ii].layer;
  4120. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4121. break;
  4122. }
  4123. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  4124. m_num++;
  4125. }
  4126. }
  4127. }
  4128. }
  4129. }
  4130. void FrameBufferD3D11::resolve()
  4131. {
  4132. if (0 < m_numTh)
  4133. {
  4134. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4135. {
  4136. const Attachment& at = m_attachment[ii];
  4137. if (isValid(at.handle) )
  4138. {
  4139. const TextureD3D11& texture = s_renderD3D11->m_textures[at.handle.idx];
  4140. texture.resolve(at.resolve);
  4141. }
  4142. }
  4143. }
  4144. }
  4145. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  4146. {
  4147. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4148. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  4149. {
  4150. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4151. {
  4152. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4153. {
  4154. uint8_t index = _clear.m_index[ii];
  4155. if (NULL != m_rtv[ii]
  4156. && UINT8_MAX != index)
  4157. {
  4158. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  4159. }
  4160. }
  4161. }
  4162. else
  4163. {
  4164. float frgba[4] =
  4165. {
  4166. _clear.m_index[0]*1.0f/255.0f,
  4167. _clear.m_index[1]*1.0f/255.0f,
  4168. _clear.m_index[2]*1.0f/255.0f,
  4169. _clear.m_index[3]*1.0f/255.0f,
  4170. };
  4171. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4172. {
  4173. if (NULL != m_rtv[ii])
  4174. {
  4175. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  4176. }
  4177. }
  4178. }
  4179. }
  4180. if (NULL != m_dsv
  4181. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4182. {
  4183. DWORD flags = 0;
  4184. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  4185. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  4186. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  4187. }
  4188. }
  4189. void FrameBufferD3D11::set()
  4190. {
  4191. s_renderD3D11->m_deviceCtx->OMSetRenderTargets(m_num, m_rtv, m_dsv);
  4192. m_needPresent = UINT16_MAX != m_denseIdx;
  4193. s_renderD3D11->m_currentColor = m_rtv[0];
  4194. s_renderD3D11->m_currentDepthStencil = m_dsv;
  4195. }
  4196. HRESULT FrameBufferD3D11::present(uint32_t _syncInterval)
  4197. {
  4198. if (m_needPresent)
  4199. {
  4200. HRESULT hr = m_swapChain->Present(_syncInterval, 0);
  4201. hr = !isLost(hr) ? S_OK : hr;
  4202. m_needPresent = false;
  4203. return hr;
  4204. }
  4205. return S_OK;
  4206. }
  4207. void TimerQueryD3D11::postReset()
  4208. {
  4209. ID3D11Device* device = s_renderD3D11->m_device;
  4210. D3D11_QUERY_DESC qd;
  4211. qd.MiscFlags = 0;
  4212. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4213. {
  4214. Query& query = m_query[ii];
  4215. query.m_ready = false;
  4216. qd.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  4217. DX_CHECK(device->CreateQuery(&qd, &query.m_disjoint) );
  4218. qd.Query = D3D11_QUERY_TIMESTAMP;
  4219. DX_CHECK(device->CreateQuery(&qd, &query.m_begin) );
  4220. DX_CHECK(device->CreateQuery(&qd, &query.m_end) );
  4221. }
  4222. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4223. {
  4224. Result& result = m_result[ii];
  4225. result.reset();
  4226. }
  4227. m_control.reset();
  4228. }
  4229. void TimerQueryD3D11::preReset()
  4230. {
  4231. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4232. {
  4233. Query& query = m_query[ii];
  4234. DX_RELEASE(query.m_disjoint, 0);
  4235. DX_RELEASE(query.m_begin, 0);
  4236. DX_RELEASE(query.m_end, 0);
  4237. }
  4238. }
  4239. uint32_t TimerQueryD3D11::begin(uint32_t _resultIdx)
  4240. {
  4241. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4242. while (0 == m_control.reserve(1) )
  4243. {
  4244. update();
  4245. }
  4246. Result& result = m_result[_resultIdx];
  4247. ++result.m_pending;
  4248. const uint32_t idx = m_control.m_current;
  4249. Query& query = m_query[idx];
  4250. query.m_resultIdx = _resultIdx;
  4251. query.m_ready = false;
  4252. deviceCtx->Begin(query.m_disjoint);
  4253. deviceCtx->End(query.m_begin);
  4254. m_control.commit(1);
  4255. return idx;
  4256. }
  4257. void TimerQueryD3D11::end(uint32_t _idx)
  4258. {
  4259. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4260. Query& query = m_query[_idx];
  4261. query.m_ready = true;
  4262. deviceCtx->End(query.m_end);
  4263. deviceCtx->End(query.m_disjoint);
  4264. while (update() )
  4265. {
  4266. }
  4267. }
  4268. bool TimerQueryD3D11::update()
  4269. {
  4270. if (0 != m_control.available() )
  4271. {
  4272. Query& query = m_query[m_control.m_read];
  4273. if (!query.m_ready)
  4274. {
  4275. return false;
  4276. }
  4277. uint64_t timeEnd;
