renderer_d3d11.cpp 97 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207
  1. /*
  2. * Copyright 2011-2014 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. namespace bgfx
  9. {
  10. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
  11. struct PrimInfo
  12. {
  13. D3D11_PRIMITIVE_TOPOLOGY m_type;
  14. uint32_t m_min;
  15. uint32_t m_div;
  16. uint32_t m_sub;
  17. };
  18. static const PrimInfo s_primInfo[] =
  19. {
  20. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  21. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  22. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  23. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  24. };
  25. static const char* s_primName[] =
  26. {
  27. "TriList",
  28. "TriStrip",
  29. "Line",
  30. "Point",
  31. };
  32. static const uint32_t s_checkMsaa[] =
  33. {
  34. 0,
  35. 2,
  36. 4,
  37. 8,
  38. 16,
  39. };
  40. static DXGI_SAMPLE_DESC s_msaa[] =
  41. {
  42. { 1, 0 },
  43. { 2, 0 },
  44. { 4, 0 },
  45. { 8, 0 },
  46. { 16, 0 },
  47. };
  48. static const D3D11_BLEND s_blendFactor[][2] =
  49. {
  50. { (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
  51. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  52. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  53. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  54. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  55. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  56. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  57. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  58. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  59. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  60. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  61. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  62. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  63. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  64. };
  65. static const D3D11_BLEND_OP s_blendEquation[] =
  66. {
  67. D3D11_BLEND_OP_ADD,
  68. D3D11_BLEND_OP_SUBTRACT,
  69. D3D11_BLEND_OP_REV_SUBTRACT,
  70. D3D11_BLEND_OP_MIN,
  71. D3D11_BLEND_OP_MAX,
  72. };
  73. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  74. {
  75. D3D11_COMPARISON_FUNC(0), // ignored
  76. D3D11_COMPARISON_LESS,
  77. D3D11_COMPARISON_LESS_EQUAL,
  78. D3D11_COMPARISON_EQUAL,
  79. D3D11_COMPARISON_GREATER_EQUAL,
  80. D3D11_COMPARISON_GREATER,
  81. D3D11_COMPARISON_NOT_EQUAL,
  82. D3D11_COMPARISON_NEVER,
  83. D3D11_COMPARISON_ALWAYS,
  84. };
  85. static const D3D11_STENCIL_OP s_stencilOp[] =
  86. {
  87. D3D11_STENCIL_OP_ZERO,
  88. D3D11_STENCIL_OP_KEEP,
  89. D3D11_STENCIL_OP_REPLACE,
  90. D3D11_STENCIL_OP_INCR,
  91. D3D11_STENCIL_OP_INCR_SAT,
  92. D3D11_STENCIL_OP_DECR,
  93. D3D11_STENCIL_OP_DECR_SAT,
  94. D3D11_STENCIL_OP_INVERT,
  95. };
  96. static const D3D11_CULL_MODE s_cullMode[] =
  97. {
  98. D3D11_CULL_NONE,
  99. D3D11_CULL_FRONT,
  100. D3D11_CULL_BACK,
  101. };
  102. static DXGI_FORMAT s_colorFormat[] =
  103. {
  104. DXGI_FORMAT_UNKNOWN, // ignored
  105. DXGI_FORMAT_R8G8B8A8_UNORM,
  106. DXGI_FORMAT_R10G10B10A2_UNORM,
  107. DXGI_FORMAT_R16G16B16A16_UNORM,
  108. DXGI_FORMAT_R16G16B16A16_FLOAT,
  109. DXGI_FORMAT_R16_FLOAT,
  110. DXGI_FORMAT_R32_FLOAT,
  111. };
  112. static const DXGI_FORMAT s_depthFormat[] =
  113. {
  114. DXGI_FORMAT_UNKNOWN, // ignored
  115. DXGI_FORMAT_D16_UNORM, // D16
  116. DXGI_FORMAT_D24_UNORM_S8_UINT, // D24
  117. DXGI_FORMAT_D24_UNORM_S8_UINT, // D24S8
  118. DXGI_FORMAT_D24_UNORM_S8_UINT, // D32
  119. DXGI_FORMAT_D32_FLOAT, // D16F
  120. DXGI_FORMAT_D32_FLOAT, // D24F
  121. DXGI_FORMAT_D32_FLOAT, // D32F
  122. DXGI_FORMAT_D24_UNORM_S8_UINT, // D0S8
  123. };
  124. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  125. {
  126. D3D11_TEXTURE_ADDRESS_WRAP,
  127. D3D11_TEXTURE_ADDRESS_MIRROR,
  128. D3D11_TEXTURE_ADDRESS_CLAMP,
  129. };
  130. /*
  131. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  132. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  133. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  134. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  135. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  136. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  137. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  138. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  139. * D3D11_FILTER_ANISOTROPIC = 0x55,
  140. *
  141. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  142. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  143. *
  144. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  145. * 0x10 // MIN_LINEAR
  146. * 0x04 // MAG_LINEAR
  147. * 0x01 // MIP_LINEAR
  148. */
  149. static const uint32_t s_textureFilter[3][3] =
  150. {
  151. {
  152. 0x10, // min linear
  153. 0x00, // min point
  154. 0x55, // anisotopic
  155. },
  156. {
  157. 0x04, // mag linear
  158. 0x00, // mag point
  159. 0x55, // anisotopic
  160. },
  161. {
  162. 0x01, // mip linear
  163. 0x00, // mip point
  164. 0x55, // anisotopic
  165. },
  166. };
  167. struct TextureFormatInfo
  168. {
  169. DXGI_FORMAT m_fmt;
  170. DXGI_FORMAT m_fmtSrv;
  171. DXGI_FORMAT m_fmtDsv;
  172. };
  173. #ifndef DXGI_FORMAT_B4G4R4A4_UNORM
  174. // Win8 only BS
  175. // https://blogs.msdn.com/b/chuckw/archive/2012/11/14/directx-11-1-and-windows-7.aspx?Redirected=true
  176. // http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx
  177. # define DXGI_FORMAT_B4G4R4A4_UNORM DXGI_FORMAT(115)
  178. #endif // DXGI_FORMAT_B4G4R4A4_UNORM
  179. static const TextureFormatInfo s_textureFormat[] =
  180. {
  181. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN }, // BC1
  182. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN }, // BC2
  183. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN }, // BC3
  184. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN }, // BC4
  185. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN }, // BC5
  186. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  187. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  189. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  190. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  191. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  192. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  193. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  194. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  195. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  196. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  197. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN }, // R8
  198. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN }, // R16
  199. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN }, // R16F
  200. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // BGRA8
  201. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA16
  202. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  203. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  204. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA4
  205. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  206. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  207. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  208. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM }, // D16
  209. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24
  210. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D24S8
  211. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D32
  212. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D16F
  213. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D24F
  214. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D32F
  215. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D0S8
  216. };
  217. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  218. static const D3D11_INPUT_ELEMENT_DESC s_attrib[Attrib::Count] =
  219. {
  220. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  221. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  222. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  223. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  224. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  225. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  226. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  227. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  228. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  229. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  230. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  231. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  232. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  233. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  234. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  235. };
  236. static const DXGI_FORMAT s_attribType[AttribType::Count][4][2] =
  237. {
  238. {
  239. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  240. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  241. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  242. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  243. },
  244. {
  245. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  246. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  247. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  248. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  249. },
  250. {
  251. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  252. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  253. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  254. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  255. },
  256. {
  257. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  258. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  259. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  260. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  261. },
  262. };
  263. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  264. {
  265. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  266. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  267. {
  268. if (0xff != _decl.m_attributes[attr])
  269. {
  270. memcpy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  271. if (0 == _decl.m_attributes[attr])
  272. {
  273. elem->AlignedByteOffset = 0;
  274. }
  275. else
  276. {
  277. uint8_t num;
  278. AttribType::Enum type;
  279. bool normalized;
  280. bool asInt;
  281. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  282. elem->Format = s_attribType[type][num-1][normalized];
  283. elem->AlignedByteOffset = _decl.m_offset[attr];
  284. }
  285. ++elem;
  286. }
  287. }
  288. return elem;
  289. }
  290. struct TextureStage
  291. {
  292. TextureStage()
  293. {
  294. clear();
  295. }
  296. void clear()
  297. {
  298. memset(m_srv, 0, sizeof(m_srv) );
  299. memset(m_sampler, 0, sizeof(m_sampler) );
  300. }
  301. ID3D11ShaderResourceView* m_srv[BGFX_STATE_TEX_COUNT];
  302. ID3D11SamplerState* m_sampler[BGFX_STATE_TEX_COUNT];
  303. };
  304. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  305. template <typename Ty>
  306. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  307. {
  308. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  309. {
  310. char temp[2048];
  311. va_list argList;
  312. va_start(argList, _format);
  313. int size = bx::uint32_min(sizeof(temp)-1, vsnprintf(temp, sizeof(temp), _format, argList) );
  314. va_end(argList);
  315. temp[size] = '\0';
  316. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  317. }
  318. }
  319. struct RendererContextD3D11 : public RendererContextI
  320. {
  321. RendererContextD3D11()
  322. : m_captureTexture(NULL)
  323. , m_captureResolve(NULL)
  324. , m_wireframe(false)
  325. , m_flags(BGFX_RESET_NONE)
  326. , m_vsChanges(0)
  327. , m_fsChanges(0)
  328. , m_rtMsaa(false)
  329. {
  330. m_fbh.idx = invalidHandle;
  331. memset(m_uniforms, 0, sizeof(m_uniforms) );
  332. memset(&m_resolution, 0, sizeof(m_resolution) );
  333. m_d3d11dll = bx::dlopen("d3d11.dll");
  334. BGFX_FATAL(NULL != m_d3d11dll, Fatal::UnableToInitialize, "Failed to load d3d11.dll.");
  335. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  336. {
  337. // D3D11_1.h has ID3DUserDefinedAnnotation
  338. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  339. m_d3d9dll = bx::dlopen("d3d9.dll");
  340. BGFX_FATAL(NULL != m_d3d9dll, Fatal::UnableToInitialize, "Failed to load d3d9.dll.");
  341. m_D3DPERF_SetMarker = (D3DPERF_SetMarkerFunc)bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker");
  342. m_D3DPERF_BeginEvent = (D3DPERF_BeginEventFunc)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  343. m_D3DPERF_EndEvent = (D3DPERF_EndEventFunc)bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent");
  344. BX_CHECK(NULL != m_D3DPERF_SetMarker
  345. && NULL != m_D3DPERF_BeginEvent
  346. && NULL != m_D3DPERF_EndEvent
  347. , "Failed to initialize PIX events."
  348. );
  349. }
  350. PFN_D3D11_CREATE_DEVICE d3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  351. BGFX_FATAL(NULL != d3D11CreateDevice, Fatal::UnableToInitialize, "Function D3D11CreateDevice not found.");
  352. m_dxgidll = bx::dlopen("dxgi.dll");
  353. BGFX_FATAL(NULL != m_dxgidll, Fatal::UnableToInitialize, "Failed to load dxgi.dll.");
  354. PFN_CREATEDXGIFACTORY dxgiCreateDXGIFactory = (PFN_CREATEDXGIFACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  355. BGFX_FATAL(NULL != dxgiCreateDXGIFactory, Fatal::UnableToInitialize, "Function CreateDXGIFactory not found.");
  356. HRESULT hr;
  357. IDXGIFactory* factory;
  358. hr = dxgiCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
  359. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create DXGI factory.");
  360. m_adapter = NULL;
  361. m_driverType = D3D_DRIVER_TYPE_HARDWARE;
  362. IDXGIAdapter* adapter;
  363. for (uint32_t ii = 0; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter); ++ii)
  364. {
  365. DXGI_ADAPTER_DESC desc;
  366. hr = adapter->GetDesc(&desc);
  367. if (SUCCEEDED(hr) )
  368. {
  369. BX_TRACE("Adapter #%d", ii);
  370. char description[BX_COUNTOF(desc.Description)];
  371. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  372. BX_TRACE("\tDescription: %s", description);
  373. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  374. , desc.VendorId
  375. , desc.DeviceId
  376. , desc.SubSysId
  377. , desc.Revision
  378. );
  379. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  380. , desc.DedicatedVideoMemory
  381. , desc.DedicatedSystemMemory
  382. , desc.SharedSystemMemory
  383. );
  384. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  385. && 0 != strstr(description, "PerfHUD") )
  386. {
  387. m_adapter = adapter;
  388. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  389. }
  390. }
  391. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  392. }
  393. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  394. D3D_FEATURE_LEVEL features[] =
  395. {
  396. D3D_FEATURE_LEVEL_11_0,
  397. D3D_FEATURE_LEVEL_10_1,
  398. D3D_FEATURE_LEVEL_10_0,
  399. };
  400. memset(&m_scd, 0, sizeof(m_scd) );
  401. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  402. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  403. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  404. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  405. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  406. m_scd.SampleDesc.Count = 1;
  407. m_scd.SampleDesc.Quality = 0;
  408. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  409. m_scd.BufferCount = 1;
  410. m_scd.OutputWindow = g_bgfxHwnd;
  411. m_scd.Windowed = true;
  412. uint32_t flags = D3D11_CREATE_DEVICE_SINGLETHREADED
  413. #if BGFX_CONFIG_DEBUG
  414. | D3D11_CREATE_DEVICE_DEBUG
  415. #endif // BGFX_CONFIG_DEBUG
  416. ;
  417. D3D_FEATURE_LEVEL featureLevel;
  418. hr = d3D11CreateDevice(m_adapter
  419. , m_driverType
  420. , NULL
  421. , flags
  422. , features
  423. , 1
  424. , D3D11_SDK_VERSION
  425. , &m_device
  426. , &featureLevel
  427. , &m_deviceCtx
  428. );
  429. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  430. IDXGIDevice* device;
  431. hr = m_device->QueryInterface(__uuidof(IDXGIDevice), (void**)&device);
  432. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  433. hr = device->GetParent(__uuidof(IDXGIAdapter), (void**)&adapter);
  434. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  435. // GPA increases device ref count and triggers assert in debug
  436. // build. Set flag to disable reference count checks.
  437. setGraphicsDebuggerPresent(3 < getRefCount(device) );
  438. DX_RELEASE(device, 2);
  439. hr = adapter->GetDesc(&m_adapterDesc);
  440. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  441. hr = adapter->GetParent(__uuidof(IDXGIFactory), (void**)&m_factory);
  442. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  443. DX_RELEASE(adapter, 2);
  444. hr = m_factory->CreateSwapChain(m_device
  445. , &m_scd
  446. , &m_swapChain
  447. );
  448. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  449. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  450. {
  451. ID3D11InfoQueue* infoQueue;
  452. hr = m_device->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&infoQueue);
  453. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
  454. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  455. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  456. infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  457. D3D11_INFO_QUEUE_FILTER filter;
  458. memset(&filter, 0, sizeof(filter) );
  459. D3D11_MESSAGE_CATEGORY categies[] =
  460. {
  461. D3D11_MESSAGE_CATEGORY_STATE_SETTING,
  462. D3D11_MESSAGE_CATEGORY_EXECUTION,
  463. };
  464. filter.DenyList.NumCategories = BX_COUNTOF(categies);
  465. filter.DenyList.pCategoryList = categies;
  466. infoQueue->PushStorageFilter(&filter);
  467. DX_RELEASE(infoQueue, 3);
  468. }
  469. UniformHandle handle = BGFX_INVALID_HANDLE;
  470. for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
  471. {
  472. m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
  473. }
  474. g_caps.supported |= ( 0
  475. | BGFX_CAPS_TEXTURE_FORMAT_BC1
  476. | BGFX_CAPS_TEXTURE_FORMAT_BC2
  477. | BGFX_CAPS_TEXTURE_FORMAT_BC3
  478. | BGFX_CAPS_TEXTURE_FORMAT_BC4
  479. | BGFX_CAPS_TEXTURE_FORMAT_BC5
  480. | BGFX_CAPS_TEXTURE_3D
  481. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  482. | BGFX_CAPS_INSTANCING
  483. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  484. | BGFX_CAPS_FRAGMENT_DEPTH
  485. | BGFX_CAPS_BLEND_INDEPENDENT
  486. | BGFX_CAPS_COMPUTE
  487. );
  488. g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  489. g_caps.maxFBAttachments = bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  490. updateMsaa();
  491. postReset();
  492. }
  493. ~RendererContextD3D11()
  494. {
  495. preReset();
  496. m_deviceCtx->ClearState();
  497. invalidateCache();
  498. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  499. {
  500. m_indexBuffers[ii].destroy();
  501. }
  502. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  503. {
  504. m_vertexBuffers[ii].destroy();
  505. }
  506. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  507. {
  508. m_shaders[ii].destroy();
  509. }
  510. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  511. {
  512. m_textures[ii].destroy();
  513. }
  514. DX_RELEASE(m_swapChain, 0);
  515. DX_RELEASE(m_deviceCtx, 0);
  516. DX_RELEASE(m_device, 0);
  517. DX_RELEASE(m_factory, 0);
  518. bx::dlclose(m_dxgidll);
  519. bx::dlclose(m_d3d11dll);
  520. }
  521. RendererType::Enum getRendererType() const BX_OVERRIDE
  522. {
  523. return RendererType::Direct3D11;
  524. }
  525. const char* getRendererName() const BX_OVERRIDE
  526. {
  527. return BGFX_RENDERER_DIRECT3D11_NAME;
  528. }
  529. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem) BX_OVERRIDE
  530. {
  531. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  532. }
  533. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  534. {
  535. m_indexBuffers[_handle.idx].destroy();
  536. }
  537. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  538. {
  539. VertexDecl& decl = m_vertexDecls[_handle.idx];
  540. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  541. dump(decl);
  542. }
  543. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  544. {
  545. }
  546. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle) BX_OVERRIDE
  547. {
  548. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  549. }
  550. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  551. {
  552. m_vertexBuffers[_handle.idx].destroy();
  553. }
  554. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size) BX_OVERRIDE
  555. {
  556. m_indexBuffers[_handle.idx].create(_size, NULL);
  557. }
  558. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  559. {
  560. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  561. }
  562. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  563. {
  564. m_indexBuffers[_handle.idx].destroy();
  565. }
  566. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size) BX_OVERRIDE
  567. {
  568. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  569. m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  570. }
  571. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  572. {
  573. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  574. }
  575. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  576. {
  577. m_vertexBuffers[_handle.idx].destroy();
  578. }
  579. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  580. {
  581. m_shaders[_handle.idx].create(_mem);
  582. }
  583. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  584. {
  585. m_shaders[_handle.idx].destroy();
  586. }
  587. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  588. {
  589. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  590. }
  591. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  592. {
  593. m_program[_handle.idx].destroy();
  594. }
  595. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  596. {
  597. m_textures[_handle.idx].create(_mem, _flags, _skip);
  598. }
  599. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  600. {
  601. }
  602. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  603. {
  604. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  605. }
  606. void updateTextureEnd() BX_OVERRIDE
  607. {
  608. }
  609. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  610. {
  611. m_textures[_handle.idx].destroy();
  612. }
  613. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  614. {
  615. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  616. }
  617. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  618. {
  619. m_frameBuffers[_handle.idx].destroy();
  620. }
  621. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  622. {
  623. if (NULL != m_uniforms[_handle.idx])
  624. {
  625. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  626. }
  627. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  628. void* data = BX_ALLOC(g_allocator, size);
  629. memset(data, 0, size);
  630. m_uniforms[_handle.idx] = data;
  631. m_uniformReg.add(_handle, _name, data);
  632. }
  633. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  634. {
  635. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  636. m_uniforms[_handle.idx] = NULL;
  637. }
  638. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  639. {
  640. ID3D11Texture2D* backBuffer;
  641. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  642. D3D11_TEXTURE2D_DESC backBufferDesc;
  643. backBuffer->GetDesc(&backBufferDesc);
  644. D3D11_TEXTURE2D_DESC desc;
  645. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  646. desc.SampleDesc.Count = 1;
  647. desc.SampleDesc.Quality = 0;
  648. desc.Usage = D3D11_USAGE_STAGING;
  649. desc.BindFlags = 0;
  650. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  651. ID3D11Texture2D* texture;
  652. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  653. if (SUCCEEDED(hr) )
  654. {
  655. if (backBufferDesc.SampleDesc.Count == 1)
  656. {
  657. m_deviceCtx->CopyResource(texture, backBuffer);
  658. }
  659. else
  660. {
  661. desc.Usage = D3D11_USAGE_DEFAULT;
  662. desc.CPUAccessFlags = 0;
  663. ID3D11Texture2D* resolve;
  664. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  665. if (SUCCEEDED(hr) )
  666. {
  667. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  668. m_deviceCtx->CopyResource(texture, resolve);
  669. DX_RELEASE(resolve, 0);
  670. }
  671. }
  672. D3D11_MAPPED_SUBRESOURCE mapped;
  673. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  674. g_callback->screenShot(_filePath
  675. , backBufferDesc.Width
  676. , backBufferDesc.Height
  677. , mapped.RowPitch
  678. , mapped.pData
  679. , backBufferDesc.Height*mapped.RowPitch