  4278. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4279. HRESULT hr = deviceCtx->GetData(query.m_end, &timeEnd, sizeof(timeEnd), D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4280. if (S_OK == hr
  4281. || isLost(hr) )
  4282. {
  4283. m_control.consume(1);
  4284. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  4285. {
  4286. UINT64 Frequency;
  4287. BOOL Disjoint;
  4288. };
  4289. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  4290. DX_CHECK(deviceCtx->GetData(query.m_disjoint, &disjoint, sizeof(disjoint), 0) );
  4291. uint64_t timeBegin;
  4292. DX_CHECK(deviceCtx->GetData(query.m_begin, &timeBegin, sizeof(timeBegin), 0) );
  4293. Result& result = m_result[query.m_resultIdx];
  4294. --result.m_pending;
  4295. result.m_frequency = disjoint.Frequency;
  4296. result.m_begin = timeBegin;
  4297. result.m_end = timeEnd;
  4298. return true;
  4299. }
  4300. }
  4301. return false;
  4302. }
  4303. void OcclusionQueryD3D11::postReset()
  4304. {
  4305. ID3D11Device* device = s_renderD3D11->m_device;
  4306. D3D11_QUERY_DESC desc;
  4307. desc.Query = D3D11_QUERY_OCCLUSION;
  4308. desc.MiscFlags = 0;
  4309. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4310. {
  4311. Query& query = m_query[ii];
  4312. DX_CHECK(device->CreateQuery(&desc, &query.m_ptr) );
  4313. }
  4314. }
  4315. void OcclusionQueryD3D11::preReset()
  4316. {
  4317. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4318. {
  4319. Query& query = m_query[ii];
  4320. DX_RELEASE(query.m_ptr, 0);
  4321. }
  4322. }
  4323. void OcclusionQueryD3D11::begin(Frame* _render, OcclusionQueryHandle _handle)
  4324. {
  4325. while (0 == m_control.reserve(1) )
  4326. {
  4327. resolve(_render, true);
  4328. }
  4329. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4330. Query& query = m_query[m_control.m_current];
  4331. deviceCtx->Begin(query.m_ptr);
  4332. query.m_handle = _handle;
  4333. }
  4334. void OcclusionQueryD3D11::end()
  4335. {
  4336. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4337. Query& query = m_query[m_control.m_current];
  4338. deviceCtx->End(query.m_ptr);
  4339. m_control.commit(1);
  4340. }
  4341. void OcclusionQueryD3D11::resolve(Frame* _render, bool _wait)
  4342. {
  4343. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4344. while (0 != m_control.available() )
  4345. {
  4346. Query& query = m_query[m_control.m_read];
  4347. if (isValid(query.m_handle) )
  4348. {
  4349. uint64_t result = 0;
  4350. HRESULT hr = deviceCtx->GetData(query.m_ptr, &result, sizeof(result), _wait ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4351. if (S_FALSE == hr)
  4352. {
  4353. break;
  4354. }
  4355. _render->m_occlusion[query.m_handle.idx] = int32_t(result);
  4356. }
  4357. m_control.consume(1);
  4358. }
  4359. }
  4360. void OcclusionQueryD3D11::invalidate(OcclusionQueryHandle _handle)
  4361. {
  4362. const uint32_t size = m_control.m_size;
  4363. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4364. {
  4365. Query& query = m_query[(m_control.m_read + ii) % size];
  4366. if (query.m_handle.idx == _handle.idx)
  4367. {
  4368. query.m_handle.idx = bgfx::kInvalidHandle;
  4369. }
  4370. }
  4371. }
  4372. void RendererContextD3D11::submitBlit(BlitState& _bs, uint16_t _view)
  4373. {
  4374. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4375. while (_bs.hasItem(_view) )
  4376. {
  4377. const BlitItem& blit = _bs.advance();
  4378. const TextureD3D11& src = m_textures[blit.m_src.idx];
  4379. const TextureD3D11& dst = m_textures[blit.m_dst.idx];
  4380. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4381. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4382. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4383. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4384. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4385. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4386. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4387. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4388. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4389. if (TextureD3D11::Texture3D == src.m_type)
  4390. {
  4391. D3D11_BOX box;
  4392. box.left = blit.m_srcX;
  4393. box.top = blit.m_srcY;
  4394. box.front = blit.m_srcZ;
  4395. box.right = blit.m_srcX + width;
  4396. box.bottom = blit.m_srcY + height;;
  4397. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4398. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4399. , blit.m_dstMip
  4400. , blit.m_dstX
  4401. , blit.m_dstY
  4402. , blit.m_dstZ
  4403. , src.m_ptr
  4404. , blit.m_srcMip
  4405. , &box
  4406. );
  4407. }
  4408. else
  4409. {
  4410. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4411. BX_CHECK(!depthStencil
  4412. || (width == src.m_width && height == src.m_height)
  4413. , "When blitting depthstencil surface, source resolution must match destination."