  680. , false
  681. );
  682. m_deviceCtx->Unmap(texture, 0);
  683. DX_RELEASE(texture, 0);
  684. }
  685. DX_RELEASE(backBuffer, 0);
  686. }
  687. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  688. {
  689. mbstowcs(&s_viewNameW[_id][0], _name, BX_COUNTOF(s_viewNameW[0]) );
  690. }
  691. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  692. {
  693. memcpy(m_uniforms[_loc], _data, _size);
  694. }
  695. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  696. {
  697. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  698. {
  699. uint32_t size = _size*sizeof(wchar_t);
  700. wchar_t* name = (wchar_t*)alloca(size);
  701. mbstowcs(name, _marker, size-2);
  702. PIX_SETMARKER(D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff), name);
  703. }
  704. }
  705. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  706. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  707. {
  708. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  709. uint32_t width = m_scd.BufferDesc.Width;
  710. uint32_t height = m_scd.BufferDesc.Height;
  711. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  712. setFrameBuffer(fbh, false);
  713. D3D11_VIEWPORT vp;
  714. vp.TopLeftX = 0;
  715. vp.TopLeftY = 0;
  716. vp.Width = (float)width;
  717. vp.Height = (float)height;
  718. vp.MinDepth = 0.0f;
  719. vp.MaxDepth = 1.0f;
  720. deviceCtx->RSSetViewports(1, &vp);
  721. uint64_t state = BGFX_STATE_RGB_WRITE
  722. | BGFX_STATE_ALPHA_WRITE
  723. | BGFX_STATE_DEPTH_TEST_ALWAYS
  724. ;
  725. setBlendState(state);
  726. setDepthStencilState(state);
  727. setRasterizerState(state);
  728. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  729. m_currentProgram = &program;
  730. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  731. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  732. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  733. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  734. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  735. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  736. uint32_t stride = vertexDecl.m_stride;
  737. uint32_t offset = 0;
  738. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  739. setInputLayout(vertexDecl, program, 0);
  740. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  741. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  742. float proj[16];
  743. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  744. PredefinedUniform& predefined = program.m_predefined[0];
  745. uint8_t flags = predefined.m_type;
  746. setShaderConstant(flags, predefined.m_loc, proj, 4);
  747. commitShaderConstants();
  748. m_textures[_blitter.m_texture.idx].commit(0);
  749. commitTextureStage();
  750. }
  751. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  752. {
  753. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  754. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  755. ib.update(0, _numIndices*2, _blitter.m_ib->data);
  756. uint32_t numVertices = _numIndices*4/6;
  757. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data);
  758. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  759. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  760. }
  761. void preReset()
  762. {
  763. DX_RELEASE(m_backBufferDepthStencil, 0);
  764. DX_RELEASE(m_backBufferColor, 0);
  765. // invalidateCache();
  766. capturePreReset();
  767. }
  768. void postReset()
  769. {
  770. ID3D11Texture2D* color;
  771. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&color) );
  772. DX_CHECK(m_device->CreateRenderTargetView(color, NULL, &m_backBufferColor) );
  773. DX_RELEASE(color, 0);
  774. D3D11_TEXTURE2D_DESC dsd;
  775. dsd.Width = m_scd.BufferDesc.Width;
  776. dsd.Height = m_scd.BufferDesc.Height;
  777. dsd.MipLevels = 1;
  778. dsd.ArraySize = 1;
  779. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  780. dsd.SampleDesc = m_scd.SampleDesc;
  781. dsd.Usage = D3D11_USAGE_DEFAULT;
  782. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  783. dsd.CPUAccessFlags = 0;
  784. dsd.MiscFlags = 0;
  785. ID3D11Texture2D* depthStencil;
  786. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  787. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  788. DX_RELEASE(depthStencil, 0);
  789. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  790. m_currentColor = m_backBufferColor;
  791. m_currentDepthStencil = m_backBufferDepthStencil;
  792. capturePostReset();
  793. }
  794. void flip() BX_OVERRIDE
  795. {
  796. if (NULL != m_swapChain)
  797. {
  798. uint32_t syncInterval = !!(m_flags & BGFX_RESET_VSYNC);
  799. DX_CHECK(m_swapChain->Present(syncInterval, 0) );
  800. }
  801. }
  802. void invalidateCache()
  803. {
  804. m_inputLayoutCache.invalidate();
  805. m_blendStateCache.invalidate();
  806. m_depthStencilStateCache.invalidate();
  807. m_rasterizerStateCache.invalidate();
  808. m_samplerStateCache.invalidate();
  809. }
  810. void updateMsaa()
  811. {
  812. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  813. {
  814. uint32_t msaa = s_checkMsaa[ii];
  815. uint32_t quality = 0;
  816. HRESULT hr = m_device->CheckMultisampleQualityLevels(m_scd.BufferDesc.Format, msaa, &quality);
  817. if (SUCCEEDED(hr)
  818. && 0 < quality)
  819. {
  820. s_msaa[ii].Count = msaa;
  821. s_msaa[ii].Quality = quality - 1;
  822. last = ii;
  823. }
  824. else
  825. {
  826. s_msaa[ii] = s_msaa[last];
  827. }
  828. }
  829. }
  830. void updateResolution(const Resolution& _resolution)
  831. {
  832. if ( (uint32_t)m_scd.BufferDesc.Width != _resolution.m_width
  833. || (uint32_t)m_scd.BufferDesc.Height != _resolution.m_height
  834. || m_flags != _resolution.m_flags)
  835. {
  836. bool resize = (m_flags&BGFX_RESET_MSAA_MASK) == (_resolution.m_flags&BGFX_RESET_MSAA_MASK);
  837. m_flags = _resolution.m_flags;
  838. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  839. m_textVideoMem.clear();
  840. m_resolution = _resolution;
  841. m_scd.BufferDesc.Width = _resolution.m_width;
  842. m_scd.BufferDesc.Height = _resolution.m_height;
  843. preReset();
  844. if (resize)
  845. {
  846. DX_CHECK(m_swapChain->ResizeBuffers(2
  847. , m_scd.BufferDesc.Width
  848. , m_scd.BufferDesc.Height
  849. , m_scd.BufferDesc.Format
  850. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  851. ) );
  852. }
  853. else
  854. {
  855. updateMsaa();
  856. m_scd.SampleDesc = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  857. DX_RELEASE(m_swapChain, 0);
  858. HRESULT hr;
  859. hr = m_factory->CreateSwapChain(m_device
  860. , &m_scd
  861. , &m_swapChain
  862. );
  863. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  864. }
  865. postReset();
  866. }
  867. }
  868. void setShaderConstant(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  869. {
  870. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  871. {
  872. memcpy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  873. m_fsChanges += _numRegs;
  874. }
  875. else
  876. {
  877. memcpy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  878. m_vsChanges += _numRegs;
  879. }
  880. }
  881. void commitShaderConstants()
  882. {
  883. if (0 < m_vsChanges)
  884. {
  885. if (NULL != m_currentProgram->m_vsh->m_buffer)
  886. {
  887. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  888. }
  889. m_vsChanges = 0;
  890. }
  891. if (0 < m_fsChanges)
  892. {
  893. if (NULL != m_currentProgram->m_fsh->m_buffer)
  894. {
  895. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  896. }
  897. m_fsChanges = 0;
  898. }
  899. }
  900. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  901. {
  902. BX_UNUSED(_msaa);
  903. if (!isValid(_fbh) )
  904. {
  905. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  906. m_currentColor = m_backBufferColor;
  907. m_currentDepthStencil = m_backBufferDepthStencil;
  908. }
  909. else
  910. {
  911. invalidateTextureStage();
  912. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  913. m_deviceCtx->OMSetRenderTargets(frameBuffer.m_num, frameBuffer.m_rtv, frameBuffer.m_dsv);
  914. m_currentColor = frameBuffer.m_rtv[0];
  915. m_currentDepthStencil = frameBuffer.m_dsv;
  916. }
  917. if (isValid(m_fbh)
  918. && m_fbh.idx != _fbh.idx
  919. && m_rtMsaa)
  920. {
  921. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  922. frameBuffer.resolve();
  923. }
  924. m_fbh = _fbh;
  925. m_rtMsaa = _msaa;
  926. }
  927. void clear(const Clear& _clear)
  928. {
  929. if (isValid(m_fbh) )
  930. {
  931. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  932. frameBuffer.clear(_clear);
  933. }
  934. else
  935. {
  936. if (NULL != m_currentColor
  937. && BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  938. {
  939. uint32_t rgba = _clear.m_rgba;
  940. float frgba[4] = { (rgba>>24)/255.0f, ( (rgba>>16)&0xff)/255.0f, ( (rgba>>8)&0xff)/255.0f, (rgba&0xff)/255.0f };
  941. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  942. }
  943. if (NULL != m_currentDepthStencil
  944. && (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
  945. {
  946. DWORD flags = 0;
  947. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
  948. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
  949. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  950. }
  951. }
  952. }
  953. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint8_t _numInstanceData)
  954. {
  955. uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
  956. layoutHash ^= _numInstanceData;
  957. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  958. if (NULL == layout)
  959. {
  960. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  961. VertexDecl decl;
  962. memcpy(&decl, &_vertexDecl, sizeof(VertexDecl) );
  963. const uint8_t* attrMask = _program.m_vsh->m_attrMask;
  964. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  965. {
  966. uint8_t mask = attrMask[ii];
  967. uint8_t attr = (decl.m_attributes[ii] & mask);
  968. decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
  969. }
  970. D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, decl);
  971. uint32_t num = uint32_t(elem-vertexElements);
  972. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  973. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  974. {
  975. uint32_t index = 8-_numInstanceData+ii;
  976. uint32_t jj;
  977. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  978. for (jj = 0; jj < num; ++jj)
  979. {
  980. curr = &vertexElements[jj];
  981. if (0 == strcmp(curr->SemanticName, "TEXCOORD")
  982. && curr->SemanticIndex == index)
  983. {
  984. break;
  985. }
  986. }
  987. if (jj == num)
  988. {
  989. curr = elem;
  990. ++elem;
  991. }
  992. memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  993. curr->InputSlot = 1;
  994. curr->SemanticIndex = index;
  995. curr->AlignedByteOffset = ii*16;
  996. }
  997. num = uint32_t(elem-vertexElements);
  998. DX_CHECK(m_device->CreateInputLayout(vertexElements
  999. , num
  1000. , _program.m_vsh->m_code->data
  1001. , _program.m_vsh->m_code->size
  1002. , &layout
  1003. ) );
  1004. m_inputLayoutCache.add(layoutHash, layout);
  1005. }
  1006. m_deviceCtx->IASetInputLayout(layout);
  1007. }
  1008. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  1009. {
  1010. _state &= 0
  1011. | BGFX_STATE_BLEND_MASK
  1012. | BGFX_STATE_BLEND_EQUATION_MASK
  1013. | BGFX_STATE_BLEND_INDEPENDENT
  1014. | BGFX_STATE_ALPHA_WRITE
  1015. | BGFX_STATE_RGB_WRITE
  1016. ;
  1017. bx::HashMurmur2A murmur;
  1018. murmur.begin();
  1019. murmur.add(_state);
  1020. const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
  1021. const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
  1022. bool hasFactor = f0 == (_state & f0)
  1023. || f1 == (_state & f1)
  1024. ;
  1025. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  1026. if (hasFactor)
  1027. {
  1028. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  1029. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  1030. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  1031. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  1032. }
  1033. else
  1034. {
  1035. murmur.add(_rgba);
  1036. }
  1037. uint32_t hash = murmur.end();
  1038. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  1039. if (NULL == bs)
  1040. {
  1041. D3D11_BLEND_DESC desc;
  1042. memset(&desc, 0, sizeof(desc) );
  1043. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  1044. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  1045. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  1046. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  1047. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  1048. const uint32_t srcRGB = (blend )&0xf;
  1049. const uint32_t dstRGB = (blend>> 4)&0xf;
  1050. const uint32_t srcA = (blend>> 8)&0xf;
  1051. const uint32_t dstA = (blend>>12)&0xf;
  1052. const uint32_t equRGB = (equation )&0x7;
  1053. const uint32_t equA = (equation>>3)&0x7;
  1054. drt->SrcBlend = s_blendFactor[srcRGB][0];
  1055. drt->DestBlend = s_blendFactor[dstRGB][0];
  1056. drt->BlendOp = s_blendEquation[equRGB];
  1057. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  1058. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  1059. drt->BlendOpAlpha = s_blendEquation[equA];
  1060. uint32_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  1061. writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  1062. drt->RenderTargetWriteMask = writeMask;
  1063. if (desc.IndependentBlendEnable)
  1064. {
  1065. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  1066. {
  1067. drt = &desc.RenderTarget[ii];
  1068. drt->BlendEnable = 0 != (rgba&0x7ff);
  1069. const uint32_t src = (rgba )&0xf;
  1070. const uint32_t dst = (rgba>>4)&0xf;
  1071. const uint32_t equation = (rgba>>8)&0x7;
  1072. drt->SrcBlend = s_blendFactor[src][0];
  1073. drt->DestBlend = s_blendFactor[dst][0];
  1074. drt->BlendOp = s_blendEquation[equation];
  1075. drt->SrcBlendAlpha = s_blendFactor[src][1];
  1076. drt->DestBlendAlpha = s_blendFactor[dst][1];
  1077. drt->BlendOpAlpha = s_blendEquation[equation];
  1078. drt->RenderTargetWriteMask = writeMask;
  1079. }
  1080. }
  1081. else
  1082. {
  1083. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  1084. {
  1085. memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  1086. }
  1087. }
  1088. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  1089. m_blendStateCache.add(hash, bs);
  1090. }
  1091. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  1092. }
  1093. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  1094. {
  1095. _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK;
  1096. uint32_t fstencil = unpackStencil(0, _stencil);
  1097. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  1098. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  1099. bx::HashMurmur2A murmur;
  1100. murmur.begin();
  1101. murmur.add(_state);
  1102. murmur.add(_stencil);
  1103. uint32_t hash = murmur.end();
  1104. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  1105. if (NULL == dss)
  1106. {
  1107. D3D11_DEPTH_STENCIL_DESC desc;
  1108. memset(&desc, 0, sizeof(desc) );
  1109. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1110. desc.DepthEnable = 0 != func;
  1111. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  1112. desc.DepthFunc = s_cmpFunc[func];
  1113. uint32_t bstencil = unpackStencil(1, _stencil);
  1114. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  1115. bstencil = frontAndBack ? bstencil : fstencil;
  1116. desc.StencilEnable = 0 != _stencil;
  1117. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  1118. desc.StencilWriteMask = 0xff;
  1119. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1120. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1121. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1122. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1123. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  1124. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  1125. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  1126. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  1127. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  1128. m_depthStencilStateCache.add(hash, dss);
  1129. }
  1130. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  1131. }
  1132. void setDebugWireframe(bool _wireframe)
  1133. {
  1134. if (m_wireframe != _wireframe)
  1135. {
  1136. m_wireframe = _wireframe;
  1137. m_rasterizerStateCache.invalidate();
  1138. }
  1139. }
  1140. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  1141. {
  1142. _state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA;
  1143. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  1144. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  1145. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  1146. if (NULL == rs)
  1147. {
  1148. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  1149. D3D11_RASTERIZER_DESC desc;
  1150. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  1151. desc.CullMode = s_cullMode[cull];
  1152. desc.FrontCounterClockwise = false;
  1153. desc.DepthBias = 0;
  1154. desc.DepthBiasClamp = 0.0f;
  1155. desc.SlopeScaledDepthBias = 0.0f;
  1156. desc.DepthClipEnable = false;
  1157. desc.ScissorEnable = _scissor;
  1158. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  1159. desc.AntialiasedLineEnable = false;
  1160. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  1161. m_rasterizerStateCache.add(_state, rs);
  1162. }
  1163. m_deviceCtx->RSSetState(rs);
  1164. }
  1165. ID3D11SamplerState* getSamplerState(uint32_t _flags)
  1166. {
  1167. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  1168. ID3D11SamplerState* sampler = m_samplerStateCache.find(_flags);
  1169. if (NULL == sampler)
  1170. {
  1171. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  1172. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  1173. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1174. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  1175. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  1176. D3D11_SAMPLER_DESC sd;
  1177. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  1178. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  1179. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  1180. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  1181. sd.MipLODBias = 0.0f;
  1182. sd.MaxAnisotropy = 1;
  1183. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  1184. sd.BorderColor[0] = 0.0f;
  1185. sd.BorderColor[1] = 0.0f;
  1186. sd.BorderColor[2] = 0.0f;
  1187. sd.BorderColor[3] = 0.0f;
  1188. sd.MinLOD = 0;
  1189. sd.MaxLOD = D3D11_FLOAT32_MAX;
  1190. m_device->CreateSamplerState(&sd, &sampler);
  1191. DX_CHECK_REFCOUNT(sampler, 1);
  1192. m_samplerStateCache.add(_flags, sampler);
  1193. }
  1194. return sampler;
  1195. }
  1196. void commitTextureStage()
  1197. {
  1198. m_deviceCtx->PSSetShaderResources(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_srv);
  1199. m_deviceCtx->PSSetSamplers(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_sampler);
  1200. }
  1201. void invalidateTextureStage()
  1202. {
  1203. m_textureStage.clear();
  1204. commitTextureStage();
  1205. }
  1206. void capturePostReset()
  1207. {
  1208. if (m_flags&BGFX_RESET_CAPTURE)
  1209. {
  1210. ID3D11Texture2D* backBuffer;
  1211. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  1212. D3D11_TEXTURE2D_DESC backBufferDesc;
  1213. backBuffer->GetDesc(&backBufferDesc);
  1214. D3D11_TEXTURE2D_DESC desc;
  1215. memcpy(&desc, &backBufferDesc, sizeof(desc) );
  1216. desc.SampleDesc.Count = 1;
  1217. desc.SampleDesc.Quality = 0;
  1218. desc.Usage = D3D11_USAGE_STAGING;
  1219. desc.BindFlags = 0;
  1220. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1221. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  1222. if (SUCCEEDED(hr) )
  1223. {
  1224. if (backBufferDesc.SampleDesc.Count != 1)
  1225. {
  1226. desc.Usage = D3D11_USAGE_DEFAULT;
  1227. desc.CPUAccessFlags = 0;
  1228. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  1229. }
  1230. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  1231. }
  1232. DX_RELEASE(backBuffer, 0);
  1233. }
  1234. }
  1235. void capturePreReset()
  1236. {
  1237. if (NULL != m_captureTexture)
  1238. {
  1239. g_callback->captureEnd();
  1240. }
  1241. DX_RELEASE(m_captureResolve, 0);
  1242. DX_RELEASE(m_captureTexture, 0);
  1243. }
  1244. void capture()
  1245. {
  1246. if (NULL != m_captureTexture)
  1247. {
  1248. ID3D11Texture2D* backBuffer;
  1249. DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
  1250. DXGI_MODE_DESC& desc = m_scd.BufferDesc;
  1251. if (NULL == m_captureResolve)
  1252. {
  1253. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  1254. }
  1255. else
  1256. {
  1257. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, desc.Format);
  1258. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  1259. }
  1260. D3D11_MAPPED_SUBRESOURCE mapped;
  1261. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  1262. g_callback->captureFrame(mapped.pData, desc.Height*mapped.RowPitch);
  1263. m_deviceCtx->Unmap(m_captureTexture, 0);
  1264. DX_RELEASE(backBuffer, 0);
  1265. }
  1266. }
  1267. void commit(ConstantBuffer& _constantBuffer)
  1268. {
  1269. _constantBuffer.reset();
  1270. do
  1271. {
  1272. uint32_t opcode = _constantBuffer.read();
  1273. if (UniformType::End == opcode)
  1274. {
  1275. break;
  1276. }
  1277. UniformType::Enum type;
  1278. uint16_t loc;
  1279. uint16_t num;
  1280. uint16_t copy;
  1281. ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1282. const char* data;
  1283. if (copy)
  1284. {
  1285. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  1286. }
  1287. else
  1288. {
  1289. UniformHandle handle;
  1290. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1291. data = (const char*)m_uniforms[handle.idx];
  1292. }
  1293. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1294. case UniformType::_uniform: \
  1295. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1296. { \
  1297. setShaderConstant(type, loc, data, num); \
  1298. } \
  1299. break;
  1300. switch ( (int32_t)type)
  1301. {
  1302. case UniformType::Uniform3x3fv:
  1303. case UniformType::Uniform3x3fv|BGFX_UNIFORM_FRAGMENTBIT: \
  1304. {
  1305. float* value = (float*)data;
  1306. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  1307. {
  1308. Matrix4 mtx;
  1309. mtx.un.val[ 0] = value[0];
  1310. mtx.un.val[ 1] = value[1];
  1311. mtx.un.val[ 2] = value[2];
  1312. mtx.un.val[ 3] = 0.0f;
  1313. mtx.un.val[ 4] = value[3];
  1314. mtx.un.val[ 5] = value[4];
  1315. mtx.un.val[ 6] = value[5];
  1316. mtx.un.val[ 7] = 0.0f;
  1317. mtx.un.val[ 8] = value[6];
  1318. mtx.un.val[ 9] = value[7];
  1319. mtx.un.val[10] = value[8];
  1320. mtx.un.val[11] = 0.0f;
  1321. setShaderConstant(type, loc, &mtx.un.val[0], 3);
  1322. }
  1323. }
  1324. break;
  1325. CASE_IMPLEMENT_UNIFORM(Uniform1i, I, int);
  1326. CASE_IMPLEMENT_UNIFORM(Uniform1f, F, float);
  1327. CASE_IMPLEMENT_UNIFORM(Uniform1iv, I, int);
  1328. CASE_IMPLEMENT_UNIFORM(Uniform1fv, F, float);
  1329. CASE_IMPLEMENT_UNIFORM(Uniform2fv, F, float);
  1330. CASE_IMPLEMENT_UNIFORM(Uniform3fv, F, float);
  1331. CASE_IMPLEMENT_UNIFORM(Uniform4fv, F, float);
  1332. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, F, float);
  1333. case UniformType::End:
  1334. break;
  1335. default:
  1336. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  1337. break;
  1338. }
  1339. #undef CASE_IMPLEMENT_UNIFORM
  1340. } while (true);
  1341. }
  1342. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, uint32_t _height = 0)
  1343. {
  1344. BX_UNUSED(_height);