  4414. );
  4415. D3D11_BOX box;
  4416. box.left = blit.m_srcX;
  4417. box.top = blit.m_srcY;
  4418. box.front = 0;
  4419. box.right = blit.m_srcX + width;
  4420. box.bottom = blit.m_srcY + height;
  4421. box.back = 1;
  4422. const uint32_t srcZ = blit.m_srcZ;
  4423. const uint32_t dstZ = blit.m_dstZ;
  4424. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4425. , dstZ*dst.m_numMips+blit.m_dstMip
  4426. , blit.m_dstX
  4427. , blit.m_dstY
  4428. , 0
  4429. , src.m_ptr
  4430. , srcZ*src.m_numMips+blit.m_srcMip
  4431. , depthStencil ? NULL : &box
  4432. );
  4433. }
  4434. }
  4435. }
  4436. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  4437. {
  4438. if (m_lost
  4439. || updateResolution(_render->m_resolution) )
  4440. {
  4441. return;
  4442. }
  4443. if (_render->m_capture)
  4444. {
  4445. renderDocTriggerCapture();
  4446. }
  4447. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"rendererSubmit");
  4448. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4449. int64_t timeBegin = bx::getHPCounter();
  4450. int64_t captureElapsed = 0;
  4451. uint32_t frameQueryIdx = UINT32_MAX;
  4452. if (m_timerQuerySupport)
  4453. {
  4454. frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  4455. }
  4456. if (0 < _render->m_iboffset)
  4457. {
  4458. TransientIndexBuffer* ib = _render->m_transientIb;
  4459. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  4460. }
  4461. if (0 < _render->m_vboffset)
  4462. {
  4463. TransientVertexBuffer* vb = _render->m_transientVb;
  4464. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  4465. }
  4466. _render->sort();
  4467. RenderDraw currentState;
  4468. currentState.clear();
  4469. currentState.m_stateFlags = BGFX_STATE_NONE;
  4470. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4471. RenderBind currentBind;
  4472. currentBind.clear();
  4473. const bool hmdEnabled = false;
  4474. static ViewState viewState;
  4475. viewState.reset(_render, hmdEnabled);
  4476. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4477. bool scissorEnabled = false;
  4478. setDebugWireframe(wireframe);
  4479. uint16_t programIdx = kInvalidHandle;
  4480. SortKey key;
  4481. uint16_t view = UINT16_MAX;
  4482. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4483. BlitState bs(_render);
  4484. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4485. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4486. PrimInfo prim = s_primInfo[primIndex];
  4487. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4488. bool wasCompute = false;
  4489. bool viewHasScissor = false;
  4490. Rect viewScissorRect;
  4491. viewScissorRect.clear();
  4492. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  4493. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  4494. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4495. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4496. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4497. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  4498. uint32_t statsNumIndices = 0;
  4499. uint32_t statsKeyType[2] = {};
  4500. Profiler<TimerQueryD3D11> profiler(
  4501. _render
  4502. , m_gpuTimer
  4503. , s_viewName
  4504. , m_timerQuerySupport
  4505. );
  4506. m_occlusionQuery.resolve(_render);
  4507. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4508. {
  4509. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  4510. // if we don't do this we'll only see one frame of output and then nothing
  4511. setFrameBuffer(BGFX_INVALID_HANDLE, true, false);
  4512. bool viewRestart = false;
  4513. uint8_t eye = 0;
  4514. uint8_t restartState = 0;
  4515. viewState.m_rect = _render->m_view[0].m_rect;
  4516. int32_t numItems = _render->m_numRenderItems;
  4517. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4518. {
  4519. const uint64_t encodedKey = _render->m_sortKeys[item];
  4520. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4521. statsKeyType[isCompute]++;
  4522. const bool viewChanged = 0
  4523. || key.m_view != view
  4524. || item == numItems
  4525. ;
  4526. const uint32_t itemIdx = _render->m_sortValues[item];
  4527. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4528. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4529. ++item;
  4530. if (viewChanged)
  4531. {
  4532. if (1 == restartState)
  4533. {
  4534. restartState = 2;
  4535. item = restartItem;
  4536. restartItem = numItems;
  4537. view = UINT16_MAX;
  4538. continue;
  4539. }
  4540. view = key.m_view;
  4541. programIdx = kInvalidHandle;
  4542. if (_render->m_view[view].m_fbh.idx != fbh.idx)
  4543. {
  4544. fbh = _render->m_view[view].m_fbh;
  4545. setFrameBuffer(fbh);
  4546. }
  4547. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_view[view].m_flags & BGFX_VIEW_STEREO) ) );
  4548. viewRestart &= hmdEnabled;
  4549. if (viewRestart)
  4550. {
  4551. if (0 == restartState)
  4552. {
  4553. restartState = 1;
  4554. restartItem = item - 1;
  4555. }
  4556. eye = (restartState - 1) & 1;
  4557. restartState &= 1;
  4558. }
  4559. else
  4560. {
  4561. eye = 0;
  4562. }
  4563. PIX_ENDEVENT();
  4564. if (item > 1)
  4565. {
  4566. profiler.end();
  4567. }
  4568. profiler.begin(view);
  4569. viewState.m_rect = _render->m_view[view].m_rect;
  4570. if (viewRestart)
  4571. {
  4572. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4573. {
  4574. wchar_t* viewNameW = s_viewNameW[view];
  4575. viewNameW[3] = L' ';
  4576. viewNameW[4] = eye ? L'R' : L'L';
  4577. PIX_BEGINEVENT(0 == ( (view*2+eye)&1)
  4578. ? D3DCOLOR_VIEW_L
  4579. : D3DCOLOR_VIEW_R
  4580. , viewNameW
  4581. );
  4582. }
  4583. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  4584. viewState.m_rect.m_width /= 2;
  4585. }
  4586. else
  4587. {
  4588. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4589. {
  4590. wchar_t* viewNameW = s_viewNameW[view];
  4591. viewNameW[3] = L' ';
  4592. viewNameW[4] = L' ';
  4593. PIX_BEGINEVENT(D3DCOLOR_VIEW, viewNameW);
  4594. }
  4595. }
  4596. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4597. viewHasScissor = !scissorRect.isZero();
  4598. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  4599. D3D11_VIEWPORT vp;
  4600. vp.TopLeftX = viewState.m_rect.m_x;
  4601. vp.TopLeftY = viewState.m_rect.m_y;
  4602. vp.Width = viewState.m_rect.m_width;
  4603. vp.Height = viewState.m_rect.m_height;
  4604. vp.MinDepth = 0.0f;
  4605. vp.MaxDepth = 1.0f;
  4606. deviceCtx->RSSetViewports(1, &vp);
  4607. Clear& clr = _render->m_view[view].m_clear;
  4608. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  4609. {
  4610. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  4611. prim = s_primInfo[Topology::Count]; // Force primitive type update after clear quad.