  1345. uint32_t width = m_scd.BufferDesc.Width;
  1346. uint32_t height = m_scd.BufferDesc.Height;
  1347. if (0 == _rect.m_x
  1348. && 0 == _rect.m_y
  1349. && width == _rect.m_width
  1350. && height == _rect.m_height)
  1351. {
  1352. clear(_clear);
  1353. }
  1354. else
  1355. {
  1356. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1357. uint64_t state = 0;
  1358. state |= _clear.m_flags & BGFX_CLEAR_COLOR_BIT ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  1359. state |= _clear.m_flags & BGFX_CLEAR_DEPTH_BIT ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  1360. uint64_t stencil = 0;
  1361. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL_BIT ? 0
  1362. | BGFX_STENCIL_TEST_ALWAYS
  1363. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  1364. | BGFX_STENCIL_FUNC_RMASK(0xff)
  1365. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  1366. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  1367. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  1368. : 0
  1369. ;
  1370. setBlendState(state);
  1371. setDepthStencilState(state, stencil);
  1372. setRasterizerState(state);
  1373. uint32_t numMrt = 0;
  1374. FrameBufferHandle fbh = m_fbh;
  1375. if (isValid(fbh) )
  1376. {
  1377. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  1378. numMrt = bx::uint32_max(1, fb.m_num)-1;
  1379. }
  1380. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt].idx];
  1381. m_currentProgram = &program;
  1382. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1383. deviceCtx->VSSetConstantBuffers(0, 0, NULL);
  1384. if (NULL != m_currentColor)
  1385. {
  1386. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1387. deviceCtx->PSSetConstantBuffers(0, 0, NULL);
  1388. }
  1389. else
  1390. {
  1391. deviceCtx->PSSetShader(NULL, NULL, 0);
  1392. }
  1393. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  1394. VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  1395. uint32_t stride = vertexDecl.m_stride;
  1396. uint32_t offset = 0;
  1397. {
  1398. struct Vertex
  1399. {
  1400. float m_x;
  1401. float m_y;
  1402. float m_z;
  1403. uint32_t m_abgr;
  1404. } * vertex = (Vertex*)_clearQuad.m_vb->data;
  1405. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  1406. const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
  1407. const float depth = _clear.m_depth;
  1408. vertex->m_x = -1.0f;
  1409. vertex->m_y = -1.0f;
  1410. vertex->m_z = depth;
  1411. vertex->m_abgr = abgr;
  1412. vertex++;
  1413. vertex->m_x = 1.0f;
  1414. vertex->m_y = -1.0f;
  1415. vertex->m_z = depth;
  1416. vertex->m_abgr = abgr;
  1417. vertex++;
  1418. vertex->m_x = 1.0f;
  1419. vertex->m_y = 1.0f;
  1420. vertex->m_z = depth;
  1421. vertex->m_abgr = abgr;
  1422. vertex++;
  1423. vertex->m_x = -1.0f;
  1424. vertex->m_y = 1.0f;
  1425. vertex->m_z = depth;
  1426. vertex->m_abgr = abgr;
  1427. }
  1428. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  1429. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1430. setInputLayout(vertexDecl, program, 0);
  1431. IndexBufferD3D11& ib = m_indexBuffers[_clearQuad.m_ib.idx];
  1432. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1433. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1434. deviceCtx->DrawIndexed(6, 0, 0);
  1435. }
  1436. }
  1437. void* m_d3d9dll;
  1438. D3DPERF_SetMarkerFunc m_D3DPERF_SetMarker;
  1439. D3DPERF_BeginEventFunc m_D3DPERF_BeginEvent;
  1440. D3DPERF_EndEventFunc m_D3DPERF_EndEvent;
  1441. void* m_d3d11dll;
  1442. void* m_dxgidll;
  1443. D3D_DRIVER_TYPE m_driverType;
  1444. IDXGIAdapter* m_adapter;
  1445. DXGI_ADAPTER_DESC m_adapterDesc;
  1446. IDXGIFactory* m_factory;
  1447. IDXGISwapChain* m_swapChain;
  1448. ID3D11Device* m_device;
  1449. ID3D11DeviceContext* m_deviceCtx;
  1450. ID3D11RenderTargetView* m_backBufferColor;
  1451. ID3D11DepthStencilView* m_backBufferDepthStencil;
  1452. ID3D11RenderTargetView* m_currentColor;
  1453. ID3D11DepthStencilView* m_currentDepthStencil;
  1454. ID3D11Texture2D* m_captureTexture;
  1455. ID3D11Texture2D* m_captureResolve;
  1456. Resolution m_resolution;
  1457. bool m_wireframe;
  1458. DXGI_SWAP_CHAIN_DESC m_scd;
  1459. uint32_t m_flags;
  1460. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1461. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1462. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  1463. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1464. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1465. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  1466. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1467. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1468. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  1469. UniformRegistry m_uniformReg;
  1470. StateCacheT<ID3D11BlendState> m_blendStateCache;
  1471. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  1472. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  1473. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  1474. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  1475. TextVideoMem m_textVideoMem;
  1476. TextureStage m_textureStage;
  1477. ProgramD3D11* m_currentProgram;
  1478. uint8_t m_vsScratch[64<<10];
  1479. uint8_t m_fsScratch[64<<10];
  1480. uint32_t m_vsChanges;
  1481. uint32_t m_fsChanges;
  1482. FrameBufferHandle m_fbh;
  1483. bool m_rtMsaa;
  1484. };
  1485. static RendererContextD3D11* s_renderD3D11;
  1486. RendererContextI* rendererCreateD3D11()
  1487. {
  1488. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  1489. return s_renderD3D11;
  1490. }
  1491. void rendererDestroyD3D11()
  1492. {
  1493. BX_DELETE(g_allocator, s_renderD3D11);
  1494. s_renderD3D11 = NULL;
  1495. }
  1496. void IndexBufferD3D11::create(uint32_t _size, void* _data)
  1497. {
  1498. m_size = _size;
  1499. m_dynamic = NULL == _data;
  1500. D3D11_BUFFER_DESC desc;
  1501. desc.ByteWidth = _size;
  1502. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  1503. desc.MiscFlags = 0;
  1504. desc.StructureByteStride = 0;
  1505. if (m_dynamic)
  1506. {
  1507. desc.Usage = D3D11_USAGE_DYNAMIC;
  1508. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1509. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc
  1510. , NULL
  1511. , &m_ptr
  1512. ) );
  1513. }
  1514. else
  1515. {
  1516. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1517. desc.CPUAccessFlags = 0;
  1518. D3D11_SUBRESOURCE_DATA srd;
  1519. srd.pSysMem = _data;
  1520. srd.SysMemPitch = 0;
  1521. srd.SysMemSlicePitch = 0;
  1522. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc
  1523. , &srd
  1524. , &m_ptr
  1525. ) );
  1526. }
  1527. }
  1528. void IndexBufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data)
  1529. {
  1530. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  1531. BX_CHECK(m_dynamic, "Must be dynamic!");
  1532. D3D11_MAPPED_SUBRESOURCE mapped;
  1533. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  1534. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  1535. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  1536. deviceCtx->Unmap(m_ptr, 0);
  1537. }
  1538. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
  1539. {
  1540. m_size = _size;
  1541. m_decl = _declHandle;
  1542. m_dynamic = NULL == _data;
  1543. D3D11_BUFFER_DESC desc;
  1544. desc.ByteWidth = _size;
  1545. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  1546. desc.MiscFlags = 0;
  1547. if (m_dynamic)
  1548. {
  1549. desc.Usage = D3D11_USAGE_DYNAMIC;
  1550. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1551. desc.StructureByteStride = 0;
  1552. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc
  1553. , NULL
  1554. , &m_ptr
  1555. ) );
  1556. }
  1557. else
  1558. {
  1559. desc.Usage = D3D11_USAGE_IMMUTABLE;
  1560. desc.CPUAccessFlags = 0;
  1561. desc.StructureByteStride = 0;
  1562. D3D11_SUBRESOURCE_DATA srd;
  1563. srd.pSysMem = _data;
  1564. srd.SysMemPitch = 0;
  1565. srd.SysMemSlicePitch = 0;
  1566. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc
  1567. , &srd
  1568. , &m_ptr
  1569. ) );
  1570. }
  1571. }
  1572. void VertexBufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data)
  1573. {
  1574. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  1575. BX_CHECK(m_dynamic, "Must be dynamic!");
  1576. D3D11_MAPPED_SUBRESOURCE mapped;
  1577. D3D11_MAP type = m_dynamic && 0 == _offset && m_size == _size ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
  1578. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  1579. memcpy( (uint8_t*)mapped.pData + _offset, _data, _size);
  1580. deviceCtx->Unmap(m_ptr, 0);
  1581. }
  1582. void ShaderD3D11::create(const Memory* _mem)
  1583. {
  1584. bx::MemoryReader reader(_mem->data, _mem->size);
  1585. uint32_t magic;
  1586. bx::read(&reader, magic);
  1587. switch (magic)
  1588. {
  1589. case BGFX_CHUNK_MAGIC_CSH:
  1590. case BGFX_CHUNK_MAGIC_FSH:
  1591. case BGFX_CHUNK_MAGIC_VSH:
  1592. break;
  1593. default:
  1594. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  1595. break;
  1596. }
  1597. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  1598. uint32_t iohash;
  1599. bx::read(&reader, iohash);
  1600. uint16_t count;
  1601. bx::read(&reader, count);
  1602. m_numPredefined = 0;
  1603. m_numUniforms = count;
  1604. BX_TRACE("%s Shader consts %d"
  1605. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  1606. , count
  1607. );
  1608. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  1609. if (0 < count)
  1610. {
  1611. m_constantBuffer = ConstantBuffer::create(1024);
  1612. for (uint32_t ii = 0; ii < count; ++ii)
  1613. {
  1614. uint8_t nameSize;
  1615. bx::read(&reader, nameSize);
  1616. char name[256];
  1617. bx::read(&reader, &name, nameSize);
  1618. name[nameSize] = '\0';
  1619. uint8_t type;
  1620. bx::read(&reader, type);
  1621. uint8_t num;
  1622. bx::read(&reader, num);
  1623. uint16_t regIndex;
  1624. bx::read(&reader, regIndex);
  1625. uint16_t regCount;
  1626. bx::read(&reader, regCount);
  1627. const char* kind = "invalid";
  1628. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  1629. if (PredefinedUniform::Count != predefined)
  1630. {
  1631. kind = "predefined";
  1632. m_predefined[m_numPredefined].m_loc = regIndex;
  1633. m_predefined[m_numPredefined].m_count = regCount;
  1634. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  1635. m_numPredefined++;
  1636. }
  1637. else
  1638. {
  1639. const UniformInfo* info = s_renderD3D11->m_uniformReg.find(name);
  1640. if (NULL != info)
  1641. {
  1642. kind = "user";
  1643. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  1644. }
  1645. }
  1646. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  1647. , kind
  1648. , name
  1649. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
  1650. , num
  1651. , regIndex
  1652. , regCount
  1653. );
  1654. }
  1655. m_constantBuffer->finish();
  1656. }
  1657. uint16_t shaderSize;
  1658. bx::read(&reader, shaderSize);
  1659. const DWORD* code = (const DWORD*)reader.getDataPtr();
  1660. bx::skip(&reader, shaderSize+1);
  1661. if (BGFX_CHUNK_MAGIC_FSH == magic)
  1662. {
  1663. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  1664. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  1665. }
  1666. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  1667. {
  1668. m_hash = bx::hashMurmur2A(code, shaderSize);
  1669. m_code = alloc(shaderSize);
  1670. memcpy(m_code->data, code, shaderSize);
  1671. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  1672. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  1673. }
  1674. else
  1675. {
  1676. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  1677. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  1678. }
  1679. bx::read(&reader, m_attrMask, sizeof(m_attrMask) );
  1680. uint16_t size;
  1681. bx::read(&reader, size);
  1682. if (0 < size)
  1683. {
  1684. D3D11_BUFFER_DESC desc;
  1685. desc.ByteWidth = size;
  1686. desc.Usage = D3D11_USAGE_DEFAULT;
  1687. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1688. desc.CPUAccessFlags = 0;
  1689. desc.MiscFlags = 0;
  1690. desc.StructureByteStride = 0;
  1691. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  1692. }
  1693. }
  1694. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  1695. {
  1696. m_sampler = s_renderD3D11->getSamplerState(_flags);
  1697. ImageContainer imageContainer;
  1698. if (imageParse(imageContainer, _mem->data, _mem->size) )
  1699. {
  1700. uint8_t numMips = imageContainer.m_numMips;
  1701. const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
  1702. numMips -= startLod;
  1703. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  1704. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  1705. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  1706. m_flags = _flags;
  1707. m_requestedFormat = (uint8_t)imageContainer.m_format;
  1708. m_textureFormat = (uint8_t)imageContainer.m_format;
  1709. const TextureFormatInfo& tfi = s_textureFormat[m_requestedFormat];
  1710. const bool convert = DXGI_FORMAT_UNKNOWN == tfi.m_fmt;
  1711. uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  1712. if (convert)
  1713. {
  1714. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  1715. bpp = 32;
  1716. }
  1717. if (imageContainer.m_cubeMap)
  1718. {
  1719. m_type = TextureCube;
  1720. }
  1721. else if (imageContainer.m_depth > 1)
  1722. {
  1723. m_type = Texture3D;
  1724. }
  1725. else
  1726. {
  1727. m_type = Texture2D;
  1728. }
  1729. m_numMips = numMips;
  1730. uint32_t numSrd = numMips*(imageContainer.m_cubeMap ? 6 : 1);
  1731. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  1732. uint32_t kk = 0;
  1733. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  1734. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  1735. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
  1736. , this - s_renderD3D11->m_textures
  1737. , getName( (TextureFormat::Enum)m_textureFormat)
  1738. , getName( (TextureFormat::Enum)m_requestedFormat)
  1739. , textureWidth
  1740. , textureHeight
  1741. , imageContainer.m_cubeMap ? "x6" : ""
  1742. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  1743. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  1744. );
  1745. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1746. {
  1747. uint32_t width = textureWidth;
  1748. uint32_t height = textureHeight;
  1749. uint32_t depth = imageContainer.m_depth;
  1750. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  1751. {
  1752. width = bx::uint32_max(1, width);
  1753. height = bx::uint32_max(1, height);
  1754. depth = bx::uint32_max(1, depth);
  1755. ImageMip mip;
  1756. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  1757. {
  1758. srd[kk].pSysMem = mip.m_data;
  1759. if (convert)
  1760. {
  1761. uint32_t srcpitch = mip.m_width*bpp/8;
  1762. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  1763. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  1764. srd[kk].pSysMem = temp;
  1765. srd[kk].SysMemPitch = srcpitch;
  1766. }
  1767. else if (compressed)
  1768. {
  1769. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  1770. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  1771. }
  1772. else
  1773. {
  1774. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  1775. }
  1776. if (swizzle)
  1777. {
  1778. // imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  1779. }
  1780. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  1781. ++kk;
  1782. }
  1783. width >>= 1;
  1784. height >>= 1;
  1785. depth >>= 1;
  1786. }
  1787. }
  1788. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  1789. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  1790. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  1791. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  1792. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  1793. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  1794. memset(&srvd, 0, sizeof(srvd) );
  1795. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  1796. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  1797. if (swizzle)
  1798. {
  1799. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1800. srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1801. }
  1802. switch (m_type)
  1803. {
  1804. case Texture2D:
  1805. case TextureCube:
  1806. {
  1807. D3D11_TEXTURE2D_DESC desc;
  1808. desc.Width = textureWidth;
  1809. desc.Height = textureHeight;
  1810. desc.MipLevels = numMips;
  1811. desc.Format = format;
  1812. desc.SampleDesc = msaa;
  1813. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  1814. desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  1815. desc.CPUAccessFlags = 0;
  1816. if (isDepth( (TextureFormat::Enum)m_textureFormat) )
  1817. {
  1818. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  1819. desc.Usage = D3D11_USAGE_DEFAULT;
  1820. }
  1821. else if (renderTarget)
  1822. {
  1823. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  1824. desc.Usage = D3D11_USAGE_DEFAULT;
  1825. }
  1826. if (computeWrite)
  1827. {
  1828. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  1829. desc.Usage = D3D11_USAGE_DEFAULT;
  1830. }
  1831. if (imageContainer.m_cubeMap)
  1832. {
  1833. desc.ArraySize = 6;
  1834. desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
  1835. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  1836. srvd.TextureCube.MipLevels = numMips;
  1837. }
  1838. else
  1839. {
  1840. desc.ArraySize = 1;
  1841. desc.MiscFlags = 0;
  1842. srvd.ViewDimension = 1 < msaa.Count ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
  1843. srvd.Texture2D.MipLevels = numMips;
  1844. }
  1845. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  1846. }
  1847. break;
  1848. case Texture3D:
  1849. {
  1850. D3D11_TEXTURE3D_DESC desc;
  1851. desc.Width = textureWidth;
  1852. desc.Height = textureHeight;
  1853. desc.Depth = imageContainer.m_depth;
  1854. desc.MipLevels = imageContainer.m_numMips;
  1855. desc.Format = format;
  1856. desc.Usage = kk == 0 ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  1857. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1858. desc.CPUAccessFlags = 0;
  1859. desc.MiscFlags = 0;
  1860. if (computeWrite)
  1861. {
  1862. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  1863. desc.Usage = D3D11_USAGE_DEFAULT;
  1864. }
  1865. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  1866. srvd.Texture3D.MipLevels = numMips;
  1867. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  1868. }
  1869. break;
  1870. }
  1871. if (!bufferOnly)
  1872. {
  1873. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  1874. }
  1875. if (computeWrite)
  1876. {
  1877. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  1878. }
  1879. if (convert
  1880. && 0 != kk)
  1881. {
  1882. kk = 0;
  1883. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1884. {
  1885. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  1886. {
  1887. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  1888. ++kk;
  1889. }
  1890. }
  1891. }
  1892. }
  1893. }
  1894. void TextureD3D11::destroy()
  1895. {
  1896. DX_RELEASE(m_srv, 0);
  1897. DX_RELEASE(m_uav, 0);
  1898. DX_RELEASE(m_ptr, 0);
  1899. }
  1900. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  1901. {
  1902. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  1903. D3D11_BOX box;
  1904. box.left = _rect.m_x;
  1905. box.top = _rect.m_y;
  1906. box.right = box.left + _rect.m_width;
  1907. box.bottom = box.top + _rect.m_height;
  1908. box.front = _z;
  1909. box.back = box.front + _depth;
  1910. const uint32_t subres = _mip + (_side * m_numMips);
  1911. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  1912. const uint32_t rectpitch = _rect.m_width*bpp/8;
  1913. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  1914. const bool convert = m_textureFormat != m_requestedFormat;
  1915. uint8_t* data = _mem->data;
  1916. uint8_t* temp = NULL;
  1917. if (convert)
  1918. {
  1919. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  1920. imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
  1921. data = temp;
  1922. }
  1923. deviceCtx->UpdateSubresource(m_ptr, subres, &box, data, srcpitch, 0);
  1924. if (NULL != temp)
  1925. {
  1926. BX_FREE(g_allocator, temp);
  1927. }
  1928. }
  1929. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags)
  1930. {
  1931. TextureStage& ts = s_renderD3D11->m_textureStage;
  1932. ts.m_srv[_stage] = m_srv;
  1933. ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
  1934. ? s_renderD3D11->getSamplerState(_flags)
  1935. : m_sampler
  1936. ;
  1937. }
  1938. void TextureD3D11::resolve()
  1939. {
  1940. }
  1941. void FrameBufferD3D11::create(uint8_t _num, const TextureHandle* _handles)
  1942. {
  1943. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  1944. {
  1945. m_rtv[ii] = NULL;
  1946. }
  1947. m_dsv = NULL;
  1948. m_num = 0;
  1949. for (uint32_t ii = 0; ii < _num; ++ii)
  1950. {
  1951. TextureHandle handle = _handles[ii];
  1952. if (isValid(handle) )
  1953. {
  1954. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  1955. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  1956. {
  1957. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  1958. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  1959. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  1960. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  1961. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  1962. dsvDesc.ViewDimension = 1 < msaa.Count ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
  1963. dsvDesc.Flags = 0;
  1964. dsvDesc.Texture2D.MipSlice = 0;
  1965. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  1966. }
  1967. else
  1968. {
  1969. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, NULL, &m_rtv[m_num]) );
  1970. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  1971. m_num++;
  1972. }
  1973. }
  1974. }
  1975. }
  1976. void FrameBufferD3D11::destroy()
  1977. {
  1978. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  1979. {
  1980. DX_RELEASE(m_srv[ii], 0);
  1981. DX_RELEASE(m_rtv[ii], 0);
  1982. }
  1983. DX_RELEASE(m_dsv, 0);
  1984. m_num = 0;
  1985. }
  1986. void FrameBufferD3D11::resolve()
  1987. {
  1988. }
  1989. void FrameBufferD3D11::clear(const Clear& _clear)
  1990. {
  1991. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  1992. if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  1993. {
  1994. uint32_t rgba = _clear.m_rgba;
  1995. float frgba[4] = { (rgba>>24)/255.0f, ( (rgba>>16)&0xff)/255.0f, ( (rgba>>8)&0xff)/255.0f, (rgba&0xff)/255.0f };
  1996. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  1997. {
  1998. if (NULL != m_rtv[ii])
  1999. {
  2000. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  2001. }
  2002. }
  2003. }
  2004. if (NULL != m_dsv
  2005. && (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
  2006. {
  2007. DWORD flags = 0;
  2008. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
  2009. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
  2010. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  2011. }
  2012. }
  2013. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  2014. {
  2015. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), L"rendererSubmit");
  2016. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2017. updateResolution(_render->m_resolution);
  2018. int64_t elapsed = -bx::getHPCounter();
  2019. int64_t captureElapsed = 0;
  2020. if (0 < _render->m_iboffset)
  2021. {
  2022. TransientIndexBuffer* ib = _render->m_transientIb;
  2023. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  2024. }
  2025. if (0 < _render->m_vboffset)
  2026. {
  2027. TransientVertexBuffer* vb = _render->m_transientVb;