  4612. }
  4613. submitBlit(bs, view);
  4614. }
  4615. if (isCompute)
  4616. {
  4617. if (!wasCompute)
  4618. {
  4619. wasCompute = true;
  4620. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4621. {
  4622. wchar_t* viewNameW = s_viewNameW[view];
  4623. viewNameW[3] = L'C';
  4624. PIX_ENDEVENT();
  4625. PIX_BEGINEVENT(D3DCOLOR_COMPUTE, viewNameW);
  4626. }
  4627. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4628. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4629. deviceCtx->VSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  4630. deviceCtx->PSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  4631. deviceCtx->VSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  4632. deviceCtx->PSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  4633. }
  4634. const RenderCompute& compute = renderItem.compute;
  4635. if (0 != eye
  4636. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  4637. {
  4638. continue;
  4639. }
  4640. bool programChanged = false;
  4641. bool constantsChanged = compute.m_uniformBegin < compute.m_uniformEnd;
  4642. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  4643. if (key.m_program != programIdx)
  4644. {
  4645. programIdx = key.m_program;
  4646. ProgramD3D11& program = m_program[key.m_program];
  4647. m_currentProgram = &program;
  4648. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  4649. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  4650. programChanged =
  4651. constantsChanged = true;
  4652. }
  4653. if (kInvalidHandle != programIdx)
  4654. {
  4655. ProgramD3D11& program = m_program[programIdx];
  4656. if (constantsChanged)
  4657. {
  4658. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4659. if (NULL != vcb)
  4660. {
  4661. commit(*vcb);
  4662. }
  4663. }
  4664. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  4665. if (constantsChanged
  4666. || program.m_numPredefined > 0)
  4667. {
  4668. commitShaderConstants();
  4669. }
  4670. }
  4671. BX_UNUSED(programChanged);
  4672. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4673. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4674. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4675. for (uint32_t ii = 0; ii < maxComputeBindings; ++ii)
  4676. {
  4677. const Binding& bind = renderBind.m_bind[ii];
  4678. if (kInvalidHandle != bind.m_idx)
  4679. {
  4680. switch (bind.m_type)
  4681. {
  4682. case Binding::Image:
  4683. case Binding::Texture:
  4684. {
  4685. TextureD3D11& texture = m_textures[bind.m_idx];
  4686. if (Access::Read != bind.m_un.m_compute.m_access)
  4687. {
  4688. uav[ii] = 0 == bind.m_un.m_compute.m_mip
  4689. ? texture.m_uav
  4690. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_un.m_compute.m_mip)
  4691. ;
  4692. }
  4693. else
  4694. {
  4695. srv[ii] = s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_un.m_compute.m_mip, true);
  4696. sampler[ii] = s_renderD3D11->getSamplerState(uint32_t(texture.m_flags), NULL);
  4697. }
  4698. }
  4699. break;
  4700. case Binding::IndexBuffer:
  4701. case Binding::VertexBuffer:
  4702. {
  4703. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  4704. ? m_indexBuffers[bind.m_idx]
  4705. : m_vertexBuffers[bind.m_idx]
  4706. ;
  4707. if (Access::Read != bind.m_un.m_compute.m_access)
  4708. {
  4709. uav[ii] = buffer.m_uav;
  4710. }
  4711. else
  4712. {
  4713. srv[ii] = buffer.m_srv;
  4714. }
  4715. }
  4716. break;
  4717. }
  4718. }
  4719. }
  4720. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  4721. {
  4722. // Quiet validation: Resource being set to CS UnorderedAccessView slot 0 is still bound on input!