  2028. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  2029. }
  2030. _render->sort();
  2031. RenderDraw currentState;
  2032. currentState.clear();
  2033. currentState.m_flags = BGFX_STATE_NONE;
  2034. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2035. Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
  2036. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  2037. {
  2038. bx::float4x4_mul(&viewProj[ii].un.f4x4, &_render->m_view[ii].un.f4x4, &_render->m_proj[ii].un.f4x4);
  2039. }
  2040. Matrix4 invView;
  2041. Matrix4 invProj;
  2042. Matrix4 invViewProj;
  2043. uint8_t invViewCached = 0xff;
  2044. uint8_t invProjCached = 0xff;
  2045. uint8_t invViewProjCached = 0xff;
  2046. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  2047. bool scissorEnabled = false;
  2048. setDebugWireframe(wireframe);
  2049. uint16_t programIdx = invalidHandle;
  2050. SortKey key;
  2051. uint8_t view = 0xff;
  2052. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  2053. float alphaRef = 0.0f;
  2054. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  2055. uint8_t primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2056. PrimInfo prim = s_primInfo[primIndex];
  2057. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2058. bool wasCompute = false;
  2059. bool viewHasScissor = false;
  2060. Rect viewScissorRect;
  2061. viewScissorRect.clear();
  2062. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  2063. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  2064. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  2065. uint32_t statsNumIndices = 0;
  2066. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  2067. {
  2068. for (uint32_t item = 0, numItems = _render->m_num; item < numItems; ++item)
  2069. {
  2070. const bool isCompute = key.decode(_render->m_sortKeys[item]);
  2071. const bool viewChanged = key.m_view != view;
  2072. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  2073. if (viewChanged)
  2074. {
  2075. PIX_ENDEVENT();
  2076. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), s_viewNameW[key.m_view]);
  2077. view = key.m_view;
  2078. programIdx = invalidHandle;
  2079. if (_render->m_fb[view].idx != fbh.idx)
  2080. {
  2081. fbh = _render->m_fb[view];
  2082. setFrameBuffer(fbh);
  2083. }
  2084. const Rect& rect = _render->m_rect[view];
  2085. const Rect& scissorRect = _render->m_scissor[view];
  2086. viewHasScissor = !scissorRect.isZero();
  2087. viewScissorRect = viewHasScissor ? scissorRect : rect;
  2088. D3D11_VIEWPORT vp;
  2089. vp.TopLeftX = rect.m_x;
  2090. vp.TopLeftY = rect.m_y;
  2091. vp.Width = rect.m_width;
  2092. vp.Height = rect.m_height;
  2093. vp.MinDepth = 0.0f;
  2094. vp.MaxDepth = 1.0f;
  2095. deviceCtx->RSSetViewports(1, &vp);
  2096. Clear& clear = _render->m_clear[view];
  2097. if (BGFX_CLEAR_NONE != clear.m_flags)
  2098. {
  2099. clearQuad(_clearQuad, rect, clear);
  2100. }
  2101. }
  2102. if (isCompute)
  2103. {
  2104. if (!wasCompute)
  2105. {
  2106. wasCompute = true;
  2107. ID3D11ShaderResourceView* srv[BGFX_STATE_TEX_COUNT] = {};
  2108. deviceCtx->VSSetShaderResources(0, BGFX_STATE_TEX_COUNT, srv);
  2109. deviceCtx->PSSetShaderResources(0, BGFX_STATE_TEX_COUNT, srv);
  2110. ID3D11SamplerState* sampler[BGFX_STATE_TEX_COUNT] = {};
  2111. deviceCtx->VSSetSamplers(0, BGFX_STATE_TEX_COUNT, sampler);
  2112. deviceCtx->PSSetSamplers(0, BGFX_STATE_TEX_COUNT, sampler);
  2113. }
  2114. const RenderCompute& compute = renderItem.compute;
  2115. bool programChanged = false;
  2116. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  2117. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  2118. if (key.m_program != programIdx)
  2119. {
  2120. programIdx = key.m_program;
  2121. ProgramD3D11& program = m_program[key.m_program];
  2122. m_currentProgram = &program;
  2123. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  2124. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  2125. programChanged =
  2126. constantsChanged = true;
  2127. }
  2128. if (invalidHandle != programIdx)
  2129. {
  2130. ProgramD3D11& program = m_program[programIdx];
  2131. if (constantsChanged)
  2132. {
  2133. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  2134. if (NULL != vcb)
  2135. {
  2136. commit(*vcb);
  2137. }
  2138. }
  2139. if (constantsChanged
  2140. || program.m_numPredefined > 0)
  2141. {
  2142. commitShaderConstants();
  2143. }
  2144. }
  2145. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2146. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2147. ID3D11SamplerState* sampler[BGFX_STATE_TEX_COUNT] = {};
  2148. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  2149. {
  2150. const ComputeBinding& bind = compute.m_bind[ii];
  2151. if (invalidHandle != bind.m_idx)
  2152. {
  2153. switch (bind.m_type)
  2154. {
  2155. case ComputeBinding::Image:
  2156. {
  2157. const TextureD3D11& texture = m_textures[bind.m_idx];
  2158. if (Access::Read != bind.m_access)
  2159. {
  2160. uav[ii] = texture.m_uav;
  2161. }
  2162. else
  2163. {
  2164. srv[ii] = texture.m_srv;
  2165. sampler[ii] = texture.m_sampler;
  2166. }
  2167. }
  2168. break;
  2169. case ComputeBinding::Buffer:
  2170. {
  2171. const VertexBufferD3D11& vertexBuffer = m_vertexBuffers[bind.m_idx];
  2172. BX_UNUSED(vertexBuffer);
  2173. }
  2174. break;
  2175. }
  2176. }
  2177. }
  2178. deviceCtx->CSSetUnorderedAccessViews(0, BGFX_MAX_COMPUTE_BINDINGS, uav, NULL);
  2179. deviceCtx->CSSetShaderResources(0, BGFX_MAX_COMPUTE_BINDINGS, srv);
  2180. deviceCtx->CSSetSamplers(0, BGFX_MAX_COMPUTE_BINDINGS, sampler);
  2181. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  2182. continue;
  2183. }
  2184. if (wasCompute)
  2185. {
  2186. wasCompute = false;
  2187. programIdx = invalidHandle;
  2188. m_currentProgram = NULL;
  2189. deviceCtx->CSSetShader(NULL, NULL, 0);
  2190. ID3D11UnorderedAccessView* uav[BGFX_STATE_TEX_COUNT] = {};
  2191. deviceCtx->CSSetUnorderedAccessViews(0, BGFX_STATE_TEX_COUNT, uav, NULL);
  2192. ID3D11ShaderResourceView* srv[BGFX_STATE_TEX_COUNT] = {};
  2193. deviceCtx->CSSetShaderResources(0, BGFX_STATE_TEX_COUNT, srv);
  2194. ID3D11SamplerState* samplers[BGFX_STATE_TEX_COUNT] = {};
  2195. m_deviceCtx->CSSetSamplers(0, BGFX_STATE_TEX_COUNT, samplers);
  2196. }
  2197. const RenderDraw& draw = renderItem.draw;
  2198. const uint64_t newFlags = draw.m_flags;
  2199. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  2200. currentState.m_flags = newFlags;
  2201. const uint64_t newStencil = draw.m_stencil;
  2202. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  2203. currentState.m_stencil = newStencil;
  2204. if (viewChanged)
  2205. {
  2206. currentState.clear();
  2207. currentState.m_scissor = !draw.m_scissor;
  2208. changedFlags = BGFX_STATE_MASK;
  2209. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  2210. currentState.m_flags = newFlags;
  2211. currentState.m_stencil = newStencil;
  2212. uint64_t newFlags = renderItem.draw.m_flags;
  2213. setBlendState(newFlags);
  2214. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  2215. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  2216. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2217. if (prim.m_type != s_primInfo[primIndex].m_type)
  2218. {
  2219. prim = s_primInfo[primIndex];
  2220. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2221. }
  2222. }
  2223. uint16_t scissor = draw.m_scissor;
  2224. if (currentState.m_scissor != scissor)
  2225. {
  2226. currentState.m_scissor = scissor;
  2227. if (UINT16_MAX == scissor)
  2228. {
  2229. scissorEnabled = viewHasScissor;
  2230. if (viewHasScissor)
  2231. {
  2232. D3D11_RECT rc;
  2233. rc.left = viewScissorRect.m_x;
  2234. rc.top = viewScissorRect.m_y;
  2235. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  2236. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  2237. deviceCtx->RSSetScissorRects(1, &rc);
  2238. }
  2239. }
  2240. else
  2241. {
  2242. Rect scissorRect;
  2243. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  2244. scissorEnabled = true;
  2245. D3D11_RECT rc;
  2246. rc.left = scissorRect.m_x;
  2247. rc.top = scissorRect.m_y;
  2248. rc.right = scissorRect.m_x + scissorRect.m_width;
  2249. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  2250. deviceCtx->RSSetScissorRects(1, &rc);
  2251. }
  2252. setRasterizerState(newFlags, wireframe, scissorEnabled);
  2253. }
  2254. if ( (BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK) & changedFlags
  2255. || 0 != changedStencil)
  2256. {
  2257. setDepthStencilState(newFlags, newStencil);
  2258. }
  2259. if ( (0
  2260. | BGFX_STATE_CULL_MASK
  2261. | BGFX_STATE_RGB_WRITE
  2262. | BGFX_STATE_ALPHA_WRITE
  2263. | BGFX_STATE_BLEND_MASK
  2264. | BGFX_STATE_BLEND_EQUATION_MASK
  2265. | BGFX_STATE_ALPHA_REF_MASK
  2266. | BGFX_STATE_PT_MASK
  2267. | BGFX_STATE_POINT_SIZE_MASK
  2268. | BGFX_STATE_MSAA
  2269. ) & changedFlags)
  2270. {
  2271. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  2272. {
  2273. setBlendState(newFlags, draw.m_rgba);
  2274. }
  2275. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
  2276. {
  2277. setRasterizerState(newFlags, wireframe, scissorEnabled);
  2278. }
  2279. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  2280. {
  2281. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  2282. alphaRef = ref/255.0f;
  2283. }
  2284. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  2285. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  2286. if (prim.m_type != s_primInfo[primIndex].m_type)
  2287. {
  2288. prim = s_primInfo[primIndex];
  2289. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  2290. }
  2291. }
  2292. bool programChanged = false;
  2293. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  2294. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  2295. if (key.m_program != programIdx)
  2296. {
  2297. programIdx = key.m_program;
  2298. if (invalidHandle == programIdx)
  2299. {
  2300. m_currentProgram = NULL;
  2301. deviceCtx->VSSetShader(NULL, NULL, 0);
  2302. deviceCtx->PSSetShader(NULL, NULL, 0);
  2303. }
  2304. else
  2305. {
  2306. ProgramD3D11& program = m_program[programIdx];
  2307. m_currentProgram = &program;
  2308. const ShaderD3D11* vsh = program.m_vsh;
  2309. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  2310. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  2311. if (NULL != m_currentColor)
  2312. {
  2313. const ShaderD3D11* fsh = program.m_fsh;
  2314. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  2315. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  2316. }
  2317. else
  2318. {
  2319. deviceCtx->PSSetShader(NULL, NULL, 0);
  2320. }
  2321. }
  2322. programChanged =
  2323. constantsChanged = true;
  2324. }
  2325. if (invalidHandle != programIdx)
  2326. {
  2327. ProgramD3D11& program = m_program[programIdx];
  2328. if (constantsChanged)
  2329. {
  2330. ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
  2331. if (NULL != vcb)
  2332. {
  2333. commit(*vcb);
  2334. }
  2335. ConstantBuffer* fcb = program.m_fsh->m_constantBuffer;
  2336. if (NULL != fcb)
  2337. {
  2338. commit(*fcb);
  2339. }
  2340. }
  2341. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  2342. {
  2343. PredefinedUniform& predefined = program.m_predefined[ii];
  2344. uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
  2345. switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
  2346. {
  2347. case PredefinedUniform::ViewRect:
  2348. {
  2349. float rect[4];
  2350. rect[0] = _render->m_rect[view].m_x;
  2351. rect[1] = _render->m_rect[view].m_y;
  2352. rect[2] = _render->m_rect[view].m_width;
  2353. rect[3] = _render->m_rect[view].m_height;
  2354. setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
  2355. }
  2356. break;
  2357. case PredefinedUniform::ViewTexel:
  2358. {
  2359. float rect[4];
  2360. rect[0] = 1.0f/float(_render->m_rect[view].m_width);
  2361. rect[1] = 1.0f/float(_render->m_rect[view].m_height);
  2362. setShaderConstant(flags, predefined.m_loc, &rect[0], 1);
  2363. }
  2364. break;
  2365. case PredefinedUniform::View:
  2366. {
  2367. setShaderConstant(flags, predefined.m_loc, _render->m_view[view].un.val, bx::uint32_min(4, predefined.m_count) );
  2368. }
  2369. break;
  2370. case PredefinedUniform::InvView:
  2371. {
  2372. if (view != invViewCached)
  2373. {
  2374. invViewCached = view;
  2375. bx::float4x4_inverse(&invView.un.f4x4, &_render->m_view[view].un.f4x4);
  2376. }
  2377. setShaderConstant(flags, predefined.m_loc, invView.un.val, bx::uint32_min(4, predefined.m_count) );
  2378. }
  2379. break;
  2380. case PredefinedUniform::Proj:
  2381. {
  2382. setShaderConstant(flags, predefined.m_loc, _render->m_proj[view].un.val, bx::uint32_min(4, predefined.m_count) );
  2383. }
  2384. break;
  2385. case PredefinedUniform::InvProj:
  2386. {
  2387. if (view != invProjCached)
  2388. {
  2389. invProjCached = view;
  2390. bx::float4x4_inverse(&invProj.un.f4x4, &_render->m_proj[view].un.f4x4);
  2391. }
  2392. setShaderConstant(flags, predefined.m_loc, invProj.un.val, bx::uint32_min(4, predefined.m_count) );
  2393. }
  2394. break;
  2395. case PredefinedUniform::ViewProj:
  2396. {
  2397. setShaderConstant(flags, predefined.m_loc, viewProj[view].un.val, bx::uint32_min(4, predefined.m_count) );
  2398. }
  2399. break;
  2400. case PredefinedUniform::InvViewProj:
  2401. {
  2402. if (view != invViewProjCached)
  2403. {
  2404. invViewProjCached = view;
  2405. bx::float4x4_inverse(&invViewProj.un.f4x4, &viewProj[view].un.f4x4);
  2406. }
  2407. setShaderConstant(flags, predefined.m_loc, invViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
  2408. }
  2409. break;
  2410. case PredefinedUniform::Model:
  2411. {
  2412. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  2413. setShaderConstant(flags, predefined.m_loc, model.un.val, bx::uint32_min(draw.m_num*4, predefined.m_count) );
  2414. }
  2415. break;
  2416. case PredefinedUniform::ModelView:
  2417. {
  2418. Matrix4 modelView;
  2419. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  2420. bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &_render->m_view[view].un.f4x4);
  2421. setShaderConstant(flags, predefined.m_loc, modelView.un.val, bx::uint32_min(4, predefined.m_count) );
  2422. }
  2423. break;
  2424. case PredefinedUniform::ModelViewProj:
  2425. {
  2426. Matrix4 modelViewProj;
  2427. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  2428. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProj[view].un.f4x4);
  2429. setShaderConstant(flags, predefined.m_loc, modelViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
  2430. }
  2431. break;
  2432. case PredefinedUniform::AlphaRef:
  2433. {
  2434. setShaderConstant(flags, predefined.m_loc, &alphaRef, 1);
  2435. }
  2436. break;
  2437. default:
  2438. BX_CHECK(false, "predefined %d not handled", predefined.m_type);
  2439. break;
  2440. }
  2441. }
  2442. if (constantsChanged
  2443. || program.m_numPredefined > 0)
  2444. {
  2445. commitShaderConstants();
  2446. }
  2447. }
  2448. // if (BGFX_STATE_TEX_MASK & changedFlags)
  2449. {
  2450. uint32_t changes = 0;
  2451. uint64_t flag = BGFX_STATE_TEX0;
  2452. for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
  2453. {
  2454. const Sampler& sampler = draw.m_sampler[stage];
  2455. Sampler& current = currentState.m_sampler[stage];
  2456. if (current.m_idx != sampler.m_idx
  2457. || current.m_flags != sampler.m_flags
  2458. || programChanged)
  2459. {
  2460. if (invalidHandle != sampler.m_idx)
  2461. {
  2462. TextureD3D11& texture = m_textures[sampler.m_idx];
  2463. texture.commit(stage, sampler.m_flags);
  2464. }
  2465. else
  2466. {
  2467. m_textureStage.m_srv[stage] = NULL;
  2468. m_textureStage.m_sampler[stage] = NULL;
  2469. }
  2470. ++changes;
  2471. }
  2472. current = sampler;
  2473. flag <<= 1;
  2474. }
  2475. if (0 < changes)
  2476. {
  2477. commitTextureStage();
  2478. }
  2479. }
  2480. if (programChanged
  2481. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  2482. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  2483. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  2484. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  2485. {
  2486. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  2487. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  2488. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  2489. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  2490. uint16_t handle = draw.m_vertexBuffer.idx;
  2491. if (invalidHandle != handle)
  2492. {
  2493. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  2494. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  2495. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  2496. uint32_t stride = vertexDecl.m_stride;
  2497. uint32_t offset = 0;
  2498. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  2499. if (isValid(draw.m_instanceDataBuffer) )
  2500. {
  2501. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  2502. uint32_t instStride = draw.m_instanceDataStride;
  2503. deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  2504. setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
  2505. }
  2506. else
  2507. {
  2508. deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
  2509. setInputLayout(vertexDecl, m_program[programIdx], 0);
  2510. }
  2511. }
  2512. else
  2513. {
  2514. deviceCtx->IASetVertexBuffers(0, 0, NULL, NULL, NULL);
  2515. }
  2516. }
  2517. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  2518. {
  2519. currentState.m_indexBuffer = draw.m_indexBuffer;
  2520. uint16_t handle = draw.m_indexBuffer.idx;
  2521. if (invalidHandle != handle)
  2522. {
  2523. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  2524. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  2525. }
  2526. else
  2527. {
  2528. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  2529. }
  2530. }
  2531. if (isValid(currentState.m_vertexBuffer) )
  2532. {
  2533. uint32_t numVertices = draw.m_numVertices;
  2534. if (UINT32_MAX == numVertices)
  2535. {
  2536. const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  2537. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  2538. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  2539. numVertices = vb.m_size/vertexDecl.m_stride;
  2540. }
  2541. uint32_t numIndices = 0;
  2542. uint32_t numPrimsSubmitted = 0;
  2543. uint32_t numInstances = 0;
  2544. uint32_t numPrimsRendered = 0;
  2545. if (isValid(draw.m_indexBuffer) )
  2546. {
  2547. if (UINT32_MAX == draw.m_numIndices)
  2548. {
  2549. numIndices = m_indexBuffers[draw.m_indexBuffer.idx].m_size/2;
  2550. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  2551. numInstances = draw.m_numInstances;
  2552. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  2553. deviceCtx->DrawIndexedInstanced(numIndices
  2554. , draw.m_numInstances
  2555. , 0
  2556. , draw.m_startVertex
  2557. , 0
  2558. );
  2559. }
  2560. else if (prim.m_min <= draw.m_numIndices)
  2561. {
  2562. numIndices = draw.m_numIndices;
  2563. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  2564. numInstances = draw.m_numInstances;
  2565. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  2566. deviceCtx->DrawIndexedInstanced(numIndices
  2567. , draw.m_numInstances
  2568. , draw.m_startIndex
  2569. , draw.m_startVertex
  2570. , 0
  2571. );
  2572. }
  2573. }
  2574. else
  2575. {
  2576. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  2577. numInstances = draw.m_numInstances;
  2578. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  2579. deviceCtx->DrawInstanced(numVertices
  2580. , draw.m_numInstances
  2581. , draw.m_startVertex
  2582. , 0
  2583. );
  2584. }
  2585. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  2586. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  2587. statsNumInstances[primIndex] += numInstances;
  2588. statsNumIndices += numIndices;
  2589. }
  2590. }
  2591. if (0 < _render->m_num)
  2592. {
  2593. captureElapsed = -bx::getHPCounter();
  2594. capture();
  2595. captureElapsed += bx::getHPCounter();
  2596. }
  2597. }
  2598. int64_t now = bx::getHPCounter();
  2599. elapsed += now;
  2600. static int64_t last = now;
  2601. int64_t frameTime = now - last;
  2602. last = now;
  2603. static int64_t min = frameTime;
  2604. static int64_t max = frameTime;
  2605. min = min > frameTime ? frameTime : min;
  2606. max = max < frameTime ? frameTime : max;
  2607. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  2608. {
  2609. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugstats");
  2610. TextVideoMem& tvm = m_textVideoMem;
  2611. static int64_t next = now;
  2612. if (now >= next)
  2613. {
  2614. next = now + bx::getHPFrequency();
  2615. double freq = double(bx::getHPFrequency() );
  2616. double toMs = 1000.0/freq;
  2617. tvm.clear();
  2618. uint16_t pos = 0;
  2619. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  2620. , getRendererName()
  2621. );
  2622. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  2623. char description[BX_COUNTOF(desc.Description)];
  2624. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  2625. tvm.printf(0, pos++, 0x0f, " Device: %s", description);
  2626. tvm.printf(0, pos++, 0x0f, " Memory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  2627. , desc.DedicatedVideoMemory
  2628. , desc.DedicatedSystemMemory
  2629. , desc.SharedSystemMemory
  2630. );
  2631. pos = 10;
  2632. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  2633. , double(frameTime)*toMs
  2634. , double(min)*toMs
  2635. , double(max)*toMs
  2636. , freq/frameTime
  2637. );
  2638. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  2639. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d "
  2640. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  2641. , 0 != msaa ? '\xfe' : ' '
  2642. , 1<<msaa
  2643. );
  2644. double elapsedCpuMs = double(elapsed)*toMs;
  2645. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
  2646. , _render->m_num
  2647. , elapsedCpuMs
  2648. );
  2649. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primInfo); ++ii)
  2650. {
  2651. tvm.printf(10, pos++, 0x8e, " %8s: %7d (#inst: %5d), submitted: %7d"
  2652. , s_primName[ii]
  2653. , statsNumPrimsRendered[ii]
  2654. , statsNumInstances[ii]
  2655. , statsNumPrimsSubmitted[ii]
  2656. );
  2657. }
  2658. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  2659. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  2660. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  2661. double captureMs = double(captureElapsed)*toMs;
  2662. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  2663. uint8_t attr[2] = { 0x89, 0x8a };
  2664. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  2665. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %3.4f [ms]", _render->m_waitSubmit*toMs);
  2666. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %3.4f [ms]", _render->m_waitRender*toMs);
  2667. min = frameTime;
  2668. max = frameTime;
  2669. }
  2670. blit(this, _textVideoMemBlitter, tvm);
  2671. PIX_ENDEVENT();
  2672. }
  2673. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  2674. {
  2675. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), L"debugtext");
  2676. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  2677. PIX_ENDEVENT();
  2678. }
  2679. }
  2680. } // namespace bgfx
  2681. #else
  2682. namespace bgfx
  2683. {
  2684. RendererContextI* rendererCreateD3D11()
  2685. {
  2686. return NULL;
  2687. }
  2688. void rendererDestroyD3D11()
  2689. {
  2690. }
  2691. } // namespace bgfx
  2692. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11