  4723. deviceCtx->CSSetShaderResources(0, maxComputeBindings, s_zero.m_srv);
  4724. }
  4725. deviceCtx->CSSetUnorderedAccessViews(0, maxComputeBindings, uav, NULL);
  4726. deviceCtx->CSSetShaderResources(0, maxTextureSamplers, srv);
  4727. deviceCtx->CSSetSamplers(0, maxTextureSamplers, sampler);
  4728. if (isValid(compute.m_indirectBuffer) )
  4729. {
  4730. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4731. ID3D11Buffer* ptr = vb.m_ptr;
  4732. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4733. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4734. : compute.m_numIndirect
  4735. ;
  4736. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4737. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  4738. {
  4739. deviceCtx->DispatchIndirect(ptr, args);
  4740. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  4741. }
  4742. }
  4743. else
  4744. {
  4745. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  4746. }
  4747. continue;
  4748. }
  4749. bool resetState = viewChanged || wasCompute;
  4750. if (wasCompute)
  4751. {
  4752. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4753. {
  4754. wchar_t* viewNameW = s_viewNameW[view];
  4755. viewNameW[3] = L' ';
  4756. PIX_ENDEVENT();
  4757. PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  4758. }
  4759. programIdx = kInvalidHandle;
  4760. m_currentProgram = NULL;
  4761. invalidateCompute();
  4762. }
  4763. const RenderDraw& draw = renderItem.draw;
  4764. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  4765. {
  4766. const bool occluded = true
  4767. && isValid(draw.m_occlusionQuery)
  4768. && !hasOcclusionQuery
  4769. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  4770. ;
  4771. if (occluded
  4772. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  4773. {
  4774. if (resetState)
  4775. {
  4776. currentState.clear();
  4777. currentState.m_scissor = !draw.m_scissor;
  4778. currentBind.clear();
  4779. }
  4780. continue;
  4781. }
  4782. }
  4783. const uint64_t newFlags = draw.m_stateFlags;
  4784. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  4785. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  4786. currentState.m_stateFlags = newFlags;
  4787. const uint64_t newStencil = draw.m_stencil;
  4788. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  4789. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  4790. currentState.m_stencil = newStencil;
  4791. if (resetState)
  4792. {
  4793. wasCompute = false;
  4794. currentState.clear();
  4795. currentState.m_scissor = !draw.m_scissor;
  4796. changedFlags = BGFX_STATE_MASK;
  4797. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  4798. currentState.m_stateFlags = newFlags;
  4799. currentState.m_stencil = newStencil;
  4800. currentBind.clear();
  4801. setBlendState(newFlags);
  4802. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  4803. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4804. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4805. }
  4806. if (prim.m_type != s_primInfo[primIndex].m_type)
  4807. {
  4808. prim = s_primInfo[primIndex];
  4809. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4810. }
  4811. uint16_t scissor = draw.m_scissor;
  4812. if (currentState.m_scissor != scissor)
  4813. {
  4814. currentState.m_scissor = scissor;
  4815. if (UINT16_MAX == scissor)
  4816. {
  4817. scissorEnabled = viewHasScissor;
  4818. if (viewHasScissor)
  4819. {
  4820. D3D11_RECT rc;
  4821. rc.left = viewScissorRect.m_x;
  4822. rc.top = viewScissorRect.m_y;
  4823. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  4824. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  4825. deviceCtx->RSSetScissorRects(1, &rc);
  4826. }
  4827. }
  4828. else
  4829. {
  4830. Rect scissorRect;
  4831. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  4832. scissorEnabled = true;
  4833. D3D11_RECT rc;
  4834. rc.left = scissorRect.m_x;
  4835. rc.top = scissorRect.m_y;
  4836. rc.right = scissorRect.m_x + scissorRect.m_width;
  4837. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  4838. deviceCtx->RSSetScissorRects(1, &rc);
  4839. }
  4840. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4841. }
  4842. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  4843. {
  4844. setDepthStencilState(newFlags, newStencil);
  4845. }
  4846. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  4847. {
  4848. setBlendState(newFlags, draw.m_rgba);
  4849. currentState.m_rgba = draw.m_rgba;
  4850. }
  4851. if ( (0
  4852. | BGFX_STATE_CULL_MASK
  4853. | BGFX_STATE_ALPHA_REF_MASK
  4854. | BGFX_STATE_PT_MASK
  4855. | BGFX_STATE_POINT_SIZE_MASK
  4856. | BGFX_STATE_MSAA
  4857. | BGFX_STATE_LINEAA
  4858. | BGFX_STATE_CONSERVATIVE_RASTER
  4859. ) & changedFlags)
  4860. {
  4861. if ( (0
  4862. | BGFX_STATE_CULL_MASK
  4863. | BGFX_STATE_MSAA
  4864. | BGFX_STATE_LINEAA
  4865. | BGFX_STATE_CONSERVATIVE_RASTER
  4866. ) & changedFlags)
  4867. {
  4868. setRasterizerState(newFlags, wireframe, scissorEnabled);
  4869. }
  4870. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  4871. {
  4872. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  4873. viewState.m_alphaRef = ref/255.0f;
  4874. }
  4875. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  4876. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4877. if (prim.m_type != s_primInfo[primIndex].m_type)
  4878. {
  4879. prim = s_primInfo[primIndex];
  4880. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4881. }
  4882. }
  4883. bool programChanged = false;
  4884. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  4885. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  4886. if (key.m_program != programIdx)
  4887. {
  4888. programIdx = key.m_program;
  4889. if (kInvalidHandle == programIdx)
  4890. {
  4891. m_currentProgram = NULL;
  4892. deviceCtx->VSSetShader(NULL, NULL, 0);
  4893. deviceCtx->PSSetShader(NULL, NULL, 0);
  4894. }
  4895. else
  4896. {
  4897. ProgramD3D11& program = m_program[programIdx];
  4898. m_currentProgram = &program;
  4899. const ShaderD3D11* vsh = program.m_vsh;
  4900. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  4901. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  4902. const ShaderD3D11* fsh = program.m_fsh;
  4903. if (NULL != fsh
  4904. && (NULL != m_currentColor || fsh->m_hasDepthOp) )
  4905. {
  4906. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  4907. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  4908. }
  4909. else
  4910. {
  4911. deviceCtx->PSSetShader(NULL, NULL, 0);
  4912. }
  4913. }
  4914. programChanged =
  4915. constantsChanged = true;
  4916. }
  4917. if (kInvalidHandle != programIdx)
  4918. {
  4919. ProgramD3D11& program = m_program[programIdx];
  4920. if (constantsChanged)
  4921. {
  4922. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4923. if (NULL != vcb)
  4924. {
  4925. commit(*vcb);
  4926. }
  4927. if (NULL != program.m_fsh)
  4928. {
  4929. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  4930. if (NULL != fcb)
  4931. {
  4932. commit(*fcb);
  4933. }
  4934. }
  4935. }
  4936. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  4937. if (constantsChanged
  4938. || program.m_numPredefined > 0)
  4939. {
  4940. commitShaderConstants();
  4941. }
  4942. }
  4943. {
  4944. uint32_t changes = 0;
  4945. for (uint8_t stage = 0; stage < maxTextureSamplers; ++stage)
  4946. {
  4947. const Binding& bind = renderBind.m_bind[stage];
  4948. Binding& current = currentBind.m_bind[stage];
  4949. if (current.m_idx != bind.m_idx
  4950. || current.m_type != bind.m_type
  4951. || current.m_un.m_draw.m_textureFlags != bind.m_un.m_draw.m_textureFlags
  4952. || programChanged)
  4953. {
  4954. if (kInvalidHandle != bind.m_idx)
  4955. {
  4956. switch (bind.m_type)
  4957. {
  4958. case Binding::Texture:
  4959. {
  4960. TextureD3D11& texture = m_textures[bind.m_idx];
  4961. texture.commit(stage, bind.m_un.m_draw.m_textureFlags, _render->m_colorPalette);
  4962. }
  4963. break;
  4964. case Binding::IndexBuffer:
  4965. case Binding::VertexBuffer:
  4966. {
  4967. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  4968. ? m_indexBuffers[bind.m_idx]
  4969. : m_vertexBuffers[bind.m_idx]
  4970. ;
  4971. m_textureStage.m_srv[stage] = buffer.m_srv;
  4972. m_textureStage.m_sampler[stage] = NULL;
  4973. }
  4974. break;
  4975. }
  4976. }
  4977. else
  4978. {
  4979. m_textureStage.m_srv[stage] = NULL;
  4980. m_textureStage.m_sampler[stage] = NULL;
  4981. }
  4982. ++changes;
  4983. }
  4984. current = bind;
  4985. }
  4986. if (0 < changes)
  4987. {
  4988. commitTextureStage();
  4989. }
  4990. }
  4991. bool vertexStreamChanged = hasVertexStreamChanged(currentState, draw);
  4992. if (programChanged
  4993. || vertexStreamChanged)
  4994. {
  4995. currentState.m_streamMask = draw.m_streamMask;
  4996. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  4997. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  4998. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  4999. ID3D11Buffer* buffers[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5000. uint32_t strides[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5001. uint32_t offsets[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5002. const VertexDecl* decls[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5003. uint32_t numVertices = draw.m_numVertices;
  5004. uint8_t numStreams = 0;
  5005. if (UINT8_MAX != draw.m_streamMask)
  5006. {
  5007. for (uint32_t idx = 0, streamMask = draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  5008. ; 0 != streamMask
  5009. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  5010. )
  5011. {
  5012. streamMask >>= ntz;
  5013. idx += ntz;
  5014. currentState.m_stream[idx].m_decl = draw.m_stream[idx].m_decl;
  5015. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5016. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5017. const uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5018. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  5019. const uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[idx].m_decl.idx : vb.m_decl.idx;
  5020. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5021. const uint32_t stride = vertexDecl.m_stride;
  5022. buffers[numStreams] = vb.m_ptr;
  5023. strides[numStreams] = stride;
  5024. offsets[numStreams] = draw.m_stream[idx].m_startVertex * stride;
  5025. decls[numStreams] = &vertexDecl;
  5026. numVertices = bx::uint32_min(UINT32_MAX == draw.m_numVertices
  5027. ? vb.m_size/stride
  5028. : draw.m_numVertices
  5029. , numVertices
  5030. );
  5031. }
  5032. }
  5033. currentState.m_numVertices = numVertices;
  5034. if (0 < numStreams)
  5035. {
  5036. deviceCtx->IASetVertexBuffers(0, numStreams, buffers, strides, offsets);
  5037. if (isValid(draw.m_instanceDataBuffer) )
  5038. {
  5039. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5040. const uint32_t instStride = draw.m_instanceDataStride;
  5041. deviceCtx->IASetVertexBuffers(numStreams, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5042. setInputLayout(numStreams, decls, m_program[programIdx], uint16_t(instStride/16) );
  5043. }
  5044. else
  5045. {
  5046. deviceCtx->IASetVertexBuffers(numStreams, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5047. setInputLayout(numStreams, decls, m_program[programIdx], 0);
  5048. }
  5049. }
  5050. else
  5051. {
  5052. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5053. if (isValid(draw.m_instanceDataBuffer) )
  5054. {
  5055. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5056. const uint32_t instStride = draw.m_instanceDataStride;
  5057. deviceCtx->IASetVertexBuffers(0, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5058. setInputLayout(0, NULL, m_program[programIdx], uint16_t(instStride/16) );
  5059. }
  5060. else
  5061. {
  5062. deviceCtx->IASetInputLayout(NULL);
  5063. }
  5064. }
  5065. }
  5066. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  5067. {
  5068. currentState.m_indexBuffer = draw.m_indexBuffer;
  5069. uint16_t handle = draw.m_indexBuffer.idx;
  5070. if (kInvalidHandle != handle)
  5071. {
  5072. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  5073. deviceCtx->IASetIndexBuffer(ib.m_ptr
  5074. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  5075. , 0
  5076. );
  5077. }
  5078. else
  5079. {
  5080. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  5081. }
  5082. }
  5083. if (0 != currentState.m_streamMask)
  5084. {
  5085. uint32_t numVertices = currentState.m_numVertices;
  5086. uint32_t numIndices = 0;
  5087. uint32_t numPrimsSubmitted = 0;
  5088. uint32_t numInstances = 0;
  5089. uint32_t numPrimsRendered = 0;
  5090. uint32_t numDrawIndirect = 0;
  5091. if (hasOcclusionQuery)
  5092. {
  5093. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  5094. }
  5095. if (isValid(draw.m_indirectBuffer) )
  5096. {
  5097. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  5098. ID3D11Buffer* ptr = vb.m_ptr;
  5099. if (isValid(draw.m_indexBuffer) )
  5100. {
  5101. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5102. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5103. : draw.m_numIndirect
  5104. ;
  5105. multiDrawIndexedInstancedIndirect(
  5106. numDrawIndirect
  5107. , ptr
  5108. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5109. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5110. );
  5111. }
  5112. else
  5113. {
  5114. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5115. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5116. : draw.m_numIndirect
  5117. ;
  5118. multiDrawInstancedIndirect(
  5119. numDrawIndirect
  5120. , ptr
  5121. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5122. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5123. );
  5124. }
  5125. }
  5126. else
  5127. {
  5128. if (isValid(draw.m_indexBuffer) )
  5129. {
  5130. if (UINT32_MAX == draw.m_numIndices)
  5131. {
  5132. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  5133. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  5134. numIndices = ib.m_size/indexSize;
  5135. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5136. numInstances = draw.m_numInstances;
  5137. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5138. if (numInstances > 1)
  5139. {
  5140. deviceCtx->DrawIndexedInstanced(numIndices
  5141. , draw.m_numInstances
  5142. , 0
  5143. , 0
  5144. , 0
  5145. );
  5146. }
  5147. else
  5148. {
  5149. deviceCtx->DrawIndexed(numIndices
  5150. , 0
  5151. , 0
  5152. );
  5153. }
  5154. }
  5155. else if (prim.m_min <= draw.m_numIndices)
  5156. {
  5157. numIndices = draw.m_numIndices;
  5158. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5159. numInstances = draw.m_numInstances;
  5160. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5161. if (numInstances > 1)
  5162. {
  5163. deviceCtx->DrawIndexedInstanced(numIndices
  5164. , draw.m_numInstances
  5165. , draw.m_startIndex
  5166. , 0
  5167. , 0
  5168. );
  5169. }
  5170. else
  5171. {
  5172. deviceCtx->DrawIndexed(numIndices
  5173. , draw.m_startIndex
  5174. , 0
  5175. );
  5176. }
  5177. }
  5178. }
  5179. else
  5180. {
  5181. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  5182. numInstances = draw.m_numInstances;
  5183. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5184. if (numInstances > 1)
  5185. {
  5186. deviceCtx->DrawInstanced(numVertices
  5187. , draw.m_numInstances
  5188. , 0
  5189. , 0
  5190. );
  5191. }
  5192. else
  5193. {
  5194. deviceCtx->Draw(numVertices
  5195. , 0
  5196. );
  5197. }
  5198. }
  5199. if (hasOcclusionQuery)
  5200. {
  5201. m_occlusionQuery.end();
  5202. }
  5203. }
  5204. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5205. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5206. statsNumInstances[primIndex] += numInstances;
  5207. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  5208. statsNumIndices += numIndices;
  5209. }
  5210. }
  5211. if (wasCompute)
  5212. {
  5213. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5214. {
  5215. wchar_t* viewNameW = s_viewNameW[view];
  5216. viewNameW[3] = L'C';
  5217. PIX_ENDEVENT();
  5218. PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  5219. }
  5220. invalidateCompute();
  5221. }
  5222. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5223. if (0 < _render->m_numRenderItems)
  5224. {
  5225. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5226. {
  5227. deviceCtx->Flush();
  5228. }
  5229. captureElapsed = -bx::getHPCounter();
  5230. capture();
  5231. captureElapsed += bx::getHPCounter();
  5232. profiler.end();
  5233. }
  5234. }
  5235. PIX_ENDEVENT();
  5236. int64_t timeEnd = bx::getHPCounter();
  5237. int64_t frameTime = timeEnd - timeBegin;
  5238. static int64_t min = frameTime;
  5239. static int64_t max = frameTime;
  5240. min = min > frameTime ? frameTime : min;
  5241. max = max < frameTime ? frameTime : max;
  5242. static uint32_t maxGpuLatency = 0;
  5243. static double maxGpuElapsed = 0.0f;
  5244. double elapsedGpuMs = 0.0;
  5245. if (UINT32_MAX != frameQueryIdx)
  5246. {
  5247. m_gpuTimer.end(frameQueryIdx);
  5248. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5249. double toGpuMs = 1000.0 / double(result.m_frequency);
  5250. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5251. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5252. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5253. }
  5254. const int64_t timerFreq = bx::getHPFrequency();
  5255. Stats& perfStats = _render->m_perfStats;
  5256. perfStats.cpuTimeBegin = timeBegin;
  5257. perfStats.cpuTimeEnd = timeEnd;
  5258. perfStats.cpuTimerFreq = timerFreq;
  5259. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5260. perfStats.gpuTimeBegin = result.m_begin;
  5261. perfStats.gpuTimeEnd = result.m_end;
  5262. perfStats.gpuTimerFreq = result.m_frequency;
  5263. perfStats.numDraw = statsKeyType[0];
  5264. perfStats.numCompute = statsKeyType[1];
  5265. perfStats.numBlit = _render->m_numBlitItems;
  5266. perfStats.maxGpuLatency = maxGpuLatency;
  5267. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  5268. m_nvapi.getMemoryInfo(perfStats.gpuMemoryUsed, perfStats.gpuMemoryMax);
  5269. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5270. {
  5271. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugstats");
  5272. m_needPresent = true;
  5273. TextVideoMem& tvm = m_textVideoMem;
  5274. static int64_t next = timeEnd;
  5275. if (timeEnd >= next)
  5276. {
  5277. next = timeEnd + timerFreq;
  5278. double freq = double(timerFreq);
  5279. double toMs = 1000.0/freq;
  5280. tvm.clear();
  5281. uint16_t pos = 0;
  5282. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  5283. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5284. , getRendererName()
  5285. , m_deviceInterfaceVersion
  5286. , (m_featureLevel >> 12) & 0xf
  5287. , (m_featureLevel >> 8) & 0xf
  5288. );
  5289. const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
  5290. char description[BX_COUNTOF(desc.Description)];
  5291. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5292. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5293. char dedicatedVideo[16];
  5294. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5295. char dedicatedSystem[16];
  5296. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5297. char sharedSystem[16];
  5298. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5299. char processMemoryUsed[16];
  5300. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5301. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5302. , dedicatedVideo
  5303. , dedicatedSystem
  5304. , sharedSystem
  5305. , processMemoryUsed
  5306. );
  5307. pos = 10;
  5308. tvm.printf(10, pos++, 0x8b, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5309. , double(frameTime)*toMs
  5310. , double(min)*toMs
  5311. , double(max)*toMs
  5312. , freq/frameTime
  5313. );
  5314. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5315. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  5316. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5317. , 0 != msaa ? '\xfe' : ' '
  5318. , 1<<msaa
  5319. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5320. );
  5321. double elapsedCpuMs = double(frameTime)*toMs;
  5322. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  5323. , _render->m_numRenderItems
  5324. , statsKeyType[0]
  5325. , statsKeyType[1]
  5326. , elapsedCpuMs
  5327. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  5328. , maxGpuElapsed
  5329. , maxGpuLatency
  5330. );
  5331. maxGpuLatency = 0;
  5332. maxGpuElapsed = 0.0;
  5333. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  5334. {
  5335. tvm.printf(10, pos++, 0x8b, " %10s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  5336. , getName(Topology::Enum(ii) )
  5337. , statsNumPrimsRendered[ii]
  5338. , statsNumInstances[ii]
  5339. , statsNumPrimsSubmitted[ii]
  5340. , statsNumDrawIndirect[ii]
  5341. );
  5342. }
  5343. if (NULL != m_renderDocDll)
  5344. {
  5345. tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
  5346. }
  5347. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  5348. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5349. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  5350. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  5351. pos++;
  5352. tvm.printf(10, pos++, 0x8b, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  5353. pos++;
  5354. tvm.printf(10, pos++, 0x8b, " State cache: ");
  5355. tvm.printf(10, pos++, 0x8b, " Blend | DepthS | Input | Raster | Sampler ");
  5356. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d | %6d "
  5357. , m_blendStateCache.getCount()
  5358. , m_depthStencilStateCache.getCount()
  5359. , m_inputLayoutCache.getCount()
  5360. , m_rasterizerStateCache.getCount()
  5361. , m_samplerStateCache.getCount()
  5362. );
  5363. pos++;
  5364. double captureMs = double(captureElapsed)*toMs;
  5365. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  5366. uint8_t attr[2] = { 0x8c, 0x8a };
  5367. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5368. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5369. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5370. min = frameTime;
  5371. max = frameTime;
  5372. }
  5373. blit(this, _textVideoMemBlitter, tvm);
  5374. PIX_ENDEVENT();
  5375. }
  5376. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5377. {
  5378. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugtext");
  5379. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5380. PIX_ENDEVENT();
  5381. }
  5382. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  5383. if (NULL != m_msaaRt)
  5384. {
  5385. ID3D11Texture2D* backBufferColor;
  5386. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBufferColor) );
  5387. deviceCtx->ResolveSubresource(backBufferColor, 0, m_msaaRt, 0, m_scd.format);
  5388. DX_RELEASE(backBufferColor, 0);
  5389. }
  5390. }
  5391. } /* namespace d3d11 */ } // namespace bgfx
  5392. #else
  5393. namespace bgfx { namespace d3d11
  5394. {
  5395. RendererContextI* rendererCreate(const Init& _init)
  5396. {
  5397. BX_UNUSED(_init);
  5398. return NULL;
  5399. }
  5400. void rendererDestroy()
  5401. {
  5402. }
  5403. } /* namespace d3d11 */ } // namespace bgfx
  5404. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11